These rules are alternate rules for the Barbarian class detailed in the C&C PHB. If you feel that these powers unbalance the AT, simply have the character use the Wizard EPP, this should even things out. Personally I think the Barbarian is a little underpowered, but have made stricter requirements for the totem warrior. Go to this link for a history about these tribes.
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Requirements to be a Totem Warrior are:
Race: Human
Class: Barbarian
Ability Scores: Str 13, Con 13
Prime Attribute: Wisdom
Totem Warriors of one of the 12 tribes of Demeter have special abilities beyond normal warriors and barbarians. If a player wishes to be one of the totem warriors first he must select the tribe he wishes to be a part of. The 12 totem tribes are:
Wolf Tribe
Hawk Tribe
Bear Tribe
Fox Tribe
Owl Tribe
Stag Tribe
Lion Tribe
Ram Tribe
Bat Tribe
Badger Tribe
Horse Tribe
Boar Tribe
Each tribe has a unique culture that reflects their totem animal. These tribes are found in geographic locals and climates that these animals prefer. The artwork, rituals and society refelct strong influences from the totem animals. For example, the Horse tribe would typically live in plains regions where horses could roam free. Their culture could be similar to Native Americans of the Plains or of Arabic Bedouins; the choice is up to the CK. The CK is encouraged to make each tribes culture unique and best suited to their campaign.
The special abilities each totem animal gives to the totem warrior are as follows:
Primal Fury: When a barbarian totem warrior enters his primal fury, he become possessed by the spirit of the animal. While entering the fury the warrior appears to be surrounded in an ethereal visage of that animal. While in fury the warrior exhibits physical traits (claw like fingers, hair growth etc...) of the totem animal. By using the Primal fury ability the totem warrior has the possibility in becoming more attuned with the totem spirit. This relationship unlocks new abilities for the totem warrior. Using Primal Fury does not guarantee these new abilities; it simply increases the chances of obtaining these new abilities. A percentile roll is made at the end of each week to see in the totem warrior has opened a new ability, the CK makes this roll without the player's knowledge and is only made if the player used Primal Fury that week. Use the following modifiers for the percentile rolls, :
If Primal Fury is used 1-2 times/week there is a 0-5% chance of gaining a new totem ability.
If Primal Fury is used 3 times/week there is a 0-10% chance of gaining a new totem ability.
If Primal Fury is used 4-6 times/week there is a 0-15% chance of gaining a new totem ability.
If Primal Fury is used 7-9 times/week there is a 0-25% chance of gaining a new totem ability.
If Primal Fury is used 10+ times/week there is a 0-50% chance of gaining a new totem ability.
The totem abilities are as follows, and are obtained in the order listed:
Totem Affinity: The Barbarian may freely communicate with animals of the same species as the totem spirit. These animals will never attack a totem warrior unless magically forced to do so. If forced to fight animals of the totem species the totem warrior receives a +2 to AC and attack rolls.
Call of the Wild: The totem warrior may summon 2d6+level of his totem animal to assist him. These animals will remain with the totem warrior for up to one week. The ability is useable 2 times/week.
The Beast Within: The totem warrior has become so attuned with his totem animal that he gains abilities that reflect the totem animal. This ability is permanent and can be used at any time. Each tribe has a unique ability, which is as follows:
Wolf: Twilight Vision, Scent (same as Half-Orc)
Hawk: Twilight and Dusk Vision
Bear: +2 to all Con Checks
Fox: +2 to all Dex Checks
Owl: Dusk Vision, Move Silently (as Elf ability)
Stag: Woodland Stride (same as Druid)
Lion: +2 to all Str Checks
Ram: Devastating Charge (+4 to hit and damage when charging)
Bat: Echolocation (all penalties for blind fighting are ignored, can navigate in complete darkness)
Badger: Ferocious (+2 to hit and AC when defending allies and family)
Horse: Fast Movement (base move increases to 50)
Boar: Tenacious (can fight till -9 hit and does not suffer 1d8 shock damage when using Primal Might).
Once a totem warrior has unlocked all three abilities (Totem Affinity, Call of the Wild, Beast Within), he becomes fully aware of his tribes mission and his duty. Additionally this close affinity with the spirit allows the totem warrior to directly contact Demeter once per years. This contact can be a request for assistance or anything the player decides. Demeter is not obligated to help or answer, but if the security of the Chronos of Time is in jeopardy she will assist the totem warrior.
Special Note: The DM should not tell the player about abilities they can unlock with Primal Fury. The transformations should be surprising to the character and should provide great role-playing opportunities. Also more conservative players who dislike using the Primal Fury ability will lose out on cool stuff for their meta-gaming.
I hope you guys like this stuff, I have been working on it for a long time. Please tell me what you think.
Alternate Barbarian Rules: The Totem Warrior
- Combat_Kyle
- Ulthal
- Posts: 737
- Joined: Mon May 01, 2006 7:00 am
- Location: St. Paul, MN
- Contact:
These seem pretty good, but I have a major problem with Horse getting a movement bonus. Horse totem should be Barbarians who practically live on horses, like Mongols or Huns. For people like that, a running bonus is not very helpful.
A +2 bonus to AC, hit and damage from horseback, however would be a big incentive and make sense for a horse clan.
For the running bonus totem, have it be cheetah or something instead.
A +2 bonus to AC, hit and damage from horseback, however would be a big incentive and make sense for a horse clan.
For the running bonus totem, have it be cheetah or something instead.
- Combat_Kyle
- Ulthal
- Posts: 737
- Joined: Mon May 01, 2006 7:00 am
- Location: St. Paul, MN
- Contact:
My logic behind this is that the totem warrior takes on the traits of their totem animal, or becomes more like them. Giving bonuses to using that animal wouldn't really fit with that theme. But I could change the horse tribe to some other quick animal such as a roadrunner. meep meep
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
Kyle, you might want to take a look at my site. I have complete, fleshed-out Totem Warrior barbarian variants there.
http://www.grey-elf.com/candc/
http://www.grey-elf.com/candc/
- Combat_Kyle
- Ulthal
- Posts: 737
- Joined: Mon May 01, 2006 7:00 am
- Location: St. Paul, MN
- Contact:
Your alternate rules are interesting but they remove the mystery that my rules have. In my game the player starts as a normal barbarian and he has a chance to unlock new powers.
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home