Barbarians of the Wilderlands 1 PDF Now Available

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jamesmishler
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Barbarians of the Wilderlands 1 PDF Now Available

Post by jamesmishler »

Barbarians of the Wilderlands 1 features an alternative barbarian class for Castles & Crusades; tips on how to work both the original barbarian class (renamed "savage warrior") and the barbarian in together in urban and rural civilizations; plus listing and details on the major barbarian nations of the Wilderlands. If you prefer a barbarian class based on classic pulp Sword & Sorcery themes, this is the class you have been looking for...

The new barbarian class abilities include:

Native Arms & Armor

Primal Rage

Resilience

Savage Glory

Sixth Sense

Tribal Abilities (Animal Handling, Armor Maker, Battle Cry, Berserkergang, Bowyer, Canoeing, Demon Slayer, Fast Movement, First Aid, Horsemanship, Horse Warrior, Jumping, Languages, Master Armor Maker, Master Bowyer, Master Weapon Smith, Runes, Running, Savage Horde, Savage Retainers, Scale, Seamanship, Signaling, Sound Imitation, Swimming, Weapon Smith, Wilderness Abilities, and Wizard Slayer)

Versatility
Versatility is the great ability of the barbarian, as it enables him to learn the skills and abilities he needs to operate, excel, and conquer in the decadent realms of civilization.

The new barbarian class can be used with any Castles & Crusades campaign!

Plus, this PDF also includes details on nine barbarian nations of the Wilderlands of High Adventure:

Altanians

Amazons

Karakhans

Karzulun

Mgona

Moonrakers

Skandiks

Tharbrians

Valonar
NOTE: The alternative barbarian class will NOT be used in other AGP products; all alternatives are to be used solely at the Judge's discretion, and I'm not going to force a Judge to buy this PDF product just to use all the other Wilderlands products. So if you play in the Wilderlands but are not into alternative classes, you don't need this PDF.
Barbarians of the Wilderlands 1 weighs in at 20 pages and retails at $4.00.
Click here to buy it on DriveThruRPG
Click here to buy it on RPGNow
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DangerDwarf
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Post by DangerDwarf »

Ohhhhhhhhhh. This looks promising.

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Post by dachda »

Just bought a copy. Only had chance to skim thru it, but I liked how you've re-worked the Barbarian class. Especially like the Tribal Abilities options, and the use of native weapons determined by the barbarian's homeland. they allow the player and CK to really match the barbarian to the lands he/she grew up in. Very cool feature.
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Post by Treebore »

The alternative Barbarian is of very minor interest to me, this:

Plus, this PDF also includes details on nine barbarian nations of the Wilderlands of High Adventure:

Altanians

Amazons

Karakhans

Karzulun

Mgona

Moonrakers

Skandiks

Tharbrians

Valonar

is of extreme interest to me though.
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Post by jamesmishler »

dachda wrote:
Just bought a copy. Only had chance to skim thru it, but I liked how you've re-worked the Barbarian class. Especially like the Tribal Abilities options, and the use of native weapons determined by the barbarian's homeland. they allow the player and CK to really match the barbarian to the lands he/she grew up in. Very cool feature.

Thanks, but its not really an original idea. My version of the barbarian is inspired by Gary's barbarian from way back when. Still very different, especially with Versatility. But inspired, not original.
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Post by Omote »

EXTREME!!!

-O
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Post by Ghul »

Treebore wrote:
The alternative Barbarian is of very minor interest to me, this:

Plus, this PDF also includes details on nine barbarian nations of the Wilderlands of High Adventure:
Altanians

Amazons

Karakhans

Karzulun

Mgona

Moonrakers

Skandiks

Tharbrians

Valonar

is of extreme interest to me though.

Clearly, the Altanians are the greatest and most ferocious of all the tribes. They are to be feared and respected!

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Post by moriarty777 »

Just picked it up... and HOLY CRAP !

I do like your take on the class -- it might mean a bit of work to nicely integrate the class in the sense that one would want to develop the tribal background for the character (or npc's) but well worth it in the long run. Of course, one could simply use the ones provided later in the supplement.
I *really* like the Versatility ability and considering what the class gets, well worth the elevated EPP progression. I intend to introduce the class in my campaign to go side by side with the 'Beserker' (as I like to call it) from the PHB. Your Barbarian does well to conjure up images of Conan and the like.

Great work!

M
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Post by Omote »

Yeah, this is a great addition to the Wilderlands as a whole, but also a nice look at the Barbarian for C&C. Dare I say that the new barbarian class as presented in this release is overpowered for C&C? Certainly not for the Wilderlands, but for general C&C... perhaps.

