Masters of the Wild - 3.5e

Page 7

CHAPTER 1: NATURE'S LORE worthy exception is the wild elf (grugach), who takes up the barbarian's path with pleasure, despite his Constitution penalty. Gnomes : Gnome barbarians are as rare as elven ones, though the reasons for this are primarily social. Gnomes do not separate Level Equivalent themselves from the natural world, but they Some monsters are innately do tend to prefer sophisticated professions more powerful than members such as alchemy, engineering, and skilled of the common races (human, trades. The average gnome enjoys his own elf, dwarf, and so on) . When one of those monsters gains cleverness too much to adopt the boldly direct approach of the barbarian . That's unlevels in a class, some number is added to its class levels to defortunate, because the gnome doesn't pertermine its effective level. The form poorly in that role. His size bonus to total of its class levels and this AC and attacks and his racial Constitution number (which varies accordbonus offset his Strength penalty most of ing to creature type) is its level the time, and the barbarian's fast movement equivalent . can compensate for the gnome's slow speed . For example, a grimlock's Half-Elves : Most barbarians are either level equivalent is equal to its humans or half-ores, but half-elves run a class levels +3. This means that close third. Since the half-elf has all the a 1 st-level grimlock barbarian is capriciousness of both his human and his effectively a 4th-level characelven sides, the requirement for a nonlawful ter-in other words, roughly alignment is easy to meet. Half-elves who equal in power to a 4th-level find themselves cast aside by human and player character of one of the elven communities may find the barbarian's common races . (What gives a path an especially inviting one . Becoming a grimlock this advantage is its blindsight, coupled with its imbarbarian may even lead to a form of acceptmunity to attacks that rely on ance for the half-elf-although tribal socithe target having a visual eties are not known for welcoming outsense.) siders, they readily accept a strong swordAn ordinary member of a arm in times oftrouble. monster race (one without Half-Ores : Orcs are savages, it's true. So, class levels, such as the grimit's no real surprise that many half-orc heroes lock described in the Monster are barbarians . All orcs can feel the battle Manual) does not have a level rage pounding in their hearts, but only those equivalent . who are also barbarians can harness their In addition to grimlocks, blood frenzy to best effect . The half-orc's creatures discussed in this bonus to Strength, the prime statistic for the book that have level equivalents combat-focused, is worth the sacrifice of are lizardfolk, locathahs, cenCharisma and Intelligence . (After all, how taurs, dryads, nymphs, gnolls, often must the barbarian try to woo or sahuagin, and yuan-ti . For more on level equivalent, outwit someone?) Count the number of see Monsters as Races in Chaptimes the fighter swings his sword, and reter 2 of the DUNGEON MASTER'S member that not only does the half-orc barGuide. barian typically do more damage than the fighter with each hit, he also hits more often. If you're looking for the most powerful barbarian, and you can live with a bit of social stigma, then half-orc is the right choice . Halflings: For the barbarian, high Constitution is usually better than high Dexterity, so gnome tends to be a better choice than halfling. Moreover, primitive or savage halfling communities are quite rare. Halflings are creatures of comfort, and their communities are strong . While their athleticism and bravery do them credit, and their racial bonus to Listen checks falls right in line with the barbarian's class skills, the penalty to Strength is too great a drawback to overlook. Monsters : Among the monstrous races, grimlocks, lizardfolk, locathahs, and orcs are the most likely to adopt the barbarian way of life.

Grimlocks are xenophobic, subterranean creatures . Though they are blind, they can still sense their foes through blindsight . Grimlocks charge into combat wielding battleaxes, and that trait in itself seems barbaric . Grimlocks are strong, tough, and formidable enough to make fine barbarians. Because of the grimlock's various advantages, his level equivalent is his class levels +5 . Lizardfolk make ideal barbarians, both because their societies tend to be primitive and because their livelihood depends primarily on hunting and raiding . Fast movement provides them with a speed advantage over members of most other races. Rage greatly enhances a lizardfolk's already above-average Strength and Constitution scores, which can provide a significant bonus on their weapon and natural attacks . Because of these advantages, the lizardfolk's level equivalent is his class levels +4. Locathahs are an exotic hut reasonable choice for barbarian player characters . They tend toward neutrality in alignment, and while they don't trust outsiders, they aren't as aggressive as grimlocks . Perhaps that's because locathahs are unusually intelligent and wise (+2 racial bonus to intelligence, Wisdom, and Dexterity) for humanoids who favor the barbarian class. Locathahs have a terrible land speed (10 feet) that even the barbarian's fast movement can't fully compensate for. Because of his advantageous ability modifiers, formidable natural armor, and ability to breathe water, however, the locathah's level equivalent is his class levels +3. The orc is another common choice for barbarian, and his +2 racial bonus to Strength is a good selling point for the class . The DUNGEON MASTER's Guide provides rules for playing an ore, which is basically a more extreme version of the half-orc. Many of the same considerations noted for half-orcs (above) apply to the ore as well.

The Barbarian and Other Classes

Barbarians can be very opinionated, so it's not surprising that they provoke strong reactions from other characters. In most cases, though, these differences in approach are just hooks for good roleplaying. The barbarian makes an excellent addition to adventuring parties in need ofmore muscle. Ifyou're playing a barbarian, you may find some good advice in the following paragraphs about getting along with your fellow adventurers . Bards: There's nothing like a good skald to inspire your battle rage or while away the downtime between adventures with songs and stories. You don't really understand his spellcasting, but you can appreciate it more than that of the wizard or sorcerer-after all, the bard's magic can heal. Best of all, though, he can help you achieve immortality by making up songs and legends about your exploits. So what if he tends to get the party into trouble with his boasting and tomfoolery occasionally? What's life without a little conflict? Clerics : You can certainly appreciate a good healer, but the typical cleric spends a lot of time talking about the afterlife and trying to convert others to his faith. You don't worry all that much about the next life-you have to focus on the here and now ifyou want to survive. Cler-


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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