by Rick Swan
Table of Contents
Intmduction............................................ "...............4 cleric Kits
Chapter 1 n.................................................. Dreamwalker......................................................
Character Flamespeaker (M'wanga) .................................
The BarbarianFi.dter.............................................. 7 Medicine Man/Medicine Woman ...................5 f
Requirements....................................................... 7 seer ...................................................................... 58
LevelAdvancement ............................................ 8 spiritist................................................................ 60
Movement............................................................. 8 Witchman Wogo) ............................................. 62
CreatingNew Kits ................................................. 64
Armor and Weapons........................................... 9 Demi-Bab- .....................................................
PhysicalAbilities ............................................... 10 Dual-ClassedBarbarians ...................................... 66
The Shaman............................................................ 11 Multi-ClassBarbarians.......................................... 66
Requirements..................................................... 11
Movement........................................................... 12
LevelAdvancement.......................................... 12 Chapter 4:
Armor and Weapns......................................... 12 67
Spells ................................................................... 12 Proficienfies........................................................... 67
PhysicalAbilities ............................................... 13 67
Turning Undead................................................. 13 Compiled Prufiaenaes......................................... 72
Homeland Terrain.................................................. 15 Clarificationsand Modifications .........................
New Profiaenaes.................................................. 80
SecondarySki& .....................................................
Choosing a Homeland Terrain........................ 16 chapter 5 ....................................
HomelandTerrainAdvantages....................... 17 Weapons and
Equipment 82
Using Outworld Items.......................................... 82
-Chapter 2: Values....................................................................... 82
Armor .......................................................................
Special characteristics .................... 19 Clothing and Body Decoration............................ 86
Transportation........................................................ 87
Alignment ............................................................... 19 wf!apns.................................................................. 90
Magic ....................................................................... 20 New Magid Items..................................
The Talisman........................................................... 24
Money...................................................................... 26 chapter 6
Lanpuage................................................................ 31
Strongholds............................................................. 33 Barbarian Cultures ............................................. 100
Followers................................................................. 33
Reaction Penalty...................................................... SocialOrganization.............................................. 100
Physical Abilities.................................................... 35 Economics............................................................. 101
Conflict Resolution and social Control ............101
Chapter 3: Technology............................................................ 102
Religion ................................................................. 1~
BarbarianKits........................................................ 36 warfare .................................................................. 112
Acquiring Kits........................................................ 36 Chapter 7: 113
Kit subsections....................................................... 36
Role-playing......................................................... 113
Fighter Kits 114
Demographits....................................................... 115
Brushrunner ....................................................... 37 Barbariansin the Outworld................................ 117
Brute .................................................................... 40 Common Traits..................................................... 120
ForestLord .......................................................... The Barbarian's Personality................................
Islander ............................................................... 43 ~ e n c.....e........................................................
Plainsrider ...........................................................
Ravager............................................................... 48
wizard slayer..................................................... 50
2 Table of Contents
Appendix: Value of Animal Products............. 121 37: BarbarianSecondary Skills.................... 80
Barbarian KCihtaSrahceteetr.R....e..c...o...r..d....S..h...e...e..t...s.............................1U247 38: FurDurability...................................................
Barbarian 39 BarbarianTransportation................................ 83
40:Weapon Materials............................................ 90
Tables 41: BarbarianWeapons.......................................... 91
42 BarbarianMissile Weapons............................ 91
Fighter 43: Mask ofBeastliness.......................................... 95
44: Pouch ofProtection.......................................... 96
1:classQualifications........................................... 7 45:war Paint........................................................... 98
2 Prrgenerated Ability Scores............................. 7 46:Barbarian Experience .................................... 99
3 ExperienceLevels.............................................. 8 120
4 Level Improvements.......................................... 8
5 BarbarianArmor................................................ 9 CREDITS
6 Attacks Per Round............................................. 9
7: Two-Weapon Attack Roll Penalty.................. 10 Design:Rick Swan
8: Leaping and SpringingDistances.................. 11 Fditing: Allen Vamey. Roger Moore
9 Back Detection and Climbing Chances.........11
Illustration: Karl Waller
Cleric Color Illustration: Clydeadwell. JeffEasley
10ClassQualifications......................................... 12
Lany Elmore. and Keith Parkinson.
11:hgenerated Ability Scores........................... 12
12ExperienceLevels............................................ 13 Electronic PreuressCoordination:
13Level ~ pe.nts ~ ..........v.............................. 13
14Leaping and SpringingDistances..................15
15Back Pmtection and Climbing Chances.......15
16Spell pro9ression............................................. 16
17:Turning Undead................ ...............17
othercharts TsR Ine.
18:Homeland Terrain............ FVB 756
19Random EconomicSystems........................... 29 LakeGauwa
20: BarbarianAide ................................................. 34 WI 531474756
21: BarbarianFollowers ........................................ 34 USA
22: BarbarianReactionPenalty ............................ 35
23 Animal Kinsmen.............................................. 42
24: Ravager Armor Class...................................... 49
25: MedicineBelt Pmperlies ................................ 58
26 SpiritWar Effects.............................................. 62
27: Mloa Doll Modifiers ....................................... 63
28: Demi-Barbarians.............................................. 66
29 Nonweapon Pmfiaenaes(General) ............68
30: Nonweapon F’mfiaenaes (Fighter)..............68
31: Nonweapon Pmficienaes (Cleric ..................69
32 Quality of Fishing Spots.................................. 69
33 Rationsproduced Per Animal........................ 70
34: ConstructionTies
for CrudeBows and h w s............................ 74
35 Hiding Modifiers............................................. 75
36: Construction Tiesfor CrudeWeapons......79
We must, howater, acknowledge, as it seems to skills and natural materials. IThey make axes
me, that man with all his noble qualities . . . still 7+from stone, not steel. They $,e fire, but no
bears in his bodily frame the indelible stamp of his forges. They have only the ost basic under-
lowly origins. standing of carpentry, leatherworking, and
seamanship. Blacksmithing, dining, and engi-
--Charles Darwin (1809-1882)
neering are alien to their worl .
The Complete Barbarian’s Handbook exam-
ines some of the most primitive inhabitants of Finally, barbarians focus th efforts on stay-
the AD&W game multiverse. These are the men ing alive. So important is s eer survival-
and women of the wilderness who confront
nature on her own terms in a never-ending finding food, placating hosfile spirits, and
struggle for survival. They make weapons from staving off threats from mopsters and rival
bones, use animal skins for currency, and wor- tribes-they have little time f+m anything else.
ship the spirits of their dead ancestors. Cut off There are no barbarian citied; they establish
from the civilized world, they have never seen a small villages or travel their
castle, a steel sword, or a gold piece. of new sources of food.
with forceor negotiation
In a broad sense, barbarians are the consum-
mate outsiders, their technology, economics, v
and theology perceived as crude, even back-
wards. But barbarians are by no means un- And they have no written ‘=&age, co
thinking animals. They have established
thriving communities in which to raise their kcatinginstead with speech and estures.
families and preserve their traditions. They have
created useful tools and impressiveworks of art. About This Book
Their rich cultures have flourished for hun-
dreds,thousands, even millions of years. In this book we look at two dasic archetypes:
the barbarian fighter and the sdaman. (Wizards
The Barbdm He*ge and rogues generally aren’t assbated with bar-
barian cultures. A wizard‘s ba$ground tends to
What constitutes a barbarian society? Though be more sophisticated,and most rogues develop
each has an identity of its own, all have several in urban settings). Consider tbese archetypes
factors in common. classes of the warrior and priest groups
described in the Player’s Handbdok. ‘Thoughba
First, barbarians occupy terrain that others barian fighters and shamans haGe much in con
would find uninhabitable:dense jungles, barren mon with their parent groups4 they also hav
plains, frigid mountains, and impenetrable their own limitationsand advqtages, which ~i c.
swamps. They are isolated socially as well as explore at length in Chapter 1. I
physically, unaffected by the raging wars, the
political machinations, and the great inventions Elsewhere, we examine the ‘mor,weapon-
of the civilizedworld. and proficiencies available toyarbarian figh
Second, because their homelands are gener- 7.ers and shamans. We probe th ir personalities
aUy unsuited for agriculture,barbarians depend
on hunting and gathering for sustenance. and analyze their roles in their ,homelandsand
Because it takes a lot ofspace to sustain this type
of lifestyle, populationstend to be small. in adventuring parties. We
tudes toward religion and
Third, barbarians must make do with simple cial attention to the
ancestors, and
new character
Although the Dungeon Mast4 will find muc
of interest in these pages, this book is primaril
4 Introduction
c
intended for players. Like all supplemental 1st Edition Barbarians
material, every section, every d e , and every
idea is optional. Use what you like; disregard Players using the 1stEdition Player's Handbook
the and DUNGEONMASTERe Guide should i"more
chauterreferencesin this text. 1
embellishments of your ow& The CompZeTe Bar-
barian's Handbook will expand your cam-pa-ia in The barbarian character first appeared in
unexpected 2md exatjn-gdiredions. Unearthed Arcana, based on the original game
..Before We Prn--J.Vbb.r". d e s . The Unearthed Arcana midelink no l&er
...a few more points for your consideration.
ow sectionsthrou"ehout thisb k .
Historical Precedence
~ Proficiencie
In this book w e draw on a period of real-- The concepts in the handbook draw on
world history ranging from the Old Stone Age weapon and nonweapon profiaency rulesintro-
duced in Chapter 5 of the 2nd Edition Plaver's
(from l,OOO,OOO to 8,OOO Bc)to the beginningsof Handbook. If y& aren't familiar with these &l
review them before continuing.
the Viking era (roughly AD 800). Look closely,
and you'lifind allw<o& to a variety of ad&. Character Sheets
But althoughinspired by history, ours is a fan-
tasy world, where warriors wield feathered In the back of this book are custom charade
spears that fly like eagles, and sorcererswear sheets for barbarian fighters and sham
masks that turn them into serpents. Historical along with a sheet for creating new kits.
cavemen didn't live with dinosaurs, but yours these to record all the pertinent ga
might. Don't feel constrained by actual eients; tion for barbarian characters, and
let your imagination soar! time spent refemng to rulebooks
You may photocopy the character sheets f
personal use.
I: Character Creation Chapter
1
Let’s start with the numbers-the raw data Alignments Allowed *
LawfdGood
that defines a barbarian and distinguishes him Lawful Neutral
Neutral
from other characters. This chapter compiles alI Neutral Good
of the statistics, adjustments, and level progres- Chaotic Good
sions pertaining to barbarian fighters and
shamans, including the relevant material fkom * The DM may allow non-player characters to
the Player’s Handbook and DUNGEON MASTER have any alignment. But to promote coopera-
G~ideR. egardless Of th& personalities and back- tion among the party members and to retain
the sense of ethics common to most barbarian
grounds, allbarbarian characterssharethese fun- adventurers, we mommend that player char-
damentals. acters stick with these choices. See Chapter 2
for more about alignments.
Some play groups use barbarian as shorthand
for ”barbarian fighter.” For clarity, we use bar-
barian fighter and shaman throughout this
book.
The Barbnrian Fighter To generate the statistics for a barbarian
The barbarian fighter’s extraordinary stamina fighter, we suggest Method V or VI from Chap-
ter 1 of the Player’s Handbook. If the DM
and physical skills let him survive in the most
approves, you may roll Id12 on Table 2 and use
punishing environments. He relies on muscle the indicated statistics.
and wits, overcoming hardships with brute
Table 2: Barbarian FighterPregenerated
force and sheer determination. His weapons are Ability Scores
crude, his tactics unsophisticated, but his pas- Dl2
sion and courage makes him the match of any Roll Str Dex Con Int Wis Cha
warrior.
1 13 18 15 7 11 9
Requirements 2 15 15 13 9 9 10
3 12 9 18 11 14 11
Barbarian fighters require exceptional 4 14 17 12 15 10 8
strength and endurance, reflected in their ability 5 16 14 16 13 8 10
qualifications. 6 12 16 13 8 12 15
7 17 9 12 16 13 9
Table 1: Class Qualifications 8 18* 9 15 12 7 12
Ability Requirements 9 13 15 12 7 15 7
10 17 13 15 9 7 11
Strength 12 11 16 10 12 8 13 16
Dexterity9 12 12 12 17 10 15 8
Constitution 12
Prime Requisites * Roll percentile dice to determine the char-
Strength acter’s exceptional Strength score
Constitution
Races Allowed ‘I
HUman
I
-Character Creatlon 7
Level Advancement Table 4 indicates the barbarian fighter's prof
ciency slot allowances and saving throws by
Barbarian fighters advance in level at a slower level.
rate than standard warriors. They also use
12-sided dice to determine their hit points, Table 4 Level Improvements
receiving ld12 hit points per level up to 9th, then
gaining 3 hits points for every additional level. Pmf. SavingThrows
Table 3 lists these advancement rates, along with Level W N/W PPDM RSW PP B W SP
the corresponding THACO scores (the number 1 4 3 14 16 15 17 17
rolled on ld20to hit Armor Class 0).
243 14 16 15 17 17
3 5 4 13 15 14 16 16
Two adjustments also apply: 454 13 15 14 16 16
A barbarian fighter whose Strength and Con-
stitution scoresare both 16or more receives a 5 5 4 11 13 12 13 14
10%bonus to all earned experienced points. 665 11 13 12 13 14
A barbarian with an unusually highConstitt-
tion score receives a hit point adjustmentas a 7 6 5 10 12 11 12 13
warrior. A scoreof 17gives a +3bonus per hit
die. A score of 18gives a +4 bonus. 8 6 5 10 12 11 12 13
976 8 10 9 9 11
10 7 6 8 10 9 9 11
11 7 6 7 9 8 8 10
12 8 7 7 9 8 8 10
Table 3: Experience Levels 13 8 7 5 7 658
Hit Dice 14 8 7 5 7 658
(dn)
Level XP Needed 1 THACO 15 9 8 4 6 54 7
20
10 19 16 9 8 4 6 54 7
18
2 17 17 9 8 3 5 44 6
16
2 2,250 15 18 10 9 3 5 446
14
3 4,500 3 13 19 10 9 3 5 446
12
4 9,000 4 11 20 10 9 3 5 44 6
10
5 18,000 5 9
8
6 36,000 6 7 PmficiencyAbbreviations
7 75,000 7 6 W = Weapon profiaency slots
5 NIW = Nonweaponprofiaenqslots
8 150,000 8 4 Saving Throw Abbreviations
3 PPDM = Paralyzation, Poison, or Death Magic
9 300,000 9 2 RSW = Rod, Staff, or Wand
1 E"=Petrificationor Polymorph
10 ~ , 0 0 0 9+3 B W = Bmth Weapon
11 9cQrO0O 9+6 SP =spell
12 1,200,000 9+9
13 1,500,000 9+12
14 1,soO,000 9+15
15 2,100,000 9+18
16 2,400,000 9+21 Movement
17 2,700,000 9+24 Barbarian fighters have a base movement rate
of 15.
18 3P00Poo 9+27
Barbarians are also capable of carrying heavy
19 3,300,000 9+30 loads more efficiently than other characters.
Using the optional Encumbrance rules from
m 3 , ~ p o o 9+33
Chapter 6 of the Players Handbook,the barbarian inconsistent with his cultural background. For
gains a +3 bonus for determining the movement instance, a barbarian may come from a remote
rate while encumbered. island where blowguns were never developed.
