Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword    (Human Male Barbarian)
Character Information   
Name: Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword XP/Next lvl: 3119 / 4501
Class: Barbarian HP:curr/max 18 / 18
Alignment: NG AC:reg/rear/no shield 0 / 7 / 1
Race: Human Level: 1
Age: 18 Height: 6'5
Weight: 225 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 18 (.96 Excp. Str., +3 to hit, +4 dam., 2,000 weight, 1-4(1) doors, 35 bend bars)
INT: 11 (+2 languages)
WIS: 10 ()
DEX: 17 (+3 to hit missiles, -6/-3/-1 AC)
CON: 17 (+6 HP, 97, 98)
CHR: 10 (0, 5, 5)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14(+3,+4) 16 (+3) 15 (+2) 17(+2) 17 (dodge spell +6)

Notes:

Description and Background   
Description:
Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Aric, 18, stands 6'5”, 225 lbs, black hair, blue eyes, chiseled features, muscular but not overly so, and scarred. He is quick in movement, keen of eye, a clever tactician, shrewd strategist, good of heart but dark in vengeance. He gained the tribe nickname Swiftsword for his ability with the sword, the larger the better in his opinion. He is skilled in the traditional barbarian ways but also possesses an unusual curiosity about the world beyond his land, which has led to wanderlust and adventuring. Aric’s mother passed away several years ago, though his father is alive. He has two brothers and one sister. They stayed with the tribe except his older brother Torac, known as Torac Axecleaver, who left adventuring two years before Aric. Torac would occasionally visit and regale him with stories of the decadent civilizations beyond the Great Woods. He was in part an inspiration for Aric to leave as well, teaching the younger brother barbarian tactics and wily ways to overcome the weak civilized folk, especially those cowardly wizards. Aric is a member of the Iron Tribes, those Northern Woods barbarian tribes who have mastered the forging of metal. They are often in conflict with their border neighbors to the north, the Mountain Nadhagh, who are jealous of the Iron Tribes metallurgy skills. To the south of the Iron Tribes are the quasi-civilized Vadhagh clans, who have in the past decades slowly been rising out of the barbarian status in their greedy pursuit of commerce with the civilized kingdom south of them. The Vadhagh have little respect for the Iron Tribes (except a grudging acknowledgement of their weapon forging), and even less so for the Nadhagh. Aric is not particularly religious, but he does pay respects to Crom, god of the northern barbarians. He is an unforgiving deity. Aric owns nothing more than what he carries, and he likes it like that. He has had some harrowing adventures after he left his tribe, including defending a cara

Background:
Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Aric, 18, stands 6'5”, 225 lbs, black hair, blue eyes, chiseled features, muscular but not overly so, and scarred. He is quick in movement, keen of eye, a clever tactician, shrewd strategist, good of heart but dark in vengeance. He gained the tribe nickname Swiftsword for his ability with the sword, the larger the better in his opinion. He is skilled in the traditional barbarian ways but also possesses an unusual curiosity about the world beyond his land, which has led to wanderlust and adventuring. Aric’s mother passed away several years ago, though his father is alive. He has two brothers and one sister. They stayed with the tribe except his older brother Torac, known as Torac Axecleaver, who left adventuring two years before Aric. Torac would occasionally visit and regale him with stories of the decadent civilizations beyond the Great Woods. He was in part an inspiration for Aric to leave as well, teaching the younger brother barbarian tactics and wily ways to overcome the weak civilized folk, especially those cowardly wizards. Aric is a member of the Iron Tribes, those Northern Woods barbarian tribes who have mastered the forging of metal. They are often in conflict with their border neighbors to the north, the Mountain Nadhagh, who are jealous of the Iron Tribes metallurgy skills. To the south of the Iron Tribes are the quasi-civilized Vadhagh clans, who have in the past decades slowly been rising out of the barbarian status in their greedy pursuit of commerce with the civilized kingdom south of them. The Vadhagh have little respect for the Iron Tribes (except a grudging acknowledgement of their weapon forging), and even less so for the Nadhagh. Aric is not particularly religious, but he does pay respects to Crom, god of the northern barbarians. He is an unforgiving deity. Aric owns nothing more than what he carries, and he likes it like that. He has had some harrowing adventures after he left his tribe, including defending a cara


