Barbarian Tribal Warrior OCC
(Version 1.00 - Last Modified: 08/04/2004)
- Inspired by the Barbarian class in Diablo II from Blizzard
Entertainment
Note
This OCC is presented as an alternative to the Barbarian Warrior OCC in Palladium Fantasy Book 13: Northern
Hinterlands. This OCC has very different powers and abilities, but the background information presented for
Kiridin, Land of Barbarians, still applies to the Barbarian Tribal Warrior OCC.
Description
Although the Great Northern Wilderness is well known for the Wolfen and the other canine races, there are
still a number of Human communities. Scattered over a small area near the border between the Northern
Wilderness and the Northern Hinterland, the barbarian tribes eke out a bare living surrounding by dangerous
predators. From roving bands of Coyles to the occasion supernatural monster the wanders out of the Land of
the Damned, the land of the barbarians is not peaceful. This constant danger has prevented these bands of
Humans from advancing from the ancient ways of their culture as the Humans in other parts of the world have.
To other Human nations, the barbarians of the north are backwards savages that are trap in the past, but to
the barbarians, their ancient ways and rituals have kept them alive for thousands of years, so why change
now?
The typical Barbarian Tribal Warrior, male or female, is taught from a young age about the importance of
survival. They are taught how to survive alone in the woods with no supplies and they are taught how to
ensure their tribe survives, which is just as important. From this basis, the tribal warriors are taught to
harness the powers of their ancestors and to channel them into becoming the ultimate warriors. The raw power
that the barbarians harness molds their bodies into almost perfect machines of destruction, making them more
then a match for the Coyle warriors that often attack the barbarian tribes. To the tribal warrior nothing is
more important then insuring the safety and survival of one's family, one's tribe, and one's self, in that
order. To this end, a number of tribal warriors leave their tribal homes to explore the world. This allows
the warriors to gain new knowledge of the world outside of tribe and to bring this knowledge back to their
tribal leaders so the whole tribe benefits. Those that leave almost always return later in life to defend
their tribe as the next generation of warriors decide to journey in the world.
Young barbarians have often left their tribe for the first time in their lives. They usually book passage on
one of the few caravans that travel through their territory on their way to or from the Wolfen Empire and
from their the young warriors go journey into the world at large. Although the young barbarians have never
set foot into a city or usually a settlement larger then a few hundred people, they have heard tales of them
from their tribal leaders and are accustomed to using currency, although they start with only a number of
trade goods instead of regular coins. In another contrast to "civilized" empires, the barbarians do not
worship any gods. Instead, the barbarian tribes worship the spirits of their ancestors. Usually each family
group will worship the spirits of their ancestors along with the spirits that are associated with the whole
tribe, such as the spirit of a tribal leader. Once in an while, a warrior or leader will come along that is
important enough that more then one tribe will include him in their rituals and he will be worshiped
alongside a family's and tribe's regular spirits.
O.C.C. Abilities:
- Area of Specialization
A barbarian begins at zero level in each of the areas of specialization, and at each level of
experience, including the first level, the barbarian can improve his level in two of the areas by
one. This means that it is impossible for a barbarian to have 15th level of experience in
all three categories. Barbarians use their level in an area of specialization as their level of
experience for abilities and spells granted by that area of specialization. For example, a fifteenth
level Barbarian that has six levels in Warcry, uses those abilities as a sixth level character.
- Physical Perfection:
A barbarian warrior spends a considerable amount of time training and exercising in a never
ending quest to perfect his physical body. Each time the barbarian takes a level in this category,
he can choose one of the following bonuses.
- Choose a melee or thrown weapon proficiency that the barbarian knows; when using that W.P.,
the barbarian gains an additional +2 to damage and either +1 to strike or +1 to parry. A
weapon proficiency can gain this bonus multiple times.
- +1 to PS attribute.
- +1 to PE attribute.
- +4 to Spd attribute.
- +7 to SDC and +3 to hit points.