An arctic barbarian may have no experience
For'instance, a human barbarian fighter with with slings. See Chapter 5 for more about
18/56 Strength would be able to carry a maxi- weapon restrictionsand variants.
mum weight of 305 lbs. and have a movement
rate of 4. As a barbarian increases in level, he can
make more than one attack per round, shown
Note that the barbarian's ability to move in Table 6.
faster while carrying a heavy load does not
grant the barbarian a bonus to the amount of Table 5 Barbarian Arm
weight he can cany. Type*
Armor and Weapons Padded 84 10
15
Table 5 lists armor types available to the bar- Leather 85 25
barian fighter, along with weights and costs. 30
Costs are given as reference only; barbarian soci- Studded Leather 7 20
eties rarely use money (see Chapter 2). A charac-
ter using a shield receives a -1 Armor Class Hide 6 15
bonus (forexample, padded armor plus a shield
gives an effectiveAC of 7). * See Chapter 5 for descriptions of materials
and construction.
In general, barbarians wield only weapons
made of stone, wood, bone, or similarly crude Table 6 Attacks Per Round
materials. Because they lack the knowledge to Level AttackdRound
create sophisticated weapons like crossbows
and mancatchers, they're usually limited to the 1 4 1/round
following choices:
7-12 3./2 rounds
Axe (hand,battle, and throwing)
Blowgun (barbed dart and needle) 13+
Bow (short;flight arrows)
Club A barbarian may fight
Dagger the same time, provided that the secondary
Dart weapon is smaller and lighter than the main
Harpoon weapon. He may make one additional attack
Javelin per round beyond the normal limit. For in-
Knife stance, a 13th-levelbarbarian using one weap-
Quarterstaff on attacks twice per round (see Table 6).
Sling (stonesonly) Wielding two weapons, he may make three
attacks (two with the main weapon, one with
the secondary weapon). When using two
weapons simultaneously, the barbarian suffers
penalties on both weapons' attack rolls, as
indicated on Table 7.
new weapons described in Chapter 5. He may
also forbid a barbarian from using weapons
Table 7: Two-Weapon Attack Penalties leap or spring, he must have a running start of at
DFX Main Weapon Second Weapon least 20 feet in a straightline; less than this, and
the best he can do is a standing leap or spring.
Score Penalty Pemalty Standingleaps and springs are made from sta-
tionary positions.
1 -8 -10
Table 8 indicates the horizontal distances (for
2 -6 -8 leaps) and vertical distances (for springs) for
barbarian fighters of various levels. Distances
3 -5 -i are expressed in feet. Roll the die separatelyfor
4 -4 4 each leap or spring.
5 -3 -5 Back Protection. Table 9 showsthe barbarian
fighter's chance of detecting an attack from
6-15 -2 -4
behind, made by any character or creature.Ifthe
16 -1 -3
barbarian successfully detects the attack, he
17-18 0 -2 avoidsit. Additionally, the barbarian is entitled
to counter-attack the attacker immediately, even
Physical Abllities if the barbarianalreadyattacked that turn.
All barbarian fightershave a special aptitude Example: Grog the barbarian makes a club
for leaping, springing, protecting their backs, attack against a lizard man, while an ogre
attempts to attack Grog from behind. After
and climbing. As shown on Tables8 and 9, these resolving his attack on the lizard man, Grog
abilities improve as the barbarianrises in level.
Leapingand Springing.The barbarian fighter
is skilled at making leaps (horizontal jumps)
and springs (verticaljumps). To make a running
makes a back detection roll and succeeds; there- Table 9 Back Detection and Climbing
fore, the ogre receives no special attack bonuses
for attacking from behind. The ogre makes a Chances
normal attack against Grog; Grog is allowed a
Level Back Detection Climbing
"free" counter-attack against the ogre. Allof this
1 15% 60%
occurs in the same round.
2 20% 65%
3 25% 70%
4 30% 75%
Climbing. The barbarian fighter can climb 5 35% 80%
walls and other surfaces-including ledges,
6 40% 85%
cliffs,and trees-without the aid of tools. Table 9
7 45% 90%
indicates success chances. This skill works like
the thief's climb walls ability. 8 50% 95%*
9 55% 95%
10 60% 95%
Table 8: Leaping and Springing Distances 11 65% 95%
Running Running Standing Standing
12 70% 95%
Level Leap Spring Leap Spring 13 75% 95%
1 3d6+1 ld6 2d4 ld4 14 80% 95%
2 3d6+2 ld6+1 2d4+1 ld4+1 15 85% 95%
i 3 3d6+3 ld6+1 2d4+1 ld4+1 16 90% 95%
4 3d6+4 ld6+2 2d4+2 ld4+2
17+ 95%' 95%
5 3d6+5 ld6+2 2d4+2 ld4+2
6 3d6+6 ld6+3 2d4+3 ld4+3 * Maximum percentile score
7 3d6+7 ld6+3 2d4+3 ld4+3 The Shaman
8 3d6+8 ld6+4 2d4+4 ld4+3 The shaman is a primitive spellcaster, draw-
ing magical energies from ancestral spirits, a
9 3d6+9 ld6+4 2d4+4 ld4+3 unique pantheon of deities, or, like a druid, from
nature itself. His intimate knowledge of the
10 3d6+10 ld6+5 2d4+5 ld4+3 supernatural makes him not only a gifted healer
and soothsayer,but a f e m m e combatant.
11 M6+11 ld6+5 2d4+5 ld4+3
12 3d6+12 ld6+6 2d4+6 ld4+3
13 3d6+13 l d 6 4 2d4+6 ld4+3
14 3d6+14 ld6+6 2d4+7 ld4+3
15 3d6+15 ld6+6 2d4+7 ld4+3
16+ 3d6+16 ld6+6 2d4+8 ld4+3
All distances are in feet. The DM should feel Requireme-
free to add in adjustments to these abilities Table 10 lists the requirements for a shaman.
based upon the barbarian's encumbrance and Table 11offers randomly determined ability
other factors. scores.
Table 10 Class Qualifications Table 11:Shaman €’regenerated
Ability Requirements Ability Scores
Dexterity 9 Dl2
Constitution 12 Roll Str Dex Con Int Wis Cha
Wisdom 12 1 10 17 13 15 12 12
Prime Requisites 2 8 15 12 13 16 10
3 17 9 16 12 12 14
Wisdom 4 11 15 12 14 14 16
Constitution 5 8 16 14 8 15 13
6 11 10 17
Races Allowed 7 12 15 15 9 12 15
HUman 8 15 9 14 11 17 11
9 11 12 16 13 16
Alignments Allowed* 10 9 13 15 9 15 11
LawfulGood 11 13 10 11 8 18 10
Lawful Neutral 12 10 16 12 10 14 17
Neutral
Neutral Good Movement
Chaotic Good
Shamanshave a base movement rate of 15.
* Unless the DM rules otherwise, players Barbarians are also capable of carrying heavy
should choose one of these alignments for loads more efficiently than other characters.
shaman P C n . NPCs may have anv alignment. Using the optional Encumbrance rules from
Level Advancement Chapter 6 of the Player’sHandbook, the barbarian
Shamans receive ldlO hit points per level up gains a +3bonus for determiningthe movement
to 9th, then 2 extra points for every additional rate while encumbered.
level. Table 12 shows their advancement rates
and THACO scores. For instance, a shaman with 16 Strength
would be able to carry a maximum weight of
Note the following: 195lbs. and have a movement rate of 4.
A shaman e m a 10%bonus to earned expe Note that the shaman’s ability to move faster
rience points if both Constitution and Wis- while carrying a heavy load does not grant the
dom scoresare 16or more.
A shaman with a Constitution score of 16 barian fighters (Table 5). They are restricted in
more receives a +2 bonus per hit die. H their selection of weapons as is a cleric:. No
ever, this bonus no longer appliesat loth 1 edged weapons can be used unless the shaman
and above. worships a Power who allows their use.
With the D M s permission, a shaman may
worship a mythos that has specific weapon
requirements.For example, a nature deity might
require his clerics to wield clubs and bows; a
ar deity might requirespears and axes. Spells
Unlike barbarian fighw,shamans can't make Shamans have access to a limited number of
multiple attacksin the same round, nor may they
attack with two weapons at the sametime. spheres. If the DM allows a shaman to worship a
Physical Abilities specific mythos, additional sphere limitations
may apply.A naturedeity,for instance,may allow
Shamans are exceptionallyskilled at leaping,
springing, protecting their backs, and climbing. major accessonly to the animaland plant spheres.
But as indicated on Tables 14 and 15, they're not Some deities may allow spells normally denied to
quite as adept as barbarian fighters shamans; a fire deity might give major access to
the sun and elemental spheresbut deny access to
the charmand necromanticspheres.
Table 12Experience Levels Table 1 3Level Improvements
Prof. SavingThrows
Hit Dice THACO Level W NIW PPDM RSW PP B W SP
20
Level XPNeeded (d10) 20
1 01 20
18 1 2 4 10 14 13 16 15
18
2 1500 2 18 2 2 4 10 14 13 16 15
16
3 3,000 3 16 3 2 5 10 14 13 16 15
16
4 6,000 4 14 43 5 9 13 12 15 14
14
5 13,000 5 14 53 5 9 13 12 15 14
12
6 27,500 6 12 63 6 9 13 12 15 14
12
7 55,m 7 10 73 6 7 11 10 13 12
10 84 6 7 11 10 13 12
8 110,000 8 1-
9 225,000 9 8 9.4 7 7 11 10 13 12
10 450,000 9+2 10 4 7 6 10 9 12 11
11 675,000 9+4 ~ 1 14 7 6 10 9 12 11
12 900,OOO 9+6 12 5 8 6 10 9 12 11
13 1,125,000 9+8 13 5 8 5 8 9 11 10
14 1,350,000 14 5 8 5 8 9 '11 10
15 1,575,000 ! 15 5 9 5 8 9 11 10
16 1,800,000 t14 16 6 9 4 8 710 9
17 2,025,000 9+16 17 6 9 4 8 7 1 0 9
18 2,250poo 9+18 18 6 10 4 8 7 1 0 9
19 2,475,000 9+20 19 6 10 2 6 5 8 7
20 2,700,OOO 9+22 20 7 10 2 6 5 8 -
ProficiencyAbbreviations
W =Weaponproficiency slots
NIW = Nonweapon proficiency slots
Saving Thmw Abbreviations
PPDM = Paralyzation,Poison, or Death Magic
RSW = Rod, Staff,or Wand
PP = Petrification or PolymoFh
BW = BreathWeapon
SP = spell
Major access: AU,animal, combat, divination, symbol to turn undead, the barbarian must focus
his power through an enchanted object called a
healing, plant. talisman (Chapter2 gives detailsabout barbarian
Minor access: Charm, elemental, necroman- talismans). A shaman of 1st or 2nd level has no
chanceto turnundead ma-; oncethe shaman
tic, protection, sun, weather. reaches 3rd level, however, he may attempt to
No access: Astral, creation, guardian, sum- turnundead normally (see Table 17).
moning. After the undead is selected, the player rolls
The following restrictionsalso apply: ld20 and consults the appropriate column on
Table 17.Note that shamans turnundead as cler-
- Shamans don't get bonus spells for high Wis- ics who are two levelslower. A result equal to or
greater than the listed number indicates success.
dom scores. A "T" means the attempt succeedsautomatically;
Because they can't read or write, shamanscan't no roll is necessary. A "D" means the undead is
use clerical scrolls. Additional limitations on destroyed. A dash means the shamans has no
magical items appear in Chapter2. chance to turnthat type of undead.
Turning Undead z If successful, the cleric can continue to turn
undead of that type in later rounds. If the turn-
Generally, shamans have no power over the ing attempt fails, that type of undead can no
undead. However, if the shaman's tribe wor- longer be turned by that cleric in that encounter.
ships a deity from The Complete Priest's Handbook Shamanmay try to turndifferent type of undead
that allows its clerics to turn or command on the following round.
undead, the shaman can do so, but at an effec-
tive level two levels less than a standard priest.
Also, whereas the standard clericuses a hol:
-N Chapter 1
Table 14 Leaping and Springing Table 15:Back Detection and Climbing
Distances Chances
Running- Running Standin-z Standinz Level Back Detection Climbing
Level Leap spring- Leap spring- 1 5% 30%
1 2d6+1 Id3
ld6 ld3 2 9% 35%
2 2d6+2 ld3+1 ld6+1 Id3 3 13% 40%
3 2d6+3 ld3+1 ld6+1 ld3 4 17% 46%
4 2d6+4 ld3+2 ld6+2 ld3+1 5 21% 52%
5 2d6+5 ld3+2 ld6+2 ld3+1 6 25% 58%
7 29% 64%
6 2d6+6 ld3+3 ld6+3 ld3+2 8 34%
7 2d6+7 ld3+3 ld6+3 ld3+2 71%
8 2d6+8 ld3+4 ld6+4 ld3+2 9 39% 78%
9 2d6+9 ld3+4 ld6+4 ld3+2 10 44% 85%
10 2d6+10 ld3+5 ld6+5 ld3+2 11 49% 92%
11 2d6+11 ld3+5 ld6+5 ld3+2
12 54% 95%*
12 2d6+12 ld3+6 ld6+6 ld3+2 13 60% 95%
13 2d6+13 ld3+6 ld6+6 ld3+2 14 66% 95%
I14 2d6+14 ld3+6 ld6+7 ld3+2 15 72% 95%
15 2d6+15 ld3+6 ld6+7 ld3+2 16 78% 95%
17 84%
6+ 2d6+16 ld3+6 ld6+8 ld3+2 95%
, . ... . 18 90% 95%
-. 19+ 95%' 954
-. .: * Maximum percentilescore
. ., .i .+'f
,..
All distances are in feet. The DM should feel Homeland refers to the specific area of the
campaign world where the barbarian grew up.
free to add in adjustments to these abilities IVs a place, not a description, usually designat-
ed by a proper name. For example, a barbarian
based upon the barbarian's encumbrance and
in the FORGOTTEN REALMS@ setting might
other factors.
have the Great Glacier as his homeland. The
Homeland Terrain homeland of a DRAGONLANCE" setting bar-
barian might be the Great Moors. It's not
Because barbarians live in isolated societies, absolutely necessary for a barbarian to choose
they don't know much about the rest of the a name for his homeland-it's possible that a
world. A barbarian who grew up in the jungle barbarian hails from a region so remote that it
may have no idea what a mountain looks like. A doesn't have a n a m e a s long as the DM knows
barbarian from a desert society may never have the location.
seen a forest. Although such isolation burdens
the barbarian with cultural and intellectual Homeland terrain refers to the general topog-
handicaps, it also fosters an intimate knowledge raphy and climate of the homeland. It's a
of his home environment.Whenever a barbarian descriptive term, not a proper name, that sug-
operates in an area similar to his homeland, he gests both climate and topography. The home
automatidy gains several specialbenefits. land terrain of a Great Moors barbarian would
be "swamp." The homeland terrain of a Great
Let's define a few terms:
Character Creation 15
Glacier barbarian would be “arctic.” Every bar- homeland terrain never changes.
barian must have a homeland terrain. In theory, any combinationof geographic and
Ouhuorld refers to all parts of the world other climatic features could serve as a homeland ter-
than the barbarian’s homeland. To a Great Glac- rain. For convenience, it’s best to confine the
ier barbarian, the outworld comprises the choices to a few general categories, such as
entirety of the Forgotten Realms except the desert, arctic, jungle, forest (temperate or cold
Great Glacier. To a Great Moors barbarian, the woodlands),mountains (high rocky peaks with
outworld consists of every part of Krynnexcept sparse vegetation), hills (highlands, which may
the Great Moors. or may not be forested), plains, and swamp. The
Table 16 Shaman Spell Progression DM may augment this list with any unusual ter-
rain types found in the campaign world, such as
aquatic (oceans,rivers, coasts)or subterranean.In
I Level 1 2 3 4 5 the SPELLJAMMER@campaign setting, the bar-
1 1 - - - -- - barian’s homeland terrain could be outer space!
