Wilderness Warrior
Classes Allowed | Barbarian, Fighter, Ranger |
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Ability Score Requirements | Strength 9 Constitution 13 |
Prime Requisites | Strength |
Races Allowed | Any |
Alignments Allowed | Any |
Role
In a campaign, like the Barbarian and Savage, the Wilderness Warrior is the "outsider's voice" who questions all the strange quirks and discrepancies in the player-characters' culture. He's also an opportunity for some comic-relief adventures, when he misinterprets some aspect of the society and it leads him into confusion and trouble. More importantly, the DM should arrange for the occasional adventure to take place in lands like those of his birth, so that he can demonstrate his skills in that environment.Advantages
- Wilderness warriors are extremely proficient in lands like their homelands, gaining a -5 bonus on ability checks made for surviving in lands like their homelands (such as finding water in the desert, surviving/trekking through a blizzard, finding paths through jungles, etc.).
- Wilderness warriors gain a +1 to attack rolls with one weapon appropriate to their culture, as determined with the DM.
Disadvantages
- The Wilderness warrior may only spend his starting gold on items appropriate to his culture. For example, the desert nomad couldn't buy any armor at all with his starting gold, while the arctic warrior could only have leather or hide armor. (Of course, if the DM determines that his is a trading culture, he could have access to goods from all over the world.) Wilderness warriors begin play with no more than three gold pieces.
- Wilderness warriors start with one less weapon proficiency slot than normal, and must choose all weapons from those available to their homeland culture.
- The Wilderness Warrior, in his early years, is occasionally hindered by his unfamiliarity with the player-characters' society, but this is a role-playing consideration; the DM must occasionally enforce it until he believes the character is sufficiently familiar with the usual culture.
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