Cruloc    (Cimmerian Male Barbarian)
Character Information   
Name: Cruloc XP/Next lvl: 13706 / 24001
Class: Barbarian HP:curr/max 54 / 54
Alignment: Neutral AC:reg/rear/no shield 4 / 6 / 5
Race: Cimmerian Level: 4
Age: 22 Height: 6'1'
Weight: 190 lbs. Gender: Male
Encumbrance: Movement: 15' (12' in chain)
Languages: Common, Cimmerian
Ability Scores   
STR: 18 (41, +1 to hit, +3 damage, +1000 weight allowance, open doors 1-3, bars/gates 20)
INT: 8 (1 additional language)
WIS: 9 ()
DEX: 13 ()
CON: 17 (hp adjustment +6, system shock 95, resurrection 96)
CHR: 12 (16 when dealing with other barbarians (add current level to ability score))

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 14 15 16 16

Notes: Bonuses: +4 vs. poison, +3 vs. paralysation, death magic, petrification, & polymorph, +2 vs. rod, staff, wand, and breath weapon

Description and Background   
Description:
Cruloc's nose has been broken more than once, and it shows. Closer inspection will reveal callouses and scars on his hands which suggest he has likely done at least as much to others. A severe countenance and a long mane of dark brown hair sit atop a lean, athletic body. Clad in battered chain mail and equipped with a long sword, Cruloc deserves to be given a wide berth.

Background:
Cruloc, only child of a Cimmerian slave wench in Aquilonia, escaped servitude in Galparan with his mother at the age of ten. Returning to their homeland, he was treated as an outsider by his peers, emboldening him to leave Cimmeria to seek his fortune after coming of age. His capacity for brutality served him well in bar brawls, pit fights, and, for a time, as a mercenary in Ophir and Koth as he wandered ever farther south. A Zamoran trader in Shadizar hired Cruloc to escort a trade caravan into the Great Eastern Desert. Disaster struck when the men and camels were scattered by fell, unearthly sandstorms. Cruloc has little recollection beyond that of how he came to the Great Pyramid. A true Cimmerian, he seeks treasure and blood before turning his sun-bronzed back to this accursed place.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
+1 Thracian long sword (non-magical) 1 5 1-8+1/1-12+1 n n Cimmerian +1 to hit with swords
dagger 1 2 1-4/1-3 n n
spear 1 7 1-6/1-8 n n Cimmerian +1 to hit with spears
short bow 2 5/10/15 1-6/1-6 n n 6
Sword of Xuthalhotep (Long Sword +2) 1 5 1-8+2/1-12+2 n n Cimmerian +1 to hit with swords
Equipment
Qty Item Location
1 chain mail worn
1 large shield left arm
1 great helmet head
2 high soft boots feet
1 belt worn
1 large belt pouch belt
1 cloak worn
1 backpack back
1 large sack backpack
1 quiver back
1 tinder box backpack
6 torches backpack
4 rations backpack
1 waterskin belt
1 rope 50' belt
1 iron spike belt pouch
6 arrows quiver
1 chalk
1 needle & thread
3 candles, wax
2 candles, tallow
2 flasks of oil
1 blanket
1 flask of medicinal alcohol
1 large pouch of rags
1 large pouch of flour
1 silver mirror, small
1 pouch of medicinal herbs


Wealth   Enter negative number to subtract
PP GP EP SP CP
12 106 0 108 4
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Barbarian raison d'être
+1 to hit with Axe, Spear, & Sword
-2 to AC for every pt of DEX over 14
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 1st 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 1/2 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.
Secondary 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 100 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