3rd level Barbarian
Weight: 183 lbs.
STR: 16 (+3)
DEX: 14 (+2)
CON: 8 (-1)
CHA: 7 (-2)
Fate: 3 (if used as a player character)
Parry: AC 14
Dodge: AC 14
Code of Honor: Barbarian
LANGUAGES: Cimmerian (native), Nordheimer, Aqualonian, Pictish, Hyperborean, Nemedian. (This character is not literate in any of these languages.)
PROFECIENCY FEATS: Simple Weapon Proficiency (All), Martial Weapon Proficiency (All), Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency.
BARBARIAN FEATS: Track, Two-Weapon Combat, Endurance.
1st LEVEL FEAT: Toughness.
1ST LEVEL RACIAL BONUS FEAT: Power Attack.
3RD LEVEL FEAT: Two-Handed Power Stroke*.
*This feat is found in The Barbaric Warrior supplement. It requires STR 15+ and Power Attack, and the benefit it brings to the character is that it allows double STR bonus applied to damage when using two-handed weapons (normally, 1.5 times STR bonus is used).
ABILITIES: Versatility, Bite Sword, Crimson Mist, Trap Sense.
24 class skill points: 4 - Climb, 6 - Listen, 4 - Move Silently, 4 - Survival, 6 - Intimidate
+2/+4 Hide w/ bonus in native terrain
+6/+8 Listen w/ bonus in native terrain
+8/+10 Move Silently w/ bonus in native terrain
+6/+8 Survival w/ bonus in native terrain
-2/+0 Spot w/ bonus in native terrain
-2/-4 Bluff w/ penalty if verball based
+0 Craft (Herbal)
+0 Craft (Brewer)
-2 Handle Animal
+0 Craft (Jeweler)
+0 Craft (Tattooer)
+0 Craft (Etcher)
+2 Slight of Hand
+0 Sense Motive
+2 Open Lock
+2 Knowledge (Local - Blue Foxlands of Cimmeria)
+0 Craft (Alchemy)
+0 Decipher Script
+0 Disable Device
+2 Escape Artist
-2 Gather Information
+2 Use Rope
+0 Knowledge (various Knowledge skills)
CLOTHING: Wears a billowy Cimmerian leine and a deer skin vest to cover his chest and soft leather trews for his legs. On his feet, he wears soft leather knee-high, wool lined, boots. Loin cloth. Thin rope belt for the loin cloth; a waist belt for the trews; and a wide, outer-belt over his leine at the waist. He wears a thin-metal hoop earring made of non-valuable metal in his left ear, and on this hoop slides two teeth--one from a wolf and one from a human. On his weapon hand, he wears a ring made of lacquered tree vine.
EQUIPMENT: Cimmerian Mantle on his shoulders. A belt pouch, empty a the moment, is attached to the wide belt that covers his leine. Also attached to this belt is a leather scabbard for his Cimmerian Dirk**. In his hands, he carries Stake, a giant war spear custom made for him by his clan's chief and weaponsmith, Finn Duncohr.
**This weapon can be found in The Dagger article of S&P issue 81.
Stake is a high quality weapon and thus receives the +1 bonus to both Armor Piercing and Hardness of the standard war spear. This is a heavy, massive weapon made of lacquered and fired Cimmerian oak hardwood. Steel coverings ornament the shaft at intervals, used as an extra step to protect the wood when deflecting blade blows. The entire weapon is decorated in Cimmerian spiral etching.
DESCRIPTION & BACKGROUND: Morghun is a tall, somewhat lanky (but well muscled) Cimmerian. He's got long, rough-cut black hair that he usually wears loose, bangs down in his eyes. The first thing you will notice about him are the swirling blue tatoos that decorate the entire right side of his face, from his forehead, down his cheek, past his chin, onto his neck and right shoulder. These tatoos are of the knotted, flowing designs popular among Cimmerians. If you look closer, you will see that he is blind in his right eye. A white, clouded orb stares back at you. The tattoos cover the multiple scars of some animal attack that must have mauled him in his youth. If Morghun grimmaces at you, you'll see that he's missing a front tooth.
Morghun is a member of the Blue Fox clan. He hails from a village at the base of the Eiglophian mountains in north-central Cimmeria. As with all warriors of his clan, he left his village at age 15 on his deasghnath (Cimmerian. Pronounced DEE-as-ga-nath). This is a ritual hunting expedition, performed alone, in which a boy leaves his clansmen and returns to them a man. This is how men become recognized as warriors in his clan.