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword 1 - 8 2d4/ n n 20
Hand Axe 1 - 4 1d6/ n n 20
Spear 1 10-20-30 6 1d6/ n n 20
Knife 1 2 1d4/ n n 20
Equipment
Qty Item Location
1 Backpack (2 gp, 2 lb), containing: Back
1 - rope, 50' (1 gp, 20 lb) Backpack
2 - torches (1 cp, 1 lb x2) Backpack
2 - iron rations (1 gp, 2 lb x2) Backpack
1 - flint/steel (5 sp) Backpack
1 - oil (6 cp, 1 lb) Backpack
1 - large sack (2 sp. .5 lb) Backpack
1 Belt pouch, large (1 gp, 1 lb), containing: Waist
1 - packet of flour (1 cp) Belt pouch
7 - herbs: wolvesbane, garlic, belladonna, medicinal (2 gp, or gathered) Belt pouch
1 - chalk (1 cp) Belt pouch
1 Studded leather armor (AC 7, 20 gp, 25 lb) Worn
1 Buckler shield (defend 1 attack a round, 1 gp, 3 lb) Left forearm
1 Weapons - see Weapons. Back, left, right waist
4 Herbs - see Notes section Belt pouch
1 1 dose of Starflower left (calms nerves, relives stomach cramps, and heals 1-2 hp), Belt pouch
1 100 gp ruby Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 12 0 0 10
Magic Items
Qty Item Location
1 BAH! I SPIT ON YOUR MAGIC! DIE WIZARD!


Gems and Jewelry
Qty Item Location
7 7 sp from dead gnoll Sack
1 100 gp ruby Sack
2 silver and gold chalices Sack
1 1,000 gp gem from ceiling Sack
Memorized Spells


Level 0
BAH! I SPIT ON YOUR MAGIC! DIE WIZARD!


Spell Book



Notes
Character Generation Rolls
From dmw71's Adventures in Foxmoor:
Roll ID Character Campaign Roll result Date
14137 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Starting Human Age 15 + [1d4] = 3 8/2/2013 6:46:56 PM
14136 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Exceptional Str. Roll [1d100] = 96 8/2/2013 6:13:14 PM
14135 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Human: [1d4] = 2 8/2/2013 5:54:47 PM
14134 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Non-Human: [1d4] = 1 [1d4] = 4 [1d4] = 3 [1d4] = 1 [1d4] = 4 8/2/2013 5:54:07 PM
14133 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Non-Human: [1d4] = 2 [1d4] = 4 [1d4] = 2 [1d4] = 3 [1d4] = 3 8/2/2013 5:53:29 PM
Encumbrence
Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 28
Weapons & Ammunition: 20.5
Class-Related Items: -
Provisions: 2
Wealth: 2
Misc. Items: -
=
Total Carried: 77.5
(Note: Str. 18.96 = unencumbrenced = 15" barbarian movement)
Languages (Int. 11 = +2 lang.)
- Tribal language
- Common
- Dwarf
Barbarian Abilities
- Weapon proficiencies: bastard sword, hand axe, knife, spear, short bow, long sword
- Save pluses: +4 poison; +3 paralyzation, death magic, petri, poly; +2 rod, staff, wand, breath; +1 magic every four levels attained.
- Detect illusion 5 per level
- Detect magic 25 +5 per level beyond 1st
- Climbed cliffs/trees: as same level thief (85)
- Hide in natural surroundings: as thief 3 levels higher (25)
- Hide in un-natural surroundings as thief same level (10)
- Surprise on 3 in 6, or 4 in 6 in familiar terrain. Surprised themselves 10, 5 in familiar terrain.
- Leadership: w/ other barbarians, add level to Cha. to get effective Cha.
- Survival: In familiar terrain - hunting, trapping, food gathering, shelter building, body covering, fire building
- First aid: UA p. 20
- Back protection: 5 per level detect
- Leaping/springing: Running start 15+d6', upward 4+d4'. Standing start 10' forward, 3' back, 3' up.
- Running: Full speed (30') for three days, rest a day at normal (15'). Endurance twice normal for movement situations.
To Remember
- 1 dose of Starflower left (calms nerves, relives stomach cramps, and heals 1-2 hp),- dream
- Engraved on the horn found in the tower:
Stand before the doors of sleep;
Sound the horn in sequence three;
Solve the crooked question, and
All will be revealed as planned.
XP Notes
- 350, 10/28/16
- 1,000, 12/26/16, destroying masks