WARRIOR-BARBARIAN KIT Vandal Description: Vandals are barbarian warriors who either by choice or by force were removed from their native lands before they were fully mature. In many cases, Vandals were adolescents who were captured and enslaved in a raid by a 'civilized' nation, often for use in gladiatorial battles. Most Vandals, however, simply elected to sign on as mercenaries in the service of some foreign power. They have left their native lands (which can be virtually anything) for the promise of money, land, or simply a chance to escape their former lives. They find themselves in a strange region that considers itself more cultured than their own, yet paradoxically it calls upon the barbarian tribes for protection and military might. Most civilized folk who employ Vandals as 'mercenary barbarians' consider them at best a necessary evil and at worse a potential cause for civil insurrection. Vandals may attempt to clean up their dress or given well-tailored uniforms, but nothing can ever cover up their hideous mangling of language and their ill-bred manners. In fact, Vandals tend to openly cultivate and display a savage, inhuman side to their personality in order to impress potential employers with their battlefield prowess, but this same savagery tends to disturb and unsettle civilized compatriots. Vandals do not tend to band together in any sort of common group, due in part to them coming from so many different areas; it is rare (though not unheard of) for Vandals from the same village or even the same clan to serve together in the same army, and even those originating from the same general area may be rivals rather than friends. This lack of kinship does not mean that Vandals cannot band together and fight as an effective unit--in fact, their wide and varied array of barbaric fighting styles can be quite terrifying to a civilized army facing them on the field of battle--but given a choice the typical Vandal prefers to fight alone or with a handful of trusted friends. PC Vandals are considered to have been hired for a brief time and then cut loose (or quitting because they were assigned some boring duty or did not receive the promised payment from their masters). Requirements: Vandal share the normal requirements for other Barbarians. Weapons & Armor: A Vandal adopts many civilized customs and can wear any armor he or she desires (but see Military Experience). Vandals can use shields if they wish. With regard to weapons, a Vandal must become proficient in short sword and spear (as part of the attempt by their masters to standardize weapons and tactics), and at least half of their initial weapon proficiencies must be spent on other weapons native to their home culture (see the Barbarian Weapons Table). The remaining weapon slot and weapon proficiencies gained later can be spent as the Vandal desires, including for specialization (see Combat Specialization below). Special Benefits: In many ways, Vandals have accommodated themselves to civilization and have merged elements of their barbarian tradition into their new life as part of civilized society. Vandals are much more urbane and sophisticated in their attitudes than other Barbarians (or perhaps simply more pragmatic), and they can associate freely with wizards (they still regard them with some suspicion, but are willing to see their usefulness) and use magical items and wear armor of all types. A Vandal can own up to one magical item for every two levels of experience (rounding down). A Vandal also gains a +2 bonus to his or her Wisdom check to overcome tribal superstitions (see Special Hindrances for Barbarians). Paradoxically, in some ways Vandals act even more wild than other Barbarians, due in part to the rebellion of their primal spirits against the indolence of civilization but more a result of the fact that Vandals intentionally learn to exaggerate the flashy and outrageously barbaric elements of their personality and culture in order to 'impress the locals' and improve their chances of getting a job. Combat Specialization: Unlike other Barbarians, a Vandal can make use of all forms of special combat maneuvers, proficiency (including group proficiencies), and specialization available to 'civilized' warriors. A Vandal can specialize in one weapon or several, as he or she wishes and as weapon proficiency slots are available. Each level of specialization in punching, wrestling, or a weapon native to their home culture costs one proficiency slot. Any other specialization (e.g., fencing, shield, nonnative weapons) costs two slots per level of specialization, though simple proficiency in nonnative weapons, fencing, or shield use cost only one slot. Hardiness: As a standard Barbarian, but a Vandal is more familiar with magic and has a far less deeply ingrained resistance to it than other Barbarians. As a result, they do not gain the usual bonus to saves vs. rods, staves, and wands and do not ever gain the level-based bonus to saves vs. spell or the chance to resist spells and psionics that normally allow no save. Heroic Effort: As a standard Barbarian. Heroic Fray: When battling against much weaker opponents who are attacking the Vandal and his or her cohorts in large numbers, a Vandal has the ability to make double his or her normal allotment of attacks. In order to engage in a Heroic Fray, the Vandal's side must be outnumbered at least 2 to 1 or else the Vandal him- or herself must be outnumbered in personal combat at least 3 to 1. In addition, the Vandal's enemies must be at least ten hit dice (ignoring pluses) or levels below his or her own level or must have fewer than one hit die. Thus, a Vandal of any level can engage in a Heroic Fray against kobolds or giant rats, while a 13th level Vandal could engage in a Heroic Fray against gnolls, bugbears, wolves, or even human soldiers of up to 3rd level. A Heroic Fray is cumulative with the extra attack for Wild Fighting, if that ability is being used. Military Experience: Vandals are considered to have been involved in some degree of military (or sometimes gladiatorial) training and active duty