- -- -
22 With permission from the DM, players may
32 1 .- - - narrow these definitions to make them more
precise. A forest homeland terrain might be a
43 2 - -- - temperate forest (comfortable temperatures,
lush vegetation, wide variety of animals) or a
5321 - -- - cold forest (adjacent to a polar region,
6332 - -- - near-frigid temperatures, coniferous trees,
73 32 1 -- - scarce game). Aquatic could be freshwater
8333 2 -- - aquatic or temperate saltwater aquatic. For
9443 21- -
10 4 4 3 3 2 - -
11 5 4 3 3 2 1 - most campaigns, such precision isn’t necessary.
12 6 5 5 3 2 2 - Assume that a barbarian with a forest home-
13 6 6 6 4 2 2 - land terrain is equally comfortablein a variety
14 6 6 6 5 3 2 1 of woodland environments.
15 6 6 6 6 4 2 1 If a homeland consists of two or more con-
16 7 7 7 6 4 3 1 trasting geographic areas, choose the dominant
17 7 7 7 7 5 3 . 2 one for the homeland terrain.If a barbarian hails
18 8 8 8 8 6 4 2 from a mountainousterritory dotted with a few
19 9 9 8 8 6 4 2 forests, choose mountain. If he dwells in a
20 9 9 9 8 7 5 2 swamp edged by a jungle to the north and a
string of hills to the south, use swamp.
* Usable only by shamans with 17 or greater The choice of homeland terrain is usually
Wisdom. obvious, especially if the player already has a
I* Usable only by shamans with 18 or greater background in mind for his barbarian, or if the
Wisdom. DM has established barbarians in a particular
location in his campaign world. But if you’re not
Choosing a Homeland Terrain sulpwhich terrain type applies, considerthe fol-
lowing:
Choose a homeland terrain while creating
Isolation. Barbarian cultures tend to develop
barbarian fighter or cleric. All choices are in inaccessibleareas that outworlders find diffi-
ct to the DMs approval. Once selected, a cult or impossible to reach. Therefore, barbar-
Table 17:Turning Undead
Type or Hit 34 5 Level of Shaman
Dice of Undead 6 7 8 9 10-11 12-13 14+
Skeleton/l HD 10 7 4 T T DDIT D* Y
Zombie 4 T TD D D* D'
Ghoul/2 HD 13 10 7 7 4 TT D D D*
Shadow/3-4 HD 10 7 4 T T DD
Wight/5 HD 16 13 10 13 10 7 4 T TD
Ghast 16 13 10 7 4 TT
Wraith/6 HD 19 16 13 19 16 13 10 7 4T
20 19 16 13 10 74
Mummy/7 HD 20 19 16 10 7
Spectre/8 HD - 20 19 16 13 13 10
vampiN?/9 HD - 20 19 - - 20 19 16 16 13
- - 20 - - - 20 19 19 16
Ghost/lO HD .- - - - . - 20 20 19
Lich/ll+ HD - - -- -
Special'* ---
---
--
--.
---
* An additional2d4 creatures of this type are turned.
** Specialundead indude unique creatures, k w i l l e d undead of the NegativeMaterial plane, outer
planes undead, and certain Grrater and Lesser powers.
ians are more likely to live in high mountains Table 18:Homeland Tenah
than low hills, torrid deserts than lush plains,
densejungles than light forests. D20 Roll Homeland Terrain
Animal Species. If you've been thinking 1 Arctic
about what the barbarian wears or what materi-
als he uses to make weapons, you should have 2-3 Desert
an idea of the animals that live in his homeland.
4 Cold forest
If he uses ivory arrowheads, for instance, he 5-6 Temperateforest
probably shares his terrain with elephants or
7-8 Hills
walruses. List a few species that live in the bar-
barian's homeland, then see if an appropriate 9-12 Jungle
13-15 Mountain
1&17 Plain
18 swamp
randomly select a homeland terrain for your 20
appearing in various terrain types rather than Barbarian fighters and shamans have the !
the actual distribution of geographiesin a typi-
cal campaign world. lowing advantages when operating in their
homeland terrain: Hiding. A barbarian automatically has the
Survival. A barbarian is inherently skilled at hiding proficiency (described in Chapter 4) in
his homeland terrain; no proficiency slots are
surviving in the extreme conditions associated needed.
with his homeland terrain. In game terms, he
automaticallyhas the survival proficiency in his Surprise. A barbarian can move with such
homeland terrain, at no cost in proficiency slots. stealth in his homeland terrain that opponents
suffer a -2 penalty to their surprise die rolls. To
In unusually difficult or demanding situa- move stealwy, the barbarian must be alone, or
his party must consist entirely of barbarians,
tions, the DM may require a survival check elves, or halflings, none of whom are wearing
(equivalentto an Intelligencecheck). If the bar- metal armor.
barian rolls less than or equal to his Intelligence
Tracking. A barbarian automatically has the
score on ld20, he succeeds in his efforts, with tracking proficiency in his homeland terrain.
these results This proficiency is described in Chapter 5 of the
Player’s Handbook. (For more detail about track-
He knows the fundamental precautions nec- ing modifiers and identification checks, consult
essary to survive in his homeland terrain. A
desert barbarian realizes that the best time The CompleteRanger’s Handbook.)
to find water is shortly after dawn, when
dew collectsunder plant leaves and the caw- Animal Lore. A barbarian automaticall
ing of birds signals the location of puddles. has this proficiency, described in the Player’s
A jungle barbarian knows that two small Handbook, for all species native to his home-
fires are better than one large fire; smaller land terrain.
fires are easier to control and are less likely
to spread. This knowledge doesn’t guaran- Intelligence and Charisma Limits
tee a barbarian’s survival; it merely
Although there are no fixed maxima for a bar-
improves his chances. A DM who isn’t sure barian’s Intelligence and Charisma scores, the
DM may wish to simulate his cultural limita-
if the barbarian knows certain survival lore tions by imposing a penalty from-2 to -6 (deter-
may require a survival check. mined by the DM)to all Intelligence and
A successful survival check enables him to Charisma checks made in the outworld. The
find enough food to feed himself and one barbarian uses his normal scores for checks in
other character, providing sufficient food is his homeland.
available. He may make a separate check to
locate enough water to keep himself and a
companionalive for 24 hours, again assuming
that water is available. He may attempt each
check once per day.
By careful observation, he can interpret subtle
changes in his environment that allow him to
anticipatenatural disasters. A plains barbar-
ian recognizes the distinctivehowl of a wolf
that precedes an earthquake.A mountain bar-
barian becomes aware of an impending rock
slide by the way pebbles tumble down a
slope. The DM may require a survival check
OBr confirm a barbarian’s observations.
Chapter
I Special Characteristics
Regardless of their backgrounds and culture In the game, a barbarian who adheres to the
all barbarians have qualities that distinguish moral strictures of his culture does not violate
them from other characters. In this chapter we
take a closer look at their alignments, how they alignment,even if those s t r i c t w s runcounter to
regard magic, and how they use money. We go
over some rules for language, strongholds, and the customs of the outworld. A lawful barbarian
followers. Finally, we discuss how barbarians from a culture without private property may
react to outworldersand how they use their s p e feel perfectly justified in snatching an apple
cial physical abilities. from a vendor’s cart without paying for it. He
may be punished by the o f f i a h r beaten by
Alignment the vendor-but he has not violated his align-
ment. Once he figures out that snatching apples
Just as it does for an outworlder, alignment is unacceptable behavior, he probably refrains
serves as a moral compass for the barbarian,
establishing guidelinesfor ethical decisions. In from repeating the same offense. This newfound
the outworld, alignments are often defined in restraint, however, arises not from a revised
terms of laws and governments; lawful charac- code of ethics, but from his desire to stay out of
ters respect laws, evil character flaunt them. Bar- !muble. A barbarian of good alignment tends to
barians, however, have no written laws or respect the beliefs of others, no matter how
formal governments. They maintain order illogical or baffling they might be.
through custom, consensus, and the whims of
their leaders. Consequently,barbarians define When designing a barbarian, give some
alignmentsby differentstandards. thought to the moral principles inherent in his
culture; Chapter 6 offers some suggestions.With
Most barbarian societiesshare the same basic the DMs help, decide how the character’s prin-
concepts of good and evil. Good actions tend to ciples conform to his alignment. How does he
minimize hostility and promote the welfare of distinguish a just from an unjust action? How
the group; defendingthe weak, telling the truth, does he relate to leaders? Does he recognize pri-
and caring for the sick are universal expressions vate property? Does he consider certain lives to
of goodness.Evil actions tend to promote hostil- be more valuablethan others?Inwhat situations
ity and benefit the individual at the expense of are killing acceptable? How do his religious
the group; acts of intentional cowardice, unjusti- beliefs affect his moral outlook?
fied murder, and wanton destruction are univer-
sal expressionsof evil. Following are alignment definitionsfor a typi-
calbarbarian culture.You may use them as given,
Although barbarians agree about the general or adjust them to fit the barbarians in your cam-
principles, fine distinctionsvary from culture to paign. By way of illustration, the parenthetical
culture. What constitutes a socially acceptable material describes how a barbarian of that align-
ment might react when his tribe competes with a
actionin onesocietymaybe a qmhensibleoffense rival for a cornfield in a time of famine.
in another. Consider two societies, one of which Lawful good. To this barbarian, all life is pre-
recognizes individual ownership (each hunter cious. Killing is acceptable only for survival,
owns his own spear), the second with no concep- self-defense, and in defense of the tribe. He
tion of private property (all tribemembem own all works to benefit his entire group and advocates
spears). Barbarians from the first society consider for the weakest members. He follows the com-
theft an evil ab. Barbariansfrom the second, how- mands of the groupleader, presuming the leader
ever, have no conception of theft; them’s nothing shares his lawful outlook. (Grog assists his
immoral about taking whateveryou like. leader in forging a compromise with the rival
leader, seeking a solution that will benefit both
tribes equally.)
c
Lawful neutral. This barbarian strives to and scheming. (Inthe dead of night, Grog enters
maintain order by obeying the leader of his the field and stealsas much of the corn as he can
group. The leader’s alignment is secondary in any hiding the excess to eat later.)
importance to his decisiveness;the character fol-
lows all commands, regardless of their conse- Chaotic good. Independent and impulsive,
quences. The leader’s enemies are his enemies; this barbarian rarely recognizes a leader’s
the leader, not the character, determinesthe dif- authority, making his own decisions about the
propriety of any action. Though many consider
ference between right and wrong. (If the leader him unreliable, he goes out of his way to
befriend the needy and protect the defenseless.
decides that the rival tribe can help themselves His actions make perfect sense to him, though
to the corn, Grog relays the decision to the rival his logic may elude his companions. (Grog
leader. If the leader plans to burn down the decides for himself that the enemy tribe is evil.
field, Grog gatherskindling.) Acting on his own, he rallies his friends and
comrades for a night raid, and then claims the
Lawful evil. Although part of the group, this field for himself and his allies.)
barbarian attemptsto benefit personally by intim-
idating the weaker members and fawning over Chaotic neutral. This barbarian resists the
constraints of any group; indeed, few groups
the stronger membas. If the opportunitypresents would want him as a member. Undependable,
acting seeminglyat random, his erraticbehavior
itself, he helps overthrowa strong-willedleader is devoid of logic or pattern. He may ask a com-
and champions a more compliant replacement. panion to help him fight ogres during the day,
He has no particular Iwerence for life, other than then accuse the same companion of stealing
food at night. (Grog sets fire to the corn field,
his own. (Grogencourages his leader to organize thus denying food to the people of both tribes,
himself included.)
a surpriseattackagainst the rival tribe.)
Neutral good. This barbarian resiststhe con- Chaotic evil. This barbarian seems to be
devoid of any moral standards, relishing
straints of the group, drifting in and out as the destructionand death. He equates compassion
mood strikes. He trusts his own instincts more with weakness, brutalitywith strength.He takes
than those of the leader, though he will not what he wants by force, slaughtering anyone
actively work to overthrow the leader unless the who gets in his way. (Grogkills as many of both
leader becomes evil. His impulses are good; his tribes as he can, drives away the survivors, then
sympathies lie more with the weak than with settles into the field to gorge himself on corn.)
figures of authority. (Ignoring his leader‘s
wishes, Grog sneaks into the field to steal corn Magic
for his ailing friend.) The barbarian divides magic into two cate-
gories. The first, homeland magic, includes
True neutral. Though technicallya member of spells common to his native territory. In game
his group, this barbarian has little interest in the terms, this category includes the low-level cleri-
well-being of his companions. His loyalty to his cal spellsof the spheres available to barbarians,
leader is tentative at best; he tends to ally him- items that mimic the effects of these spells, and
self with those of the least power and influence. the special items described in Chapter 5 of this
His opinions are rarely sought and seldom book. The second category, outworld magic,
offered. (Grog waits for the conflict to play itself comprises the spells and magical items used
out, ultimately allying with whichever side fails
to get their share of the corn.)
Neuhal evil. This barbarian looks out only for
h l f , mnaining with a group as longas it ben-
efits him, but no longer. He associates primarily
with the strong and powerful, and delightsin the
death of his enemies.He is selfish, untrustworthy,
-20 Chapter 2
everywhere else in the world. This category Skilled spellcastersoften rise to positions of
includes high-level clerical spellsdenied barbar- power and respect, becoming healers, counsel-
ians, all wizard spells, and items that mimic the ors, and oracles. But even the most revered cler-
effects of these spells. ics stand apart from the rest of the tribe, held in
awe and even fear by their fellows. Few wish to
Barbarians view homeland magic as a pow- associate with someone who communes with
corpses. Fewer still will cross a man who can
erful, mysterious, and unexplainable force, causeblindness with a touch.
much like fire or lightning. A flame somehow Though some barbarians may be uncomfort-
able with homeland magic, they accept it as part
improves the taste of meat; an herbal potion of the natural world. Outworld magic, on the
somehow grants the ability to fly like a bird. A other hand, is consideredcorrupting and unnat-
lightning bolt can split a tree; a gesture can ural. Though a barbarian might never use a steel
cause a corpse to rise. Wuardly magic is viewed sword, he may come to understand its purpose
as a horrific omen, and even clerical magic is as a combat weapon; after all, he uses similar
suspect. Shaman are respected for their powers tools himself. But nothing in his background
and mostly feared. prepares him for a man who can transform
water into dust or launch fireballs from his fin-
Barbarians recognize that some people have gertips. A barbarian sees outworld spellcasters
an innate aptitude for manipulating the forces of not as men, but as supernatural entities to be
magic. Just as a certain woman may be skilled at scrutinized and avoided, and perhaps
catching fish, her neighbor may have a knackfor destroyed.
telling the future.As children, two brothers may
show an affinity for horses; by adulthood, the
first brother may be skilled at ridmg them, the
second at speakingwith them.
