Hefnir    (Human Male Paladin)
Character Information   
Name: Hefnir XP/Next lvl: 0 / 2750
Class: Paladin HP:curr/max 10 / 10
Alignment: Lawful Good AC:reg/rear/no shield 3 / 4 / 4
Race: Human Level: 1
Age: 20 Height: 6'3
Weight: 190 lbs Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 15 ()
INT: 11 ()
WIS: 15 ()
DEX: 12 ()
CON: 12 ()
CHR: 18 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 15 16 17 17

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Longsword 1 5 1-8/1-12 n n
Dagger 1 2 1-4/1-3 n n
Crossbow, heavy 1/2 8/16/24 / n n
Equipment
Qty Item Location
1 Banded Mail Body
1 Large Shield Left Arm
1 Long Sword and Scabbard Belt, Left Hip
1 Cloak Back
1 Backpack, leather Back
1 Heavy Crossbow Tied to Backpack
1 Quiver Belt, Right Hip
20 Bolts Quiver
7 Days of Iron Rations Backpack
5 Torch Tied to Backpack
1 Tinderbox with Flint and Steel Backpack
1 Large Sack Backpack
1 50' Rope Tied to Backpack
5 Oil, flask of Backpack
1 Belt Waist
1 Small Belt Pouch Belt
1 Prayer Beads Small Belt Pouch
1 Dagger and Scabbard Belt, Right Hip, Back from Quiver
1 Lantern Hooded Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 31 0 6 5
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Detect Evil
Detect evil at up to 60' distance, as often as desired, but only when the paladin is concentrating on determining the presence of evil and seeking to detect it in the right general direction.
Saving Throws
Make all saving throws at +2 on the dice.
Disease Immunity
Immunity to all forms of disease.
Lay on Hands
The ability to "lay on hands" , either on others, or on his or her own person, to cure wounds; this heals 2 hit points of damage per level of experience the paladin has attained, but laying on hands can be performed but once per day.
Cure Disease
The ability to cure disease of any sort; this can be done once per week for each five levels of experience the paladin has attained, i.e. at levels 1 through 5 one disease per week, at levels 6 through 10 two diseases, at levels 11 through 15 three diseases, etc.
Protection from Evil
The continuing emanation of a protection from evil in a 1" radius around the paladin.

Excerpts from spell description: "... acts as if it were a magical armor upon the recipient. The protection encircles ... at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers and xorn. Summoned animals or monsters are similarly hedged from the (paladin). Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the (paladin), and any saving throws caused by such attacks are made at +2 on the (paladin's) dice."