Fenrir Blackmane    (Northman Male Fighter/Scout)
Character Information   
Name: Fenrir Blackmane XP/Next lvl: 5001 / 3000 / 8001 / 5000
Class: Fighter/Scout HP:curr/max 30 / 30
Alignment: chaotic neutral AC:reg/rear/no shield 7 / 12 / 8
Race: Northman Level: 3/3
Age: 20 Height: 6' 2'
Weight: 175 lbs Gender: Male
Encumbrance: Movement: 120'
Languages: Common, Pictish, Goblin,
Ability Scores   
STR: 18 (+1 Hit +2 Dam / +750 WA / Open doors 1-3 / bend bars 16)
INT: 14 (4 Additional Languages )
WIS: 12 ()
DEX: 14 ()
CON: 14 (System Shock 88 / Ressurection 92)
CHR: 13 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
+2 Hand Axe (Shag) 3/2 Melee 4 1D6/1D4 y n 17 +5 Hit +6 Dam / CLW twice per day
Broad Sword 1/1 Melee 5 2D4/1d6+1 n n 18 +2 Hit +2 Dam
Long Bow 2/1 7/14/21 1D6/1D6 n n 19 +1 Hit +2 Dam
Equipment
Qty Item Location
1 Suit of Leather Armor Body
1 Waterskin / Drinking horn Backpack
1 Hand axe Waist
1 Knife Waist
1 Spear Carried
1 Leather boots Feet
1 Round Wooden Shield Carried
1 Leather helm Head
1 Leather Backpack Back
1 Fur cloak Back
1 Broad Sword Back


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 10 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
NORTHMAN
A hearty and strong barbarian race from
the frozen north, representing various literary
archetypes such as Howard's Cimmerians or
Leiber's Snow Clans. If the optional height
and weight tables are used, increase their
height by two inches and their weight by
ten pounds. They receive a bonus of +1 to
their initially-rolled strength score to a
maximum of 19.
Northmen are experts with the axe, sword
and spear, and receive a bonus of +1 'to hit'
with these weapons in hand to hand
combat.
In youth, Northmen are taught to paint their
faces and bodies with semi-magical
patterns of woad that protect them. While
wearing the paint, a Northman receives a
bonus of +2 to saving throws against aimed
magic items, petrifaction/polymorph, poison
or paralysis, and spells.
A PC Northman may be an assassin,
barbarian, cleric, druid, fighter, ranger, thief,
troubadour or witch. He or she may also
multi-class as a Fighter/thief, cleric/fighter,
cleric/thief, or fighter/witch. Northmen speak their native tongue and
their alignment language. PC Northmen
learn the Common tongue before play
begins; deduct one language from the
maximum number the character is
permitted to learn by virtue of his or her
intelligence. If the character's intelligence is
insufficient to learn Common before play
begins, then he or she still learns it, but
speaks Common poorly and with a thick
accent, and cannot read or write.


Racial Limitations:
Minimum/maximum ability scores (after
adjustment for race); if the ability scores
rolled do not fall within these limits, then the
race of Northman is not a valid choice for
the character:

Strength 8/19
Dexterity 3/18
Constitution 8/18
Intelligence 3/18
Wisdom 3/18
Charisma 3/18


Level limitations:
Barbarian Unlimited
Cavalier N/A
Cleric 4
Druid 7
Fighter Unlimited
Illusionist N/A
Magic user N/A
Paladin N/A
Ranger 11
Thief Unlimited
Witch 6
Move Silently
27
Hide in Shadows
20
Hear Noise
20
Climb Walls
95
Tracking
25