Outworld Wizards and Wests a high limb-is likely to earn the barbarian’s
animosity. Nor can the barbarian warm up to a
Here’s how a barbarian might interact with wizard who dresses oddly (flowing golden
various outworld wizards and priests: robes,a black cowl that conceals his face), ass@
ciates with unusual familiars (giant raven,
Companions. A barbarian remains wary of all albino rat), or casts spells with a melodramatic
magic-wielding player characters in his adven-
turing party, regardless of their alignments or flair(raiseshis arms overhead and shrieks when
personalities. No matter if a PC wizard has casting chain lightning, sweeps his hands in
intervened on his behalf or even saved his life, a
barbarian has a hard time making friends with broad circles and hisses like a snake when con-
someone who dabbles in supernatural forces. juring a flame arrow). Faced with such a spell-
Nor does the barbarian ever become completely caster, the barbarian keeps his weapon in hand
comfortable with displays of outworlder magic. and his eyes narrowed, ready to strike. At the
first questionable reaction (a PC companion
Whenever a PC wizard casts lightning bolt orfire- reflexively recoils when the mage conjures a
phantom steed) the barbarian may pounce. The
ball, the barbarian may shriek in fear or dive for barbarian’s friends may have to intervene to
cover. When a mage companion teleports or poly-
morphs, the barbarian may feel compelled to mU prevent him from crushing the mage’s skull.
in the dirt to rub off any corruptingemanations,
or perform a ritualistic dance to apologizeto his In combat, a barbarian of good alignment
gods for witnessing such an act. usually selects an evil spellcaster as his primary
target. He won’t fight recklessly-a 1st-level
Though a barbarian resists their gestures of barbarian usually isn’t foolish enough to take on
friendship, in time he may learn to tolerate his a 15th-levelwizard-but concentrateshis attacks
wizardly mmpanions.No longer doeshe insist on against any enemy mage whom he believes he
sleeping on the opposite side of the river, just in has a reasonable chance to defeat.
case the mage spontaneously turns into a wolf
during the night. No more does he bury the Magical Items
remains of a mage’s meal, fearful that the rabbit
bones and banana peels will become animated In most cases, barbarians use only magical
items derived from natural materials, such as
and runafter him.And although he rarely soliats wood, stone, and animal products. Further,
these items should approximate the effects of
a wizard‘s assistance,he may grunt a thanks for a low-level clerical spells (of spheres available to
prismatic spray that saveshim from a hungry tiger. barbarians), or relate to the barbarian’s home-
land in some way. For example, a potion of heal-
Non-player characters. A barbarian reacts to ing is acceptable, as its effects are similar to the
non-player character spellcasterswith caution cure light wounds spell. A barbarian might use a
and suspicion. He keeps his distance from an ring of swimming, as it grants the abilities of a
unfamiliar wizard, watching how the wizard fish, a familiar mature.
interacts with the other members of the party. An
open, friendly mage who reassures the party of A barbarian may not use any magical items
his benevolent intentionsmakes the barbarian less normally forbidden to members of his related
character class; a barbarian fighter can’t use
anxious. The barbarian then tumshis attention to items forbidden to standard fighters, and a
shaman can’t use items forbidden to standard
other matters-foraging for food, studying the clerics. He also avoids metallic items (iron bands
trees, sniffing the air for interesting odo-while of Bilarro), as well as items derived from out-
he continuesto keep an eye on the mage.
A wizard who insists on showy displays of
magic-using dancing lights to frighten away a
pesky crow or levitating to pluck an orange from
world inventions (brazier ofsleep smok, broom of Clothing. Most barbarians only use magical
flying, deck of illusions). clothing that resembles garmentsthey normally
wear. A barbarian accustomed to bare feet
The DM should decide the acceptability of refuses boots, magical or otherwise. He might,
however, don a cloak of the manta ray if manta
magical items on a case-by-case basis. When in rays are native to his homeland, and if the cloak
doubt, he should base his decision on the item’s is made of familiar materials.
physical form rather than its magical effects; a
Weapons and armor. A barbarian generally
rod of beguiling might be acceptable if made of avoids magical weapons and armor made of
metal. Even magical weapons made of natural
bone, but not if made ofsteel. Some guidelines: materialssuch as a wooden club +1 or a dagger
+2 constructedfrom a bone--are highly suspect.
Potions. Because they can be blended from For a barbarian to abandon an ordinary weapon
in favor of its magical counterpart, special cir-
herbs, minerals, and other materials found in cumstances areusually required. For example:
remote environments, potions are among the
He discovers a wooden spear +1 in an aban-
most common magical items used by barbari- doned cave. A lightningbolt strikes a tree out-
ans. Generally, all the potions, oils, and philters side. He interprets the lighting as an omen
that he should takeup the weapon.
listed in the DUNGEON MASTER Guide may be A beloved elder, dying from battlefield
wounds, bequeaths him an axe of hurling
used by barbarians. (But cultural restrictions made of stone.
In a dream, his gods reveal the location of an
still apply; a barbarian wouldn’t have much use a r r m ofslaytng fatal to mages.
for an oil ofacid resisfanceif acidsare unknown in
his culture.) A barbarian may balk at containem Unwanted Items
made of outworld materials likeglass and aye If a barbarian comes across a magical item he
tal, but that usually won’t prevent him from doesn’t want, he has several options:
Leave it alone. He walks around it, ignores it,
samplingthe contents.
Scrolls, manuals, and tomes. Because bar- or feigns indifference. Others may do with it as
they like.
barians can’t read, all magical items whose
effectsdepend on comprehendingwritten words Give it away. He may pass the item on to a
are forbidden. friend or stranger. He may trade it for food. But
if the barbarian considers the item to be loath-
Jewelry. Barbarians shun rings, necklaces, some or profane-for instance, if it’s a metal
item that duplicates a wizard spell (like a wand
amulets, and other magical jewelry made pri- of magic missiles) or was in the possession of an
marily of metal. A particular piece may be used evil mage-he may insist on its destruction.
if it’s made of natural materials (stone, wood,
bone, and so on), and the barbarian comes from Get rid of it. Spurred by his conviction that
outworld magic is inherently immoral, he may
a culture where hand-crafted jewelry is com- decide to do the world a favor and destroy it. He
mon. For instance, if craftsmen from his home- may p h y s i d y demolish the item (snap a magi-
cal arrow in half,set a scroll on fire, crush a q s -
land carve elephant or walrus tusks into
decorations, a ring of animal friendship made of
ivory may be acceptable.
Gems. Magical gems are generally acceptable,
except those with garish metallic settings and
elaborateembellishments.Most barbarians use a
pearl of the sirines or pearl ofwisdom without
objection.
Rods, staves, and wands. Rods and staves are
generally acceptable if made of wood, ivory, or
bone. A barbarian resistsusing an iron md or a
staff bound in steel.Because of their closeassoci-
ation with wizards, wands are usually shunned.
Special Charactctidcs 23
tal ball with a boulder). Or he may dispose of it
in an inaccessible location (push a mirror of life
trapping off a cliff, drop a sword +Z into a
crevasse, slip a gem of seeing into the mouth of
slumbaing dragon).
Incentive
Both the DM and the players should keep in
mind that a barbarian's aversion to outworld
magic is not a rigid requirement, but a general
tendency. To encourage good role-playing, con-
sider adoptingsome or all of the following rules:
A barbarian earns no experience points for
acquiring or using outworld magical items.
A barbarian earns normal experience points if
he destroys an outworld magical item instead
of keeping it. For example, a barbarian earns
3,500 XP if he hurls a wand ofpuralyzation into
the ocean. The DM may deny this award if the
item belonged to a FC' companion or an NPC
of good alignment.
A barbarianearns 150%of the normal amount
of experience points if he slays an evil wizard
or priest. (If an evil wizard has an XP value of
2,000, a barbarian earns 3,000 XP for destroy-
ing him.)
The DM awards a bonus of up to 200 XP per
session if the player role-plays his barbarian
as exceptionallysuperstitious and distrustfd
of magic. (Thebarbarian dives for cover when
a wizard casts color spray;he tries to convince
an outworlder PC cleric not to use high-level
spells; he refuses to enter a friendly wizard's
castleuntil he prays to the spiritsof his ances-
tors for protection.)
The Talisman
As detailed in Chapter 1, a shaman turns
undead with the aid of an enchanted object
called a talisman. He uses his talisman to focus
the energies of his faith to terrify undead or
destroy them outright.
II
1 A shaman receives his talisman at 1st level as procedure, he must locate one or more undead
whose total hit dice are greater than or equal to
part of the character mation process. This initial half his level, rounded up. For example, a
talisman comes free of charge. It may be an 3rd-levelbarbarian must find one or more undead
inheritance from an elder, a gift from the gods, whose hit dice total at least 2 (such as one 2 HD
or an entitlement awarded when the character zombie or two 1HD skeletons). An 8th-level bar-
becomes an adolescent. barian must find 4 HD worth of undead (one 4
HD ghast, forexample, or four 1HD skeletons).
The player may choose a particular talisman,
The barbarian must then face the undead in
or the DM may recommend one. The talisman combat by himself. If he defeats the undead, he
must be small enough to beheld in the hand and retrieves from them a sedionof clothingor a body
mnnant (a handfulof dust from a mummy, a fin-
light enough to easily carry. It must also be ger bone from a skeleton, a scrap of cloth from a
made from materialsavailablein the barbarian's ghoul). If he defeated more than one undead, a
homeland. A barbarian from the jungle might mnmnt from a single opponent will suffice. If no
use a talisman made of vines and tree bark; an physical remnant is available, he may substitute
arctic barbarian might use seal hide and polar any o b c t the undead touched during combat (a
bear claws. Somesuggestions: patch of ground w h m a vampire stepped, a tree
branch that a wraith passed through).
A rattle, constructed from a hollow gourd,
turtle shell, or clay sphere, filled with pebbles, Once he obtains the remnant, the barbarian
seeds,or teeth. seeks out a shaman from his homeland and peti-
A bone etched with symbols or patterns, tions for a new talisman. The shaman must be of
stained with vegetable dyes. a level equal to or higher than the petitioner. If a
A mineral chunk that has been chipped away homeland cleric isn't available, an outworld
to form the aude image of human face. cleric may be substituted; however, the substi-
A wooden rod carved with totems repre- tute must be familiar with the customs of the
sentingvarious animals, people, and deities. shaman's homeland and must be a native of the
A pouch filled with s a d herbs. petitioner's homeland terrain.
The skull of a small animal-a monkey, a bat,
a rooster-mounted on a stick. The jawbone The petitioner then explains to the homeland
might be loose, so it clatters when the stick is cleric (or the substitute)how and why he lost his
shaken. talisman. The homeland cleric decides (that is,
A bullroarer, consisting of a sliver of wood
attached to a long piece of gut. When whirled the DM decides) if the petitioner deserves a
in a circle, it generates a low, piercing hum. qlacement. If the petitioner lost the talisman in
Once a player chooses a talisman for his bar- combat (hisbullroarer fell apart while he was
barian, it can never be changed. A talisman func- defending a companion from an army of skele-
tions only for its owner. Iftwo barbarians happen tons) or through no fault of his own (a turtle
to use bullroarers as talismans, the first barbar- shell rattle cracked and crumbled after years of
ian's bullrom does not work for the second. use), the homeland cleric likely approves a
replacement. If the talisman was lost because of
Talisman Replacement carelessness (a monkey made off with a totem
stick while the barbarian slept) or misuse (the
If a talisman is lost, damaged, or destmyed, the totem stick snapped when the barbarian used it
barbarian can no longer turn undead until he as a shovel),the clericprobably deniesa replace-
obtains a replacement. To begin the replacement ment. The homeland clericmay change his mind
and approve the replacement if the petitioner
SpecLlCharaderistlcr 25
completes a quest (such as defeating a monster fluiauatesaccording to its availability In summer,
threatening the homeland) or after a certain when the trees are filled with fruit, an apple may
period of time passes (anywhere from a few be esseniially worthless. But in winter, when fruit
months to a few years). is $carce,an apple may be worth a blanket or a
short bow. During a drought, a village’s most
If a replacement is approved, the homeland valuable commodity may be fipsh water.
cleric accepts the remnant from the defeated
undead, then gathers the components necessary Advantages. Transactionsm straightforward
to craft a new talisman, identical in form to the and uncomplicated. Assuming the availability
original. The cleric meticulously assembles the of resources, a barbarian can usually find or
talisman, then buries it in a shallow pit with the
undead remnant. One hour each day for the make an object needed by someone else. Simple
next ld4 weeks, he prays, dances, and sings barter flourishes where the populace neither
over the pit. At the end of this period, he ne@ nor q u i r e s a lot of goods.
unearths the talisman and presents it to the peti-
tioner, warning him to take care of it. Disadvantages. A barbarian may be stuck with
an excess of a particular commodity if he can’t
Money find interested traders. Flowers must be traded
%re they wilt, fruit before it spoils.A barbarian
Metal coins--copper, silver, electrum, gold, who trades a horse for a rare crimson seashell
and platinum pieces-are unknown in barbari- may find the value of his treasure evaporate if
an societies. In many remote areas of the world, hundreds of such shellsabruptlywash ashore.
these metals aren’t available. Where the ores do
exist, barbarians lack the technology to process Qutworld consequences. A barbarian may
the metal and manufacture coins. trade commodities from his homeland with any
outworlderintmted in them. The trade must be
Still, most barbarian societiesengage in com- for merchandise of equivalent value, negotiated
merce, albeit on a limited scale. Often, they upward or downward as the situation dictates.
employ a standard of exchange to measure the Use the price lists in Chapter 6 of the Player’s
relative worth of goods and facilitate transac- Handbook to determine the value of common
tions. Whereas gold pieces are the accepted stan- o w .For example, a barbarian might trade two
dard in most outworld economies, a barbarian pounds of salt (worth 1sp per pound) with an
economy may be based on animal pelts, lumps outworld merchant for two pounds of raisins
of salt, or physical labor. (worth1sp per pound). He might trade a riding
hose (worth75 gp) for a bull (20gp), a calf (5 gp),
Following are five economic systems typical and two guard dogs (25 gp each). If the values
of barbarian cultures. The advantages and dis- aren’t equivalent, and the barbarian still wants to
advantages of each system are discussed, along make a trade, round the values in favor of the
with probable consequenceswhen a barbarian outworldtrader (ablanket valued at 5spwill cost
attempts to use that system in the outworld.
€habarbarian two arrowsworth 4 sp each).
Simple Barter
In this system, barbarians exchange hand- values may be rounded in favor of the barbar-
ian if he intimidatesor impresses the outworld
crafted, harvested, and discovered objects as the trader (as determined by the DM), or the out-
need arises. One with a surplus of blueberries world trader badly wants to make the deal. The
may trade some to his neighbor for a spear. A bartering proficiency (see Chapter 4)may also
dozen apples may be exchanged for a chicken, a help the barbarian make a good deal.
stone axe swapped for a raft. An object‘s value
Handmade items from barbarian cultures are
rarely worth more than half of their standard
value. An outworld short bow has a value of 30
gp,but a barbarian short bow is probably wortl Service Barter
Some societies barter with personal services
no more than 15gp. However, if a barbariai
item is well-crafted (an intricately painted clay instead of goods. A barbarian "pays" for a
bowl), made of rare materials (a canoe line;
with mink pelts), or sought by collectors (a cere desired item with an act of physical labor. A
monial mask), it may be worth many times it
outworld equivalent. woman may offer to help her neighbor carry
stones to build a new shelter in exchange for a
Animal Products Barter deer carcass. If a man wants one of his sister's
A more refined version of simple barter, this axes, he may offer to cook her meals for a week.
A fighter who kills a cleric's enemy may be com-
system uses animal products-furs, pelts, teeth, pensated with a speak with dead spell so he can
feathers, meat-as a medium of exchange. A converse with his deceased wife.
bundle of kindling may be worth one squirrel
hide or two rabbit carcasses. The fur of a wolf Advantages.A barbarianneeds only a healthy
may be exchanged for a spear, an ostrich plume body and a willingness to work to use this sys-
for a blanket, two shark's teeth for a bunch of tem. Barbarian and outworld societies alike
require laborers.
bananas. Values tend to be measured in terms of
Disadvantages. The system favors the pow-
animal products, even if animal products aren't erful and the proficient at the expense of the
weak and the unskilled. The elderly, the sick,
actually exchanged. In a village where raccoon and the wounded may have to rely on the gen-
erosity of others to obtain goods. Outworld mer-
pelts are traded, a husband may proudly chants may not accept labor as payment.
announce to his wife that he gathered "a pelt of
strawbemes." Outworld Consequences. Unskilled labor-
ers-street cleaners, ditch diggers, weed
Advantages. Although there is no universal pullers-earn no more than 1-2 sp per day in
medium of exchange among barbarians, animal the outworld (paid in food or other goods). A
products come close. Meat is a dietary staple. barbarian with modest skills, such as animal
Nearly every barbarian uses hides and furs for skinning, may earn 2-5 sp per day in goods.
clothing, blankets, and shelter. The less practical Dangerous jobs-hunter, warrior, bodyguard-
products-feathers, teeth, and claws-are val- are worth as much as 1 gp
ued as decorations. And animals can be found depending on the risk involv
most everywhere, even in the outworld.
