Professional Documents
Culture Documents
Wilderlands - Barbarians of The Wilderlands 1
Wilderlands - Barbarians of The Wilderlands 1
HIGH ADVENTURE™
BARBARIANS OF
THE WILDERLANDS 1™
BY JAMES MISHLER
For a complete listing of all Judges Guild products, classic or modern, original or licensed, reference the excellent lists at Runes, Running, Savage Horde, Savage Retainers 7
www.acaeum.com/jg.
The materials herein are an alternative interpretation of the original, official Judges Guild City State Campaign setting, are derivative
Scale, Seamanship, Signaling, Sound Imitation, 7
Swimming, Weapon Smith, Wilderness Abilities, Wizard Slayer 8
thereof, and are not official Judges Guild materials.
This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, characters, and themes.
All such elements are elements of fiction, are intended for entertainment purposes only, and do not reflect the beliefs of the writers or publishers.
Barbarians of the Wilderlands 1 © 2008 by Adventure Games Publishing. All Rights Reserved. Reproduction without the
written permission of the publisher is expressly forbidden. Adventure Games Publishing, Wilderlands of High Adventure, and respective logos are Versatility 9
trademarks of Adventure Games Publishing. Wilderlands of High Adventure © 2008 Adventure Games Publishing and Judges Guild. All
Rights Reserved. Judges Guild and the Judges Guild logo are trademarks of Judges Guild. All Rights Reserved.
Summary and EP Chart 9
Barbarian Equipment (Atlatl, Khopesh, Lariat) 9
This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from
the Castles & Crusades Player’s Handbook Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll Lord
Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, the Castles & Crusades logo, SIEGE engine, and the SIEGE engine logo
are Trademarks owned by Troll Lord Games. All Rights Reserved.
OGL
This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc. The Open modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
Game Content appearing in this book is derived from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc. All contents, recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distributing are Open Game Content.
excluding the OGL, is property of and copyright 2007 Adventure Games Publishing. All Rights Reserved. distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
Designation of Open Game Content: Any content herein that appears in or derives from the System Reference Document (v3.5) is Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
hereby designated as Open Game Content. Any questions regarding the Open Game Content in this product should be directed to James Mishler but specifically excludes Product Identity. (e) 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
at james@adventuregamespubs.com. “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures You have written permission from the Contributor to do so.
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Designation of Product Identity: Product identity is not Open Game Content. The following is designated as product identity concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
pursuant to OGL v1.0a(1)(e) and (7): (A) product and product line names, including Castles & Crusades, Castles & Crusades: Player’s Handbook, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
Castles & Crusades: Monsters & Treasures, Castles & Crusades: Castle Keeper Guide, Wilderlands of High Fantasy, Wilderlands of High Adventure, or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
Crò Manach: The Dark Vales, and any and all product names from published Judges Guild, Troll Lord Games, and Adventure Games Publishing the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
products; (B) logos, identifying marks, and trade dress; (C) all artwork, logos, symbols, graphic designs, maps, cartography, depictions, likenesses, that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor necessary to make it enforceable.
formats, poses, concepts, themes and graphic, photographic and other visual representations, including any text contained within such items; (D) (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 15. COPYRIGHT NOTICE
logos and trademarks, including but not limited to Castles & Crusades, Castle Keeper, SIEGE engine, Troll Lord Games, Wilderlands of High Content. (h) “You” or “Your” means the licensee in terms of this agreement. Open Gaming License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fantasy, Wilderlands of High Adventure, Adventure Games Publishing, Judges Guild, or any other trademark or registered trademark clearly 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
identified as product identity by the owner of the product identity, and which specifically excludes the open game content; (E) The names, may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be original material by E. Gary Gygax and Dave Arneson.
personality, descriptions and/or motivations of all artifacts, creatures, characters, spells, enchantments, personalities, teams, personas, likenesses added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Player’s Handbook that were
and special abilities, places, locations, environments, equipment, magical or supernatural abilities or effects, gods, races, countries, cities, city states, Content distributed using this License. renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com.
