WARRIOR-BARBARIAN KIT Feralan Description: Feralans represent those children who have wandered into (or been abandoned in) the wilderness and never been recovered, but have been taken in and raised by animals. Cut off from civilization, they gradually take on many of the characteristics of the creatures who adopted them. Feralans may look human, but for the most part they act like wild animals. They speak the languages of some animals and live in their lairs, leading them on hunts, defending them against predators, and acting as one of the pack family. However, the Feralan retains vestiges of his or her human intellect and an unshakable curiosity about human civilization. Feralans must choose a familial species (e.g., bears (any), wolves, great cats (any), or primates (any)), representing the type of animal that raised him or her. Feralans thus are Barbarians not by choice or tradition, but rather by force of circumstances that has led to them being raised in a bestial, primitive environment. Many people fear Feralans, considering them to be ferocious wild men or savage werecreatures of some sort. Those who befriend them, however, know that they can be as trustworthy, noble, and gentle as any other human or animal, though Feralans will always remain somewhat wary of most humans and demi-humans, finding their actions unpredictable and sometimes incomprehensible. On the other hand, while a Feralan's human and demi-human companions may admire his or her courage, skills, and instincts, they may find his or her beast-like behavior offensive at best and frightening at worst. A Feralan may drag the carcass of his or her prey back to the party's campsite and eat it raw, or may groom animal friends by picking parasites from their fur and then bedding down with them to sleep. Personal hygiene is rarely a priority for a Feralan, though they may occasionally lick themselves clean. It is not common for Feralans to join adventuring parties, but they sometimes do so, as much out of curiosity and a desire to travel and see the world as anything else. It is similarly uncommon for an adventuring party to want such a strange traveling companion. Requirements: Feralans share the normal restrictions for Barbarians but also require a 14 Dexterity. In addition, halflings and half-elves can become Feralans. Weapons & Armor: Feralans may not wear any armor nor use a shield, adorning themselves in crude smocks or loincloths made of furs and hides, wearing only what is necessary to keep them warm and comfortable, without regard to protective value. Feralans must take proficiency in club and knife at 1st level. Their remaining slots, both at 1st level and gained thereafter, must be spent on the following weapons: axe (hand), blowgun, bow (short), dagger, dart, sling, spear. The weapons they use are generally those they make themselves from natural materials, such as bone, rock, and wood. These weapons suffer a -1 penalty on attack and damage rolls against creatures in metal armor, and on any hit where they score maximum damage there is a 1 in 6 chance that they will break. If a Feralan loses or breaks one of these weapons, another can be improvised in a few hours, assuming that materials of some sort are available. Feralans can use manufactured weapons of metal of these types but prefers not to do so. Special Benefits: Feralans are perhaps the most barbaric of all Barbarians, being raised by animals and adopting many of their habits. Bestial Combat: Feralans are extremely tough and resilient, gaining three six- sided hit dice at 1st level (Constitution bonus applies to all), though they gain hit dice at the normal rate thereafter. They also are able to combine acute senses and an innate sense for danger with their own natural agility, allowing them to gain double the normal Dexterity adjustment to Armor Class and saving throws vs. dodgeable attacks, provided they are unarmored. In addition to these abilities, a Feralan can elect to make unarmed attacks using the normal Punching or Wrestling rules with a +1 bonus to hit and damage. They can also choose to engage in a brutish barrage of blows with hands, feet, head, and anything else they can manage, with the same net effect as a club (one attack per round, 1d6/1d3 points of damage, all of which is considered real damage, not temporary), plus the Ravager's Strength bonus and any other bonuses. This precludes any chance of stunning the target, however. In either case, a Feralan's familiarity with such close-in combat against enemies with superior natural weapons enables them to ignore the normal 'weapons in defense' rule when they attack without weapons against an armed foe. Familial Species: Feralans can speak with animals (as the spell) at will with their Familial Species, requiring no components or casting time. Any creature of a Feralan's Familial Species will generally do as the Feralan asks; when dealing with such creatures, a Feralan may add his or her level to his or her Charisma score to determine