Crude Currency
Disadvantages. An animal's availability may As an alternative to pure barter, a few
depend on the season. Bears hibernate in the
winter; birds may migrate to distant nesting advanced barbarian societies have experiment-
grounds in the spring. Meat may spoil, and ed with crude currency. The currency can take
untreated hides may rot. any form that the society agrees to accept as
payment for services or goods. Some examples:
Outworld Consequences. When bartering
with animal products, use the same guidelines Stone disk;. The size of the disk determinesits
as the simple barter system described above. value, but all tend to be large and cumber-
The appendix of this book lists the values for some to prevent theft. An average disk, which
commonly traded animal products. In most might buy a weasel carcass or a loin cloth,
campaignworlds, a barbarian receives fullvalue may be 3 4 feet in diameter. It may take a disk
for these products-that is, a black bear pelt is as big a man to purchase a canoe or a horse.
always worth 6 gp, an elephant tusk is always Rather than carry their money, barbarians roll
worth 300 gp-though values may fluctuate
from region to region, as determined by the DM.
Special Characteristics 27
it from place to place. They sometimes stack Disadvantages. Most barbarian currency
their disks in front of their dwellings to show worthless in the outworld. Though ge
off their wealth. minerals retain their value, stone disks
SeashefIs. ”Money” commonly used among tureweapons, and seashellswon’t buy much
islander or tropical coastal cultures, these are
cowrie shells or their equivalent.The size and anything.
pattern of the shell (and its rarity) determines Outworld consequences. Gems and miner
its value. Some shells are used as personal
ornament, while other shells might yield pig- are worth their listed values in the appendix
ments or be used as spell components.
Copper ornaments. A culture that has devel- the DUNGEON MASTER Guide. (A barbari
oped copper working often uses copper trin- may be pleasantly surprised to discover tha
kets for barter. The workmanshipis secondary pearl that buys a single fish in his homeland
to the usefulness of the metal itself. Bracelets, worth a couple ofhorses in the outworld.)0th
bangles, chains, and strings of copper disks forms of barbarian currency have little or
are worked so that individual pieces can be value. Examples of exotic currencies, such
miniature weapons or stained leaves,
easily twisted off and traded. worth 1gp or so each, but only to collect0
Miniature weapons. The society choosesa par-
ticular weapon-knife, spear, arrow-to rep- Tradefree Economy
resent a unit of currency. limy replicas, seldom
more than a few inches long, are carved from Small,exceptionally primitive societies
wood. A society might opt for shapes (rings,
crosses, cubes) or miniature tools (shovels, have no need for an economic system of a
hammers, fish hooks). kind. Whatever a barbarian wants, he takes.
Gems and minerals. Pearls, turquoise chips, or he needs food, he hunts or fishes; if his
any other uncommon gem or mineral may fail, he goes hungry. If he wants a spe
serve as currency. The leader may control the makes it himself or does without. A bar
amount of m c y in the economy by claim- may share surplusfood or goods with his
ing it all for himself, then doling it out as he bor, but he’s under no obligation to do so.
is unknown. No form of currency is m o
sees fit. Alternately, the people may be freeto
Advantages. The system requires no book-
keep all of the currency they find in the keeping or haggling. People don’t have to fuss
wilderness. If a particular type of currency is with currency or accumulate excess goods for
easy to find, it may have much less value in trade.
the barbarian’s culture than in the outworld.
A pearl, for instance, may only buy a single Disadvantages. For the society to survi
fish in a barbarian culture. A black diamond there must be a surplus of essential goo
may only be good for a tortoise shell shield. including food, water, and raw materials f
Advantages. Most currency tends to be shelter and weapons. The system may fo
durable. A miniature wooden spear lasts longer brutality,with the strong thriving at the ex
than an untreated beaver pelt, and a stone disk of the weak.
lasts indefinitely. It’s easy for traders to make
change; if a clay ringbuys twopumpkins but the Outworld consequences. Though a barbari
buver only wants one, the seller breaks the ring may feel morally justified in taking what
wants (see the alignment section elsewhere i
this chapter), he soon learns that outworlders
see things differently.A barbarian who insists
on using this system will probably be treated
like a criminal or taken advantage of by mort
28 Chapter2
II
Campaign Economics barter, animal products barter, or a combination
ofboth begins with the following:
As part of the character creation process, the
barbarian will have one of the above economic Fighter: 3d4 gp worth of tradable goods
systems. (Any two or all three of the barter sys- Cleric: 2d4 gp worth of tradable goods
tems--simple, animal products, and s e r v i c e
might be combined into a single system).Base For the value of goods, see Chapter6 of the Ph-
the choice on the character’s background, the
player’s personal preference, and the DMs rec- er’s Handbook and the appendix of this book. The
ommendation. A barbarian should stick with goods must be common to the barbarian’s home-
the same system throughout his career, or at
least as long as it‘s practically feasible. land (nopolarbearpeltsfor desertbarbarians) and
easily portable. For example, a fighter eligiblefor
If in doubt, choose a barter system. They’re 10gp worth of goods might begin with two rac-
the easiest to use and make the smoothesttran- coon pelts (1 g p each) and one cocka!xice feather (8
sition into the outworld. The animal products gp). A cleric eligiblefor 5g p of goodsmight have a
barter system is the most common. pound of pepper (2gp) and a wolf pelt (3gp).
Table 19 Random Economic Systems Service barter. This barbarian begins with no
D20 Roll System
starting funds. If he has a rough time in the out-
1-3 Simplebarter
4-12 Animalproducts barter world obtaining provisions and equipment he
needs to survive, the DM may allow him to barter
13 Servicebarter with animal products or other goods. However,
14-15 Animalproducts barter combined he’ll have to comeup with his own tradable goods
(probablyby hunting, trapping or foraging).
with simplebarter or senrice barter
(DMs choice) Crude currency. The DM must first determine
1&17 Animal products, simple, and the outworld value of the barbarian’s homeland
service barter (combinationof currency. Currency adapted from natural mate-
rials, such as rocks and seashells, is worthless.
all three) Currency that involves a modest level of crafts-
1 M 9 Crude cumncy (DM choosesform) manship, such as miniature weapons, may be
worth a few copper pieces to traders or mer-
20 Trade-free economy
chants,1gp or so to collectors.
StarlingEquipmenk Regadlessof his economic
A barbarian begins with a handful or pouch-
baw,a- characterbegkhis- ful of his homeland currency. If the currency is
unwieldy, such as stone disks,he begins with an
with his primaryweapon (chosenby theplayer, a p amount he can comfortablyroll or carry on his
pmved by theDM),the clothingon hisback (which back. The total value of the currency may not
exceed 3d4 gp for fighters and 2d4 gp for clerics.
may also serveas armor; see Chapter 5), and a few It most cases, the value is considerablyless, per-
haps no more than a few copper pieces.
useful non-weapon items from his homeland (a
Barbarianswho use crude currency may be
typical selection includes a blanket, some dried forced to shift to another economic system in
meat, and a sack). With the DMs permission, the order to survive in the outworld. With the DM’s
permission, they may eventually learn to barter
barbarian may also have a second weapon. All of with animal products or other goods.
thisequipmentcomesfreeofcharge. If the barbarian uses gems or minerals as cur-
rency, the DM must first determine the smallest
Whether the barbarian receives any starting
funds dependson his economic system:
Simple or animal products bartec A barbar-
ian who comes from a society that uses simple
unit commonlytraded in his homeland.For exam- Fair trade. Despite his indifference to out- .
ple, the smallest unit may be a turquoise pebble
(outworld value: 1gp), an azuritechip (5 gp), or a worlder economics, a barbarian expects to be
singlepearl (100 gp).He begins with the following:
treated fairly. If he trades a raccoon pelt worth 1
Fighter: ld6 units gp, he wants 1 gp of goods in return. If he trades
Shaman: ld4 units a pelt for a basket of corn, then discovers that
Clearly, a barbarian using this system can halfthe corn is rotten, he’ll track down the mer-
start his career with a small fortune. To protect chant and demand satisfaction. Should the mer-
game balance, the DM can l i t the maximum chant fail to comply, the barbarian may use a
starting value. Because of his attitudes about
wealth, even a wealthy barbarian may have little club to reason with him.
interest in taking fulladvantageof his homeland
currency (see Wealth and Treasurebelow). At the same time, if a barbn.an isusedtotrad-
Trade-free economy. A barbarian from a ing a pearl for a fish in his homeland, he’ll proba-
trade-free culture begins with no money or trad-
able goods. Unless he’s skilled at stealing or has bly acceptthe same arrangement in the outworld.
generous friends, his long-term prospects for
survival in the outworld aren’t good. After he’s If an honest merchant tries to give him full value
suffered a few run-inswith the law or a stringof for the pearl+y, he gives him a boatload of fist
beatings from victimized merchants, the DM instead of one, or offers him 99 gp in change
may allow him to use a barter system.
barbarianmay refuseto acceptthe extra m
Wealth and Treasure dise or the gold. As far as the barbarian’s c
As a barbarian spends time in the outworld,
cerned, the merchant has made a fair deal.
he’ll likely be exposed to treasures that exceeds shadymerchant keeps the pearl and sells him jus
his wildest dreams. How will he react? Will he
begin to covet fancy clothes, lust after emerald a single fish, the barbarian will walk away satis-
rings, and hoard gold pieces? fied (probablyto the chagrin of his companions)
Put simply, a barbarian has little interest in Whether the barbarian learns to demand ful:
accumulating wealth. He does not covet material
possessions.While his outworlder companions value for his pearls is up to the player and t
busy themselves with building their fortunes and DM. Justb m e outworlders hold pearls in su
acquiring treasures, the barbarian contents him-
self with filling his belly, keeping his spear sharp high esteem doesn’t mean the barbarian has t
ened, and enjoyingthe afternoonsun. succumbto such aaziness.
Most NPC barbarians never spend enough Undesirable merchandise. GeneraJly,a barbar-
time in outworlder society to make the change ian only trades for goods similar to those availablf
in his homeland. Among the items uselessto
over to a gold piece-based society. A PC barbar- barians are paper and ink (theycan’t write),
ian usually clings to the traditionsof his home- armor (they don’t wear it), and perfumes
land but can slowly begin to adapt to the
outworld as he progresses in level. It is a long hate the smell). Desirable items include meats,
and arduous journey for the barbarian, but he
will slowly changeto survive. weapons (similarto those they currently use),
sacks, and torches. A barbarian may develop an
30 Chapter 2
interest in unfamiliar items providing they’re
made of common materials, they aren’t intimidat-
ing, and an outworlder friend shows him how
they work; examples include fishhooks, rope,
buckets, and pots.
Acquiring coins. A barbarian won’t auto-
matically divest himself of every coin that come&
his way. He may keep a few as good luck charms,
to use as lures for traps, or just because he l i e s
the sound they make when they clink together.
After he gets the hang of the outworld economy
-
he may keep a few for emergencies.A barbarian If a barbarian acquires treasure he doesn’t
want-a reward from a grateful monarch, an
won’t jeopardize his own well-being just to inheritancefrom a deceased companion, a share
mnain philosophicallypure;if he has no goods to ofa discovered fortunehe probably gets rid of
it as quickly as possible so he doesn’t have to
trade, he willinglybuys a slab of meat for a couple haul it around. He might give his treasure to a
of copper piecesrather than go hungry.
friend or allow his party to split it among them-
Unwanted treasure. A barbarian has no more
selves. Alternately, he may return it to whoever
interest in treasure than in coins. Ruby rings,
gave it to him,hand it over to the first stranger
turquoise bracelets, and silver necklaces are
he encounters, or leave it alongside a road. If
meaningless trinkets, interesting, perhaps, for he’s superstitiousor has a cultural t a b against
their unusual colors and smooth surfacesbut cer- carrying metals or gems, he may dispose of his
treasure by tossing it into a crevasse, burying it
tainly not worth coveting. On occasion, he may in a pit, or dumpinEit in an ocean.
hang on to an item for sentimental reasons; for language
instance, he might be fond of an emerald pendant At thebepning of hism,a barban’anhows
only one language: the languageof his homeland.
because it reminds him of a necklace his sister He canonly speak this language; it has no written
made from a green stone. Or he might keep a dia- form. His homeland language may be conven-
mond ring because he likes the way it sparklesin tionalor unique, asdetermined by the DM.
the moonlight. But rarely does he retain an item
for its monetary value alone. (However, if the
optional rule in Chapter 8 of the DMG is used, he
still receives all experience pints associated with
the discovery or acquisition of treasurr,regardless
of whether he keeps it.)
BAD FOOD LION HOMELAND D~GON
CORPSE^
GOOD FOOD EVIL PLACE FRIEND SPIDER
WATER
DANGER POISON
L
I
A conventtonal homeland language is similar gence score sum, the message is garbled or
to the languages spoken in the outworld. misunderstood. (Example: Abarbarian with an
Although it may not translate precisely-a bar- Intelligenceof 12attempts to tell a companion
barian calls a tree by a different name, and he with an Intelligence of 14 that a dangerousani-
has no words at all for outworlder inventions mal lurks in the weeds ahead. The barbarian
such as glass and steel-barbarians who speak a thumps his chest, points to the weeds, and
conventional tongue have few significant prob- makes a few ominous grunts.The s u m of their
lems communicatingwith outworlders. Intelligence scorn is 26; the 2d20 roll is 21. The
companion correctly interpretsthe barbarian’s
A unique homeland language has no parallel message and avoidsthe weeds.)
in the outworld.Most outworldersfind it incom- A sender can only attempt to communicatea
prehensible, a string of animal-like grunts, particular message once. If the attempt fails, he
snorts, or barks. To make matters more confus- may attempt to communicate with a different
ing, some barbarians augment their speech with rrdpient or try a d i f f m t message. Additionally
chest thumps, whistles, gurgles, tongue clicks,
and hums. The language may lack important Only simple phrases may be commu
outworld concepts, such as large numbers (asin Acceptable phrases include ”Stay he
a language that calls more than three objects right back,” “Thismeat will make you
simply “many”). It might describe states of “That man is evil.” Examples of un
mind an outworlder can hardly grasp. phrases: ”My father taught me that
pine wood from the Black Forest mak
Unique Languages (Optional) armw shafts”and ‘Thewound will heal in f6ur
Unique languages pose obvious communica- days if we apply greenwillow herbs.” A DM
tion problems that the DM may address in sev- who isn’t sum if a par!icular phrase is appropri-
ate may impose a penalty of2 to 10 (thechance
eral ways: of successcan’t be less than 5). In the example
above, thebarbarian mightwant to bemore spe
Let the barbarian struggle with language cificand identifythe d a n p u s animalas a tiger.
problems until he’s able to learn a new tongue
(seebelow).He’ll have to rely on good fortune The DM imposesa penalty of 4, requiringa 22 or
and his companions’ benevolenceto keep him leis on the 2d20 roll for success.
