player's guide to fighters and barbarians.pdf

(6389 KB) Pobierz
891690764.004.png
I NTRODUCTION
C REDITS
A UTHORS :
Will Timmins (Chapters 1–3) and Bruce Baugh (Chapters 4–6)
F RONT & B ACK C OVER D ESIGN :
Mike Chaney
A DDITIONAL M ATERIAL :
Joseph D. Carriker, Jr., Werner Hager, Jeff Tabrum
D EDICATION
To Haven House , for making my San Diego stay enjoyable.
Thanks for being such great hosts, guys.
“Graveyard” Greg McNutt , for providing a wonderful
weekend. Here’s to many more like it.
Scott “Scix” Maddix , for being the bold, kilt-wearing, divinely
inspired madman you are.
Aeire Ceara , for commiserating with me about deadlines.
See? I’m not crazy!
Lynn Dobbs , for lending us the means to get around town, and
being a cheerful face when we got home.
Steph Burrows , for geeking out with me. Long Live the Slayer.
Chris “Filmbuff” Ward , for commiserating with me
about the splendors of Mac-dom, and for being the biggest
movie geek I know. It’s always the quiet ones…
Le “Iceraver” Morgan , for being the lean, mean, comic
collecting machine he is.
John Hentges & Nathan “Serpens” Murray , for being
wonderful hosts, and for wiping the floor with me in various and
sundry games, both card and console.
D EVELOPER :
Joseph D. Carriker Jr.
E DITOR :
Anita Hager
M ANAGING E DITOR :
Andrew Bates
A RT D IRECTOR :
Rich Thomas
L AYOUT AND T YPESETTING :
Mike Chaney
C OVER A RTIST :
Michael Phillipi
S PECIAL T HANKS
To The Brothers Wieck , for letting us use the
weapon speed rules from EverQuest . Thanks, guys.
I NTERIOR A RTISTS :
David Day, Nate Pride, Mark Smylie,
Rich Thomas, & Tim Truman
Check out upcoming Sword and Sorcery Studio
products online at: http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Player’s Guide to Fighters and Barbarians is published in accordance with the Open Game License. See the Open
Game License Appendix of this book for more information.
Player’s Guide to Fighters and Barbarians, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio,
the Sword and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie, Relics & Rituals, and Relics & Rituals 2:
Lost Lore are trademarks of White Wolf Publishing, Inc. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
“d20 System” and the “d20 System” logo are Registered Trademarks owned by Wizards of the Coast and are used according to
the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.
PRINTED IN CANADA.
1
891690764.005.png 891690764.006.png 891690764.007.png
PLAYER , S GUIDE TO FIGHTERS AND BARBARIANS
3
P REFACE
4
I NTRODUCTION
B OOK O NE : F IGHTERS
8
C HAPTER O NE : A H ISTORY OF W AR AND C OMBAT
22
C HAPTER T WO : T HE C OLLEGES OF W AR
38
C HAPTER T HREE : M ERCENARY C OMPANIES
B OOK T WO : B ARBARI ANS
48
C HAPTER F OUR : A S HAMAN S T ALE
60
C HAPTER F IVE : T RIBES OF THE S CARRED L ANDS
72
C HAPTER S IX : A L AND OF S PIRITS
A PPENDICES
82
A PPENDIX O NE : T HE W AYS OF B ATTLE
94
A PPENDIX T WO : T HE M ASTERS OF B ATTLE
128
A PPENDIX T HREE : T HE T OOLS OF B ATTLE
140
L EGAL A PPENDIX
2
891690764.001.png
I NTRODUCTION
Welcome to the second in the Player’s Guide series.
Our intent with this series is simple: We want to
examine the ways in which players can become a stron-
ger part of the setting in which their characters exist. By
providing ways in which characters may derive a back-
ground from and have a role in the setting’s development,
they become closely tied to the setting. In turn, players
adopt a more vested interest in both their characters and
in the setting as a whole. The more richly a setting is
developed, the more characters can “come to life,” cre-
ating memorable role-playing and exciting adventures.
Thus, our goal is to help your characters become a
living, breathing part of the game world.
More than that, though, we want to see how these
classes might shape and inspire a campaign setting. The
player characters — and characters like them, past and
present — are the movers and shakers in the game world.
Not every character in the setting has levels in the so-
called “PC classes.” In fact, those who do are in the
minority. But from these relatively few individuals come
the events, both heroic and monstrous, that forever
shape their world.
Therefore, this series uses the setting of the Scarred
Lands to help show you how diverse classes weave their
influence into every aspect of the tapestry of a game
world. As with the rest of the book, you can refer to it for
your own Scarred Lands game, or use it as inspiration in
any other campaign.
The Player’s Guide to Fighters and Barbarians is
more than suggestions and rules on how to play a certain
type of character. This is a book about determining
where your characters, and those like them, have af-
fected the world. To this end, we discuss fighters and
their legacies, their wars, their traditions of combat and
the rivalries that inevitably spring up among those who
follow in their footsteps. We look at barbarian tribes as
represented in the Scarred Lands and their legacies of
rage, animism and culture.
