Forngull Icewolf

(6th-level Human (Frutzi) - Frost Barbarian (Suel) Male Fighter)

Updated: August 22, 1998

Player   : Jay Richardson   IOS10373@idt.net   martyr19@idt.net
Sources
Core     : PHB1st&2nd, DMG2nd, MM2nd
PO       : DMO:HLC, PO:S&P, PO:S&M
PHBR     : Paladin, Bard,  Gnomes & Halflings, Humanoids
GH       : None

Name     : Forngull Icewolf
Race     : Human (Frutzi) - Frost Barbarian (Suel)
Plane    : Prime-Greyhawk
Sex      : Male
Hair     : Shoulder-length straight Blonde hair
Eyes     : Ice blue
Skin     : Fair to the extreme
Hand     : Right
Features : Full length body scar
Height   : 5' 11"  
Weight   : 165 lbs                  
Age      : 22 yrs
Birthday : Patchwall, 562 C.D. IV

Align.   : Neutral Good
Church   : Kord's Arena
Deity    : Kord;  Athletics, Sport, Brawling, Strength, Courage;  CG
Symbol   : Symbol of chaos on field of red

Class    : Barbarian Fighter                  
Level    : 6th
XPs      : 37,061

Str      : 18/51    H/D(+2/+3), Wgt(160), Press(305), OD(13), BB(20%)
Dex      : 16       RA(+1), Miss(+1), Def(-2)
Con      : 15       HP(+1), SS(90%), RS(94%), Poison(0), Regen(Nil)
Int      : 13       Lang/Prof(3), SL(6th), Learn(55%), MaxSp(9), Immunity(-)
Wis      : 11       MD(+0), Spells(-), Fail(10%), Immunity(-)
Cha      : 14       Hench(6), Loy(+1), RA(+2)
Com      : 13

HPs [ 51]: 15 Numbed
           30 Useless

           Wounds: Ache & pain in chest (6 hps)
                   Stabbing pain from deep breath (3 hps)

AC   [ 7]:  9 Surprised	        Armor Types:  Leather sleeve on weapon arm
            7 Shieldless                      Visored Helm
           10 Rear
           10 Unarmored
           10 Mental                          

           Special defenses: None

THAC0[15]: Cmbt Init:  Fast (base)
                       Fast (dagger)
                       Fast (javelin)
                       Fast (short sword)
                       Average (crossbow)
                       Average (military fork)
                       Slow (net)
                       Slow (two handed sword)
                       
           Special attacks: None

Sav Thrws: 11 Paralyzation, Poison, or Death Magic
           13 Rod, Staff, or Wand
           12 Petrification or Polymorph
           13 Breath Weapon
           14 Spell

           Modifiers:  Dex(+2), MD(+0)

Movement : Land          Swim   Climb:  85%
            15  Base       1
            15  Light	 Sink	Jog x2  15 rnds        (Con +0/rnd) = 15
          14-12 Moderate        Run x3  (Str +0) = 18  (Con -1/rnd)
           11-8 Heavy           Run x4  (Str -4) = 14  (Con -2/rnd)
            7-4 Severe          Run x5  (Str -8) = 10  (Con -3/rnd)

           Cmbt
            18  Base + Dex React Adj + Str ToHit bonus
                Charge x1.5: No Dex Bonus; +1 to AC; +2 to Hit
                Run    x2  : No Dex Bonux; +1 to AC
                Sprint x3  : No Dex Bonus; +1 to AC

Encumbrance
   Fight : Weight (30.6) Bulk (4) Encumbrance (None) Movement (15")
   Travel: Weight (30.6) Bulk (4) Encumbrance (None) Movement (15")
   Mount : Weight (##) Bulk (##) Encumbrance (type) Movement (##")
   Riding: Weight (##) Bulk (##) Encumbrance (type) Movement (##")

               Moderate:  -1 to Hit
               Heavy   :  -2 to Hit; +1 AC
               Severe  :  -4 to Hit; +3 AC

Fatigue  : 19  Fresh
               Light    x1:  3/4 move
               Moderate x2:  1/2 move; -1 to Hit
               Heavy    x3:  1/4 move; -2 to Hit; +1 AC
               Severe   x4:  move = 1; -4 to Hit; +3 AC; (Dex +0) = 16 to move
               Mortal     :  save vs. paralyzation or die; 1d6 hrs unconscious

Race     : Human (Frutzi) - Frost Barbarian (Suel)
             + Climbing: 60% + 5%/level
             + Back Detection: 15% + 5%/level
             + Homeland: Rhizia (Thillonrian Peninsula)
             + Homeland Terrain advantages (subarctic)
                   Bonus NWPs: Survival, Hiding, Tracking and Animal Lore
                   Stealth
             + Improved Hit Die: d12
             + Increased Encumbrance: +3 to move
             + Increased Movement: 15 (base)
             + Leaping & Springing
                   6th lvl: Running Leap(3d6+6), Running Spring(1d6+3)
                            Standing Leap(2d4+3), Standing Spring(1d4+3)
             - Weapon Selection:  Tribal (initial)
             - Superstition:  Outworld magic is corrupting and unnatural
             - Limited Magic Items:  natural only
             - Reaction penalty: -2 to -6 in the outworld

