Eclipse – The Arctic Barbarian

Today it’s a fairly simple request: a mighty barbarian from the frozen north.

Well, originally, “barbarian” was simply a word for someone who couldn’t speak greek. It soon t acquired pejorative associations – a “barbarian” was childish, effeminate, violent, primitive, and cruel. Of course, the disrespect was – inevitably – mutual. What the “barbarians” saw was a bunch of untrustworthy incompetents who tried to get ahead by cheating everyone around them – and were too cowardly to face the consequences.

In later periods “barbarians” generally come from a relatively isolated tribal societies – from groups where everyone knows everyone else, where your personal reputation is all-important, where the rules of life are fairly uncomplicated, and where personal prowess is vital (if only because a small group in a difficult environment can’t support too many specialists or unproductive members). Places where the margin of survival is relatively thin. How do we know that? We know that because civilizations tend to take over areas where the environment will easily support dense populations.

In short? They come from lands without police or lawyers.

As such, of course, barbarians…

  • Tend to enforce their own rights, since no one else will do it for them.
  • Take pride in self-sufficiency, since those who are not will often die.
  • Treat attempts to use clever words, laws, and fees to take advantage of them as an attempt to kill them, because – in a society of scarcity – it often IS.
  • Do not wish to rely on things they cannot do themselves, since – if such a thing fails them – they cannot fix it and may well die.
  • Treat their families, oaths, and bonds of companionship as sacred, for without family and reliable allies both they and their legacy will die.
  • Despise “civilized” pursuits, for wasting time on them (instead of working towards survival) endangers the entire tribe.
  • May call upon the gods, for they run the world – but will not rely on them if there is any other choice. The fortunes of nature are as fickle as the gods that control them.
  • Have little or no respect for pampered children or for “civilized” adult weaklings who cannot fend for themselves.
  • Rarely see those who do not follow their ways as people to be respected instead of prey to be exploited.
  • Consider cities to be filthy, overcrowded, and full of parasites – both human and other. (With considerable justification in history; a fair number of sources claim that the remains of rich men and tribal warriors from ancient Greece show signs of being 2-3 inches taller and far healthier and stronger than poor laborers from the same period. Perhaps it isn’t too surprising that such obvious strength, health, and vigor was often taken for a sign of divine parentage).
  • Aren’t much for large-scale organization, since – after all – leading by force of personality and raw physical strength suffices for a small village.

Of course, real barbarians tended more towards being thin and wiry (like the Huns) than huge guys with flawless skin and bulging muscles (thank Frank Frazetta for the flawless skin part), but we’ll be going to go with the “big bruiser” stereotype set by Enkidu, Hercules, Thor, Conan, Fafhrd, Slaine, William Wallace (at least in the Braveheart version), Achilles, Riddick, the Beastmaster, Xena, and far, FAR, too many movie, RPG, saga, and other literary examples to list.

So here we have:

Ulr Stormcutter, He-Who-Despises-Lawyers

Level Two Northern Barbarian, Human Scion of The Northern Gods

Tribal Barbarian Warrior Package Deal (Free)

  • Enduring The Wilds / Advanced Improved Augmented Bonus: Adds (Str Mod) to (Con Mod) for HP purposes, Specialized and Corrupted / only through level six (6 CP).
  • Dolorous Stroke / Trick: Three times per fight you may strike to inflict grievous harm, adding an injury effect equivalent to Bestow Curse or Blindness / Deafness on the creature struck if it fails to save (Will DC 10 + Level/2 + Cha Mod). Such injuries go away in 1d10 days thanks to the remarkable healing abilities of d20 characters or can be removed immediately by Healing effects of level three or more or in 1d4+1 rounds by a Heal check against the original save DC (6 CP).

Basic Attributes: Str 17 (+2 Enh +1 Sac = 20)/+5, Dex 14/+2, Con 14/+2, Int 10/+0, Wis 10/+0, and Cha 14/+2

Available Character Points: 72 (L2 Base) +10 (Disadvantages: Broke, History, and Uncivilized) +4 (Duties; his tribe keeps sending him on missions) +2 (Restriction: no medium or heavy armor or advanced weapons – like Crossbows) +2 (Restriction: Barbarian Code) +2 (Restriction, arcane magic) +18 (Human and L1) = 110 CP.