political or geographic features, historic events, groups, feats, spells, skills, organizations, items, monsters, planes or deities in this book as well as 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Player’s Guide to the Wilderlands Copyright 2003, Necromancer Games, Inc and Judges Guild; Authors Bob Bledsaw and Clark Peterson,
the names of any other thing originating from original Judges Guild products and not stemming from the System Reference Document, but not the 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, based on original material by Bob Bledsaw, Bill Owen, and Bryan Hinnen.
game statistics contained in their stat blocks or other game mechanic descriptions (if any); the intent of this designation is to protect every name, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Castles & Crusades: Player’s Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.
concept and description in this product, regardless of what the name is attached to, as well as every name that comes from the original Judges Guild 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Castles & Crusades: Monsters & Treasure Copyright 2005, Troll Lord Games; Authors Stephen Chenault and Robert Doyel.
products on which this product is based; the strictest possible designation is desired; (F) All stories, storylines, histories, plots, and thematic elements; Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. Wilderlands of High Fantasy Campaign Setting Copyright 2005, Necromancer Games, Inc and Judges Guild; Authors Clark Peterson, Bob
(G) Any and all content that is not otherwise Open Game Content by virtue of appearing in the System Reference Document or being provided as 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of Bledsaw, James Mishler, Robert Conley, Greg Geilman and Patrick Lawinger, based on original material by Bob Bledsaw and Bill Owen, with Bryan
Open Game Content in a work listed in Section 15, below. Basically, if it doesn’t have to be open by operation of the license, it is not open in this the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, Hinnen, Scott Fulton, Dan Hauffe, Paul Jaquays and the original Judges Guild staff.
product. And if it can be claimed as Product Identity, it is. and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content You distribute. Castles & Crusades: Player’s Handbook Copyright 2006, Troll Lord Games; Authors Davis Chenault and Mac Golden.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except Barbarians of the Wilderlands 1, Copyright 2008, Adventure Games Publishing; Author James Mishler.
OPEN GAME LICENSE Version 1.0a: The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, Game Content shall retain all rights, title and interest in and to that Product Identity.
NATIVE ARMS & ARMOR: hit, a +2 bonus to damage, and a his native tribal armors; it cannot be
A barbarian has a select list of around +2 bonus to wisdom saving throws. used with other armor with which he
a half-dozen cultural weapons in Alternatively, instead of the bonus to has gained proficiency. This ability may
which he is proficient (consult your hit and damage, the barbarian may not be used when the barbarian is in a
Judge for barbarian cultures that instead choose to attack twice with rage. At 4th level he may use this ability
may be available in your campaign a single weapon, suffering -1 to hit twice per day, at 8th level three times per
setting). He may choose one of these with both attacks; he may make this day, and at 12th level four times per day.
weapons, with which he gains a +1 choice from round to round. During The AC bonus increases to +2 at 6th
damage bonus; this improves to a +1 the rage the barbarian also suffers level and +3 at 10th level.
bonus to hit and damage at 7th level. a -2 penalty to AC and a -2 penalty SIXTH SENSE (Wisdom): A
The barbarian does not, however, on all intelligence checks and saving barbarian has a sixth sense that enables
suffer the full non-proficiency penalty throws. The bonuses improve to +3 him to detect danger. Any time the
of other classes; he only suffers a -2 at 8th level and +4 at 16th level; the barbarian is surprised, or is ambushed,
penalty with other weapons. penalties never improve. especially through use of the rogue or
The barbarian is also limited in the During the rage a barbarian assassin’s stealth ability, through the use
armor he may wear effectively, as he cannot use missile weapons, though of magic such as invisibility, or through
is not used to or trained in the use of he may use thrown weapons. a trap, mechanical or otherwise, the
armors not native to his culture. He At the end of the rage the barbarian may make a sixth sense
may wear armor he is not familiar with barbarian is fatigued, and suffers a check. The CL is equal to the level or
and use his class abilities, but he suffers -2 penalty to hit, deals only half of hit dice of the attacking being (with
a penalty to all ability checks equal to rolled damage, a -2 penalty to AC, modifiers as the Judge might require).
the AC of the armor, suffers a penalty and a -2 penalty to all checks and If the sixth sense roll succeeds, the
to hit equal to half the AC of the saving throws. This fatigue lasts a surprise is negated for the barbarian
armor rounded up, and the AC bonus number of minutes equal to the (but not his allies).
