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Stint Ironjaw

Personal Information
Name: Stint Ironjaw Player: Aridale Belmont
Race: Dwarf Gender: Male Height: 4'1"
Class: Cleric Level: 4 Weight: 185 lbs
XP: 9,517 Next Level: 13,000
Kit: None Alignment: Lawful Evil
Eyes: Brown Hair: Red Deity: Clangeddin Silverbeard
Age: 174
Ability Scores
Str: 18 Weight Allowance: 110 lbs Bend Bars/Lift Gates: 16%
Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 45%
Wis: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 1 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 6 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 16 Spell: 11
Hit Points: 44
Base THAC0: 18
Melee THAC0: 17
Missile THAC0: 17
Natural armor class 10
Unknown armor\magic adj. -7
DEX Defensive adj. -2
Weapon Proficiencies

Throwing Axe
Battle Axe

Non-Weapon Proficiencies
Appraising 11
Astrology 11


#AT Speed


Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Racial Abilities

Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.

Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 13 Mummy or 7 HD: 20 Ghost or 10 HD: -
Zombie: 4 Ghast: 16 Spectre or 8 HD: - Lich or 11+ HD: -
Ghoul or 2 HD: 7 Wraith or 6 HD: 19 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 10 # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.

Not Given

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 2
Character Description and History

Stint Ironjaw is the Elder Brother of the Brothers Ironjaw. Oldest Ironjaw now living and king of the Ironjaw Mines north of the Moon Sea, underground inbetween the East and West Galena Mountains. His father, Braet Ironjaw trained his sons in working the forge And there for the teachings of Moradin. 

After his fathers death Stint became a cleric of Clangeddin Silverbeard with a small group of dwarven missionaries from Citadel Adbar. The reason they were that far from home is unimportant, what is important is that this is when Stint came to know what his true beliefs were and the god that he knew he'd follow for the rest of his days. 

Stint is currently residing in Phlan on business.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0

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