WARRIOR-BARBARIAN KIT Nomad Description: Nomads represent the classic mounted warriors of the high plains and sweeping desert wastes. They live their lives and fight their battles primarily from the saddle, usually riding horses but sometimes (in the case of some desert nomads) camels or other mounts. Opinions on Nomads vary depending on whom you ask. To many, they represent heroes, exemplifying survival, endurance, bravery, honesty, and freedom. To others, however they are haughty thieves and brigands, sweeping into civilized lands to raid and then turning tail and fleeing into the empty wastes. Nomads often regard the dwellers of settled lands as impoverished cousins, unaware that the greatest riches are those of the soul and that such rewards can only be found in the freedom of the endless plains. They tend to perceive their way of live as superior to that of settled folk (hence their reputation for haughtiness). They are not bound to land or property, save for their mounts. Nomads will only grudgingly part with their mounts, and if they are forced to leave their mounts behind they will only leave them with others who appreciate the steed's quality and can be trusted to take care of it appropriately. Requirements: Nomads must be agile and hardy to survive the hardships of life in the open plains and must have scores of at least 15 in both Dexterity and Constitution and 9 in Strength. Nomads must be of non-lawful alignment and must be humans, half-elves, or half-orcs. Weapons & Armor: Nomads disdain the use of heavy armor, and they will never wear armor heavier than studded leather. Further, they will use only small shields or bucklers, never large or body shields. A Nomad's initial weapon proficiencies must be spent on one of the following sets of weapons: Desert bow (short composite), lance (light and medium), jambiya, sword (scimitar), whip Plains axe (hand), bolo, club, bow (short), knife, spear Steppe bow (short composite), dagger, lance (light or medium), lasso, sword (saber and tulwar) All Nomads are also able to use a coup stick without needing to spend a proficiency slot. Special Benefits: Nomads are expert riders and love nothing more than to ride full-out across the vast open spaces of the world with the wind blowing through their hair, moving in perfect synchronization with the mount beneath them. All Nomads begin play with a free light warhorse or camel, and they can 'trade up' to a medium warhorse if they wish and can pay the difference in cost. Most of a Nomad's special abilities relate to their exceptional riding skill and their love of the open wilderness. Animal Rapport: Nomads have a great deal of rapport with animals of their mount species (generally horses or camels, as noted above). This provides them with the benefits of the Animal Care, Animal Handling, Animal Lore, Animal Training, Riding (Land-based), and Riding Specialization with that species only, and all of these proficiencies gain a +1 bonus for every three levels of the Nomad (rounding up). In addition, Nomads can develop a deep bond with their personal mount equivalent to that provided by an animal friendship spell by personally staying with and caring for that animal for a full week without interruption. Any mount animal that has been bonded in this fashion gains one bonus hit point per level of the Nomad (even if this exceeds its normal maximum hit points), and its movement rate increases by 3. It also gains a +1 bonus to all attack and damage rolls and its morale will be increased by 4. If the mount is separated from the Nomad for over a week, it will drop back to its former characteristics until a full week has been spent back under the Nomad's care (which often accounts for Nomads' reputation for selling high-quality mounts that later turn out to be mere nags). In addition to the above, a Nomad of 5th level or higher can locate animals at will with respect to his or her bonded mount. At 9th level or higher, the Nomad can speak with animals with his or her bonded mount at will. Counting Coup: By tradition, any Nomad who can approach an opponent without weapons of war, touch him or her with a hand or with a coup stick, and get away without being struck in turn is considered to have bested his or her opponent. Duels are sometimes fought in this way, both in single combat and in large team competitions like mock skirmishes in which combatants are unarmed (or carry only coup sticks). In such games the coup sticks are usually coated with soot or sap so as to keep score by marking the bodies of the combatants when a blow is struck, adding points for marks on the front of opponents and subtracting them for marks on themselves. To use this ability, a Nomad carrying no shield and no weapons (other than a coup stick, if desired) must approach an armed character or creature that is not currently engaged with anyone else in melee and who is aware of the Nomad's presence and try to touch him or her with a hand (or a coup stick). Whether or not the hit is made, the Nomad will attempt to dart away as quickly as possible to retrieve weapons and shield (which must be left at least one round's travel away). The opponent always gets at least one free attack at +2 as the Nomad breaks melee, and he or she may elect to pursue the Nomad and attack again. If the Counting Coup attack hits and the Nomad is able to evade attack by the opponent until he or she reaches his or her weapons and shield and is able to rearm (at least one round to reach his or her equipment, plus another round to rearm), he or she is considered to have bested the opponent and gains a full experience point award for defeating the opponent. The Nomad can also gain the normal experience point award if he or she later succeeds in killing, capturing, subduing, or driving the opponent from the field. In order to gain the experience point bonus for Counting Coup, the person or creature touched must have at least as many hit dice/levels as the Nomad. If he or she is mounted, the hit dice of his or her mount (rounding all hit die bonuses up to the next full hit dice) must be added to the Nomad's effective level for this determination. Since it is often impossible to tell the level or hit dice of a creature, it is not always certain whether Counting Coup is possible against a particular creature. A Nomad can only gain a bonus for besting a creature that represents a true danger; e.g., Counting Coup is not possible against a foe who is magically held, slowed, or confused, or against a creature for whom the Nomad has a special immunity or resistance (e.g., a fire lizard against a Nomad who wears a ring of fire