the appropriate reaction adjustment. A Feralan can always use the equivalent of the Animal Handling, Animal Lore, and Animal Training proficiencies with any member of his or her Familial Species, gaining a +1 bonus to their proficiency score for every three levels of experience (rounding up). In an environment where his or her Familial Species can be found, a Feralan can attempt to call for assistance from them by howling at the top of their lungs for 1d6 rounds. The DM then secretly rolls percentile dice. If the result is less than or equal to the Feralan's Charisma score plus twice his or her level, then 1d4 familial animals show up within the next hour and act as willing and obedient followers to the Feralan for the next 1d4 hours. At the end of this period, the animals disappear into the wilderness. This 'call of the wild' may be attempted only once per day. Feral Rage: During melee combat, the initial wounding of an opponent may impel the Feralan into a frenzy of bloodlust, increasing his or her fighting effectiveness. A Feralan can make one attempt to become enraged at a given opponent. After the first round in which the Feralan inflicts damage on that opponent, the Feralan may attempt an unmodified save vs. death magic. If successful, the Feralan goes into a Feral Rage for the next 2d6 rounds, granting a +2 bonus on attack and damage rolls and a +2 bonus to Armor Class. However, all attacks must be made against the designated opponent and the Feralan must attack every round that he or she is able and cannot break off an attack, choose not to attack, parry, or attempt to attack a different opponent. The Feralan must continue to attack that foe until the Feral Rage wears off or the opponent dies or escapes. If the opponent dies, the Feral Rage ends immediately. If the opponent tries to flee, the Feralan must pursue him or her for the duration of the Feral Rage. Once the Feral Rage has ended with respect to a particular opponent, the Feralan can attempt to become enraged at a second opponent. The use of this ability applies a +3 penalty to the Feralan's initiative roll for the round in which it is attempted. Hardiness: As a standard Barbarian. Heroic Effort: As a standard Barbarian. Natural Stealth: As a standard Barbarian, but their thieving abilities gain a +10 bonus per level (not +5). Outdoor Craft: As a standard Barbarian, but a Feralan is able to track as well as a Ranger (i.e., no penalty to initial Tracking score, with a +1 bonus for every three levels of experience (rounding down) in wilderness settings. Sense Magic: Feralans are very attuned to the natural world, being able to sense things that are unnatural much as animals are often able to do. As a result, a Feralan has a 25% chance per level of experience, plus 5% per level over 1st (maximum of 90%) to sense the presence of an illusion. This ability need not be declared as an action; it simply reflects a Feralan's attention to all the senses and attunement to subtle natural cues that give away the unreality of an illusion. Even if a Feralan does not note the presence of an illusion, he or she is still entitled to disbelieve and attempt a saving throw as usual vs. illusion magic. Besides the ability to sense illusions, a Feralan has the ability to 'sniff out' magic. This ability requires one round of concentration by the Feralan and allows a 5% chance per level of experience (maximum 75%) to detect magical auras within 10'. A Feralan's ability to Sense Magic notes the presence of magical items or spells as well as enchanted or summoned creatures, but not the ability to use magic. As a side note, Feralans have a child's curiosity about magical devices and enjoy collecting them. As a result, Feralans will often purchase or trade for magical items even if they do not know what they are or how to use them. Unlike other Barbarians, Feralans are not limited in the number or type of magical items that they may own, though they follow the usual Barbarian restrictions on the type of magical items they may actually use. The exception is that a Feralan can learn up to one 'command word' per level of experience, and he or she may thus learn how to use certain additional magical items that require words of activation. In the case of a multiple-function item, only a single function can be activated by each command word, so it may take several levels for a Feralan to be able to activate all functions of such an item. Survival Skills: As a standard Barbarian. Will to Live: As might be guessed, a child who survives to maturity in the wild possesses an incredible Will to Live that allows them to survive when others would fail. If missing any saving throw would be fatal (including the Feralan being turned to stone or otherwise permanently incapacitated), he or she gains a +2 bonus to the saving throw roll. In addition, if any damage roll would reduce the Feralan to zero hit points or less, he or she may attempt a Constitution check. If successful, he or she is reduced to 1 