Class    : Fighter
             + Breech Immunity: 21st level
             + Exceptional Strength/Constitution bonuses
             + Intimidation: 21st level
             + Followers: 9th level
             + Multiple attacks
             + Weapon Groups
             + Weapon Specialization/Mastery
             - Limited magic item use

Kit      : Gladiator
             + Bonus NWPs: Tumbling
             + Free Specialization
             + Required Weapons:  Short sword, trident (or military fork), net
             - Reputation & easily recognizable
             - Sought after for gladiator events

NWP      :( 3) + 2 (levels) + 2 (Int Prof)

          ( 1) Armorer, Crude             (Int +0) = 13
          ( 1) Bowyer/Fletcher, Crude     (Dex +0) = 16
          ( 1) Hunting                    (Wis -1) = 10
          ( 1) Fire-building              (Wis -1) = 10
          ( 2) Religion (Kord)            (Wis +0) = 11
          ( 0) Tumbling                   (Dex +0) = 16

Lang     :( 0) Fruz              
          ( 1) Aerdi             
          ____
            0  Slots left

WP       :  4 + 2 (levels) + 1 (Int Prof)
          ( 2) Axe (tight group)
          ( 1) Fork & Net Style
          ( 1) Crossbow
                 Attacks: 1/1 ToHit: +0 Dam Adj: +0
                 Wt: 14 Size: M Spd: 7
                   Quarrel Wt: * Size: S Type: P  Dam: 1d6+1 1d8+1 Knock: d6
                 ROF: 1 rnd Rng: 120/240/360
          ( 1) Javelin
                 Attacks: 1/1 ToHit: +0 Dam Adj: +0
                 Wt: 2 Size: M Type: P Spd: 4 Dam: 1d6 1d6 Knock: d6
                 Reach: 1 ROF: 1 rnd Rng: 20/40/60
          ( 0) Military Fork - Specialist
                 Attacks: 3/2 ToHit: +1 Dam Adj: +2
                 Wt: 7 Size: L Type: P Spd: 7 Dam: 1d8 2d4 Knock: d8
                 Reach: 2
          ( 1) Net, Melee
                 Attacks: 1/1 ToHit: +0 Dam Adj: +0
                 Wt: 5 Size: M Type: - Spd: 10 Dam: - - Knock: -
                 Reach: 1 ROF: 1 rnd Rng: 10/15/20
          ( 1) Short Sword
                 Attacks: 1/1 ToHit: +0 Dam Adj: +0
                 Wt: 3 Size: S Type: P Spd: 3 Dam: 1d6 1d8 Knock: d6
                 Reach: 1
          ( 0) Dagger 
                 Attacks: 1/1 ToHit: -1 Dam Adj: +0
                 Wt: 1 Size: S Type: P Spd: 2 Dam: 1d4 1d3 Knock: d6
                 Reach: 1 ROF: 2/rnd Rng: 10/20/30
          ( 1) Two Handed Sword
                 Attacks: 1/1 ToHit: +0 Dam Adj: +0
                 Wt: 15 Size: L Type: S Spd: 10 Dam: 1d10 3d6 Knock: d12
                 Reach: 1
          ____
            0  Slots left

Fork & Net Style:
-----------------
	Normally, a character employing a melee net in his off hand can block,
	trap, disarm or ensnare an enemy as if it were a secondary weapon, with
	the normal penalties for attacking with two weapons.  However,
	characters who specialize in Fork & Net style may chose to make one of
	these secondary attacks every round with no penalty for the fork and a
	-2 for the net.  By spending an additional proficiency slot, the
	character gains a special AC bonus of +1 while fighting with the fork
	and net.

Valuables:
----------


Magic Items:
------------
        Rods    (+1): None
        Staves  (+2): None
        Misc.   (+3): None
        Relic   (+3): None
        Rings   (+3): None
        Wands   (+3): None
        Potions (+4): None
        Scrolls (+x): None
        Armor       : None
        Protection  : None
	Weapons     : Crossbow of Distance^, 1 Crossbow Bolts +2^

	Word of Caution:  Items marked as (^) are not known to Forngull as
                          magical.

