Sir Abrahm Dragonhelm, Knight of the Divine Hammer
Call to Arms; Dragon Points (2) 1d6.
Craft (weaponsmithing) +2, Diplomacy +9, Gather Information +7, Handle Animal +6, Intimidate +10, Knowledge (nobility and royalty) +7, Knowledge (religion) +7, ride +7, Sense Motive +10, Track +8*.
*House Rule: Track is a skill in this game.
Dedicated*, Honor-Bound, Mounted Combat, Negotiator, Skill Focus (Intimidate), Weapon Focus (warhammer).
Common, Solamnic, Istaran.
Lance +6 melee (1d8+4/x3)
Longsword +6 melee (1d8+4 - 19-20/X3)
Weapon Group Proficiencies: Bows, Heavy Blades, Picks and Hammers, and Spears and Lances.
Basic adventuring gear, warhorse.
Abrahm is 38 years old, stands 6'2", and weighs 285 lbs. His hair is dark, and he sports a neatly trimmed salt-and-pepper beard, greying before its time.
Sir Abrahm Dragonhelm is descended from a proud tradition of Solamnic Knights. He trained to become a Knight of Solamnia since birth. His fervor and passion as a young lad came to be known to the Knights of the Divine Hammer, who approached him for membership in their ranks. Abrahm accepted, knowing he had finally found an organization that met with his ideals. He soon left for Hammer Hall, never once looking back.
Abrahm excelled at his studies, and became a loyal servant to the Kingpriest. He was considered a shining example of what the Divine Hammer should be. His loyalty was even put to the test once when he was sent on a mission to sieze control of Dragonhelm Keep for Istar, facing his cousins John and Paladian in the process. Unfortunately, his mission failed due to his family's treachery (so he claims). His cousins, John and Paladian Dragonhelm, would eventually become figures of legend, though theirs is another story.
Abrahm has since been ordered back to Hammer Hall, where he has redoubled his efforts to become the best that a Divine Hammer should be. He has recently captured an infidel, which has boosted his spirits and renewed his passion.
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