Basic Purchases (29 CP):

  • Base Attack Bonus: +2, Specialized and Corrupted for Triple Effect (+6) / only for Melee Combat Unarmed or with Barbarian Weapons (12 CP)
  • Hit Points: 14 (L1-2d8, 8 CP) +12 (2d6 Immortal Vigor) +28 (4 x [Con Mod + Str Mod) = 54 HP. (+24 Temporary HP when Berserk). DR 2/-, 4/- when using Greatsword).
  • Saving Throws:
    • Fortitude +2 (Purchased, 6 CP) +2 (Con) = +4.
    • Reflex +0 (Purchased, 0 CP) +2 (Dex) = +2.
    • Will +1 (Purchased, 3 CP) +0 (Wis) = +1.
  • Proficiencies: See Below.
  • Skill Points: 25 (5 x [Int Mod + Str Mod]) + 20 (Fast Learners) = 45
  • Armor Class: 10 (Base) +4 (Bearskin Cloak) +2 (Dex) = 16
  • Initiative: +2 (Dex).
  • Movement: 30 (Base) +30 (Enh) = 60′.

Attacks:

  • Greatsword (Two-Handed): +15 or +15/+15/+10 (+6 BAB +5 Str +3 Comp +1 Enh), 3d8+9, Crit 17-20/x2, 10′ Reach, 3 AoO. Quick Draw.
  • Unarmed Bear Style: +11 or +11/+11/+6 (+6 BAB +5 Str), 1d10 +5 (Normal or nonlethal as desired), Crit 20/x2, 10′ Reach, Improved Grapple, Improved Bull Rush. Gains automatic Trip (“Throw”) on a critical hit when grappling, considered armed when unarmed. Extra +4 to attack(s) when Grappling.

When Berserk:

    • Greatsword: +18 or +18/+18/+13, 3d8+14, otherwise the same.
    • Bear Style: +14 or +14/+14/+9, 1d10 +8. Still an extra +4 to attack(s) when Grappling, otherwise the same.

Scion Of The Northern Gods (18 CP):

  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Divine Blood / Innate Enchantment, Corrupted for Reduced Cost / must maintain barbarian lifestyle, diet, and regular intensive exercise. Up to 8500 GP value, 6 CP. All spell effects Spell Level 1/2 or 1, Caster Level One, Unlimited-Use Use-Activated (x2000 GP), Personal-Only (x.7) where applicable.
    • Immortal Vigor I (1400 GP)
    • Master’s Touch (Only covers Barbarian Weapons and Armor, x.7 = 1400 GP)
    • Personal Haste (2000 GP)
    • +2 Str (1400 GP)
    • +3 with Barbarian (all his Adept) Skills (1400 GP)
    • +3 Competence Bonus to BAB with Greatswords (700 CP)
    • Weather Tolerance / Cold Weather Clothing (10 GP), Tough Feet / Boots (2 GP) (6 CP).
  • Action Hero/Crafter, Specialized and Corrupted / only to pay the XP cost of the above Innate Enchantments (2 CP).
  • Immunity / Antimagic and Dispelling, Specialized and Corrupted / only to protect his Innate Enchantments (Common, Minor, Minor – currently protects through L3 countereffects, 4 CP).

Self-Sufficient (27 CP):

  • Divine Tutelage: Advanced Improved Augmented Bonus: Adds (Str Mod) to (Int Mod) for SP purposes, Specialized and Corrupted / only through level six (6 CP).
  • Upgrade Human Fast Learner to Double Effect (3 CP).
  • Fast Learner, Specialized in Skills for Double Effect (6 CP).
  • Adept x2 (Two Martial Art Styles, Acrobatics, Athletics, Perception, Survival, Handle Animal, Background, 12 CP).