prior to beginning their adventuring careers. Because of their extensive training with weapons of different types during this time, a Vandal's non-proficiency penalty is reduced to a -1 penalty to hit and damage, though they still cannot gain multiple attacks with a non-proficient weapon. Vandals are also able to select initial non- weapon proficiencies from the Warrior list (unlike other Barbarians, who can select only from their preferred list). Finally, Vandals begin play with 2d4 x 100 experience points earned in battle as part of their Military Experience. Vandals begin play well-armed but very cash-poor. Thus, a Vandal begins with normal Warrior starting money (5d4 x 10 g.p.), but all except 1d6 g.p. must be spent on equipment (including a mount, if the Vandal wishes). A Vandal's initial suit of armor is limited to hide, studded hide, leather, studded leather, or scale mail, but he or she can buy any weapons that he or she can afford. Survival Skills: As a standard Barbarian. Tribal Stature: Officially speaking, a Vandal no longer has any stature within his or her original tribe and culture (having abandoned tribe and clan); however, a Vandal has the same ability as a standard Barbarian in terms of boasting and intimidating non-barbarians. Wild Fighting: Vandals develop a bizarre and stylized combat style that incorporates native techniques and animalistic maneuvers. This ferocious and unpredictable flurry of blows is utterly devoid of grace or discipline and is very tiring. At the start of a battle, a Vandal must declare whether or not he or she is using Wild Fighting; if it is used, the DM should roll a Constitution check for the character with a +1 bonus for every three levels of the Vandal (rounding down). Note that Wild Fighting is difficult to perform in armor other than leather or elven chain, and a Vandal suffers a penalty to his or her Constitution check equal to the AC benefit provided by the armor being worn. Magical armor, being lighter and less restricting, reduces this penalty by an amount equal to its magical bonus. Shields do not affect this penalty. Example: A Vandal wearing chain mail (AC 5) would suffer a -5 penalty to his or her check. If he or she was wearing chain mail +3, the penalty would be only - 2. If the check succeeds, the Vandal gains one additional attack per round and inflicts one extra point of damage per two levels of experience (rounding up) with every successful hit. If the check fails, the Vandal's flurry of blows is too uncoordinated to get in any additional effective attacks or to inflict extra damage. Regardless of whether the check succeeds, Wild Fighting leaves the Vandal rather vulnerable (-3 Armor Class penalty) and makes it more difficult to get in a good hit (-3 attack roll penalty). Once Wild Fighting has begun, it will continue for the full duration of the battle whether or not the check was successful (i.e., the Vandal PC always thinks that Wild Fighting is working to his or her advantage, even if the dice say differently). After any battle in which a Vandal has used Wild Fighting, he or she must rest for at least one hour before being able to use this ability again. A character can ride a slow-moving mount while resting, but if he or she must walk then the rest time is increased to four hours. Until the Vandal has managed to rest for the full amount of time required, he or she suffers a -3 penalty to attack and damage rolls, ability checks (including proficiency checks), and AC due to his or her total exhaustion. Note that, unlike most berserk combat styles used by Barbarians of other types, Wild Fighting leaves a Vandal in full command of his or her senses and does not force the Vandal to charge, engage in melee, avoid the use of missiles, attack the nearest creature, or any such thing. A Vandal using Wild Fighting can act as he or she chooses in combat (a useful skill in the eyes of their employers--a taste of barbaric savagery but without the danger inherent in hiring and fielding a large group of true berserkers). Special Hindrances: Vandals suffer the normal reaction and loyalty penalties when dealing with NPCs who are not barbarians (including the doubled penalty when dealing with wizards). Unlike other Barbarians, however, a Vandal does not gain any bonuses to reactions with other barbaric NPCs. Because of their exposure to civilized ways and attitudes, Vandals are less restricted than other Barbarians in terms of weapons, armor, magic items, and superstitions. This 'civilization', however, does not come without a price. Except for their choice of initial weapons, Vandals abandon most of their traditional combat style, and they do not gain any of the normal Tribal Warfare benefits of other Barbarians (including the ability to affect creatures that require magical weapons to hit). They have likewise given up the study of most of their outdoor skills, studying their military career and not really having neither the time, opportunity, or inclination to keep up their study of tribal skills. Hence, Vandals gain neither Natural Stealth nor Outdoor Craft. Vandals have little opportunity for formal study or education. Of necessity, they learn at least one 'civilized' language so that they can understand and obey the commands of their masters on the field of battle. Beyond this, however, a Vandal gains only two non-weapon proficiency slots at 1st level, regardless of his or her Intelligence. They gain additional non-weapon proficiencies at the usual rate, but any sort of training for weapon or non-weapon proficiencies requires double the normal amount of time, as Vandals are poor students as a result of their lack of opportunity to practice learning. Bonus Proficiencies: Endurance, Language (Modern--chose one 'civilized' tongue) Preferred Proficiencies: Armor Optimization, Blind-Fighting, Bureaucracy, Drinking, Gaming, Healing, Heraldry, Hunting, Immovability, Intimidation, Jumping, Lightning Reflexes, Local History, Navigation, Numeracy, Reading/Writing, Riding (Land-based), Running, Seamanship, Signaling, Sixth Sense, Survival, Swimming, Tumbling