Equipment:
----------
        Weapons:                                               Weight Bulk
            Crossbow of Distance (belt, hangar, left)            7      3
            Dagger (belt, sheath, left-front)                    1      1

        Armor:
            Visored Helm                                        10      0 (2)
                Head      - AC:  3  DP: 25
                    -1 to Surprise
                    -2 to Vision
                    -3 to Hearing
            Leather sleeve on weapon arm                         5     (1)
                Torso     - AC: 10  DP:  0
                Rt. Arm   - AC:  9  DP:  5
                Up. Legs  - AC: 10  DP:  0
                Dex Adj (-0)

        Clothes/Cloak:                                           5      0
                Full Body - AC: 10  DR: 0
            Heavy tunic
            Heavy cloak with hood
            Steel toed boots

        Belt:                                                    1      0
            Quiver (Belt, right)                                 1      0 (1)
               1 Crossbow Bolts +2                               0.1    0
            Sack, Large (right-front)                            0.5    0 (6)
            Sheath (dagger, left-front)                          0      0
            Hangar (crossbow, left)                              0      0
                                                               _____  _____
                                              Combat Weight     30.6    4
                                                                       (5)

Deity:
------
	Kord;  Athletics, Sport, Brawling, Strength, Courage;  CG

	Kord the Brawler is a Suloise god appearing in two aspects: as a mighty,
	axe-wielding barbarian with powerful weaponry and armor, and as a
	muscular wrestler, brawler, and athlete.  He is thus a god of combat and
	strength.  Not widely revered, Kord has a following among the barbarian
	peoples, parts of Ulek, and among Suel folk in Aerdi.  Despite his power
	as a god of struggle and strife, few turned to him during the Greyhawk
	Wars, since he has no protective aspect.

Description:
------------
        Tall muscled, attractive in a rugged adventurers way. His ice blue eyes
seem to stare deeply into someone's sole. His blonde hair levels down to his
shoulders. He has a long scar along his body, that he doesn't like to talk
about.


Background:
-----------
	Torkeep lies north of the city of Critwall in the northeastern marches
of the Shield Lands.  Lord Torkeep's stronghold is on the bluffs which overlook
the Ritensa River near the only ford within many leagues.  It was a very active
place, with raids and skirmishes going on continually.  Alas, the wars changed
all this.  The advance of Iuz from the east in Flocktime 583 C.D. IV surprised
everyone in the Shield Lands and Torkeep took the brunt of one assault.  Where
other lords fought a retreating action to Admundfort, Lord Torkeep, you and his
men fought south to Critwall and then crossed the Veng River.  Though you've
been on the frontlines of defense for over a year, your unit's casualties have
been light compared to others in the same situation.

-----

	Summoned by Mullin, Lord Torkeep's squire, you find the Lord, his second
and the squire in a heated discussion.

	It had been clear during the conversation that Franz was relaying
orders, and Sir Phillip and Mullin, though neither were pleased, left to make
preperations immediately.  The one concession Franz was forced to make was that
he would not travel alone.  One Forngull IceWolf would be going with him.
Forngull was a Frost Barbarian who had been raised a Gladiator and Pit Fighter
in a travelling Exhibition.  The man was mighty handy with the Military Fork he
habitually carried, and more importantly was loyal to the point of death to
anyone who paid him.  A mercenary with an odd code of honour, he would do what
he was paid or die trying.  He was currently serving in the Lord's army, and
since he had been payed through the next year, he would be Franz's to command
for a good time yet.  The fact that he had learned to speak half the languages
on Oerth (possibly an exaggeration) in his travelling days was a factor as well.

	Three days and nights found Franz and his odd companion well on the way
to MagePoint.  Forngull was silent and stonyfaced, riding along on the
newly-purchased horse, ornate Military Fork resting easily on his shoulder.  He
had accepted the change of Venue virtually without comment, his life had led him
strange places before, so he wasn't really surprised.  

	The two travelled on, avoiding towns except to purchase supplies.  Franz
face was well known, so he generally kept the cowl of his plain brown travelling
cloak low over his face.  He itched to put on the armour he kept hidden in his
saddlebags, to pull his sword from it's hiding place and wear it at his belt.
Only his axe was unhidden, and his shield.  He had winced doubly when he had
slapped a coat of dull grey paint over the Crest on his shield, but he guessed
it was necessary.  He and Forngull were simply travelling Mercenaries, not
uncommon in this time of troubles.  They travelled consistently, making good
time.  After many days and nights of travel, Franz finally Judged them to be
only a day, two at most, from their destination.  Magepoint was near, and with
luck Franz hoped tobe on his way back to the Front Line in a week.

Roleplay:
---------
        Typical barbarian but can be and is actually very smart.  He always
	thinks before he acts, but still has the old ways of women being lesser
	than men.

Miscellaneous:
--------------
        [Fighting style, special requests, your goals and what you (the player)
         would like to get out of this game, etc.]

Access:
-------
        [Describe your access to the Internet (e-mail, WWW, FTP, etc.).  Is
         your e-mail account accessible from home?  Is your e-mail capable of
         accepting attachments?  If a student, will you be able to access the
         account over breaks and summer?  Any limitations or forseeable changes
         need to be listed.]

Alternate Oerths / Keith Horsfield / afn09454@afn.org / updated 22 Aug 98
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