Roan, Son of Rune    (Vanir Male Barbarian)
Character Information   
Name: Roan, Son of Rune XP/Next lvl: 3734 / 5501
Class: Barbarian HP:curr/max 23 / 23
Alignment: Neutral AC:reg/rear/no shield 4 / 8 / 4
Race: Vanir Level: 2
Age: 21 Height: 6' 5'
Weight: 220 Gender: Male
Encumbrance: Normal Movement: 12
Languages: Vanir, Common
Ability Scores   
STR: 18 (76; +2 hit, +4 dmg; +1500 wt; 1-4 OD; 30BB)
INT: 9 (1 additional language)
WIS: 9 (none)
DEX: 16 (-4 AC, +1 reaction/attacking adj.)
CON: 13 (85 SS, 90 RES)
CHR: 12 (Max henchmen: 5)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 15 16 17 17

Notes: +1 Reaction Adjustment; + 4 versus poison, + 3 versus paralyzation, death magic, petrification, and polymorph, and + 2 versus rod, staff and wand and breath weapon.

Description and Background   
Description:
An imposing figure at 6'5' among most humans, Roan is actually of average height for his family. He wears his reddish blonde hair pulled back from his face and his deep green eyes are piercing, yet easily wrinkle with laughter. He has swirling tattoos all across his left side, chest and upper right shoulder. He wears minimal armor, but carries a bevy of weapons.

Background:
Roan, son of Rune, son of Roark...was born and raised in southern Vanaheim in the shadow of the Eiglothian Mountains. The eldest of three and the only son of Rune, Roan was doted upon by his mother...much to the chagrin of his father, a warrior of renown in the northern lands and in battles with Asgardians and Picts. His father, and grandfather Roark, trained him in axe and sword, spear and knife and the young Roan grew into a hulking warrior. He killed his first man at age 14 in a skirmish with Picts in the mountains. He took the man's knife and carries it to this day. Boastful and confident, only those very close to Roan know of his regard for the gods. He secretly prays to Ymir and carries an iron holy symbol fastened to the inside of his belt. He is careful not to speak lightly of other gods, believing with all his heart that they are always listening.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Battle Axe 1/1 1d8/1d8 n n 17 +2/+4 STR adj; +1 to class adj.
Bastard Sword 1/1 2d4/2d8 n n 17 +2/+4 STR adj; +1 to hit class adj.
Spear 1/1 1/2/3 1d6/1d8 n n 17/16 +2/+4 STR adj; +1 to hit class adj; +1 ranged
Knife 1/1 1/2/3 1d4/1d3 n n 18/17 +2/+4 STR adj; +1 to hit ranged
Equipment
Qty Item Location
1 Large sack Back
2 Large belt pouches Belt
1 Waterskin Back
1 Tinderbox Pouch
7 Rations (standard) Lg. sack
3 Torches Back
1 Bastard sword & scabbard Back
1 Battle axe Belt
1 Spear Hand
1 Knife L. leg
1 Belt Waist
1 High soft boots Feet
1 Iron holy symbol Belt
1 Wolvesbane sprig Pouch
1 Thick belt Waist
1 Hand axe Waist
1 "Barbarian" armor (leather armor) Body


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 196 0 15 4
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Racial Abilities:
+1 to hit with Axe, Spear, & Sword
-2 to AC for every pt of DEX over 14
They have 12-sided hit dice and a base movement rate of 15”.
Detest magic; earn XP for destroying items.
Primary Abilities
Climb cliffs and trees: 85

Hide in natural surroundings: 25 familiar; 10 unfamiliar

Surprise: Barbarians surprise opponents on a 3 in 6 chance, or 4 in
6 if they are in familiar terrain. Barbarians are themselves surprised
10 of the time, or only 5 in familiar terrain.

Back protection: Any attempt to attack a barbarian from behind,
including such attacks by assassins or thieves, has a 5 chance
per level of being detected and countered. That is, if a barbarian
detects a back attack (a 5 chance at 1 st level, 10 at 2nd, etc.)
the barbarian avoids the attack form. The former back attack becomes
a normal attack. The barbarian is also then entitled to attack
the former “back attacker,” even though the barbarian may
already have engaged in what would otherwise have been his or
her full normal combat for that round.

Leaping and springing: Barbarians are able to leap up to a maximum
distance of 10 feet forward, 3 feet backward, or 3 feet upward
from a standing start. If the barbarian is able to move freely
and get a running start, the forward leap can range from 16-21 feet
(15 + d6), and the upward leap from 4 to 6 feet (4 + d4, each pip
equaling l/z foot). Springing under similar conditions gives an upward
distance of 4-7 feet, depending on the surface used as a step
to gain height and spring.

Detect illusion: Barbarians have a 5 chance per level of determining
that some sight, sound or other sensory phenomenon is
actually an illusion/phantasm spell of some type. This detection
takes one round of concentration on the illusion. Regardless of the
barbarian’s level, the chance to so detect such spells may never
exceed 75.

Detect magic: Barbarians have a 25 chance of detecting any
sort of magic other than the illusion/,phantasm variety. This again
takes one round of concentration, and applies to items or spells,
but not to persons who are able to effect magic. For each level the
barbarian gains beyond the 1st level, the barbarian gains an additional
5 to his or her base chance of detection. However, this
chance may never exceed 90 regardless of the barbarian’s level
of experience. The type of magic is never revealed by this ability.

Leadership: When dealing with other barbarians, a barbarian adds
his or her level of experience to his or her charisma score to get an
effective charisma effect on other barbarians.
Seconday Abilities:
Survival: The barbarian has the necessary skills for survival in the wild,
including hunting, small animal trapping, food gathering, shelter building,
body covering, and fire building.

First aid: This skill allows the barbarian to bind wounds, set sprains
or broken bones, and concoct natural antidotes and natural cures
for diseases. This means the barbarian immediately regains 1 hit
point, and thereafter he or she regains hit points at twice the normal
rate, regaining 2 hit points per day if resting, and 1 hit point per
day even if active and adventuring. The barbarian can also bind
wounds to prevent further loss in hit points of other characters.
Such “first aid” restores 1, hit point immediately, and then increases
hit-point recovery by 1000/0 if the barbarian continues to
administer aid and cures. When dealing with natural poison and illness,
the barbarian has a 10 chance of effecting a cure. If the
poison or disease is known, this chance of success rises to a percentage
equal to 50 plus the victim’s constitution score.

Outdoor craft: This skill includes plant and animal detection as a
3rd-level druid, direction determination, and the ability to predict
weather as if the spell of that name were cast by a 3rd-level druid.

Tracking: Outdoors there is a base 90 chance of a ranger being
able to follow a creature, modified as follows:
-for each creature above 1 in the party being tracked + 02
-for every 24 hours which have elapsed between making the track and tracking -10
-for each hour of precipitation -25
Tertiary skills:
Animal Handling
Horsemanship
Long Distance Signaling
Sound Imitation
Snare Building
Items Found, Used, or Given Away:
From Thogg the Cimmerian:
A wide belt, a hand axe, 10 gold, 10 silver