hit point instead. This ability cannot be used if the Feralan has only 1 hit point remaining already. In addition, if a Feralan is reduced to negative hit points, he or she may attempt a system shock roll to continue fighting on for 1d4 rounds or until he or she is reduced to -10 hit points, at which point death occurs. Special Hindrances: Feralans share the basic restrictions of all Barbarians, though as noted above Feralans cannot wear armor or use shields. A Feralan forced to wear armor will not gain his or her doubled Defensive Adjustment (see Bestial Combat) and in addition will suffer a penalty to all die rolls equal to the AC benefit provided by the armor and shield being used (e.g., -2 for leather, -10 for full plate and shield). Feralans prefer to use their own naturally made weapons and will never carry or use more than two manufactured metal weapons, magical or otherwise. They also learn their fighting styles from the animals who raised them and thus have no sense of Tribal Warfare. Though Feralans are curious about human society, they have no desire to become entangled in it. They will never build strongholds or own property or real estate of any sort, and they also tend to have little interest in material wealth. They will keep only enough funds to cover training costs, equipment replacement and purchase, and basic living expenses. Feralans begin at 1st level with no money; instead, he or she may begin with up to four handmade stone or bone weapons (as described under Weapons & Armor). The Feralan should then assemble a list of up to ten additional items, subject to the DM's approval, that he or she will have accumulated over the years. These must be items that could be made from natural materials or perhaps found in the wild. The player must be able to describe how the Feralan came to possess the item, and crafted devices such as lanterns, mirrors, and the like are generally not allowed. The wild nature and appearance and animalistic mannerisms of Feralans result in double the normal reaction penalty with 'civilized' NPCs (civilized wizards have triple the normal reaction penalty), and no reaction better than 'cautious' is possible unless a Feralan adopts a 'hostile' or 'threatening' approach, in which case he or she might manage to force temporary cooperation. No lasting friendship can be built on such bullying and threats, however, and Feralans will only rarely develop close relationships with civilized NPCs. Any group traveling in the company of a Feralan will suffer a -2 reaction penalty from 'civilized' NPCs. Finally, since Feralans were raised by animals and are not truly a part of barbarian society, they possess no Tribal Stature and thus gain no reaction benefits when dealing with other barbarians. Feralans have a difficult time communicating with other humanoids, because their speech is often punctuated with howls, grunts, and growls, and they also make extensive use of nonverbal cues that are crystal clear to animals of their Familial Species but utterly meaningless to most humanoids. As a result, any NPC has a 50% chance minus their Intelligence score to be completely unable to understand what a Feralan is attempting to say even when they are (theoretically) speaking the same language. In fact, there is a chance equal to 25% minus the Feralan's Charisma score that the NPC mishears or misinterprets what was said and believes that the Feralan has said something rude, insulting, or in very bad taste, with possible comic or angry consequences. Even PCs who are familiar with the Feralan's manner of communication have a chance to fail to understand or misinterpret what a Feralan says; determine the chance as above and cut it in half when dealing with communication with Pcs. The chance of miscommunication in either case is also reduced by an amount equal to the Feralan's level, since he or she gradually becomes more facile in communicating with humanoid creatures in the course of dealing with them over long periods of time. It should be noted that the concept of written communication is quite foreign to Feralans, and any non-weapon proficiency related to reading or writing costs double the normal number of slots for a Feralan. In addition, the above chances of verbal miscommunication also apply when a Feralan is reading another character's writing (using the Feralan's Intelligence score, of course) or when another character attempts to read something written by a Feralan. Finally, Feralans are even more superstitious than other Barbarians, being treated as only half their actual level (rounding down) when attempting to overcome their barbaric fears when confronted by an object of superstition. Bonus Proficiencies: Endurance, Weaponsmithing (limited, see Weapons & Armor above) Preferred Proficiencies: Alertness, Animal Handling, Animal Lore, Blind- Fighting, Direction Sense, Fire-building, Fishing, Foraging, Hunting, Rope Use, Running, Set Snares, Survival (any), Swimming, Veterinary Healing, Weather Sense