-O
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Post by jamesmishler »

The barbarian might be a bit overpowered for regular C&C. Might... remember the EP costs, after all.

But he's certainly "right-powered" for the Wilderlands. Recall the tale of Flustang, Bouncer at the Lancer's Club in the City State of the Invincible Overlord, and his encounter with the Barbarians of the Frozen Wastelands...
... trapped in a box canyon, two against 100; charged, two against 100; cutting blindly until exhausted, two against 100... finally winning, we all agreed "they were the meanest two barbarians we ever faced!"
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Post by Omote »

The XP chart indeed brings it down a notch, no doubt. But he is still some kind of badass. Based on James Mishler's other releases for the WoHA, the Barbarian class is just fine regarding power level.

(Warrior Mages are buck-nasty, but the advanced XP req. and the d7HD bring the class down a few notches. But that is for another thread. )

-O
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Post by moriarty777 »

Omote wrote:
Yeah, this is a great addition to the Wilderlands as a whole, but also a nice look at the Barbarian for C&C. Dare I say that the new barbarian class as presented in this release is overpowered for C&C? Certainly not for the Wilderlands, but for general C&C... perhaps.

-O

You think so? I've only been comparing the PHB Barbarian and this one and I thought it was pretty much ok. It also has the EPP to match this classes' scope -- it requires more XP to advance than it does for a paladin.

- A versatile Primal Rage to replace the original Primal Fury.

- Resiliance granting bonuses at a slower pace than Primal Force

- Savage Glory granting limited duration AC bonus as opposed to the damage reduction given by Primal Will

- A Sixth Sense ability which is a lot more broader than the Combat Sense ability.

I'd probably adopt a simpler approach for the whole Native Arms & Armor but I understand the intent.

The Tribal abilities is a whole new ball game with some to do with 'flavor' for tribes and there is plenty to choose from. However, I will say that this is an area where not all these are created equal (see Canoeing vs Beserkergang for example). As it stands now, Beserkergang would probably get the axe.

The jewel in this crown of class is the Versatility ability. This is the single most interesting ability of the lot and helped sell me the class in many ways simply because it made so much sense to me!

It *is* more powerful but I'm not sure if it's overpowered for C&C though. However, the thing to keep in mind with this is by the time your character has enough experience to hit level 2 with this class... you'd be only 500 points away from achieving level 3 with the PHB version. While I am not sure if I would use it exactly as it stands, there are certainly elements I would port in. I *much* prefer the Savage Glory ability for instance.

Overall, my first impression for it was great and now I'm going through the material a lot more thoroughly.

M
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Post by Thegreenman »

I have to check this out. Just put a large blank palce for the Wilderlands in my campaign world.

Is there a corollary to the Scythians represented?

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Post by jamesmishler »

Thegreenman wrote:
I have to check this out. Just put a large blank palce for the Wilderlands in my campaign world.

Is there a corollary to the Scythians represented?

The Tharbrians are essentially Scythians, though their culture is markedly Gaelic. I would say that they are probably close to what the Tocharians were like. There's also a solid dash of influence from the Horseclans in there, too...

And of course, if you want to make them more classically Scythian, by all means, you are free to do so!
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Post by Omote »

Great little analysis Mori. I tend to agree with you on most parts, but what I personally am not a fan of is increasing XP requirements so dramatically to make up for better abilities. 3000 XP is a bit steep when compared to other C&C classes. I understand the intent of this design element, but I always ask myself when I see steep XP requirements, what would I rather play at 2999XP... a 2nd level fighter (or 2nd level ranger for that matter), or a 3rd level rogue? At 2999XP I think all of these classes are better then a 1st level Barbarian.

Not to say that what is pesented is broken or wrong. My thoughts are to base and compare everything on what is presented in the C&C PHB.

-O
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Post by gideon_thorne »

Omote wrote:
Yeah, this is a great addition to the Wilderlands as a whole, but also a nice look at the Barbarian for C&C. Dare I say that the new barbarian class as presented in this release is overpowered for C&C? Certainly not for the Wilderlands, but for general C&C... perhaps.

-O

Heh. Not for my setting. I guess it just depends on what sort of game your running. Compared to the C&C paladin, this new barbarian is right on par.
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Post by jamesmishler »

Sorry about the thread necromacny, but I was wondering if anyone had had a chance to use the alternate barbarian in their games yet? How has it worked for you?
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