WARRIOR-BARBARIAN KIT Islander Description: Islanders are Barbarians who live among the scattered archipelagos, verdant atolls, and tropical coastlines of the southern seas. Islanders see themselves as protectors of their home islands and coastlines from exploitation by 'civilized' folk, while at the same time attempting to enjoy the bounty to be found there in a responsible and caring manner. Islanders are free spirits, loving nothing more than to canoe from island to island and see what might be found on each new shore. They are never afraid to face the menaces that lurk in the southern seas and the scattered mysterious islands, but they are careful to avoid civilized folk whenever they can. Islanders interact frequently across clan and tribal lines, and any Islander with a dispute against another can ask for the dispute to be settled at a local 'drum council', where all ranking tribe members (at least twelve from the tribe of each person involved in the dispute) sit in democratic judgment on such issues. It is considered bad form to bring insignificant issues before a drum council, as adults should be able to resolve most disputes among themselves. In cases where such is not possible, however, Islander tradition reserves the right to call for a drum council where everyone will be allowed to present their case, and once a decision has been rendered it is very rare (and extremely dishonorable) for it to be broken. Islanders thus carry themselves with a degree of confidence in dealing with their barbaric neighbors, because they feel secure in the knowledge that even among those of differing points of view they can get along. Their view of civilized folk is far less rosy, based on long, hard experience of unpleasant confrontations with such people invading their islands and taking what is theirs. In such cases, Islanders stand ready to defend their islands, whatever the cost may be. Requirements: Islanders may be of any non-lawful alignment but must be humans, half-elves (aquatic or wild elf stock only), half-orcs, or half-ogres. Islanders must have scores of at least 14 in Dexterity and Constitution and 12 in Strength. Weapons & Armor: Islanders most commonly wear no armor, but they may wear hide armor if they wish. Islanders cannot use shields. An Islander's initial weapon proficiency slots must be spent on the following weapons: bow (short), club (backlash, datchi club, flaming club, singing sticks), and dagger. Special Benefits: Islanders are free spirits, loving the traditions of their people and knowledge of their history and the islands and sunny shores where they make their home, but equally fond of new experiences and voyages of discovery, always curious to see what lies beyond the horizon. Their special abilities reflect their adaptations to their unique environment. Firedancing: Islanders frequently make use of fire in tribal ceremonies, including juggling burning torches, dancing and leaping over fires, and even walking across hot coals. These skills are often applied to deal with active volcanic and geothermal conditions that exist on many islands. Because they are so used to dealing with conditions of extreme heat, an Islander can attempt to gain extreme resistance to heat by remaining still and concentrating for 1d6 rounds and making a Wisdom check with a +1 bonus for every three levels of experience (rounding up). If this check is successful, the Islander gains the benefits of an endure heat spell for 1 round per level of experience. This can be done only once per day. In addition, the tribal rituals of an Islander can be exciting, entrancing, and nearly hypnotic to non-Islanders who see them. Any Islander can engage in Firedancing (a euphemism for any ritualistic performance involving fire, using one or more of the 'required' proficiencies for an Islander) by spending at least one round performing a tribal ritual with the use of their proficiency. If a proficiency check is successful after one round of such Firedancing, any non-Islander viewing the performance will be entranced by it unless they succeed in a save vs. paralyzation (Wisdom bonus allowed), with a +4 bonus if the viewer is of a higher level than the Islander; creatures with 18 or higher Wisdom or more than 4 levels above the Islander's level cannot be entranced with this ability, though they may enjoy the performance greatly. An entranced creature will do nothing but watch the Islander's Firedancing, staring in rapturous wonder at this exotic spectacle, for as long as the performance continues. The Islander must make a successful proficiency check at the beginning of each round in order to keep his or her the attention of his or her audience. If an Islander knows more than one of the required proficiencies, he or she can attempt checks for each proficiency, and as long as one check is made each round, the performance can continue for as many rounds as the Islander's level plus Constitution, after which he or she becomes too mentally and physically drained to