of the armor is one less than normal. same number of rounds the rage
Starting at 2nd level a barbarian lasted, i.e., a six-round rage equals a TRIBAL ABILITIES: A barbarian
may choose an additional weapon six-minute period of fatigue. may select three of the following tribal
or armor type in which to gain The barbarian may rage once per abilities at 1st level, provided the ability
proficiency upon gaining a new level; day at 1st level, twice per day at 4th is native to the barbarian’s culture. The
he must use or have used this weapon level, three times per day at 8th level, abilities available depend on the locale
or wear or worn the armor during at four times per day at 12th level, five and culture from which he originates.
least one combat, or trained with it times per day at 16th level, and six These include:
for one week, before he becomes times per day at 20th level. Animal Handling (Wisdom):
proficient with it. RESILIENCE: A barbarian’s The barbarian can handle and train
If the barbarian advances in level innate toughness and ability to a specific animal type. Usually this is
before he has used these slots, they withstand pain and punishment imparts restricted to horses and dogs, but could
are not lost; they simply accumulate. a +1 bonus to all saving throws versus include black bears, wolves, birds, lynxes,
The barbarian can choose to “trade paralysis, polymorph, petrifaction, and etc., as per the Judge’s campaign.
in” three accumulated slots for an death attacks. The bonus increases to Armor Maker (Intelligence):
additional Versatility pick (see below) +2 at 5th level, +3 at 10th level, +4 at Most barbarians can make-work
as opportunity permits. 15th level and +5 at 20th level. repairs to their armor or even
PRIMAL RAGE: A barbarian manufacture simple leather or hide
SAVAGE GLORY: Once per day armors; possession of this ability
has the ability to go into a battle for 3 rounds + 1 round per level the
rage. This rage lasts for 3 rounds + means the barbarian is especially
barbarian may add +1 to his AC. He skilled in leatherworking and possibly
1 round per level. During this time may use this ability only when wearing
the barbarian gains a +2 bonus to metalworking (to such a technological
This ability can be taken more than horses or steppe ponies. Attempts the barbarian may choose one language,
once; each time it is taken increases the to use these abilities with medium to which he has been exposed during
effective bonus required that he can and heavy warhorses or any horse in that level or prior, and learn to speak
hit; i.e., two picks is +2, three is +3, and armor are at 1/2 the barbarian’s level and understand it; he will always have
so forth. Often this ability requires that of ability (rounded down). an imperfect understanding of it, and
the barbarian be permanently tattooed Horse Warrior: The barbarian is will always speak it with an atrocious,
or scarred with strange symbols, sigils, skilled in use of his tribal weapons barbarous accent.
and runes during day-long rituals while on horseback. He suffers only Master Armor Maker [This ability
overseen by a savage cleric or wizard a -1 penalty to hit with melee attacks can only be taken at 3rd level or above as a
(Judge’s discretion). and a -2 penalty to hit with ranged Versatility pick, and only after the barbarian
Fast Movement: The barbarian attacks rather than the usual -2/-4 has taken the Armor Maker ability]: The
adds +10 feet to his base movement. penalties. If the barbarian also has barbarian is able to make double-
This applies only when wearing Horsemanship, both penalties are expert tribal armor. This armor
his native armor types (regardless of eliminated entirely. requires double the normal amount of
other armors with which he may become Jumping (Strength): With this time to make. In addition to a +1 AC
familiar) and cannot be used when ability the barbarian can jump great bonus above its normal, the armor also
the barbarian is carrying a heavy load distances. The barbarian can jump a absorbs one point of hit point damage
or is overburdened. base six feet forward, two feet back, from every attack that hits the wearer.
First Aid (Wisdom): With a or two feet up from a standing start. Master Bowyer [This ability can only
successful wisdom check, this skill If the barbarian is able to move freely be taken at 3rd level or above as a Versatility
allows the barbarian to bind wounds and get a running start, he can leap a pick, and only after the barbarian has taken
and set sprains or broken bones. base of 15 feet forward or five feet the Bowyer ability]: The barbarian is able to
The check is made individually for up. To the standing jump numbers make double-expert bows and arrows;
each wound treated, with a CL equal add 3” per point of the strength check time required is one month and two
to the points of damage suffered by above the CC, and add 6” per points days, respectively. Each has a non-
that individual wound. If successful, of the strength check above the CC magical bonus of +1 to hit and +1 to
the wound heals 1 point of damage for running jumps; subtract similar damage. A double-expert tribal bow that
per day, in addition to the normal amounts for every point by which the allows the addition of strength bonuses
general healing of the character, for a strength check failed. For running jumps, to damage requires two months per
number of days up to the surplus of the maximum jump is no greater than point of strength bonus to construct.
