WARRIOR-BARBARIAN KIT Northman Description: Northmen are Barbarians whose lives are inextricably tied to the cold, stormy seas of the northern latitudes. Some Northmen captain sailing ships up and down the northern coasts or across trackless seas, while some serve as officers on the ships of others or even serve as privateers (either working for themselves or for their clan chiefs). To a Northman, there is nothing more invigorating than challenging the elements. The feel of wind and spray on one's face and the deck pitching beneath one's feet is the greatest feeling in all the world. If humankind is to expand its reach, daring men and women (i.e., Northmen) must defy the odds and dare the impossible. The thrill of exploration is sweeter than any mead or grog; there is always risk, but without risk life is empty. Life is to be lived to its fullest, and the consequences be damned. A Northman's loyalties are first of all to their shipmates (usually close kin), then one's ship (often treated more as a brother or sister, rather than a mere conveyance), then to other family. All other considerations (loyalty to clan leaders or the will of the gods) are subsidiary to these. Though Northmen do venerate a variety of deities (predominantly those of sea, sky, storm, and battle), they do not rely on the hand of such powers to extract them from difficulties, for such would be coddling that leads to a lack of challenge and room to grow. They believe the powers help those best who find solutions for themselves by helping those plans to work--fortune favors the bold, and there are few in all the world bolder than Northmen. Requirements: Northmen may be of any non-lawful alignment, but they must be humans, half-ogres, or half-orcs. Northmen must have Strength and Constitution of at least 14 and Dexterity of at least 12. Weapons & Armor: Northmen can wear any sort of armor up to chain mail and can use any type of shield. A Northman's initial weapon proficiency slots must be spent on the following weapons: axe (battle and hand), hammer (throwing), harpoon, spear, sword (broad). Special Benefits: Northmen are masterful sailors, implacable warriors, and extraordinarily confident allies. They have most of the usual Barbarian abilities: Berserkergang: All Northmen have the ability to enter into a wild fighting frenzy that increases their effectiveness in battle. This frenzy is not automatic; a Northman must spend at least one round working him- or herself up to Berserkergang (frequently biting their shield or howling like a wild beast), which precludes any other action. At the end of the round, the Northman must roll a successful save vs. death magic (magical bonuses do not apply, but Wisdom bonuses or penalties can be applied as a bonus to this roll) in order to enter a battle frenzy. If the save fails, the Northman can continue psyching him- or herself up each round to reach the wild mental state required for Berserkergang, with a new save allowed at the end of each round. After ten rounds of such activity, he or she automatically becomes berserk. Once a Northman has entered Berserkergang, he or she gains the following benefits: - Strength increase of 2 points (each 'step' of exceptional Strength counts as 1 point) - 1 extra attack per 2 melee rounds - 2d6 bonus hit points; damage taken while berserk is subtracted first from these bonus hit points - +2 bonus to saves vs. mind-affecting attacks - immunity to pain, stunning, knockout blows, and knockdown attacks This battle rage does incur several restrictions. A Northman in Berserkergang must: - Enter melee combat immediately (weapons can be hurled during approach); if 2 consecutive rounds pass without a Northman attacking in melee, the Berserkergang ends immediately. - Continue fighting a given opponent until the foe is slain or flees and cannot be pursued (i.e., cannot switch targets). - Cannot retreat while an opponent (someone attacking or previously attacked in melee by the Northman) is still fighting; if all opponents within melee range are slain or driven off a Northman can retreat, but this ends the Berserkergang. Unlike most berserking abilities, a Northman maintains a strong vestige of rational control and can choose to end his or her Berserkergang at any time. In any case, Berserkergang can last only as many rounds as a Northman has points of Constitution; if it has not ended before this time, it ends immediately. Once the Berserkergang has ended, all benefits disappear immediately and the Northman must make a save vs. death magic (magical bonuses do not apply) with a -1 penalty for every round spent in Berserkergang. If successful, he or she suffers no ill effects, but if the save is failed he or she will be drained and exhausted, temporarily losing 6 points of Strength and 1d6 hit points. Strength points are regained at rate of 1 point per hour, but hit points lost due to strain and exertion must be recovered normally by rest and time, magical healing, etc. Hardiness: As a standard Barbarian. Heroic Effort: As a standard Barbarian. Revelry: Northmen are generally