If the sender is trying to communicate wit
out of trouble. The player may have to cover more than one recipient at the same time,
his ears or leave the room when his compan- the recipient with the highest Intelligence
score to determinethe chance of success.
ions are engaged in a discussion or the DM The recipient must pay strict attention to t
sender, or the message has no chance of b
speaks for an NPC. successfully interpreted. The sender an
Encourage the barbarian and members of his recipient must alsobe able to see each other.
party to take the sign language profiaency at Extremely simple messages that can be com-
the earliest opportunity (seeChapter 4). municated with a nod or an unambi
Allow the barbarian and other characters to
exchange simple messages with hand gestures, gesture are understood automatically;
facial expressions, and sound effects. The bar- roll is required. Examplesinclude ”yes,
barian may be the sender of the message and and “come.” The barbarian may also teac
the other character the recipient, or vice versa. companions to understand simple signs, su
If a 2d20 rollis less than or equal to the s u m of as those on page 31;once learned, these do
the Intelligence scores of the sender and the require rolls.
recipient, the message has been successfully
communicated.If the roll exceeds the Intelli-
A sender may attempt to communicate a par- need to barterfor it or overseeits construction;the
ticular message with this method or with the pmperty is given to him in recognitionof his sta-
sign language profiaency, but not both. tusor in honor of his accomplishments.The prop
erty must be simple, unpmentious, and in most
Extra Languages cases, part of the natural envimnment. A suitable
property might be a large cave, a modest apple
A barbarian’s Intelligence score indicates the orchard, a grove of wild roses, or a fish pond.
number of languages he can learn beyond his Occasionally, a tribe may lrreparea special hut or
native tongue (see Table 4 in Chapter 1 of the tent, coveringthe floor with fursand painting the
Player‘s Handbook.) A barbarian learns languages walls with colorfuldesigns. Thoughthe barbarian
through exposure and repetition; if he hears a assumesmponsibility for the pmperty‘s upkeep,
languagespokenon a regular basis, he begins to he also benefits from its products; the fish from a
mimic the words and eventually learns their pond or applesfrom an orchard arehis to keep.
meaning. Because his language habits aren’t so
rigid, a younger barbarian tends to learn lan- Likewise, a 9th-level shaman may receive a
guages more quickly than an older barbarian. property in honor of his service or status. The
pmperty mustbe located in the cleric‘shomeland.
As a rule of thumb, assumethat a barbariancan It usually takes the form of a shrine or alta rather
master the basics of a new language in the time it than a garden, pond, or place to live. A typical
takes for him to attain two levels of experience. clerical pmperty might be a pyramid of boulders,
That is, a 1st-levelbarbarian can learn the funda- a crude platform made of logs, or the side of a
mentals of a new languageby the time he reaches
3rd level. This assumes that the barbarian is con- stone hill bearing a painted image of the cleric‘s
stantly exposed to the language and that he has
access to a fluent companionwith the patience to deity. Alternately,the tribe might present a cleric
answer questions. The DM may increase or with a barren patch of land to be used as a private
deaease the time required as n e x w q burial ground for himself, his family, and his
friends. While such properties have no obvious
With continuing practice the barbarian can economicbene&, a shrewd cleric may still find a
eventuallyattaincompletefluencyin the new lan- way to pmfit. He might, for instance, ask for offer-
guage, but he will always retain a characteristic ings of food when he conducts services at his
accent. In general, assume that fluency develops shrine.Or he might requ& an elephant tusk from
from the basics in the time needed to attain four a bereaved family for the privilege of interring a
more experience levels, assuming the barbarian loved one in his burial grounds.
gets constant practice speakingthe language.
Followers
Strongholds
A barbarian fighter or shaman of 9th level
Barbarian fighters don’t build castles or who has been awarded property as described
strongholds.Nor do shamansestablishchurches. above is eligible to receive followers. Usually,
They lack the resources, the architectural acu- the followers must be natives of the barbarian’s
men, and the interest. Strongholdsand churches homeland. With the DM’s permission, primi-
are outworld curiosities that have no tives from a similar culturemay be substituted.
relevance in most barbarian cultures.
Followers are attractedby the barbarian’s sta-
With permission from the DM, a barbarian tus and accomplishments. Followers don’t need
fighter may acquire a modest property in his to be paid; they remainloyal to the barbarian so
homeland when he reaches 9th level. He doesn’t long as he treats them fairly and upholds the
ethical standardsthat earned their admirationin
I
the first place. If the barbarian savagely beats a Table 21: Barbarian Follow
follower,needlessly endangershim, or steals his
possessions, some or all of the followers may Dice Roll Followers (1st-levelbarbarians)
permanently abandon him.Otherwise, follow-
01-50 100followers (noarmor; all
ers tend to the barbarian’s property, defend his
family, hunt for provisions, and perform any armed with dubs)
other reasonable duty asked of them. They are
reluctant to leave their homeland, however, and 5145 80 followers(paddedarmor;
will do so only at the barbarian’s instance. If 25%sling and dagger, 75%
required to spend long periods in the outworld, javelin and dub)
they may abandon him.
66-80 60 followers (leather armor; 50%
A barbarian’s followers arrive automatically
when he reaches 9th level and hasbeenawarded shortbow and dagger, 50%spear
a homeland property. The followers appear a
few at a time over a period of weeks, until the and shield)
barbarian receives his full allotment. Followers
arrive only once. Slain or lost followers aren’t 81-95 50 followers**(hide armor; 50%
replaced.
spear and javelin, 50%hand axe
To determine a barbarian fighter’s followers,
roll on Tables 20 and 21; the aide (Table 20) and short bow)
supervises the followers in the barbarian’s
absence. A shaman does not receive an aide; he 96-00 DMs choice
rolls only on Table 21. The DM may adjust the
indicated weapons and armor to match any ter- This table applies to barbarian fighters.
rain or cultural guidelines. Shamans get an aide only. The cleric’s aide is
50%likely to be a shaman, armed with tribal
Table 2 0 BarbarianAide (Fighters Only) weapons.
**Thefollowers have mounts, if appropriate to
DiceRoll Aide
the dture and environment.
01-20 3rd-level fighter (with padded
Reactlon Penalty
armor; club;blowgun or darts)
2140 4th-level fighter (leather armor; Most outworlders sense immediately that
there’s something different about barbarians.
club; 1-2javelins or slingl They look strange. They behave unconvention-
ally. They speak odd languages. Some of them
41-75 5th-level fighter (leather armor; are duty and smellbad.
spear and shield; 2 4 javelins)
Because of their peculiar appearance and
7695 6th-level fight& (hide armor; hand manner, all barbarians suffer a penalty to their
encounter reactions with outworld NPCs (see
axe; spear)
Chapter 11of the DUNGEONMASTER Guide).
96-99 7th-levelfighteP (hidearmor;
This penalty is cumulativewith all other modi-
spear and shield; short bow) fiers, including those associated with Charisma
scoresand character kits.
00 DMs choice
The DM assigns a penalty to the barbarian at
* The aide has a mount, if appropriate to the
the beginningof his career. He may assign a sub-
d t u an~d environment. jective penalty ranging from -1 to -6, based on
his generalassessmentof the character’s person-
* The aide comes with a mount. He alsohas one ality and features. Or he may use Table 22 as a
guideline, using as many of the conditions that
of the magical items described in Chapter 5, apply to the barbarian (the total penalty can’t
exceed 4).
chosen by the DM.
c
Table 2 2 Barbarian Reaction Penalty should incorporate these physical skills into
routine activities whenever possible. Keep his
Condition Modifier background in mind; a barbarian from the arctic
probably won’t be as enthusiastic about tree
Questionablehygiene (never swinging as a barbarian from the jungle. Some
ideas:
bathes, wears rotting fur,greas
A barbarian may mimic the physical actions
hair, bad breath) -1 of animals from his homeland. When stalking
prey, he may creep on all fours like a wolf.
Unique native language (grunts, Sensing danger, he may freeze like a deer,
neck erect, discreetly sniffing the air. He may
snorts, chest thumps)) -1 sprint like a gazelle, spring through the grass
like a kangaroo, even strike like a serpent to
Bizarre appearance (ape-like, elaborate sink his teeth in a victim’s neck.
tattoos, gaudy body paint) -2 He may be in constant motion, too restless to
stay put for more than a few moments. He
Eccentricbehavior (constantscratching, leaps from boulder to boulder for the sheer
fun of it, darts through the brush in playful
gropes the faces of strangers, pursuit of a rabbit, springs into the air in a
futile effort to snag a passing bird. He may
nervously hops aruund) -2 sleep in short naps, rising every hour or two
to scout for strangers or hunt for something
Hostile attitude (growls, clenchesfists, to eat.
grinds teeth) -2 Because of the advantages of elevation-the
higher you are, the more you can see; irs eas-
* See the Language section elsewhere in this ier to pounce from a height-he may avoid
the ground. While his companions break for a
chapter. rest, he leaps atop a boulder to survey the
area. He sleeps in the bow of a tree, eats his
Allmodifiersare cumulative, but total penalty meals while squatting on a stump, clambers
up a friend’s shoulder to get a better look at a
cannot exceed -6. passing buffalo herd.
As the barbarian character becomes accli- In combat situations, he may be a blur of
mated to the outworld, the player may petition hands and feet. He hurls himself through the
the DM to reduce this penalty. For example, a air to deliver two powerful kicks to an ogre’s
barbarian who never took a bath in his home- stomach. He springs over a crouched goblin
land may become accustomed to washing him- to smack him on the back of the head. He
self on a weekly basis at the insistence of his jumps from the brush, pummels a mage with
companions. The DM might then consider a flurry of punches, then dives back to his
reducing his reaction penalty by 1.But the
penalty may never be reduced beZm -1; no mat-
ter how much time he spends in the outworld, a
barbarian never completelyabandons his primi-
tive heritage.
Physical Abilities
The barbarian’s extraordinary physical ab*-
ties-leaping, springing, climbing, and quick
movement-aren’t reserved for special occa-
sions. They‘re components of everyday life,
used naturally and continuously. A barbarian
may prefer swinging fromtreeto treeover walk-
ing. Scaling a wall and popping through a win-
dow may be a more comfortableway to enter a
building than opening a door.
To rule-play a barbarian effectively, the player
I Specid Characteristics 35
change or adapt his system after he spends the barbarian’s homeland, or if it violates a cul-
tural taboo.
some time in the outworld, but typically a bar-
barian will stay with the same economic system Weapons marked with an asterisk (9 are dis-
cussed in Chapter5.
for life. (SeeChapter2 for definitionsand expla-
nations.) Spheres: (Clericsonly.) Standard means the
cleric has access to the spheres listed in Chapt
Wealth Options: The character’s starting 1.Otherwise, he must choose his spellsfrom
funds. Often, funds are indicated as a variable indicated spheres.
amount of animal products. Determine the Talisman: (Clerics only.) A suggested tali
man for turning undead (seeChapter 2). T
type and number of products based on the player may substitute a different talisman if
wishes and the DM approves.
suggestions in the appendix; the products
SpecialBenefits Allkits grant special
come from animalsnative to the homeland ter-
rain (arcticbarbarians may have walrus tusks tages that aren’t normally available, s
but not alligator hides). For convenience,the improved abilities, special powers, and reaction
DM may instead assign the barbarian a num- bonuses. AU benefitsare received free.
ber of ”standard pelts, with each pelt having Special Hindrances: To balance their bene-
a value of 1gp. (For example, if the barbarian fits, kits also carry hindrances such as r
is allowed 9 gp worth of animal products, he tion penalties, cultural restrictions,and ab
begins with nine standard pelts). These pelts limitations. All hindrances are in addition
any disadvantages normally associated with
don’t have to be named; they’re presumably an barbarians.
assortment of small animal skins, such as Fighter Kits
weasel, raccoon, and fox. lives a life of serenity, basking in the sun a
Armor and Equipment: Unless indicated oth- chasingwild game on lushly vegetated plai
His lon.g l~egs and lean body make him a natur
erwise, all barbarians receive their beginning athlete; he sprints with the speed of a cheetah
armor free of charge.With the DM’s permission, and leapswith the grace of a gazelle. His harmo-
he may trade some of his initial wealth (see the nious relationship with nature has sharpene
”Wealth Options” section) for better armor. He his aestheticsense, encouraginghim to develo
may not, however, obtain armor better than hide his artisticskills.
(Armor Class 6 ) .With the DMs approval, he Most Brushrunnersbelong to extended fami-
lies called moieties, consisting of a hundred or
may also trade for a shield. more relatives and friends. A moiety lives an
A barbarian receives free any singleweapon hunts on a particular section of land, called t
moiety estate. Brushrunners must obey all dire
with which he is proficient. He may acquire tives of their moiety elders, which
additionalweapons if he has animal products or involve the care and protection of the es
other goods to trade. All weapons must be com-
patible with his backpund and culture. Gener- Requirements: Standard.
Homeland Terrain:Required Plains.
ally, barbarians are limited to the standard
weapons listed in Chapter 1and the new weap
o m discussed in Chapter5. Though a beginning
barbarian usually won’t have more than two
weapons, the DM may grant exceptions.As a
d e of thumb, a barbarian won’t acquire more
equipmentthan he can carry.
When choosing weapons, the player should
designate the construction material (a wood
spear, a bone knife, a stone ax). The DM may
veto a particular material if it isn’t available in
Role: Brushrunners are social creatures who Secondary Skills: Primitive Artist, Crude
value tradition, order, and cooperation. When a Bowyer/Fletcher, Hunter, Storyteller, Crude
Brushrunner joins an adventuring party, he Weaponsmithing.
selects a party member to act as his surrogate
moiety elder, usually the strongest party mem- Weapon Proficiencies: Required: Boomerang*
ber or the one with the most forcefulpersonality. (either returning or non returning). Recommend-
An acceptable surrogate must be older than the ed: Blowgun, club, short bow, dagger, dart, sling,
Brushrunner and preferably of the same sex. spear, rabbit stickx.
The Brushrunner honors the surrogate with a
pledge of loyalty and a small gift of food or trin- Nonweapon Proficiencies: Bonus: Artistic
kets. If the chosen party member declines to Ability, Running (unlike other characters with
serve as the Brushrunner’s surrogate, the this proficiency, a Brushrunner suffers no
Brushrunner picks someone else. (Notethat the penalty to his attack rolls duringa day he spends
Brushrunner’s surrogate doesn’t necessarily running). Recommended: Crude Bow-
have to be the party‘s actual leader.) yer/Fletcher*, Danger Sense*,Hiding), Hunt-
ing, Set Snares, CrudeWeaponsmithing‘. Barred
Once he secures a surrogate, the Brushrunner Leadership*.
followhis orders implicitly and without hesita-
tion. Should the surrogate dishonor himself- Economic System: Both simple barter and
for instance, by mistreating the weak or animal products barter.
needlessly endangering the party-the
Brushrunner severs his ties with the surrogate Wealth Options: A Brushrunner begins with
by snapping a bone in front of his face or spit- 3d4 gp worth of animal products or tradable
ting on his feet. The Brushrunner then selects goods.
another surrogateto follow.
Armor and Equipment: A Brushrunner
If no suitable surrogate is available, the receives no beginning armor. He prefers to dress
Brushrunner may anoint himself as a moiety lightly, typically wearing a leather loincloth, a
elder. He then expects the other party members small feather headdress, and arm bands made of
to do as they’re told. If they decline, he sulks flowers and vines. If he wishes, he may trade
and whines. But because cooperation means some of his goods for armor, but he suffers sev-
more to a Brushrunner than getting his way, he eral penalties when he wears it (seethe Special
will eventually comply with the consensus of Hindrances section).
the party and agree to follow the designated
leader. A Brushrunner also begins with a leather
pouch filled with various art supplies, including
If comfortable with the party‘s chain of com- carving tools (files, picks, and wedges made of
mand, a Brushrunner is easy-going and playful. stone), paint brushes (grassor hair attached to
He enjoys catching butterflies, watching clouds sticks),and needles (sliversof stone or bone). He
drift by, and slipping worms down the backs of receives these supplies at no cost; when in his
stuffy companions. He makes a good hunter
and scout, though he’s somewhat undepend- homeland terrain, he can replenish them in a
able. A Brushrunner on the trail of a deer may few hours. Art suppliescannot be used as weap
become distracted and not return for the rest of o m or have significant trade value.
the day. He may disappear into the brush with-
out a word of warning, showing up an hour Special Benefits:
later with a rabbit carcass or a colorful wild- Sprinting:A Brushrunner can sprint at triple
flower. speed (45 Movement Rate) for up to three con-
secutiverounds on a singleStrengthcheck (refer
to the Joggingand Running section in the Play-
er’s Handbook). All checks made while running
are made at one category better; a normal
Strengthcheck for triple movement and Strength
38 Chapter 3
-4 for quintuple movement. He may move and per day if the wounded character rests and
fight normally afterward, but before sprinting the ministering character has both the healing
again, he must rest without moving for as many and herbalism pmfiaencies.)
rounds as he sprinted.
