Arman Kharas (circa War of the Lance)
Dwarven Traits: Darkvision 60 ft., stonecunning, weapon familiarity (dwarven waraxe and dwarven urgosh), stability (+4 bonus against bull rush or trip attempts when standing on the ground), +2 Fort saves against poison, +2 Ref saves against spells, +1 attack bonus against goblinoids, +4 dodge bonus to AC against giant-type creatures, +2 bonus on Appraise checks related to stone or metal items, +2 bonus on craft checks related to stonework or metalwork.
Craft (armorsmithing) +5, Craft (stonemasonry) +5, Craft (weaponsmithing) +5, Intimidate +4.
Blind-Fight, Diehard, Endurance, Heroic Surge, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer).
+1 warhammer (+12/+7 melee, 1d8+6), masterwork light hammer (+11/+6 melee or +8 ranged, 1d4+3).
+2 chainmail, +1 warhammer, ring of protection +1, masterwork light hammer, masterwork small steel shield, backpack, caltrops, 50 ft. hemp rope, 1 day iron rations.
4'4", 165 lbs., black hair, dark eyes, approximately 54 yrs old (adult). Arman has a coarse black beard that falls to the middle of his muscular chest. A braid marking noble blood hangs from beneath a leather skullcap to the right of his troubled face. His features are worn, but the fire in his dark eyes shines brightly. His left hand is calloused and bruised and his thumb is scarred. Over his armor he wears a leather jerkin tied at his knees.
Arman Kharas is the son of Hornfel, patriarch of the Kytil clan, Thane and prelate to the Hylar council. Fiercely loyal to his people, Arman is a dwarf with a vision and looks forward to the day when his people can return to the light.
Even though his name means "second" or "lesser" Kharas, he believes he is the true reincarnation of Kharas, greatest hero of the Hylar. He searches for a way he can prove his legacy and become the first King of Thorbardin in hundreds of years.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.