Amongst the nomads who maintain the old
old ancient ways of Jadiliyya Fatalism, many character types are
subtly influenced by the now long-forgotten religious role of the
alskeltemsikh (“servant/slave of Fate”). This archetype
represents a barbarian of this culture and religion, who gives emself
up not to the wild ecstasies of passion and rage like other
barbarians, but rather to that of their 'alas (the religious ecstasy
of submission; in the Jadiliyya's case, that submission is to the
whims of Fate).
Though the majnujin, in their madcap
mercantile bohemia, are re-discovering the power of the
alskeltemsikh, nearly all are far too urban to take up the mantle of
the barbarian, leaving this archetype to be the sole domain of the
nomads.
Whenever such a barbarian would
normally gain anything related to rage (rage itself, rage powers,
greater rage, tireless rage, and mighty rage; 14 times throughout
their 20 levels), they instead roll 1d100 on the following table to
determine their class features. Do what it says – there are also
indicators of what to do if you re-roll that same result over again
in places where that's hard to figure out. . . .
1-29: +1 to hit. Because fucking
barbarian, hello?
30-45: +1 to all your saves.
Getting wizardcontrolled gets old after a while.
46: Yes, you can have one axe in
each hand, munchkin. Gain Two-Weapon Fighting as a bonus feat. If
you re-roll this result, you gain Improved Two-Weapon Fighting; after
that, gain Greater Two-Weapon Fighting. If you manage to continue
rolling this result, gain one other feat in the Two-Weapon Fighting
tree.
47-48: You're tough as jerky. +1
Constitution.
49-52: YOUR FATE IS TO DIE!!!
You are extra motivated about killing really big things that fucked
you up. If a creature of Large or greater size knocks you down to
half or fewer hit points, you may summon your angriosity to draw two
critical hit cards on a hit and choose one to take effect. This only
works once per opponent. Unless you re-roll this result, then it
works twice, or three times, etc etc.
53: Mmmm, I know this beast . .
. . In any wilderness environment like that of your native land you
will know whatever organic life has been there in the last 24 hours
including all typical wandering monsters, and you know about anything
that's been there in the last week on a successful Survival roll (DC
20). Re-roll this result and it extends to dungeons, then to cities,
then to inorganic life. Then if you keep re-rolling you can always do
the "everything in the last week" thing in the wilderness,
then in dungeons. . . .
54: Your fate can now be clearly
read: that thing you wanted? The Jewel of Carmathroq? The Map To the
Pleasure Pits of Mazuun? The Spiked Club of Oool? It's there. 4
sessions worth of adventure away or less. Tell your GM, who then must
place it.
You must have a fair shot at it--like
any other treasure, but there's no guarantee you will get it. If you
don't get it by the fourth session you can keep trying or let it go
and roll again on this table. However if you choose to roll again and
then you do get the thing somehow anyway, you lose whatever gimmick
you rolled. GM think up some clever reason why.
55: You grunt and things listen.
You gain a follower. Roll 1d12 on the following subtable:
1-3: Nerd: He is the opposite in
many ways of you, talking like a weakling city-person and concerned
about all sorts of things that aren't actually important, but he
seems okay companionship for now
4-6: Sexy Sidekick: They are good
with a bow, but often manipulative and tricksy!
7-9: Loose Cannon Wizard: 75% chance
of being drunk at any given moment. Surprisingly, he retains the
ability to cast spells when drunk (he must be a VERY good wizard),
though his judgment and aim are less than you might hope. . . .
10-12: Ornery Critter: Good in a
fight but it eats quite a bit and often pees on you to comic effect.