able to celebrate longer and more boisterously than others, with a greater chance of shrugging off the effects of intoxication when consuming large quantities of alcohol. When engaging in any sort of drunken Revelry, a Northman can attempt a Constitution check after each full portion of ale, wine, mead, or other drink has been consumed, with a -1 penalty per drink (i.e., the first drink applies a -1 penalty, the second -2, and so on). With a successful Revelry check, the portion of alcohol just consumed has no effect on the character. If the check is failed, the character begins to be affected normally by his or her drinking, but only the drink for which the Revelry check was failed and subsequent drinks apply toward the character's level of drunkenness. Any drinks for which Revelry checks were successful do not count. High-level Northmen are even more skilled at holding their liquor and gain a +1 bonus to their Revelry checks for every three levels of experience (rounding down). Northmen also gain a similar bonus to saving throws vs. ingested poison, but not to poisons of other types. Seafaring: Northmen are excellent sailors, born and bred to salt spray, sea storms, and the rolling deck of a ship. They gain a +1 bonus to their Navigation, Seamanship, and Weather Sense proficiencies for every three levels of experience (rounding up), but only when they are sailing in a Northman ship (e.g., knarr, longship) or in the rocky, windswept coastal lands where they dwell. In any other situation, these proficiencies simply gain a straight +1 bonus regardless of the Northman's level. Any ship with a Northman captain can make use of his or her Seafaring skill to increase its movement rate by 1 (in noncombat situations only) and its seaworthiness rating by 5. A ship with an all-Northman crew gains +2 movement rate bonus (+1 in combat situations) and increases its seaworthiness rating by 10. Northmen are expert fighters aboard ship and in the water, suffering no penalty to initiative when fighting on board the rolling deck of a ship. When fighting creatures on board ship who are not themselves Corsairs, Mariners, Northmen, or similar characters, they gain a -2 initiative bonus and a +1 bonus to hit and Armor Class. Northmen also have a fine sense of balance, developed from years of working on pitching decks and shimmying up masts and yardarms. Under normal circumstances, a Northman will never slip or fall when negotiating narrow or precarious footing. If forced to make a Dexterity check or saving throw to maintain his or her balance, a Northman gains a +2 bonus. Tribal Stature: As a standard Barbarian, save that Northmen are exceptionally skilled at the art of boasting and intimidation, as if they were four levels higher than their actual level. Tribal Warfare: As a standard Barbarian. Special Hindrances: Northmen share the usual restrictions of Barbarians. In addition, they are supremely confident warriors and love to face others in mortal combat but they shun stealth and surprise as dishonorable. They thus have no facility with Natural Stealth, and a Northman will never attack a sentient living foe from surprise. If in a party that achieves surprise on such an opponent, a Northman will loudly bellow forth his or her challenge to the enemy, informing them of their imminent demise at the hands of the Northman and his or her allies, but they will not actually take any direct offensive action until his or her opponent is ready to receive his or her onslaught. Northmen will frequently use a surprise situation to begin working themselves up into a Berserkergang. Northmen tend to keep to their villages and ships rather than living the wilderness lifestyle of other Barbarians, trading with (or raiding) more civilized nations for the essentials and luxuries of life. Northmen thus do not gain the Survival Skills and Outdoor Craft of other Barbarians. In addition to these restrictions, land-dwelling NPCs regard all sailors as rather unsavory characters, and a Northman thus suffers an additional -2 reaction penalty when dealing with such NPCs, who can easily spot the Northman as a seafarer unless he or she is magically disguised. Northmen also have a very strong emotional attachment to the sea, and if a Northman must remain away from the sea for more days than the sum of his or her level and Wisdom score, he or she will suffer a -2 penalty to morale (if an NPC), saves vs. mind-affecting attacks, and ability checks (including proficiency checks) and will suffer a -1 penalty to attack rolls and all other saving throws. Bonus Proficiencies: Endurance, Seamanship Required Proficiencies: Navigation, Weather Sense Preferred Proficiencies: Animal Lore, Awareness, Boat Building, Boating, Brewing, Carpentry, Cartography, Chanting, Direction Sense, Distance Sense, Engineer-Shipwright, Excellent Vision, Fishing, Foraging, Gaming, Haggling, Jumping, Lightning Reflexes, Rope Use, Rune Lore, Seamstress/Tailor, Signaling, Sixth Sense, Survival, Swimming Forbidden Proficiencies: any General Rural, Urban, Subterranean, or Wilderness proficiencies