Stats
Strength |
17 |
Dexterity |
12 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
11 |
Saving Throws
Poison/Para./Death |
7 |
Rod/Staff/Wand |
11 |
Pet./Poly. |
10 |
Breath Weapon |
12 |
Spell |
12 |
Money
170 Platinum |
910 Gold |
800 Electrum |
700 Silver |
|
Weapon
Proficiencies
Non-Weapon Proficiencies
Animal Handling |
1 |
WIS-5 |
13 |
Armoury (2) |
6 |
INT-2 |
8 |
Blacksmithing |
3 |
STR |
17 |
Direction Sense |
1 |
WIS-1 |
17 |
Endurance (2) |
6 |
CON |
16 |
Healing (2) |
2 |
WIS-3 |
15 |
Religion |
1 |
WIS-4 |
14 |
Rope Use |
2 |
DEX-2 |
10 |
Riding: Land based |
1 |
WIS-1 |
17 |
Notes
For this particular campaign, the GM was using a system of dots instead of slots for
proficiencies. 3 dots=1slot. You can also have the option of double
specialization (2x specialization for cost) which gives you a bonus of +3/+3 for attack
and damage. |
Equipment
Warhammer |
Shield |
Spare Clothes (2 sets) |
Boots |
Backpack |
Rope-silk |
2 candles |
Belt Pouch |
Knife |
1 vial Greek Fire |
2 vials Lamp Oil |
Magical Equipment
Warhammer +2 (d4, d4+1) |
Chain Mail +3 |
Ring of Fire Resistance |
Ring of Swimming |
Necklace of Adaptation |
Wand of Fire Extinguishing (29 charges) |
|