If you roll a 1-6, the character has 1
class level chosen by rolling 1d20:
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Monk
- Paladin
- Ranger
- Rogue
- Sorcerer
- Wizard
- Alchemist
- Cavalier
- Gunslinger
- Inquisitor
- Magus
- Oracle
- Summoner
- Witch
- Antipaladin
If you roll a 7-9, the character is a
1st-level sorcerer. If you roll a 10-12, roll 1d10:
- Dire rat
- Dog
- Vulture
- Giant centipede
- Fire beetle
- Mite (gremlin)
- Poisonous frog
- Warpony (horse)
- Stirge
- Viper (snake)
This npc cannot be slain, kidnapped or
otherwise traduced "offscreen" by the GM, so if he or she's
in trouble and your PC is not around you get to play it out. If you
re-roll this and your previous one is not dead, you get to advance
your pal one Hit Die.
56: "'Grrr?' GRRRRR!".
You can intimidate hostile beasts of animal intelligence into
accepting you as dominant so long as nobody in your party has
attacked them. This functions like wild empathy (treat the level this
feature is rolled as your first druid level for the purposes of this
benefit), except that it mimics Intimidate instead of Diplomacy. If
the roll succeeds, the creature will (usually) calm down. If it
fails, you are at effectively unarmored, flat-footed AC the next
round because you are really not scaring them there and are walking
right up to the animal. Good luck with that. Re-rolling this result
raises your AC by one if the charm offensive fails.
57: This not right. . . . You
are totally used to tromping around in the wilderness. In any desert
environment (or whatever other one you are a native of) you cannot be
surprised and will always notice anyone coming at least 2 rounds
away. Your experience with the landscape and the way it grows allows
you to search a wilderness hex at twice the ordinary speed and if you
are pursuing or being pursued through the wilderness you add your
level, in feet, to your relative speed for purposes of determining
who catches who. If you re-roll this, the expertise extends to all
outdoor environments, re-roll again and it goes for dungeons, re-roll
again and cities, again and it works in like the planes, re-roll
again and you should probably just re-roll on this table until you
get something different.
58: These pythons are not
cosmetic. +1 Str.
59-60: Roll out the hogfat and
corpsepaint. Ok: Take half an hour out of your busy schedule and eat
the heart of an animal that you and your party (of 10 or fewer
people) killed (a regular, nonmagic animal, though prehistoric
animals and maybe some other weird monsters count at the GM's
discretion). You yourself must have delivered the killing blow. After
you do that, you gain the offensive strength of that creature for one
hour (its attack types including number of attacks, attack bonuses,
and damage) but are also kind of nuts and cannot speak except in
short grunts (you can point). You can preserve the heart for as long
as you want before doing this. Do this more than once per day and you
will go completely crazy. Re-roll this result and the effect lasts an
extra hour.
61: Slaughtermaster. You know
exactly where to put it: +1 damage. If you roll this again it jumps
to +3, then +5, +7 etc
62-63: Hearty motherfucker. +2
vs toxins, poisons and whatever other saves might be considered
derivable from your general good health in the system you're using.
+3 vs inebriation. Same bonuses again each time you re-roll this.
64-65: Smacktastic. Gain the
Improved Bull Rush feat. If you re-roll this result, gain Greater
Bull Rush. Further re-rolls give you the choice of another feat
requiring Improved Bull Rush.
66: Human steamroller. Gain the
Improved Overrun feat. If you re-roll this result, gain Greater
Overrun. Further re-rolls give you your choice of another feat
requiring Improved Overrun.
67: The ways of your people are
murderous ways. You are now +2 to hit in 2 of the following
situations: from horseback, in unarmed combat, or with a bow or
crossbow. Your choice. If you eventually roll all of those and keep
re-rolling this result, you start getting +2s to weird fighting
situations you can make up, like fighting blind or on fire or
whatever GM approval blah blah blah
68-69: Eye of the Deeply
Uncivilized. +2 Intimidate; -1 Diplomacy/Bluff to charm or lie to
fancies. Both the bonus and the penalty increase by like amount with
each re-roll.
70-71: . . . but that day is not
this day. Basically you can use the Shields Shall Be Splintered rule
on a limb of your choice: A single hit that normally would have
killed you just maimed you instead. You lose an arm below the elbow
or leg below the knee, your choice. If you re-roll this you can
"bank" another one or, if you've already lost a limb, the
next time you get magically healed it comes back.