the wisdom check or the total damage half the total running space for forward Master Weapon Smith [This ability
of the wound, whichever is less. jumps, and one quarter the running can only be taken at 3rd level or above as a
To use this ability the barbarian space for upward jumps. Versatility pick, and only after the barbarian
6 BARBARIANS OF THE WILDERLANDS
has taken the weapon Smith ability]: The leaders can be adjusted as per the is equal to his charisma score). As
barbarian is able to make double- Judge determines based on existing followers die, provided the barbarian
expert weapons, time required being clans and tribes and how well the has treated them well and he has
two weeks per five pounds or portion assumed leader gathers them to otherwise been successful, they
thereof. Each has a non-magical bonus his standard (there is always plenty will be replenished from the tribe
of +1 to hit and +1 to damage. of opportunity for savage intrigue as opportunity permits, from allied
Runes (Intelligence): The barbarian among the clans and tribes). tribes the barbarian encounters from
is skilled in the use of the runes or sigils A number of women, children, time to time, or even from semi-
used by his tribal shaman or priest. This and camp followers equal to the civilized adventuring types, at the
grants him no magical abilities in and of number of savage warriors and Judge’s discretion. All new followers
itself, but it does allow him to read and leaders join the horde on its path begin at 1st level. The barbarian is
write any rune stones or other writing of destruction and plunder; double responsible for their upkeep and
using his tribal alphabet. If the tribe’s this number in case of a long-term well-being as well as for regularly
runes are magical, each additional choice conquest and migration or even triple showering them with gifts.
of runes as an ability (tribal or Versatility) it, including old men and striplings, The barbarian can, of course,
allows the barbarian to learn how to when on a forced migration. always hire additional savage warriors
magically engrave, enchant, and activate The barbarian can, barring and barbarians to serve him, such as
a single charged rune. complete disaster, generally keep men to fill out a raiding ship, but
Running (Constitution): This the horde together for a number of these will be purely mercenaries;
skill enables the barbarian to move weeks equal to his charisma score his retainers follow out of love and
at a jog (double base speed) for up plus his level; if, during this time, the loyalty, not simple monetary gain.
to three days before having to rest horde has great success, it will remain Scale (Dexterity): As per the
by spending a day moving at normal together after the initial time runs out C&C ranger ability. (Possession of this
speed. With a successful constitution until failure strikes. How and when ability provides a +2 bonus to the rogue’s
check, the barbarian may resume the horde falls apart all depends on its climb ability if gained through Versatility,
running again after the day of rest. success, the perceived power of the and vice-versa).
Savage Horde [This ability can only leader, the generosity of the leader to Seamanship (Varies): The
be taken at 9th level or above as a Versatility his followers, and other circumstances barbarian is skilled in the building
pick]: The barbarian has gained a level of as the Judge dictates. (wisdom) and the use (dexterity) of
fame among the members of his clan Savage Retainers [This ability medium to large ships designed to
and tribe, and perhaps even with other can only be taken at 6th level or above as sail or be rowed upon the open seas.
barbarian peoples. He is able to gather a Versatility pick]: The barbarian gains Signaling (Wisdom): The barbarian
a horde of barbarian clans and tribes 1d8 savage followers (no less than 1 + is capable of communicating over long
to follow him on a path of red-handed the barbarian’s charisma bonus, though distances using the signaling methods of
pillage, vengeance, and plunder, or even never more than his charisma score). his particular tribe (drums, smoke, mirror
long-term conquest and migration. These are all young warriors from his flashes, etc.). He can also use this ability
The exact number of savage tribe, perhaps even siblings or cousins, to attempt to understand, in general, the
warriors in the horde is up to the who have heard of his prowess and signals created by other tribes. Given one
Judge, but should usually be around decided to join him on his adventures day of training by another barbarian, he
five to 10 times the level of the for loot and glory. All begin play at 1st can learn how to signal using his mentor’s
barbarian squared, plus a number level (all are of the savage class, though tribe’s signaling system.