- Reduce damage from fire, energy, cold, and acid based attacks by 1 point or increase the
damage reduced from fire, energy, cold, and acid based attacked by an additional +1.
- +1 to natural armor rating. A barbarian without a natural armor rating begins with a
natural armor rating of 4 before this bonus is selected for the first time and the natural
armor rating of a barbarian cannot be raised higher then 14 with this bonus.
- Combat Skills:
The Combat Skills specialization provides the barbarian with useful and powerful abilities for
combat. Some of these skills enhance the barbarian's strength, while others provide new combat
options that would normally be unavailable to the barbarian. At first level, the barbarian can
select a combat skill from the following list: Bash, Double Swing, Double Throw, or Leap. At
third level, the barbarian can select an additional combat skill from the list given above or
from the following list: Leap Attack or Stun. At fifth level, the barbarian can select an
additional combat skill from the lists given above or from the following list: Concentrate. At
seventh level, the barbarian can select an additional combat skill from the lists given above.
At ninth level, the barbarian can select an additional combat skill from the lists given above
or from the following list: Frenzy. At eleventh level, the barbarian can select an additional
combat skill from the lists given above. At thirteenth level, the barbarian can select an
additional combat skill from the lists given above or from the following list: Berserk or
Whirlwind. At fifteenth level, the barbarian can select an additional combat skill from the
lists given above. See Barbarian Combat Skills and Warcries
for more details on the powers of this area of specialization.
- Warcries:
The Warcries specialization allows the barbarian to unleash a primal force that can terrify
enemies, bolster allies, and command others. At first level, the barbarian can select a warcry
from the following list: Howl or Yell. At third level, the barbarian can select an additional
warcry from the list given above or from the following list: Shout or Taunt. At sixth level, the
barbarian can select an additional warcry from the lists given above or from the following list:
Battle Cry or Battle Orders. At ninth level, the barbarian can select an additional warcry from
the lists given above. At twelfth level, the barbarian can select an additional warcry from the
lists given above or from the following list: Battle Command or War Cry. At fifteenth level,
the barbarian can select an additional warcry from the lists given above. See
Barbarian Combat Skills and Warcries for more details on the
powers of this area of specialization.
- Create Potion
Surviving in the wilderness of Palladia is difficult in the best of times, but the better prepared
you are, the more likely you are to survive. The barbarian tribes of the north learned this lesson
very quickly. The tribes learned how to kill and preserve their food so that it could last into the
harsh winters and the tribes also found a use for all parts of a killed animal, so that nothing was
wasted. While most pieces of an animal have mundane uses, when combined with the mystical energies
that the tribes learned to harness, powerful potions could be created from the bodies of recently
killed animals. At first this knowledge was limited to a few, highly skilled shamans, but eventually
it became part of the standard training given to all defenders of the tribes. While the barbarian is
not as capable of producing potions as a true tribal shaman, he can still create powerful and useful
potions.
There are three different categories of creatures that the barbarian can make potions from. The first
category, Animal Creatures, covers all non-supernatural creatures including animals and humanoids.
Most barbarians are very practical and unless they know of specific cultures that abhor the
desecration of the body after death, and they choose to respect those beliefs, they have no
restrictions of using a body of a humanoid, even another Human to create a potion. The barbarians
believe that once a creature is dead, whatever spirit it may have has left the body, leaving nothing
behind but an empty shell. The second category of creatures is Minor Supernatural Creatures, which
includes lesser demons and deevils and most supernatural races. The final category is Major
Supernatural Creatures and includes all creatures of magic, like dragons, and major demons and deevils.