Other Abilities: (36 CP):

  • Companion (Animal Companion, 6 CP). Whether mighty steed, faithful wolf, powerful hawk, or great cat, Ulr is never without assistance.
  • Berserker with Odinpower, Enduring, and +2 Bonus Uses (15 CP). +6 Str, +6 Con, +1 Will for 5 Rounds (L/3 +4) times daily. Does not suffer fatigue afterwards.
  • Use of Charms and Talismans (6 CP).
    • Current Talismans:
      • Rune Weapon: Large Greatsword is a +1 Keen Weapon.
      • Bearskin Cloak (Shimmermail): Provides a +4 Armor Bonus with no penalties.
      • Torc (Helm) Of War: 7 Charges, regains one per week, may spend one charge to reduce the effect of an attack as per Heavy Fortification. This does not cost an action.
    • Current Charms:
      • Sovereign Ointment: 30 doses, each cures 1 point of damage, maximum of 1d4+1 doses can be used on any one target per day.
      • Wardstones versus Bludgeoning, Piercing, and Slashing Damage (Resulting in DR 2/-).
      • Bearclaw Necklace: Provides a +1 Sacred Bonus to Strength
      • Resounding Horn: The sound of this horn carries an exceptionally long way and is easily recognized. If the user is desperate or expends 1D4 temporary Con points their family and any close companions will hear an echo of its sound wherever they may be in the world.
      • The Ocean’s Arms: This engraved shell makes the user very bouyant, rather like a life preserver.
  • Grant Of Aid with +8 Bonus Uses, Specialized in Hit Points Only (9 CP).

Skills (0 CP, 41 of 45 SP): (Ulr is using a condensed skill list)

  • Acrobatics: +6 (3* SP) + 2(Dex) +3 (Comp) = +11
  • Athletics: +6 (3 SP*) +5 (Str) +3 (Comp) = +14
  • Background: +6 (3* SP) +0 (Int) +3 (Comp) = +9
  • Background: +6 (3* SP) +0 (Int) +3 (Comp) = +9
  • Bear Style: +6 (3* SP) +5 (Str) +3 (Comp) = +14
  • Handle Animal: +6 (3* SP) +2 (Cha) +3 (Comp) = +11
  • Linguistics: +1 (1 SP) +0 (Int) = +1 (Speaks his tribal language and Common).
  • Northern Storm Style: +6 (3* SP) +5 (Str) +3 (Comp) = +14 (+3 with Personally-Forged Blades)
  • Perception: +6 (3* SP) +0 (Wis) +3 (Comp) = +9
  • Survival: +6 (3* SP) +0(wis) +3 (Comp) = +9
  • Thievery: +6 (6 SP) +2 (Dex) = +8

*Half cost due to Adept.

  • Background Skill Choices: Swordsmith, Leatherworker, Hunter / Trapper, Storyteller, Exhibition Matches, Brewer, Miner, Woodsman, Carpenter, and Oratory.
  • Skill Specialities (1 SP Each): Northern Storm Style / Personally-Forged Greatswords, Bear Style / Grappling (1 SP), Survival / Winter, Oratory / Putdowns and Taunts.
  • Specific Knowledges: Tribal Traditions (1 SP), The Local Area (1 SP), and Tribal Legends (1 SP).
  • Bear Style Wrestler (Unarmed, Str): Power 3 (1d10 Base), Strike (1d4 base, considered armed), Reach, Improved Grapple, Improved Bull Rush. Gains automatic Trip (“Throw”) on a critical hit when grappling.
  • Northern Storm Style (Greatsword, Str): Toughness 2, Power 3. Monkey Grip (use Large Greatsword – 3d6 base – without penalty), Reach, Combat Reflexes, and Quick Draw. Using Large Greatsword: 3d8 base damage.

Other Equipment: Dagger, Handaxe, Bedroll, Rations, Waterskin.

Ulr basically wades into battle, smashes down all opposition, and lives through it. He’s actually very good at that, and has some wilderness skills to fall back on – but at the moment he’s something of a specialist. He’ll probably want to buy some Witchcraft (for “Rage Powers”) later on and pick up some Luck to confirm more criticals – but he’s really quite capable already.

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