of levels of sub-leaders (barbarians, if the barbarian is noted for his piety to Sound Imitation (Charisma):
savage bards, feathered clerics, etc.) the tribe’s gods and/or his legendary The barbarian with this skill can
equal to double his own level (a deeds, there might be a cleric and/or mimic bird, animal or even monster
10th level barbarian could summon bard amongst them). calls, whether to signal allies or to
a horde of around 1,000 1st level Followers gain one level for lure or frighten creatures. Failure
savage warriors along with 20 total every level the barbarian gains. The indicates the sound is not convincing
levels in leaders, none higher than barbarian gains a new follower every or does not carry far enough for
5th level). Numbers and abilities of level (maximum number of followers the intended recipient to hear. The
WILDERLANDS OF HIGH ADVENTURE 7
barbarian can even send complex materials are available. Only outcasts WILDERNESS ABILITIES
information to another barbarian make such weapons for sale to non- NOTE: Even if he does not
who possesses the sound imitation tribe members (if the barbarian is initially select a wilderness skill, a
ability, while others will simply know not an outcast when he makes such barbarian must, at 1st level, select a
“the orcs are here” or “time to run!” a weapon for an outsider, he will be native terrain and climate; these are the
based on established animal codes. when his people find out that he did!) terrain and climate of the lands where
The barbarian knows only the sounds Note that if the barbarian’s tribe is his native tribe resides, and with which
made by animals and common only capable of stone-age technology, he is most familiar. Terrains include
monsters of his native region. this ability is useful to make flint- seacoast, island, mountain, hill, forest,
Swimming (Varies): While most knapped weaponry, but does not plain, steppe, savanna, swamp, desert,
non-desert based barbarians have provide any familiarity with metals. and wasteland. Climates include arctic,
enough skill at swimming enough Wilderness Conceal (Dexterity): sub-arctic, temperate, sub-tropical,
not to drown, this ability represents As per the C&C ranger conceal ability. and tropical.
extensive practice and true skill at Wilderness Lore (Intelligence): A barbarian’s wilderness abilities
maneuvering in water. This skill The barbarian can identify plants and are at their best when in the terrain
includes long-distance swimming animals of his natural habitat without and climate from which his people
(constitution), diving (dexterity), and having to make a check, and may use originate. When using his abilities
swimming while encumbered and/or this ability with a check on creatures in an area that is of the same terrain
in battle (strength). of other lands, to determine their and climate as his native territory,
Weapon Smith (Intelligence): general type, attacks, and hit dice. he uses his full class level on ability
Most barbarians can make-work With a wisdom check, the barbarian checks, and gains an additional +1 at
repairs to their weapons or even can also determine direction or 1st to 4th, +2 at 5th to 9th, +3 at 10th to
manufacture simple weapons; predict weather. 14th, +4 at 15th to 19th, and +5 at 20th.
possession of this ability means Wilderness Stealth (Dexterity): When using his wilderness abilities in
the barbarian is especially skilled in As per the C&C ranger move silently an area that has the same terrain or
metalworking (to such a technological ability. (Possession of this ability provides a climate, he adds only half his level,
level as his tribe is able) and making +2 bonus to the rogue’s stealth (urban) ability rounded up. When both terrain and
and maintaining tribal weapons. if gained through Versatility, and vice-versa). climate are different from his native
He can make weapons of tribal Wilderness Survival (Wisdom): terrain and climate, he adds only one
sort, though not weapons that do As per the C&C ranger survival ability. third his of his level to the ability
not require any metal, such as bows, Wilderness Tracking (Wisdom): check, rounded down.
lariats, or slings. He can make spears As per the C&C ranger track ability. Note that “urban” terrain is
and axes and other hafted weapons. Wilderness Traps (Wisdom): not native to any barbarian for the
He is also able to make metal pieces As per the C&C ranger traps ability. purposes of his wilderness abilities,
as are needful to manufacture metal Wizard-Slayer [This ability can and thus only the climate counts
tribal armors, but only those with only be taken at 3rd level or above as when considering level bonus to
the armor making ability can actually a Versatility pick, and only after the ability checks while in urban areas.