72-73: Headcrusher. Your crit
range extends by one with any attack you make. Keep rolling this and
it keeps extending.
74-75: Killed you a bar when you
was only 3. You can now knock prone or shove (10') anything that is
animal intelligence up to the size of a bear in addition to also
doing the usual damage on a successful melee hit. Subsequently
re-rolling this result gives you the same advantage against creatures
of any intelligence, then a +2 to damage vs animal-intelligence foes,
then vs people.
76-78: You are yet more metal
than before. Your crit multiplier with any attack increases by one.
Re-roll this: it continues increasing.
79: You hate heads. If you roll
a natural 20 and then confirm the critical against something with a
head in melee and its level/HD is equal to or less than yours, it
does not have a head anymore. Re-rolling this means you can do it
against things your level or one higher, then 2 higher, etc.
80-82: Enhanced Frazetta armor.
You may add your Charisma bonus and Strength bonus to your AC when
not wearing armor. If you have no Charisma bonus or Strength bonus
then you are a fucking putz of a barbarian but treat this roll as if
you just upped your Charisma by one. Re-rolling this means your
Charisma goes up by one.
83-84: There's nothing wrong
with them that you can't fix with your hands. . . . You do d6 damage
unarmed and can choose to do lethal damage with unarmed strikes.
Note that, unlike Improved Unarmed Strike, you are still considered
unarmed (unless you have that feat, that is) and provoke an attack of
opportunity. You go up one die each time you re-roll this.
85-86: Nelson is your middle
name. . . . On a successful grapple you can hold anything whose
Strength and Dexterity are both less than your Strength for a round
automatically before it starts to get checks to escape. You get
another round each time you re-roll this.
87-88: You are deeply used to
being haunted by the ghosts of the fallen. You are immune to fear
from any kind of undead and are +1 to save vs any kind of spooky
undead special power by any kind of ethereal dead. +2 more each time
you re-roll this.
89: Bah! It is nothing. You have
2 points of damage resistance to any kind of energy that is like the
weather condition typical of the harsh environment in which you were
spawned--like if you're from the desert, then heat does -2 to you, if
you're from the arctic wastes, cold does -2 to you, if you come from
a seagoing culture, then you take -2 from water damage.
90: Heedless charge. On the
first round of any combat (and only on the first round) you may
gamble any number of your hit points on an attack. If you hit--you do
that much damage, if you miss, you take that much damage (a miss
indicates your foe was able to set up to receive your charge). You
must be in the first rank of combatants (i.e. nobody gets to soften
them up or test them before you pick how much you're gambling.) Each
time you re-roll this you get +1 damage to the attack.
91-92: You're so sick of dealing
with these decadent merchants you've started to DIY it. When crafting
weapons with Craft (weaponsmithing), you need only pay ¼, rather
than ⅓,
the cost of the weapon; furthermore, your progress is twice as fast,
determined by multiplying your successful check by its DC and then
multiplying by 2. Each time you roll this (including the
first time) you've had enough free time and luck to custom-craft one
weapon for your hand and fighting style, allowing you a +1 to hit and
damage with that weapon.
93-94: These people have no clue
what's out there. Your scars, tattoos and monstrous speech speak of
exotic lands and distant adventure to the gullible folk of civilized
lands. +2 Bluff to lie about where you've been or what you've seen to
any of these so-called "sophisticates"--they'll believe
anything. +2 more each time you re-roll this.
95-96: The spirits of earth and
air know your name--and are beginning to wish they did not. +1 to
save vs any cleric or druid spell, +2 if you have personally slain a
holy person of that faith. +1 more each time you re-roll this.
97-98: There is a reason this
axe is this big. On a successful hit you may distribute the damage
rolled between any two targets within reach so long as they have an
equal or lesser armor class to the one you just hit. Every time you
re-roll this you get one more target up to a maximum of 5.
99: Re-roll on the Jadiliyya
Fatalist ranger table.
00: Re-roll on the Jadiliyya
Fatalist fighter table.
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