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 | Back to Heroes & Heroines |