Trembull / Tremble / Trembul
[Nomad's Follower]
Str |
17 |
+1 to hit, +1 dam, 1-10 doors, 13% bars |
Int |
13 |
3 languages |
Wis |
15 |
+1 save bonus |
Dex |
18 |
-8 AC adj. (Barbarian), +2 missiles |
Con |
16 |
+4 hp (Barbarian), 95% shock, 96% ress |
Cha |
12 |
5 henchfolk |
- Quarter-Elf Barbarian
- Height: 6' 4"
- Level 2
- Deity: Crom
- Weight: 185 lbs
- Alignment: CG
- Age: 25
- Move: 15"
- XP: 6002
- AC: 1 (Barbarian dex+shield)
- Hit Points: 16+10 = 26
Attack Chart
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
Lvl 2 Ftr |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
20 |
- |
Strength |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
+1 |
Longsword |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
1d8 / 1d12+1 |
Longbow |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
1d6+1 |
Weapons of Proficiency: 2 handed sword, longsword, longbow.
1 attack/round. 1/2, 3 total, -1 non-proficiency penalty.
Saving Throws
Poison |
8 |
+4 vs. poison [B] |
Petrify |
9 |
+3 vs para, DM, petrify & poly [B] |
Rods |
10 |
+2 rod, staff, wand & breath weapon [B] |
Breath |
9 |
+1 [Wisdom] |
Magic |
11 |
+2 [Dex] |
Special Abilities
Barbarian Abilities
Primary
- Climb cliffs and trees as thief of equal level.
- Hide in natural surroundings as thief of 3 levels higher.
- Surprise 50% (67% if familiar with area); surprised 10% (05%).
- Negate back attack, 20% chance to detect back attack and gain an extra attack to use on the attacker.
- Leaping & Springing. Leap 10 forward, 3 backward, 3 up. Running: 16+1D6 forward, 4+1/2 to 6 up.
- Detect Illusion 5% per level, with 1 round of concentration.
- Detect Magic 25% + 5% per level beyond 1st, topping at 90%. Only Illusion/phantasm variety. 40%, with 1 round of concentration.
- Leadership Charisma = With Barbarians Charisma is CH + level.
Secondary
- Survival skills (two terrain types); jungle and ocean coast.
- First Aid: This skill allows the barbarian to bind wounds, set sprains or broken bones and concoct natural antidotes and natural cures for diseases. The barbarian immediately regains 1 hp and thereafter he regains hit points at twice the normal rate, regaining 2 hps per day if resting and 1 hp per day even if active and adventuring. The barbarian can also bind wounds to prevent further loss in hit points of others. Such "first aid" restores 1 hp immediately and then increase 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 50% plus the victim's constitution score.
- Outdoor Craft: Plant and animal detection as druid. Predict weather as 3rd level druid casting the spell.
- Tracking [outdoors]: base 30% chance. Consult UA pg 21.
Tertiary
- Small craft paddled.
- Small craft rowed.
- Sound imitation. Mimic sound, bird calls, etc.
Quarter-Elf Abilities
- Looks like a full blooded human.
- Infravision 30'.
- +1 to hit with longbows.
- Ages as does 1/2 Elf.
Miscellaneous Skills & Abilities
- Languages: Common, Coastal Barbarian.
- After 2 rounds of concentration and preparation can place himself into a "feign-death-like" state for 10 rounds + 1 round/level.
Restrictions & Disadvantages
Relaxation of Restrictions
- May associate freely with clerics.
Magic Items
History
This young lad hails from a Barbarian coastal community 2 weeks sail South of New Avalon. His first and last adventuring party was destroyed by a tribe of mad Were-Bears in the deep jungle. He was the sole survivor to come out of it. He decided to return home for a while and then travel with friends up to "civilization" New Avalon. Here he parted with his friends and stay in the city alone for a time. He heard many rumors of a might band of adventures (aliens some say, not of this world), one of these men was of distant barbarian blood. He caught up with the famous Nomad, followed him about for a couple of weeks and saw him in action. He then decided that he would offer his services to one so mighty.
Mundane Possessions
- 416 gps. 1 diamond worth 500 gps.
- Detailed map of New Avalon and surrounds.
- Herbs: 10 for initial binding of cuts, 25 for recovery
- Food: Iron rations 2 weeks
- Waterskins, 4
- Molotov Cocktails, 6.
- 5 torches.
- Normal clothing 4 sets
- Hard boots
- Backpack
- Tinderbox
- Mirror, small silver
- Shield, sm. wooden
- Grappling hook w 75' feet of rope.
- Longbow w/quiver, 25 normal arrows, 25 silver arrows
-
Site Map | 4 January 98
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)