Morghun tracked and found one of the big ice wolves in the foothills of the Eiglophians. The wolf mauled Morghun and nearly killed him, leaving him blind in his right eye and exposing his lung to the elements. But, Morghun persevered and came staggering back into the village, nearly bled to death, carrying the wolf's head.
It took almost a season for Morghun to recover. As he lied motionless, unable to move from his injuries, the cold months of the Cimmerian winter crept in and bit deeply into his chest. Spitting up blood and mucus, the wolf nearly killed him again, this time from beyond the grave.
Many believed that Morghun would never see summer. But, the lad did. Finn Duncohr, the Foxman's chieftain, declared him to be named "Clanson" as Morghun had displayed the ultimate qualtiy to which all Cimmerians aspire: He never gave up in the face of certain defeat.
Finn, a master smith, created Stake and presented it to the new warrior. Finn knew that, with one eye, the boy would have to learn to fight from a distance. Any foe that made his way close, into Morghun's guard, would have an advantage attacking from the side of Morghun's blind eye. The war spear Stake would be used to fight foes from a distance.
GM Note: Morghun's injury is reflected in his CON score. I actually rolled his hit points, and as fate would have it, I rolled low for levels 2 and 3 (he was given maximum hit points at level 1 per the game's rule). This also supports the character's injuries and physical state.
This character has been given a special -2 circumstance modifier to Spot checks while he recieves a +2 circumstance modifier to Intimidate checks due to loss of his eye and his appearance. In addition, the skill ranks applied to Intimidate have been maxed. Also, a decision was made to max out skill ranks in the Listen skill as those with a visual handicap will usually rely on their other senses to compensate.
Morghun coughs all the time. Many times, long coughing fits will result in him spitting up blood. He does not laugh for fear of breaking out into a fit, and he has become quiet. He says little, and this boosts his intimidating bearing.
Morghun's father is a leatherworker. Morghun became an etcher, producing the fine, detail work seen on some Cimmerian weapons and leather goods. After he lost his eye, Morghun first turned to jewelry making. In his left ear dangles a metal hoop that pierces two teeth. One is from the wolf that handicapped him, the other is his own front tooth pulled out of his head by that same wolf. Where his cough and eye and face always make him think of the engagement, the earring, with the teeth constantly clinking in his ear, reminds him that the encounter with the wolf was a victory.
The ring of woven tree vine that Morghun wears on his weapon hand is the first piece of jewelry he ever produced.
In times of late, Morghun has switched occupations yet again. His one eye strains from the demands of etching and creating jewelry, but he has put the skill to use tattooing his fellow clansmen. The tattoos are the same shapes that he used to etch, just on a bigger scale.
But, he found that he could not keep food on his plate by relying on tattoos. Recently, Morghun has switched occupations yet again. Since the engagement with the wolf, Morghun has experimented with brewing different concoctions to ease his cough. This has led to him becoming a brewer. His beer is his most profitable seller though its taste and quality is indifferent at best.
Of late, Morghun has picked up a taste for gambling though he has no skill in it nor does he understand much about gaming. This is why his belt pouch is empty. When Morghun gambles, he does it for the thrill. He doesn't place a high value on coin or other valuables. If he wins a coin, he's just as likely to pierce it and turn it into a necklace with a piece of cat gut then he is to spend the money.
In sum, Morghun Clanson is a tall, forboding figure. Quiet. Leering at you with his one good eye. Scratch scars and swirling tattoos covering half his face. And, that long, obviously well made war spear in his grip.
That is, until he smiles at you, his front tooth missing, proffering a leathern jack of his latest brewed beer of questionable quality.
GM Note: Though shallow on hit points, this character can be quite offensive in battle. He will strike with Stake, doing 1d10 +6 damage if he hits. He can use Power Attack to increase damage, if necessary. And, Stake is considered a finesse weapon (with an improved Armor Piercing rating of 3), should Morghun combat heavily armored foes. At the beginning or end of his turn--whichever is appropriate--he will use his 5 foot step to increase range to 10' in order to bring Stake to bear on his opponent. Morghun rarely relies on his dirk as a weapon, using more as a general knife and hunting tool.
Although I didn't give the character any armor, I sure thought about it. I would make this a game goal. This character, gaining a chain shirt, even, would go a long way towards his surivival. Something quick and immediate might be a simple leather jerkin. Some Cimmerians tend to shun armor, though. Thus, this is what I've done with this character. I'm sure he could change his outlook, the way Conan did, once he learns more of the civilized south!