Barbarian

The Barbarian is a rare breed in Alcirya. While the Appollonians consider all peoples to the west barbaric, truly, only one nation, the Sebastites, refuses the modern culture. By choice, the Sebastites live a throw-back existence. Pride in their history has retained fundamental skills and knowledge passed on by their ancestors but has mired them in the tools of the past as well. The Sebastities are a superstitious people as well. Years of fighting off Appollonian assaults have made them wary of magic and they loathe its employ in any form other than that of their druids. Sebastites are fearsome warriors that shirk no conflict, provided it is just for their kind has seen the ravages of war for a millennia. Sebstites are loyal and lay down their lives, for those they deem respect (even if they don’t agree with their ways and practices), without a moment’s hesitation.

Movement

Barbarian fighters have a base movement rate of 8. Barbarians are also capable of carrying heavy loads more efficiently than other characters. Barbarians encumberance level is always 2 stages less than theior carried weight would determine.

Weapons

In general, barbarians wield only weapons made of stone, wood, bone, or similarly crude materials. Because they lack the knowledge to create sophisticated weapons like crossbows and mancatchers, they're usually limited to the following choices:

Axe (hand, battle, and throwing), Blowgun (barbed dart and needle), Bow (short; flight arrows), Club, Dagger, Dart, Harpoon, Javelin, Knife, Quarterstaff, Sling (stones only), Spear

Armor

Barbarians will only wear leather, padded, studded, or hide armor.

Features

Leaping and Springing: Barbarians receive the Jumping (Rogue) NWP for free.

Back Detection: Barbarians are very aware of threats to their rear. Barbarians, when a successful roll is made (see table), can detect backstabs (making them ordinary attacks), negate the bonus for rear attacks (not flank), and are allowed an automatic, immediate facing change to a rear attacker (once per round).

Climbing: Barbarians can Climb Walls and other surfaces without the aid of tools (like a rogue).

A Barbarian’s Homeland is the Sebaste Forest (though it should be determined in more detail)

Barbarians receive the Survival (Forest), NWP for free.

Barbarians receive the Hiding NWP for free, but it only works in the Sebaste.

Barbarians receive the Tracking NWP for free, but it only works in the Sebaste.

Barbarians receive the Animal Lore (all species) NWP for free, but it only works in the Sebaste.

Barbarians receive a bonus of two (2) to surprising their opponents in the Sebaste.

Barbarians receive a -6 reaction adjustment with urban-based characters, -2 for wilderness characters (ex: rangers), +/- 0 for savage characters and a +3 bonus for other Sebastites.

Barbarians regard Hermetic (Mage) Magic as evil/the enemy except when created by Sebastite Apothecaries (Savage Mages).

Barbarians will refuse not take part in most Faith (priest) magic unless it is performed by a Druid.

Barbarians will not use (and will often seek to destroy) magical items unless they are given/approved by a Druid/Apothecary OR they are made of ‘natural’ materials OR they have been given a ‘sign’ that their use is acceptable/necessary.

Barbarians receive 150% xp bonus for completing missions that eliminate ‘evil’ magic or spellcasters.

Barbarians only use a barter economic system.

Barbarians know how to speak Bastic (language of Sebaste) but may not spend any of their “Additional Languages” at character creation on any other languages or Reading/Writing however; most barbarians have a crude understanding of Cyric (common) and can speak a few words or phrases for survival.

Strongholds

Barbarian fighters don’t build castles or strongholds. They lack the resources, the architectural acumen, and the interest. Strongholds and churches are outworld curiosities that have no relevance in most barbarian cultures.

With permission from the DM, a barbarian fighter may acquire a modest property in his homeland when he reaches 9th level. He doesn’t need to barter for it or oversee its construction; the property is given to him in recognition of his status or in honor of his accomplishments. The property must be simple, unpretentious, and in most cases, part of the natural environment. A suitable property might be a large cave, a modest apple orchard, a grove of wild roses, or a fishpond. Occasionally, a tribe may prepare a special hut or tent, covering the floor with furs and painting the walls with colorful designs. Though the barbarian assumes responsibility for the property‘s upkeep, he also benefits from its products; the fish from a pond or apples from an orchard are his to keep.

Followers

A barbarian fighter of 9th level who has been awarded property as described above is eligible to receive followers. Usually, the followers must be natives of the barbarian’s homeland. With the DM’s permission, primitives from a similar culture may be substituted.

Followers are attracted by the barbarian’s status and accomplishments. Followers don’t need to be paid; they remain loyal to the barbarian so long as he treats them fairly and upholds the ethical standards that earned their admiration in the first place. If the barbarian savagely beats a follower, needlessly endangers him, or steals his possessions, some or all of the followers may permanently abandon him. Otherwise, followers tend to the barbarian’s property, defend his family, hunt for provisions, and perform any other reasonable duty asked of them. They are reluctant to leave their homeland, however, and will do so only at the barbarian’s instance. If required to spend long periods in the outworld, they may abandon him.

A barbarian’s followers arrive automatically when he reaches 9th level and has been awarded a homeland property. The followers appear a few at a time over a period of weeks, until the barbarian receives his full allotment. Followers arrive only once. Slain or lost followers aren’t replaced. To determine a barbarian fighter’s followers, roll on Tables 20 and 21; the aide (Table 20) supervises the followers in the barbarian’s absence. The DM may adjust the indicated weapons and armor to match any terrain or cultural guidelines.

Initial Funds

5d4x10

Hit Die Type

d12

Ability Requirements

Strength 12, Dexterity 9, Constitution 12; Prime Req. Strength & Constitution

Races Allowed

Human

Alignment Restrictions

Barbarians can have any alignment.

       

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