A 6-foot hardwood pole called a rangga
Enhanced Leaping and Springing: A Brushrun-
ner leaps and springs as a barbarian two levels cawed with crude images of human faces anc
higher (seeTable 8 in Chapter 1). decorated with vines.The rangga turns
undead at a level equal to the Brushrunner.A
Battle Frenzy: When making a melee attack, rangga loses its properties if uprooted or
the Brushrunner can go into a frenzy of whirls, defaced; it is not possible to carry a rangga
spins, and darts that confuses opponents and throughan adventure and use it as needed. It
rrpels undead for ld4 weeks.
makes the Brushrunner more difficult to hit. A A small wooden bust of a deer or other herd
successfulDexterity check begins the frenzy. If animal, called a maraiin. Though crudely
sculpted, the maraiin’s flawless symmetrj
the check fails, he may try again in another hour. and understated beauty gives it a value or
If the check succeeds, the Brushrunner gains a 3d8 gp.
-3 bonus to Armor Class.
Special Hindrances:
A Brushrunner can maintain a battle frenzy Armor Penalty: Though a Brushrunner may
for a number of rounds equal to his Constitu- wear any armor normally allowed barbarians,
tion. The frenzy ends automaticallyat the end of he finds it uncomfortable and confining. If he
this period; he may also voluntarily end the wears armor, he can’t use the SpecialBenefits of
frenzy at any point. A Brushrunner can use his sprinting, leaping and springing, or battlc
battle frenzy ability no more than once per hour. frenzy. (However, he still gains these benefit:
Create Artworks: Once per month, a Brush- when carryinga shield.)
runner can create any of the following objects, Moiety Tasks:Every year, a Brushrunner mus
assuming necessary materials are available.
Each work takes 3d4 hours to complete, after completea task designated by his moiety elders
which the Brushrunner must make an artistic Completing the task proves allegiance to the
ability proficiency check. If the check succeeds, elders and affirms kinship with the moiety. The
the art work has the properties described Brushrunner must return to his moiety estate
below. If the check fails, the work has no spe-
cial properties. every year to x e i v e a new task If thisis imprac-
tical,the Bmhrunner repeats the same task from
A painting on a sheet of bark, called an orro- the previous year. The DM assigns the task from
boree, portraying an ailing or wounded char-
acter or creature. The Brushrunner carefully the following list, or may make up his own:
touches each section of the subject’s body;
sectionsthat are sensitive, warm, or obviously Slay a particular meature without the help o
distressed are depicted on the orroboree in his companions; the creature must have i
striking shades of primary colors. If a charac- number of Hit Dice equalto at least half of thc
ter with the healing proficiency-including Brushrunner’s experience level. (A 5th-level
the Brushrunner himself-ministers to a Brushrunner must slay a creature with 3 hit
patient represented by an orroboree, the
patient recovers at twice the normal rate (2hit dice.)
points per day even when traveling or engag- Take a young Brushrunner into the outworlc
ing in nonstrenuous activity; 4 hp per day if and act as the child’s mentor for a few weeks
the ailing character gets complete rest; 6 hp If the youngster is lost, killed, or seriouslj
wounded, the Bmhrunner fails his task.
Spend a week serving the moiety, collecting clamber up trees like a monkey. Lacking the
food, tending to the infants, and caringfor the intelligence of other barbarians, he depends on
sick.
Fetch a particular gem or precious stone as a his keen senses, natural resilience, and sharp
gift for the moiety elder. instincts to help him survive.
A Brushrunner who fails to complete the task Requirements:A Brute has a maximum Intel-
is overwhelmed with shame. He must destroy a
favorite weapon or possession (chosen by the ligence of 6 and a maximum Charisma of 8. (If
DM) and may not use any special benefits for
one month. An atonement spell halves the dura- you’re using Table 2 in Chapter 1to determine
tion of the specialbenefits suspension. ability scores, treat Intelligence scores of 7 or
Bnrk higher as 6, and Charisma scores of 9 or higher
Description: The most primitive barbarian, as 8.) A Brute gains a +I bonus on his initial
the Brute combines traits of both humans and
animals. He is heavily built and thick-boned, Strength score or a bonus of 25%on exceptional
with a sloping skull resting low on his neck, and strength.
fanged jaws protruding over a receding chin.
Coarse hair covers his hide-like skin. Long, Homeland Terrain: Any, with Mountains,
powerful arms let him lope on all fours and Jungle, and Forest the most likely.
Role: Inhis homeland, the Brute’s life consists
of hunting, sleeping, and fending off predators.
Consequently, he values personal virtues that
enhancethe chances of survival,includingcoop-
eration, courage, and g e n m i v . His moral code
consists of two basic principles: (1) do no harm
to those who pose no threat, and (2) destroy
those who would harm him or his companions.
The Brute has no use for virtues and vices Land-based).A Bruteis also barred from all of the
associated with civilized societies. Etiquette, shaman profiaenaes’onTable 31 in Chapter ,,,ai.r,&;rj;3+?.X?& %
Economic System Trade-free.
greed, personal honor, and loyalty to abstract
principles are unknown to him. He can’t be Wealth Options: The concept of trade is i
insulted or blackmailed, nor can he be tempted to the Brute, because he’s used to foragingwhat-
with treasure. A Brute’s interestsseldom extend ever he wants from the wilderness, and doing
beyond his current needs; with food in his stom- without if he can’t find it. He begins with no
ach and a soft patch of ground on which to MP, funds or tradable goods. After the barbarian
he’s as content as he can be. spends some time in the outworld-say, after
A Brute allies himself with an adventuring he’s advanced one level-the DM may allow
him to learn a barter system; see the Money sec-
party for companionship,protection, or eventhe
promise of regular meals. He remains loyal so tion in Chapter2 for suggestions.
Armor and Equipment: The Brute begins
long as his companionstreat him decently. He
has no aptitude for leadership, strategic plan- with padded or leather armor, usually a large
ning, or negotiation; he takes orders from any- fur with a hole in the center, slipped over his
one he trusts. He serves his party as a forager, head to hang down his body. A Brute may not
hunter, and combatant. use any weapons other than those listed in the
Though a Brute’s companionsmay admirehis weapon proficiencies section above. A Brute
loyalty and friendliness,they may also balk at rarely uses a shield; it interfereswith hunting.
his animalisticbehavior. He howls at the moon, Special Benefit%
licks himself clean, and grooms animalsby pick-
Enhanced Natural Armor: The Brute’s coarse
ing bugs from their fur. He eats raw meat, tear- hair, thick skin,and densebones give him a Mt-
ing apart carcasses with his teeth. He speaksin
ural armor class of 6 (boosted to AC 4 when he
grunts, never more than a few syllables at a wearspadded or leather armor).
time. He identifiesfriends by their smells, and Improved Climbing:A Brute climbs as a barbar-
investigatesstrangers by sniffing them up and ian two levels hisher (see Table 9 in C h a ~ e1r).
Y.
down. Wild Brawl: When fighting without weapons,
Secondary Skills: Fire-maker, Forager, the Brute can propel himself into a berserk
Hunter. frenzy. Bites, p&l& and kicks are all directed
at a single opponent.A single attack roll is used
Weapon Proficiencies: A Brute begins with
only two weapon proficiencies. Thereafter, he to determine if these attacks finds their mark.
gains new proficiencies at the normal rate. Damage is ld6.
Required:Club. Brutes must select all subsequent
Enhanced Sense of Smell: A Brute can trail a
proficiencies from the following choices: axe human, animal, or demihuman by scent, pre-
suming the quarry made the trail within the pre-
(any),Celt*,dagger,knife, spear.
Nonweapon Proficiencies: A Brute begins vious 24 hours. The Brute must be familiar with
with only one nonweapon profiaency. He gains the quarry, or must have a sample of the scent (a
new profiaenaes at the normal rate. Bonus:Dan- scrap of hide, a lock of hair, a piece of clothing).
ger Sense*. Recommended: Artistic Ability, A Brute has the same chanceto follow the trail
Endurance, Fire-making, Fishing, Foraging*, as if he had the tracking proficiency. (Refer to
Hunting, Light Sleeping*,Tracking,Wild Fight- Table 39 in the Player’s Handbook. Use only the
ing*.Barred: Agriculture, Alertness*, Boating*, modifiersrelevant to followinga trail by scent,
Crude Armorer, CrudeBowyer/Fletchef+C, rude including those associated with the number of
Weaponsmithing, Dancing,Horde Summonh~g,
L Leadership*, Pottery, Riding (Airborne or creaturgs in the group, elapsed time, and
inclement weather.) Use the Brute’s Wisdom
BathdanKitr 41
I
score to make tracking checks. If the Brute has species as well as those native to the Forest
the tracking proficiency, he receives a +2 bonus Lord's homeland. Kinsmen must be nonmagi-
to his checks. cal, and must have an Intelligence of semi- or
lower (4 or less).
A Brute can also identify a particular charac-
ter or creatureby its lingeringaroma, presuming Table U:Animal Kinsmen
the character or creature was in the area within
the past 24 hours. The Brute must be familiar D6 Roll Species
with the creature or have a sample of the scent.
The Brute identifies the scent with a successful 1 Feline (tiger, lion, house cat)
Wisdom check.
2 Canine (wolf, wild dog, war dog
Surprise Bonus: Because of the Brute's sharp
senses, he receives a +2 bonus to his surprise 3 Elephant (mastodon,mammoth)
rolls.
4 Serpent (constrictor,giant, spitting)
Special Hindrances:
Reduced Movement: A Brute has a base move- 5 Bear (black,brown, polar)
ment rate of 12. T6 Primate (baboon, go
,chimpanzee)
Language Limit: A Brute can't know more than Requirements: Standard.
a singlelanguage. Homeland Terrain:Required Jungleor Forest.
Limited Magic: A Brute will not use magical Role: If an adventuring party enters a Forest
items that require command words or concen- Lord's territory, they are likely to encounter the
tration for their use. He can use magical potions, Forest Lord himself. He may agree to guide them
clothingand weapons. through his domain, and may even remain with
Forest Lord the party if they convince him his skills are
needed elsewhere. Most Forest Lordseagerly aid
Description: The Forest Lord is a defender of threatened animal kinsmen in the outworld.
the natural world, the guardian of an unsettled They may also want to observeunusual creatures
wilderness he claims as his domain. He attends in their natural habitat, intervene in natural dis-
to the welfare of animals and retaliates against asters, and secure treatmentfor ailinganimals.
trespassers. Rarely affiliated with a clan or tribe,
the Forest Lord prefers to operate alone. A Forest Lord is cooperative but distant, pre-
A Forest Lord considers himself related to a ferring the company of animals to people. He
particular kind of animal, called his animal kim- enjoys chattering with horses, swinging through
man. Select the kinsman as part of the character trees with monkeys, and sunning himself on
creation process. Once chosen, the kinsman type stones with serpents. Though typically stoic and
never changes. reserved, he explodes when confronted with
The player selects a kinsman type subject to poachers or trophy hunters, and may have to be
the D M s approval, or rolls ld6 and consults physically restrained from tearing them apart.
Table 23. (The DM may add other options to
Table 23.) A Forest Lord's kinsmen encompass Secondary Skills: Animal Handler, Butcher,
all speaes of the type,not just a specificanimal.
For instance, if a Forest Lord has chosen felines Forester, Hunter, Crude Weaponsmthing.
for kinsmen, he considers himself related to all Weapon Proficiencies: Recommended: Blow-
types of felines, such as tigers, lions, and even
Lousecats. Animal kinsmen include outworld gun, dagger, javelin, short bow, sling, spear.
Wood and bone are the most common materials.
Nonweapon Proficiencies: Bonus: Alertness*,
Crude Weaponsmithing. Recommended Animal
Handling, Animal Lore, Animal Rending', Ani-
mal Training, Danger Sense*, Hiding,Tightrope
Walking, Tracking, Tumbling. Barred Bartering,
Boating, Horde Summoning.
42 Clupbr 3
II
Economic System: Animal products barter. Honor Animal Kinsmen:The Forest Lord must
honor his animal kinsmen in the following
(Despite his isolation, he occasionally trades ways:
with neighboring tribes.)
He may not wear clothing, wield weapons, or
Wealth Options: Because he travels lightly, a use products derived from his kinsmen.
He may not intentionally or unintentionally
Forest Lord begins with only ld4 gp worth of harm a kinsman, and must intervene to pre-
tradable goods. vent others from harming a kinsman.
He must protect his kinsmen from predators.
Armor and Equipment: A Forest Lord wears He must care for in+ or ill kinsmen.
nothing but an animal skin loincloth or tunic. If He must liberate captive kinsmen, including
those in zoos, game reserves, and commercial
adventuring in colder climates, he may acquire enterprises. (He may use his speak with ani-
mals ability to determine if a particular ani-
padded or leather armor, but generally avoids
armor with an Armor Class better than 8. He ~
rarely carries a shield, as it interferes with mal is being held against its
movement.
If a Forest Lord violates any of
Special Benefits
Stealth: A Forest Lord recelves a +2 bonus to he is consumed by remorse and cannot use his
all hiding proficiencychecks. In natural settings, specialbenefits for 4d4days. If his action or inac-
he has a 5% chance per level (to a maximum of tion results in the death of a kinsman,he is denied
95%) to m m silently (as the thief skill). his speaal benefits for the next l d 4 1 weeks. An
Enhanced Healing: A Forest Lord recovers lost atonement spell halves the duration of this penalty.
hit points at twice the normal rate. This does not
I-knder
apply to magical healing.
Speak with Animals:A Forest Lord can use this Description: A native of a tropical island or
seacoast, the Islander is equally at home on land
ability at will with his animal kinsmen. He may and in the water. Carefree and hedonistic, he
speak with other animals if he first makes a suc- spends his days drifting in hand-crafted canoes,
collecting colorful seashells, and munching
cessful Wisdom check. This ability is otherwise coconuts and bark. His intimacy with the spirit
similar to the 2nd-level priest spell, but requires
no componentsor casting times. world enables him to changehis form and create
Summon Kinsmen: In his homeland terrain, a supernatural weapons of extraordinary power.
Requirements: Standard.
Forest Lord can attempt to summon animal Homeland Terrain: Required: Aquatic. (For
kinsmen. He thumps his chest and screeches at
the top of his lungs for 1 4rounds, then makes a the purposes of this kit, aquatic includes any
island, beach, or coastal area, as well as rivers,
Wisdom check. If the check succeeds, ld4 kins- oceans, lakes, and ponds).
men arrive within the next hour (assuming the Role: An Islander enjoys the company of
people and is insatiably curious about the out-
DM decides they’re available). The kinsmen act world. Though reluctant to use a steel sword, he
may spend hours marveling at its shiny sur-
as followersfor the next 2d6 hours, obeying the faces. He delights in sampling such exotic out-
world treats as salted herring and hard cheese,
Forest Lord’s commands. A Forest Lord can and he may collapse in laughter at the sight of a
attempt to summonkinsmen once per day.
