In the depths of the Ulrich tundra or in the hidden Thrishima mountains the so called Barbarians can be found, these rugged survivalists are bonded to nature spirits called totems that give them the power they need to survive in their deadly homes.
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Starting Equipment: An Animal Hide from a past kill, Various Sturdy Weapons, Tools of your art.
Skill Question: In what distant location did you learn your talents?
XP Trigger: Deal with a problem with rugged survivability
Class Type: Warrior
Starting Stamina: 10 (12 Pelt Armor)
Warrior Ability: You may push yourself in combat to gain a +1d bonus to attacks.
A: | Pelt Armor, Rage | |
|---|---|---|
B: | Sprit Styles, +1 Attack per action | |
C: | Totem Guardian | |
D: | Leaders of Men and Beast |
While you are wearing pelts or armor made from a creature you have killed you gain 2 Stamina for each template when combat begins. You lose this stamina when combat finishes.
You can choose to enter a rage at any time. While in a rage you deal +1 Damage for each template you have and are immune to pain and fear. While raging, you cannot do anything defensive or curative and must pursue fleeing enemies and kill those that have surrendered. You may attempt to leave your rage at any time by passing a CHA save, on a partial success you leave the rage for one turn but will return into a rage at the end of your turn. At the end of a battle when there are not more foes to fight your rage will end.
Pick a fighting style from the list below. You also gain the Reckless Attack maneuver.
Reckless Attack. You may make a attacks with a +2 bonus at the cost of enemies gaining the same +2 bonus to hit you until the start of your next turn.
A magical nature spirit is attracted to your story. Chose one benefit.
Bear Guardian: When raging you may reduce all damage by half, you may also trigger your rage when an ally is attacked.
Eagle Guardian: You may leap as if flying, when you enter your rage you may immediately take a free movement action without provoking any attack of opportunity.
Wolf Guardian: When you are raging and attack an enemy already engaged with an ally you may add half your level to the attack roll.
Anyone and any creature you best in single combat, or who you make fear you more than death will follow you unto death. You can deliver a rousing speech to a crowd in town; the toughest [level]d4 will join your cause for a share of the spoils.
1. Absorbing Ooze
You can squeeze through spaces the size of your head.
When you hit an enemy, you can automatically steal an item they’re carrying, including pieces of armor.
2. Charging Wurm
You can burrow through loose earth and breathe underground for 30 minutes.
When you attack an enemy from below, deal additional damage equal to your number templates, you may additionally grapple them as a part of the manuver.
3. Flailing Kraken
You can swim in any conditions and hold your breath underwater for 10 minutes.
You can make as many attacks per round as you have free limbs; deal 2 less damage for each of those attacks for each extra attack you're making.
4. Glaring Tyrant
You can’t be surprised.
As a reaction, with eye contact, you can force a creature to save or lose its turn (f) or have to make a different action (p). This only works once per round.
5. Lurking Basilisk
Your movement and unarmed attacks are silent.
With eye contact, you can force a creature to save or be immobilized (f) or slowed (p). If they succeed, it doesn’t work on them again.
6. Nesting Owlbear
You can climb rough vertical surfaces as quickly as you run.
You can parry attacks targeting your allies, reducing its damage by your strength bonus, and can make an attack of opportunity.
7. Patient Mimic
With a minute of prep-time, you can create a camouflage disguise that blends you into the environment until you move.
You can make an unarmed strike that imitates the mundane attack that an enemy just hit you with.
8. Ruling Dragon
You can jump as high as you can move in a round. Falling from this jump doesn’t inflict fall damage. You can dual-wield medium weapons.
9. Stalking Displacer
You can split into two copies of yourself, each of which you control independently. One copy is an illusion. Choose which is real when you want to interact with something or something tries to hit one of the copies. When you choose which is real, the other disappears. If both you and your copy are teaming up on the same enemy, you get +1d on the attacks.
10. Striding Giant
You travel overland at double speed. You can treat your Strength as +3 for anything besides fighting.
11. Thirsting Stirge
You can skim over the ground, without leaving footprints or applying pressure until you end your move. When you wound someone, you can drain their vitality and restore d[level] HP.
11. Keening Wraith
You can astrally project while meditating.
Your astral body is intangible, transparent (though not invisible), and cannot go further than [level]*100ft away from your body. You can attack and be attacked while astral projecting, which can be hit [template]+CHA times before being destroyed, at which point you gain the wound Psychic Headache and cannot project again until the wound in cleared.