resistance). A Nomad under the effect of any spell or psionic power that improves his or her THAC0 or AC cannot gain the bonus, though magical items that increase AC can be used as long as they do not eliminate a realistic element of danger to the Nomad (DM's discretion) and as long as it is one the Nomad ordinarily uses in combat; hence, borrowing a companion's ring of protection is not allowed. It should be noted that many Nomads strip themselves of all defenses before Counting Coup as a way of seeking the greatest possible honor and glory. For much the same reason (and for the distaste involved in turning one's back on an opponent), some Nomads prefer to withdraw from an opponent by backing away (thus moving at 1/3 normal speed) rather than turning to run. At the DM's option, Nomads who engage in acts of such bravado may earn an additional bonus for Counting Coup in such a reckless fashion. Hardiness: As a standard Barbarian. Mounted Combat: Nomads are most effective in fighting when astride their mounts, and they and their mounts are able to fight extremely well in conjunction. A Nomad who is mounted fights as if he or she was one level higher in all respects, and in addition the Nomad and his or her mount gain a +1 bonus to attack and damage rolls versus opponents on foot. A Nomad and his or her mount and both gain a +1 bonus to their Armor Class for every five levels of the Nomad (rounding up). In addition to the above, Nomads can coax their mounts up to 50% greater than normal speed once per day for up to one turn per level by making a successful Riding proficiency check at half the normal chance of success. This urge to high speed has no ill effects on the mount, but it is not cumulative with bonuses from the use of any non-weapon proficiencies. A Nomad can ride at full speed without interfering with his or her normal missile or melee attacks, as long as he or she is using one of his or her 'preferred' weapons. A Nomad can also have his or her mount attack in the same round as his or her own attacks if a Riding proficiency check is successful (at half the normal chance of success if the animal must move more than half its normal movement rate during the same round that it attacks). Natural Stealth: As a standard Barbarian, save that a Nomad has no ability to Hide in Shadows. Nomads is able to apply their normal chance to Move Silently (and without leaving tracks) while mounted; Nomads on foot may attempt to Move Silently at half their normal chance of success. Outdoor Craft: As a standard Barbarian, save that a Nomad is able to track as well as a Ranger (i.e., no penalty to initial score, with a +1 bonus per three levels, rounding down) in plains or desert terrain (player's choice, based on the Nomad's terrain of origin). Tribal Stature: As a standard Barbarian. Tribal Warfare: As a standard Barbarian, save that a Nomad does not double his or her 'damage pool' bonus when making weaponless attacks. However, a Nomad does double his or her 'damage pool' bonus for any attacks made while he or she is mounted. War Cry: In any combat encounter a Nomad can (and usually will) utter a wild, ululating War Cry that is quite daunting to his or her foes. Any sentient opponents (besides other Barbarians, who treat a War Cry as a normal and expected part of combat) within 10' per level of the Nomad must make an immediate morale check. If it is failed, creatures of less than 1 hit die or level will immediately flee in fear from the Nomad until out of sight and earshot. Creatures with 1 or more hit dice or levels (but not more than the level of the Nomad) who fail their morale check will not be forced to flee, but they will suffer a -2 penalty to morale and a -1 penalty to attack and damage rolls for 2d6 rounds. Creatures with more hit dice or levels of the Nomad cannot be affected the War Cry, and animals, mindless creatures, undead, and extra-planar creatures are never affected. NPC allies who are within this range and succeed in a morale check gain a +1 bonus to morale and saves vs. fear for 2d6 rounds. In addition, all Nomad allies within this radius have a 5% chance per level of the Nomad to gain a +1 bonus to hit and damage for 2d6 rounds, assuming they can clearly hear and see the Nomad PC and are able to take up the War Cry themselves. Special Hindrances: Nomads share the usual restrictions of all Barbarians. In addition, they focus more than other Barbarians on achieving a synergy of action with their mounts, treated more as brothers or sisters than simple beasts of burden. They are able to greatly improve the quality of a mount by bonding with it, as described above, but there is a risk inherent in this. If a Nomad's bonded mount is killed, he or she will become depressed and morose for 1d4 weeks, suffering a -2 penalty on attack rolls and ability or proficiency checks. Because of their focus on riding and caring for their mounts and working in conjunction with them, the Heroic Effort of other Barbarians is unknown to them. In addition, though they are knowledgeable in the Survival proficiency in their native terrain, they do not have the holistic and wide-ranging Survival Skills of other Barbarians. It should be noted that Plains Nomads are typically more primitive than Steppe or Desert Nomads, and such Nomads generally use weapons of wood, stone, or bone. Steppe and Desert Nomads possess metalworking skills, however, and use weapons made of metal. Even Plains Nomads, however, have no reservation about using metal weapons when they can get them; they simply do not possess such items as part of their native technology. Nomads are used to traveling the wide open spaces of the world, and they therefore become rather claustrophobic if forced to spend large amounts of time indoors (other than in the small tents they dwell in) or underground. Nomads who are forced to remain in such conditions for more than an hour suffer a -1 penalty to attack rolls, saving throws, and ability or proficiency checks due to their discomfort and restlessness. For every day after the first that they are forced to remain indoors or underground, these penalties increase by one (to a maximum of -10). Bonus Proficiencies: Survival (Desert or Plains) Preferred Proficiencies: Acute Hearing, Alertness, Awareness, Bowyer/Fletcher, Chanting, Dancing, Direction Sense, Display Weapon Prowess, Distance Sense, Endurance, Excellent Vision, Foraging, Hunting, Jumping, Leatherworking, Navigation, Night Vision, Running, Set Snares, Sixth Sense, Tracking, Veterinary Healing Forbidden Proficiencies: All Aquatic, Urban, or Rural proficiencies (These may be gained after the character is created)