construct tribal armors. barbarian has had experience fighting VERSATILITY: At 3rd level
Not only can the barbarian make wizards and other creatures that use arcane the barbarian adapts to his changing
and maintain his tribal weapons, he spell-like abilities]: The barbarian gains environment and learns new abilities,
can also make expert weapons of Spell Resistance 2. This resistance often far beyond those of his native
tribal type. The barbarian begins increases by 2 every time the peoples and often not considered
play with a single such weapon for barbarian chooses this ability as a “normal” knowledge for a simple
himself at the cost of a normal Versatility pick. The spell resistance barbarian. He must choose one 1st
weapon of that type. applies only to arcane spells cast by level class skill (limited to those
Expert weapons require special wizards or illusionists or wizard- or listed below) that he has seen
craftsmanship, taking one week per illusionist-based spell-like abilities, used by another, and seek out a
five pounds or portion thereof to not divine spells or spell-like abilities mentor to teach him in that skill.
manufacture, provided the proper of clerics or druids.
8 BARBARIANS OF THE WILDERLANDS
After one month of training with PRIME ATTRIBUTE: Constitution barbarian Equipment
the mentor (which includes time HIT DIE: d12 Atlatl: An atlatl is a dart-thrower, a
spent adventuring), he gains the
ALIGNMENT: Any simple carved stick that adds significant
use of the skill at 1st level of ability.
force to a thrown dart. A dart thrown
The barbarian’s ability in that skill WEAPONS: See Native Arms &
by an atlatl deals 1d3+1 damage and
improves thereafter one level for Armor, above
has a base range of 50 feet. A simple
every level he gains. He generally ARMOR: See Native Arms & atlatl costs only 1 sp, but many are
must obey all class-based limits that Armor, above fancy and carved with animals and
apply to that ability. Abilities the
ABILITIES: Native arms & armor, monsters, and thus more expensive.
barbarian might learn include:
primal rage, resilience, savage glory, Khopesh: A khopesh is a broad
Ranger: Combat marauder
sixth sense, tribal abilities, Versatility sword with a sickle-shaped blade;
(choose one specific race of humanoids
the sharp end is usually on the outer
or giants), delay/neutralize poison.
Level HD BtH EPP edge of the sickle, though sometimes
Thief: Back attack, Cant, climb,
1 d12 +0 0 both edges are sharpened. Use of a
decipher script, hide, listen, move
khopesh grants the wielder a +2 bonus
silently, open lock, pick pocket, traps. 2 d12 +1 3,001
when attempting to disarm or trip an
Assassin: Case target, climb, 3 d12 +2 6,001
opponent. It is commonly used in
disguise, hide, listen, move silently, 4 d12 +3 12,001 Ghinor and the Southern Reaches.
sneak attack, traps. 5 d12 +4 24,001 Lariat: A lariat is a length of
Barbarian: Any tribal ability not 6 d12 +5 50,001 rope, sometimes on a pole six to 10
already possessed.
7 d12 +6 100,001 feet long; at the end of the rope is a
Monk: Stunning attack, unarmed attack.
8 d12 +7 200,001 lasso, or loop, which is thrown around
Wizard or Illusionist: Any one
9 d12 +8 450,001 the target and drawn taught so as to
cantrip, useable once per day at the
capture the target, rather than harm it.
barbarian’s level of ability with this 10 d12 +9 800,001
Use of a lariat is considered a grappling
chosen ability. [A barbarian may cast 11 +5 HP +10 1,200,001
attack. Large creatures without features
cantrips while wearing his native armor, but 12 +5 HP +11 1,600,001 smaller than the loop of the lariat
not any armor he learns to wear subsequently] +1 +400,000 cannot be attacked with a lariat.
Cleric or Druid: Any one
orison, useable once per day at the
barbarian’s level of ability with this
chosen ability.
Knight: Horsemanship, inspire.
Bard: Decipher script, exalt.
The barbarian may learn an
additional ability at 6th level, 9th level,
12th level, 15th level, and 18th level; each
of these abilities is learned at 1st level
of skill, and improves as the barbarian
rises in level. Thus, at 10th level a
barbarian will have an additional ability
at 8th level of skill, one at 5th level of
skill, and a third at 2nd level of skill.