Within these pages are the most fearsome of com-
batants and warmongers. It lies within their grasp to
bring peace to the world — or to plunge it into war.
So, welcome to a book filled with savagery and steel, a
book of wars, barbarian traditions, combat tactics and new
surprises for those who wield war in both hands.
Welcome to the Player’s Guide to Fighters
and Barbarians .
J OSEPH D . C ARRIKER , J R .
S CARRED L ANDS D EVELOPER
S WORD & S ORCERY S TUDIOS
3
891690764.002.png
PLAYER , S GUIDE TO FIGHTERS AND BARBARIANS
While the Player’s Guide to Fighters and Barbar-
ians is designed for use in any d20 campaign, you’ll find
that it is undeniably focused on the Scarred Lands.
Throughout this book, you will read many references to
that setting, its history and its inhabitants.
Yet, it would be a mistake to assume that this book’s
utility is limited to the Scarred Lands. As explained in
the Preface, the purpose of the Player’s Guide series is
show how the various character classes shape and inspire
a campaign setting. The Scarred Lands is used as a single
example of this process rather than the only one. Any
references to it are meant to inspire your own ideas
regardless of the campaign setting in which they occur.
Adapting material in this book to other settings may
require some work. This introduction should make that
easier, since it offers a comprehensive overview and
plenty of suggestions. Armed with its advice, players and
Game Masters should have little difficulty tailoring the
rest of the book’s content to campaigns set in other
worlds, or even to other conceptions of the Scarred
Lands setting than the standard one presented in Sword
& Sorcery products.
As always, the key is for GMs to remember the oft-
quoted — though oft-forgotten — truism: you are the
final arbiter of what is and is not the case for your
campaign, wherever it is set. This book offers a multitude
of options, variants and alternate takes on many aspects
of the core classes of fighters and barbarians (not to
mention an exhaustive discussion of their place in the
Scarred Lands setting). If anything here runs counter to
your conception of things or would do violence to the
established truths of your campaign, feel free to ignore
them! That’s as true for campaigns in the Scarred Lands
as in any other setting. Use only what appeals to you and
is genuinely useful, and discard the rest.
So long as you bear that in mind, this book is as
valuable to players and GMs alike, regardless of whether
the campaign is set in the Scarred Lands or in a game
world of their own creation.
It’s important to note that some campaign settings
are broadly enough drawn that they can allow for mul-
tiple types of games depending on the interests of the
GM and the players. The following sections provide
some insight into the benefits and drawbacks of each
type. They also make it easier for those not playing in the
Scarred Lands to categorize their own campaign by its
type, so as to take fuller advantage of the material
presented in later chapters.
Simply read through the following to see where your
campaign best fits, and you’ll also find assistance of how
to adjust the rest of this book’s contents accordingly.
H IGH F ANTASY
High fantasy is, in many ways, the default type of
fantasy roleplaying setting. Its name derives from the fact
that its fantastical elements — magic, monsters, heroism
— are at the high end of the scale. High fantasy games are
in no way “realistic.” They pay little heed to notions of
plausibility. Instead, they rely on over the top plotlines,
outlandish locales and larger than life characters to tell
epic stories set in a mythical locale. Most high fantasy
games also have a strong component of black and white
morality to them. The forces of good are virtuous and
praiseworthy, while the forces of evil are vicious and
blameworthy.
High fantasy need not be simplistic, however. In
fact, many high fantasy tales contain very sophisticated
examinations of the nature of evil and the very real
temptation to choose it over good as a means to achiev-
ing an otherwise just end.
The Scarred Lands setting is largely a high fantasy
setting, so the majority of information in this book is well
suited to use in other high fantasy campaigns. The
discussions of fighter and barbarian history probably
cannot be used specifically as written outside the Scarred
Lands, but they can certainly serve as inspiration for
other settings. For example, Chapter One details differ-
ent types of fighters from many different countries within
the Scarred Lands, along with suggestions on their weap-
ons, armor and fighting styles. If your campaign includes
an authoritarian monarchy with a devotion to law and
order above all, you could easily use the entry on Calastia
as a basis for fighters from that region. The same is true
of discussions of mercenary companies, war colleges,
barbarian tribes and so on. The reality of war is universal,
which makes it a relatively simple matter to adapt the
background material in this book.
The same is true with the rules material in the
appendices. With proper adjustment, prestige classes,
T YPES OF G AMES
Fantasy roleplaying games come in many flavors,
not all of which operate under the same “rules.” That is,
each type has its own distinct mood, feel and tone, all of
which influence how the game is played and the types of
stories that are told within it. These in turn affect how
the characters relate to the setting and the kind of impact
that they can have on it.
4
891690764.003.png
Zgłoś jeśli naruszono regulamin