perform any more that day. If these checks are failed, the audience loses interest and the trance is broken. It is also broken if the Islander at faster than half normal speed, if line of sight is blocked between an entranced creature and the Islander, or if the victim is physically shaken or attacked in any way. A creature who is attacked can respond in the same round, but he or she will always lose initiative and can perform only a single action, even if normally allowed multiple actions. Flaming Weapons: Islanders are well-versed in the use of fire as a part of war. Islanders learn to use special flaming clubs in combat, which are 2' long shafts with a fist-sized wooden knob at the end. The knob is coated with thick pitch and set aflame before an Islander enters combat with it. When it is used, it inflicts normal club damage plus one point of fire damage and forces the target to save vs. petrification be smeared with flaming pitch and begin to catch fire. Unless the target immediately spends one full round extinguishing the flames he or she will suffer 1d6 points of fire damage in the following round as the pitch burns itself out. Each time an Islander hits an opponent with a flaming club, he or she must also save vs. petrification or suffer 1 point of fire damage. A flaming club can be hurled, but it has only half the normal range of a hurled club. A flaming club will burn for 1d6+8 rounds and then must be 'refueled' and reignited, which requires 1d4+1 rounds of effort. It is possible for an Islander to carry up to two extra prepared clubs on his or her belt, but there is a 5% chance each time he or she strikes an enemy that burning pitch from his or her club in use will ignite one of these weapons. An Islander can use a flaming club in each hand if desired (with normal penalties for two-weapon use), and in addition an Islander who knows the Juggling proficiency can attempt a check may draw a new club from his or her belt, ignite it from the club that is still burning, and attack with it in the same round. Otherwise, it requires a full round of effort to switch clubs. Islanders frequently use flaming arrows with heads of obsidian or (sometimes) bone. These weapons have the same fiery effect on a successful hit as a flaming club, but they are also consumed by fire and destroyed with use whether or not they hit. Finally, an Islander may enter combat with a mouthful of flammable oil (or sometimes a mixture of pitch and alcohol) and spit it across a flame (often his or her flaming club) at an opponent up to 10' away. This requires a successful attack roll, but a hit indicates that the target suffers 2d6 points of fire damage on the round of the hit and will suffer an additional 1d6 points of damage on the following round unless he or she spends the entire round putting out the fire. If the Islander is struck for damage with a mouthful of pyrotechnic liquid, he or she must save vs. poison or swallow it and be unable to do anything but retch uncontrollably for 1d4 rounds thereafter. An Islander may not fill his or her mouth with oil once melee has begun and must rest at least one full turn after performing this maneuver before doing it again. Hardiness: As a standard Barbarian. In addition, Islanders suffer no penalties from hot or humid conditions if unarmored, and they gain a +2 bonus to saves vs. fire- or heat-based attacks. Heroic Effort: As a standard Barbarian. Home Islands: All Islanders have a certain island or archipelago that is their home and which they know better than any other as a matter of the extensive oral histories and legends passed down among the generations. An Islander has a nearly encyclopedic knowledge of his or her home territory, ranging from the tides and currents to the best fishing shoals to the eating habits and special attack forms of local wildlife (including monsters) to location of ancient and crumbling ruins. An Islander begins with a 5% chance to know virtually anything and everything about his or her Home Islands, and this chance increases by 10% per level of experience, to a maximum of 95% at 9th level and above. In addition, non-weapon proficiency checks made by Islanders while using their 'bonus', 'required', or 'preferred' proficiencies (or his or her Outdoor Craft ability) gain a +2 bonus while they are in their Home Islands. Outdoor Craft: As a standard Barbarian, but the concept of ambush is generally foreign to Islanders, so they do not have the ability to detect ambushes that other Barbarians possess. An Islander may use this ability in all terrain types, but only within tropical and subtropical climate zones (at the DM's option, temperate areas during the summer may also be allowed) while within 10 miles of a large body of water. In addition, Islanders are extremely sensitive to weather patterns and coming storms, and are able to use Outdoor Craft at its full normal value (rather than being halved as usual) in order to sense the approach of a storm. In addition to standard applications of Outdoor