Morag    (Human Male Barbarian)
Character Information   
Name: Morag XP/Next lvl: 18101 / 24001
Class: Barbarian HP:curr/max 44 / 44
Alignment: Neutral - Neutral Good AC:reg/rear/no shield 0 / 8 / 0
Race: Human Level: 3
Age: 29 Height: 5' 6'
Weight: 165 Gender: Male
Encumbrance: Low Movement: 15'
Languages: Pict, Common, Trail Signs, Smoke Signals
Ability Scores   
STR: 15 (no combat adjustments, +200 encumbrance, 1-2 open doors, 7 bend bars/lift gates)
INT: 11 (+2 languages)
WIS: 12 (no adjustments)
DEX: 18 (+3 reaction/missile attack, -8 defensive adjustment as per barbarian )
CON: 17 (+6 hit point adjustment as per barbarian, 97 system shock, 98 resurrection)
CHR: 8 (maximum 3 henchmen, -5 loyalty, add level to charisma for other barbarians)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10, 10, 9 11 13 14 16

Notes: +4 vs. Poison. +3 vs. Paralyzation, Death Magic, Petrification and Polymorph. +2 vs. Rods, Staffs, Wands and Breath Weapon already factored in.

Description and Background   
Description:
Morag is a primitive savage from a stone age tribe who wears animal skins and carries tribal scars, tattoos, woad, a long bow, flint-headed arrows, flint-headed spears, a stone knife, and little else.

Background:
This savage comes from a stone-age tribe that was lost ages ago in a secret, hidden valley where dinosaurs still roam. Contemporary explorers recently discovered the valley and told Morag about the outside world. Intrigued, he followed them out, and now lives among them in this strange new world. Secondary skills: Bowyer/Fletcher Source Material: Edgar Rice Burrough's 'Tarzan' Robert E. Howard's Picts Arthur Conan Doyle's 'The Lost World'


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Long Bow and Arrow 2 7/14/21 1d6/1d6 n n 15 48
Spear (held) +2 1 1d6/1d8 n n 16 Spear of Returning +2 (Vortex): once every three days, when thrown and voice command given, this spear turns into a lightning bolt cast at the same level as its owner.
Blowgun and Needles 2 / n n 15
Spear (thrown) +2 1 1/2/3 1d6/1d8 n n 13 Spear of Returning +2 (Vortex): once every three days, when thrown and voice command given, this spear turns into a lightning bolt cast at the same level as its owner.
Knife 1 1d4/1d3 n n 18
Hand Axe 1 1d6/1d4 n n 18
Club 1 1d6/1d3 n n 18
Equipment
Qty Item Location
1 Animal skins worn
1 Flint and Steel belt pouch
1 Cave painting supplies belt pouch
2 Quivers back
1 Blanket roll back
1 Set of cooking pottery village
1 Jar of woad belt pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Spear of Returning +2 (Vortex): once every three days, when thrown and voice command given, this spear turns into a lightning bolt cast at the same level as its owner.
1 Potion of Heal belt pouch


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Barbarian Abilities
Double Dexterity bonus to AC when wearing non-bulky armor.

Double Constitution bonus to hit points.

Saving Throw benefits, already added in.

Climb cliffs and trees: 87
Hide in natural surroundings: 47
Surprise on 1-4 in familiar terrain. 1-3 in unfamiliar terrain.
Surprised only 10 of the time. 5 in familiar terrain.
15 chance to detect back attack. If successful, gets a free bonus attack on back-attacker.
Leaping and spring: 16-21 feet forward. 4-7 feet straight up.
Detect Illusion: 15
Detect Magic: 35
Leadership: Adds level to Charisma when dealing with other barbarians

Survival skills: hunting, trapping, food gathering, shelter building, body covering, fire building.
First Aid: Gains 1 hit point and doubles healing rate.
Outdoor Craft: plant and animal craft, direction determination, predict weather.
Tracking: 90 base as per ranger, outdoors only.

Animal Handling:
Horsemanship:
Long Distance Signalling other Picts: drums, smoke signals
Running: long distance
Sound Imitation: animal calls
Snare Building: outdoor deadfalls, pits, traps

Restriction on Magic: May associate with clerics. May use potions. No magic weapons until 4th level unless they are a gift from the gods.

Pict Abilities
+1 to Constitution

25 Move Quietly when not in metal armor (35 after Dex modifier)

25 Hide in Shadows (35 after Dex modifier)

Trail Signs and Smoke Signals