Creating a potion requires 1 hour for an Animal Creature, 2 hours for a Minor Supernatural Creature,
and 3 hours for a Major Supernatural Creature, and the body that is used to create the potion can be no
more then 1 hour old when the barbarian begins to create a potion from its body. The chance of
successfully creating a potion is 15% +3% per level of experience and only one attempt can be made per
body. Only one potion can be made from any body, no matter how large the body is, and that body cannot
be used to create a Grim Ward after a potion has been created. Although these potions would fetch a
high price on any market, the barbarian tribes never share the knowledge of how the potions are created
and are reluctant to sell them, however, they are often given to comrades and friends of a tribe as a
reward and a gift. Potions that grant bonuses or special abilities are not cumulative, so drinking two
Agility Potions will not provide +8 to PP attribute. See Barbarian
Potions for more details on the potions that can be created by the barbarian warrior.
- Create Grim Ward
At fifth level of experience, the barbarian gains the ability to create a powerful protection totem
out of the bodies of recently killed enemies. These totems, called Grim Wards among the barbarian
tribes. The Grim Wards can be constructed out of the bodies of the same three types of creatures as
the potions can be made from, Animal Creatures, Minor Supernatural Creatures, and Major Supernatural
Creatures. Creating a Grim Ward requires 2 hours and 15 PPE for an Animal Creature, 4 hours and 30
PPE for a Minor Supernatural Creature, and 6 hours and 45 PPE for a Major Supernatural Creature, and
the body that is used to create the totem can be no more then 1 hour old when the barbarian begins to
create a Grim Ward from its body. The chance of successfully creating a Grim Ward is 20% +2% per level
of experience and only one attempt can be made per body. Only one Grim Ward can be made from any body,
no matter how large the body is, and that body cannot be used to create potions after a Grim Ward has
been created. In addition, the Grim Ward cannot be moved from where it was created, so the body must
be moved if the barbarian wants the Grim Ward to be located in a specific spot. Each Grim Ward lasts
for 1 day per level of experience of the barbarian that created the totem and affects enemy creatures
within a radius of 10' (3 m) per level of experience of the barbarian that created the totem.
A Grim Ward created from an Animal Creature will cause all creatures that fall into this category that
are enemies of the barbarian to be uncomfortable to fight within the area of effect of a Grim Ward.
These creatures receive a penalty of -3 to all combat rolls when fighting within range of the Grim Ward.
This Grim Ward has no effect on creatures that fall within the other two categories. A Grim Ward created
from a Minor Supernatural Creature will cause all creatures that fall into this category that are enemies
of the barbarian to be uncomfortable to fight within the area of effect of a Grim Ward. These creatures
receive a penalty of -3 to all combat rolls when fighting within range of the Grim Ward. Creatures that
fall within the Animal Creature category that are enemies of the barbarian cannot enter the area of effect
of this Grim Ward, but this Grim Ward has no effect on creatures of the Major Supernatural Creature
category. A Grim Ward created from a Major Supernatural Creature will cause all creatures that fall into
this category that are enemies of the barbarian to be uncomfortable to fight within the area of effect of
a Grim Ward. These creatures receive a penalty of -3 to all combat rolls when fighting within range of the
Grim Ward. Creatures that fall within the other two categories cannot enter the area of effect of this
Grim Ward.
- Barbarians & Armor
Most Barbarians prefer to wear armor that allows them to remain mobile, so they usually limit themselves
to light armor or half suits of heavy armor. The barbarian suffers the usual penalties for wearing armor:
-5% to prowl, swim, and climb in light armor, -10% to prowl, swim, or climb in chain or scale mail and
half suits, and -15% to prowl and -20% to climb / scale walls or swim in full splint or plate armor.
Wearing armor has no effect on the barbarian's warcries or combat skills.
- Temperature Endurance
The barbarian warrior is highly tolerant to extreme temperatures. As a result, he takes only half damage
from ordinary heat and cold, although he takes full damage from magical cold and fire attacks. In
addition, he can last twice as long as a normal Human can when exposed to prolonged, severe heat or cold.
- Heavy Grip
The barbarian warrior has an unnaturally heavy grip on a weapon he uses. This allows him to wield any
two handed weapon with only one hand. In addition, the barbarian gains a bonus of +3 whenever he is
avoiding being disarmed.