Craft, Islanders can sense the presence of land (including islands and reefs that break the surface of the water), including direction and distance, within 5 miles per level of experience. If an Islander has ever been to that land before, he or she has a 10% chance per level of identifying the land mass precisely. Finally, an Islander can attempt to use his or her Outdoor Craft to 'track' waterborne craft and aquatic creatures. This is not so much a reading of physical signs as an intuitive deduction of the probable course and destination of the quarry. This special tracking ability follows the same rules as the use of his or her normal Tracking ability as part of Outdoor Craft (i.e., Wisdom check with a - 6 penalty), but gains a +1 bonus for every three levels of the Islander (rounding down). Tribal Stature: As a standard Barbarian. Special Hindrances: Islanders share the normal restrictions of all Barbarians. In addition, Islanders tend to be open, up-front, and friendly in their dealings with others, and they do not have the Natural Stealth of other Barbarians (though they can and do camouflage their dwellings to hide them from the eyes of civilized explorers). They also love exploration and discovery themselves and do not particularly enjoy killing; though conflicts inevitably arise, in Islander society disputes are resolved through a drum council, not by clubs raised in anger. Simply put, Islanders do not have the obsession with Tribal Warfare that other Barbarians possess. They also do not believe in attacking from ambush against sentient beings; it is acceptable to hunt and slay animals by surprise, but sentient beings deserve a chance to know upon whose lands they are trespassing and to be given a chance to retreat. Thus, unless a specific person, group, race, or nation has been declared a tribal enemy by the a drum council of the tribe, an Islander will never take a surprise attack upon another sentient living being. Undead, extraplanar creatures (for the most part--DM's discretion), unintelligent creatures, magical constructs, and the like are not subject to this restriction. Islanders generally manufacture their weapons from wood, obsidian, teeth, bones, and whatever other natural materials they can find. Since they see relatively little heavy metal armor in their torrid climate, these materials serve them in good stead; however, all of their preferred weapons suffer a -1 penalty to hit and damage vs. metal-armored foes because of their light construction; daggers and arrows made of obsidian or bone also have a 1 in 6 chance of breakage if maximum damage is rolled. Unlike many other Barbarians, Islanders are not so wedded to their traditions that they will not use crafted metal weapons, though such items are highly subject to rusting in their island environments. Islanders generally will not put themselves or their ideas forward in an aggressive way, allowing others to 'live and let live'. When they are part of a group, they will strive to make sure everyone is allowed to 'have their say' (a vestige of their drum council tradition), but they do not feel in any real position to judge the actions and positions of others. An Islander will rarely take a firm stand on an issue or pursue a course of action as part of a group unless the action has been thoroughly discussed and at least one other character agrees with his or her ideas. Islanders are curious and love to learn and discover new things. As a result, it is often hard for them to turn down new experiences and opportunities that present themselves. Whenever possible, Islanders will seek out such new experiences (e.g., a new exotic flower to smell, a particularly challenging wild fish to hunt, a new island to explore), and only when faced with obvious danger will they be able to force themselves to resist such temptations. Finally, Islanders are very used to warm weather and dealing with conditions of extreme heat. If forced to adventure in an environment where the temperature is below 40 degrees, he or she will suffer a -1 penalty to attack rolls, saving throws, and ability checks (including proficiency checks). They also have a very strong emotional attachment to the sea. If he or she must remain more than 10 miles away from large bodies of water for more days than the sum of his or her level and Wisdom, an Islander will suffer a similar penalty to that for adventuring in cold climates. These penalties are cumulative with one another. Bonus Proficiencies: Boating, Fire-building, Swimming Required Proficiencies: Dancing, Juggling, Jumping, Musical Instrument (drum), Tumbling (choose one) Preferred Proficiencies: Ancient History, Animal Lore, Artistic Ability, Bowyer/Fletcher, Camouflage, Carpentry, Chanting, Dancing, Direction Sense, Distance Sense, Ecology, Endurance, Fishing, Healing, Herbalism, Hunting, Juggling, Jumping, Language (Ancient), Local History, Musical Instrument (drum), Navigation, Religion, Rune Lore, Running, Seamanship, Survival, Tumbling, Weather Sense, Weaving