Gargrim Goldhammer
Deep red hair and a matching beard that has been done into three braids, bushy eyebrows, very thick; while it’s obvious that he’s not one to do a lot of thinking, he definitely comes across as one you want to have by your side when the going gets tough.
Background: It’s said adventuring is in the blood of the ancestors of Gargrim Goldhammer, partly because they simply can’t be trusted to do anything else. Notoriously thickheaded to say the least, his lineage includes very little literacy but much in reputation for battle and honor (in addition to song and drink). While he can recite songs to much of his ancestry, the time has come for him to earn his own glory to match that of even his greatest of ancestors. Having heard whispers that something has happened within Dwimmermount, Gargrim sees this as his great opportunity.
[sblock=Stats]
Level 1 Dwarf
XP 0/2187 (+5%)
Languages: Common, Dwarvish, Lawful, Goblin, Gnome and Kobold
Str – 15 +1 (5% XP)
Dex – 13 +1
Con – 15 +1
Int – 5 -2 (Unable to read or write)
Wis – 11
Cha – 13 +1
AC 3 (Shield + Splint Mail)
HP 6 (
HP (1d8+1=6))
THACO - 19
Abilities
Infravision 60'
1-2(1d6) detect traps, false walls, hidden construction or slope
Can use all armor
Can wield all weapons except 2-handers or longbows
Equipment
Starting Gold – 110 gp (
Gold (3d8=11))
Mace 1d6 (5)
Splint Mail - AC 4 – (75)
Shield (10)
Miner’ Pick (3)
Backpack (2)
[sblock=Contents of Backpack]
Bedroll (1 silver)
8 Torches (3 silver)
2 Rations – Preserved (1)
5 Rations – Unpreserved (1)
Waterskin filled with Rum (2)
Hemp Rope (1)
Flint and Steel (2)
Grappling Hook (1)
Large Sack (2 Silver)
Seven loose gold coins
Four loose silver coins
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[sblock=GM Question]
Would the GM be opposed to me reskinning the Mace as more of a one-hand heavy hammer? Only choices are light hammers and two handed war hammers. And Goldhammers can't be walking around with no dainty light hammers.
[/sblock]