Saturday, February 23, 2013

Jadiliyya Fatalist Barbarian Archetype

{Stolen from Zak Sabbath, Pathfinder conversion and background fluff by me}

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:
  1. Barbarian
  2. Bard
  3. Cleric
  4. Druid
  5. Fighter
  6. Monk
  7. Paladin
  8. Ranger
  9. Rogue
  10. Sorcerer
  11. Wizard
  12. Alchemist
  13. Cavalier
  14. Gunslinger
  15. Inquisitor
  16. Magus
  17. Oracle
  18. Summoner
  19. Witch
  20. Antipaladin

If you roll a 7-9, the character is a 1st-level sorcerer. If you roll a 10-12, roll 1d10:
  1. Dire rat
  2. Dog
  3. Vulture
  4. Giant centipede
  5. Fire beetle
  6. Mite (gremlin)
  7. Poisonous frog
  8. Warpony (horse)
  9. Stirge
  10. 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 , 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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