- Barbarian Stigmas
The Barbarian Tribal Warrior are superstitious and like all barbarians have a stigmas that is either a
sign of good times or bad times. See page 175 of Palladium Fantasy Book 13: Northern Hinterlands, for
more details on the Barbarian Stigmas.
- Permanent P.P.E. Base
The barbarian warrior begins with a low amount of PPE compared to a real spellcaster. Barbarian warriors
receive 3D6 PPE plus their PE attribute at first level and an additional +1D6 per level of experience.
Due to how a barbarian understands PPE and magic, they cannot draw PPE out of creatures or ley lines as
a normal spellcaster can.
- Bonuses
Barbarian Tribal Warriors receive +1D4 to PS attribute, +1 to PE or PP, +4D6 to S.D.C., +1 to save vs.
horror factor at 1, 3, 6, 9, 12, and 15, and +6 to save vs. possession and mind control.
Attribute Requirements:
O.C.C. Skills:
- Language: Native Tongue (at 98%)
- Language: One of choice (+5%)
- Body Building & Weight Lifting
- Wrestling
- Math: Basic (+5%)
- Land Navigation (+10%)
- Wilderness Survival (+15%)
- Wilderness: Two of choice (+10% to each)
- W.P.: Three of choice
- Hand-to-Hand Combat: Expert (Hand-to-Hand combat can be improved to Martial Arts at
the cost of one OCC Related Skill, but this can only be done at first level)
O.C.C. Related Skills:
- Select four other skills. Select one additional skill at level 3, 6, 9, 12, and 15.
All new skills start at a level one proficiency.
- Communications: None
- Domestic: Any
- Espionage: Detect Ambush, Detect Concealment & Traps, and Track Humanoids only
(+5%)
- Horsemanship: General or Exotic only (+5%)
- Medical: Holistic Medicine only (+5%)
- Military: Any except Heraldry and Military Etiquette (+10%)
- Physical: Any except Acrobatics and Gymnastics (+5% where applicable)
- Rogue: None
- Science: Astronomy & Navigation only
- Technical: Any (+5%)
- W.P.: Any
- Wilderness: Any (+10%)
Secondary Skills:
- The Barbarian warrior can select three secondary skills from the list of available skill
categories at level one and an additional two skills at levels 4, 8, 12, and 15. Secondary
skills do not receive any bonuses listed above and all new skills start at a level one
proficiency.
Standard Equipment:
- Weapons: Starts with a dagger and one weapon that the barbarian has a W.P.
in; both are basic weapons of good quality.
- Armor: A suit of Chain Mail (AR of 14, S.D.C. of 44) or Studded Leather
(AR of 13, S.D.C. of 38), player's choice, and a small shield, either metal or
wood.
- Other: Two sets of traveling clothes, a traveling robe with hood, moccasins,
a pair of hard leather gloves, a belt, a backpack, a medium-sized to large purse /
satchel, two small sacks, a water skin, 30' (9.1 m) of rope, and a tinder box.
Money:
- The character starts with trade goods worth 3D6x10 in gold. Additional money will
come from services rendered and/or the acquisition of booty. Most Barbarians prefer
to live off the land and have little need or desire for vast wealth and no need for
property like a house and servants. However, most collect magic items and art objects
that they believe will be of interest to their tribe when they return.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 1860 |
| 2 |
1861 - 3720 |
| 3 |
3721 - 7440 |
| 4 |
7441 - 14,880 |
| 5 |
14,881 - 23,880 |
| 6 |
23,881 - 34,880 |
| 7 |
34,881 - 48,880 |
| 8 |
48,881 - 68,880 |
| 9 |
68,881 - 92,880 |
| 10 |
92,881 - 124,880 |
| 11 |
124,881 - 166,880 |
| 12 |
166,881 - 212,880 |
| 13 |
212,881 - 272,880 |
| 14 |
272,881 - 324,880 |
| 15 |
324,881 - 384,880 |