Tree Top Movement: By swinging and leaping
from branch to branch, a Forest Lord moves
through the tree tops at a base movement rate
of 12.
Special Hindrances:
Weapon Restriction: The Forest Lord suffers a
non proficiency penalty of -2 when using weap
ons he has not made himself.
knight in full armor or a matron in a velvet Otherwise, he follows the st
dress. And though other barbarians hide their underwater combat given in
heads at the sight of a colorspray or dancing lights
spell, an Islander may respond with wild DUNGEONMASTER Guide.
applause and ask to see it again.
Shape change: Upon a
An Islander may be easily distracted by the Islander can change into
turrs.ThiSpoWC3iS
beauty around him H e may sneak off for a quick remain in the new form up
nap instead of helping to break camp, or soak in changes back to his human
a cool stream while his companions dress game can continue to speak in his n
for the evening meal. Though some may con- 2d4+2d4 (pincers).
sider him ky,he charges savagely into combat force called mana that re
essence of his ancestors.
if friends or family are threatened.
Secondary Skills: Bowyer/Fletcher, Crude weapon once per month.
Clothesmaker,Fisher, Small Craft Navigator. or knife he made himself
Weapon Proficiencies: Recommended: Blow- or sand. After praying to
he lies over the buried w e
gun, club, bola*, dagger, knife, short bow, sling, through the night. H e inv
doesn't have at least lp00
Spear. excess of the number need
Nonweapon Proficiencies: Bonus: Swim- next level, he cannot make a
ming. Required: Boating, Fishing. Recommend- When the Islander awake
ed: Crude Clothesmaking*, Direction Sense,
Hunting, Survival, Tracking. Barred Blind--
fighting, Endurance, Horde Summoning, Lead-
ership", Wild Fighting.
Economic System Crude m n q .
Wealth Optiom: An Islander begins with 4d4
pieces of homeland currency, such as crimson
seashells or small circular stones with holes in
the center. Each piece of homeland currencyhas
an outworld value of 1cp. He also begins with
1-2 pearls (valued at 50 gp each).
Armor and Equipment: An Islander begins
with no armor. He wears a tunic or skirt made of
plant fik,withshkgsof shellsusedasbracelets
and necklaces. In the outworld, he has no objec-
tion to wearing any armor normally allowedbar-
barians, and wiU probably trade for hide armor
(the most protective) at the earliest opportunity.
He prefers armor made from aquatic creatures,
such as alligators or sharks. His beginning
weapon (the one he m i v e s for fme) is made of
coral; it has the same value, weight, and attack
bonusesas an ivory weapon (seeChapter 5).
Special Benefits:
Aquatic Combat:When fighting in water, an
Islander suffers no penalties to his attack rolls.
rolls percentile dice. If the result is greater than mainsrid
this sum, the attempt fails; he loses 100 of the
1,ooO invested experience points and retains 900. Description: A skilled horseman and master
He may try aga& next month. of the bow, the Plainsrider roams the wilderness
in search of war. He achieves status through
If the result is less than or equal to the sum, combat, honoring the spirits of his ancestors by
the attempt succeeds, and he loses all 1,000 of killing his enemies. He shuns armor in favor of
the invested experience points. His weapon garish body paint, wears a feather headdress
gains the following properties: over his flowinghair,and terrorizes his enemies
with blood-curdling war cries.
It has a +2 bonus to attack and damage rolls.
It is inzlisibleto everyoneexcept the Islander. Requirements:Standard.
It can only be wielded by the Islander; to all Homeland Terrain:Required Plainsor Desert.
others, the weapons is as insubstantial as air. Role: Though he usually belongs to a large
tribe, the Plainsrider’s ethos stresses individu-
An Islander may never have more than one alism and self-reliance; he leaves his tribe for
mana weapon at a time. He earns no experience years at a time to gain experience in the out-
points for creating mana weapons. Inasmuch as world. He may align himself with any adven-
these weapons can’t be seen or used by anyone turing party that provides him with
other than the Islander who made them, they opportunities to test himself as a warrior.
have no trade value. The Plainsrider’s companions may find him
a man of contradictions. He enjoys his inde-
Special Hindrances: pendence, yet cooperateswith those who share
Reduced Physical Abilities: An Islander is not as his love of war. Though distant and with-
physically adept as other barbarians. He leaps, drawn, he quickly comfortsa distressed friend.
springs, climbs, and protects his back at two lev- Because he reveres the natural world, he
els less than normal, to a minimum of 1st level avoids harming innocent animals unless he
(see Tables 8 and 9 in Chapter 1). needs food or skins. He believes that inani-
Reduced Movement: An Islander has a base mate objects have spirits; he may offer prayers
movement rate of 12. to a mountain, ask a river for courage, or sing a
Hungry Baloma: The Islander believes he is song of thanks to a tree.
O n the battlefield, the Plainsrider fights with
always accompaniedby an invisiblespirit called unnerving pragmatism. Not only does he slay
his enemies, he burns their homes, destroys
a baloma, derived from the essencesof his ances- their weapons, and sets fire to their crops. He
tors. To honor the baloma and stay in its good tries to eradicate all traces of fallen enemies, so
graces, he must keep it fed. Every day, the that no one will find the remains and seek ven-
Islander must provide the baloma a small meal, geance against the Plainsrider.
such as a fish, a portion of red meat, a few Secondary Skills: Animal Handler, Crude
bananas, or a bowl of grain. To ”feed” the Bowyer/Fletcher, Hunter, Soothsayer.
baloma, the Islander buries the meal, throws it Weapon Proficiencies: Required Short bow.
in a fire, or otherwise disposes of it. The meal Recommended: Axe (any), dagger, dart, knife,
may not be eaten by another person or creature; javelin, spear.
ifit is, the Islander has insulted the baloma. Nonweapon Proficiencies: Bonus: Riding,
If the Islander insults the baloma or fails to feed Land-based (thisprofiaency applies to horses; if
it, he suffersthe effectsof a cursethe following day he spends additional slots, he may apply this
(his morale and attackrollsam reduced by-1).The
DM may excuse an unconscious or disabled
Islander from the obligationto feed the baloma.
16 Chapter 3
proficiency to other land-based animals genuine risk. The DM may veto the bonus if the
Required: Crude Bowyer/Fletchef+.Recommend- Plainsrider takes exceptional measures to pro-
tect himself (suchas turning invisible or hiding
ed:Alertness‘: Animal Handling, Danger Sense*, behind his horse).
Direction Sense, Hiding, Hunting, Light Sleep- War Cry: Once per day, the Plainsrider can
emit a war cry, a series of piercing shrieks and
g“, Signaling, Tracking, Wild Fighting. whoops intended to terrify his opponents. A
war cry lasts for one round. All creatures within
Economic System: Animal products barter. 100feet of the Plainsrider (except the primary
lth Options: The F’lainsrider begins with mount, the Plainsrider’s companions, and his
worth of animal products. companions’ mounts) may be affected by the
war cry. Creatures with less than 1Hit Die and
Armor and Equipment: A Plainsrider begins 0-level characters automatically respond as if
with no armor, instead wearing a leather loin- affected by a feur spell, fleeing from the Plain-
cloth, leather moccasins, and a rabbit-skin robe srider as fast as they can for ld4 rounds. All
to protect him from the cold. He may trade other creatures and charactersmust make indi-
animal products for armor and a shield, but vidual saving throws vs. spells. If a throw suc-
won’t wear armor better than leather or ceeds, the character or creature suffers no ill
padded (AC 8). This armor is usually made of effects. If the throw fails, the creature suffers a
deer or buffalo hide, decorated with feathers -2 penalty to its morale and a -1 penalty to all
and strips of rabbit skin. A Plainsrider prefers attack and damage rolls for the next 2d6
edged and piercing weapons to those that rounds.
merely bludgeon.
Horsemanship: When riding his primary
A Plainsrider also receives the following mount, the Plainsrider gains the following bene-
equipment, free of charge: a wild horse (called fits:
his primary mount), a horse blanket, two appli-
cations of war paint (see Chapter 5; choose the The primary mount never panics as long as
colors randomly from Table 45;he may use one the Plainsrider remains mounted.
or both of the applications at the beginning of He gains a +1bonus to his chance to hit all
his career or save them for later), and a coup creatures smaller than his mount (that is, all
stick. The coup (“koo”) stick is a shaft of wood medium-sized and smaller matures).
three feet long, with a bundle of eagle feathers He gains a +2 bonus to all land-based riding
tied to one end. Its use is explainedin the special profiaency checks.
benefits section. Should the Plainsrider lose his
coup stick, he can make another if he obtains If the Plainsrider’s primary mount is slah UI
eagle feathers and a stick of wood from his
homeland terrain. lost, he may trade for, capture, or steal a new
horse. Initially, the new horse acts as a normal
Special Benefits mount. After the horse has been in the Plains-
Counting Coup Bonus: A Plainsrider earns the rider’s company for a week, it bonds with him
normal amount of experience points for de- and becomes his new primary mount.
feating opponents. He also earns a 10%bonus if
he proves his courage by ”counting coup,” Marksmanship: When using his bow, the Plain-
touching the opponent sometime during a dan-
gerous encounter. To qualii for the bonus, the srider gains the following benefits
Plainsrider must maneuver within range and He can fire three arrowsper round. (Anincen-
touch the opponent with his coup stick or his diary arrow, described in Chapter 5, can be
bare hand (make a normal attack roll; the touch fired only once per round.)
inflicts no damage). The opponent must be
actively dangerous, and the touch must involve
He uses the following modifiers for ranged hair-higger temper that intimidate friends and
fire: shortrange = +I, medium range =0, long foes alike. But despite his fierce demeanor, the
range =-3. Ravager can be just and honorable, adhering to
When riding his primary mount, he suffersno a rigid code of ethics.
penalties to his chance to hit.
Requirements: Standard.
Special Hindrances: Homeland Terrain: Any. Mountains, Jungle,
Hunting Apology: Though a Plainsrider eats Swamp, and Plains are
grains, vegetables, and fruits from any source, Rol& Culled k o m
he only eats animals that he kills himself. Like- bloodthirsty members of their
wise, he only wears clothing or armor from ani- serveasbodyguardsand manhunters, trained to
mals he himself has slain. After he kills the kill with weapons as well as their bare hands. So
animal, he apologizes to the corpse. He then violent is their reputation, Ravagers are even
makes a Wisdom check. If the check succeeds, feared by their fellow tribesmen, who consider
he determines that the animal’s spirit has them unpredictable and perhaps mentalIy
accepted his apology; he then allows himself to unbalanced.
Such distrust is unwarranted. Ravagers do
eat the flesh or use the skin.If the check fails, he not attack without provocation. They are out-
decides that the animal‘s spirit has rejected his raged by injustice, dishonesty, and cowardice,
and rarely employ their fighting skills for per-
apology (he sees the corpse twitch, notices the sonal gain. They defend the innocent, protect
sky darken, or hears an owl hoot in the dis- the weak, and seek vengeance against the cor-
tance). He abandons the corpse; others may use rupt. A strong sense of pride is perhaps their
the flesh or fur if they wish. biggest flaw; he who insults or offends a Rav-
ager may pay with his blood, if not his life.
If a Plainsrider intentionally eats the flesh or In many barbarian societies, Ravagers are
considered the personal property of the leaders.
wears the skin of an animal he hasn’t killed, he They are bound to obey the leader’s every com-
must fast for the next ld4+1 days. During that mand and may even be traded to other tribes.
time, he suffers a -1 penalty to all attack rolls, Ravagers often resist such servitude, abandon-
ability checks, and proficiency checks. ing their homelands for the life of a nomad.
Other Ravagers are nomadic by nature, leaving
Fear of Undead The Plainsrider has a patho- their homelands for years at a time to explore
logical fear of undead. In any encounter with the outworld.
one or more undead, he must make a saving The Ravager’s companions find him loud,
passionate, and brutal, quick to make war and
throw vs. paralysis. If the check succeeds, he scornful of negotiation. He is contemptuous of
civikation and has no patiencefor intellectuals.
summonsthe willpower to fight the undead, but He considers hygiene the province of the weak;
does so with a -2 penalty to his attackroll. If the he takes pride in his mud-caked skin, his filthy
loincloth, and his greasy hair. He speaks his
check fails, he reacts as if affected by a fear spell, mind, even when his words sting; a person ask-
ing the Ravager his opinion should be prepared
fleeing at top speed for ld4 rounds. If Cornered, for a blunt response.
he may fight to protect himself, but suffers the The Ravager’s mood swings are dramatic,
aforementioned penalties. even frightening.One moment, he may return a
Ravager
Description:To many, the Ravager represents
the consummate barbarian-a savage, nearly
invincible warrior who fights with unrivaled
ferocity. Menacing in attitude and appearance,
he has piercing eyes, rippling muscles, and a
48 Chapter3
wounded bird to its nest; the next, he may fly Table 2 4 RavagerArmor Class
into a rage because he has misplaced his axe. He
Ravager Level Armorclass
smashes trees with his fists and screams at the
top of his lungs, then dissolve into laughter if a 1-2 7
companion tripsand falls. 3-4 6
!x 5
Secondary Skills:Fiwmaker, Hunter, Crude 7-8 4
Weaponsmithing. %11 3
Weapon Proficiencies: Recommended Battle
12-14 2
axe, hand axe, dagger, club, spear. A Ravager
will not become profiaent in any type of thrown 1517 1
or missile weapon. (A spear is acceptable, as it 18+ 0
can be used at close range.) Become Enraged (Bonuses):A Ravager may
work himself into a fighting frenzy, increasing
Nonweapon Proficiencies: Recommended: his effectivenessin combat. To use this ability, he
Alertness', Danger Sense', Blind-fighting,
must spend one round doing nothing but build-
Endurance, Weapon Improvisation*, Crude ing up his rage; he chews on his shield, stomps
Weaponsmithing'. Barred: Artistic Ability, hisfeet, and growlslike a bear. At the end ofthis
Dancing, Crude Bowyer/Fletcher*, Musical round, he saves vs. death magic. If the throw
Instrument, Wild Fighting' (the Ravager's abil-
succeeds, he becomes enraged. If the save fails,
ity to become enraged, explained below, he cannot work himself into a sufficient frenzy.
He can make additional attempts for up to 10
includes benefits like those associated with this consecutive rounds; on the 11th round, the
proficiency). attempt automatically succeeds.
Economic System Animalproductsbarter. A Ravager remains enraged for a number of
Wealth Options: The Ravager begins with rounds equal to his Constitution.If he refrains
from melee combat for two consecutive rounds,
3d4 gp worth of animalproducts.
either by choice or circumstance, he loses his
Amor and Equipment:Normally, Ravagers rage; he may continue to fight normally. He may
won't use thrown or missile weapons, as they also voluntarily end his rage at any time.
feel that long-distance combat is unworthy of a An enraged Ravager acquires the following
warrior. Though Ravagers will carry shields,
they refuse to don armor of any type, consid- benefits, which p i s t until his rage ends:
ering it cowardly and a tacit admission of fear.
He gains +2 on his attack and damage rolls.
Typically, they wear nothing more thanfur loin- He gains a -2 bonus to Armor Class (to a max-
cloths or short tunics made of light animal skin.
imum of AC 0).
In cold or rainy climates, they may wear leather
All attackers suffer a -1 penalty to their dam-
or fur garments for protection, but such gar-
age rolls.
ments don't grant bonuses to their natural He gains +2 to all saves vs. charms or men-
Armor Class.
tal-based attacks.
Special Benefits
Enhanced Natural Armor: The Ravager has a WeaponlessCombat:When attacking with bare
natural Armor Class of 9. His AC improves as hands, the Ravager infIicts damage as if attack-
he incrrasesin level, as shown on Table 24. ing with a club (ld6 hp damage against small
and medium opponents, ld3 hp damage against
large opponents).