Base Requirements

  • Races: Any
  • Sub-Classes: Barbarian
  • Ability Requirements: None
  • Alignments: Any
  • Starting Cash: 4d4 gp

Weapon Proficiencies

  • Weapon Slots: By class
  • Bonus Weapon Proficiencies: none
  • Required Weapon Proficiencies: Club, Dagger, or Spear
  • Allowed Weapons: By class
  • Allowed Armors: By class

Non-Weapon Proficiencies:

  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Non-weapon Proficiencies: Boating, Fishing, Swimming
  • Required Proficiencies: Survival (Aquatic)1
  • Recommended Proficiencies: Crude Clothesmaking, Crude Weaponsmithing, Direction Sense, Drinking, Eating, Fire-building, Folklore, Hunting, Survival, Tracking, Waterproofing, Whistling/Humming.
  • Forbidden Proficiencies: Battle Command, Blind-Fighting, Endurance, Horde Summoning, Leadership, Tactics, Wild Fighting.

1 For the purposes of this kit, aquatic includes any island, beach, or coastal area, as well as rivers, oceans, lakes, and ponds.

Overview: A native of a tropical island or seacoast, the Islander is equally at home on land and in the water. Carefree and hedonistic, he spends his days drifting in hand-crafted canoes, collecting colorful seashells, and munching coconuts and bark. His intimacy with the spirit world enables him to change his form and create supernatural weapons of extraordinary power.

Description: An Islander wears a tunic or skirt made of plant fibers, with strings of shells used as bracelets and necklaces. In the outworld, he has no objection to wearing any armor normally allowed barbarians, and will probably trade for hide armor at the earliest opportunity. He prefers armor made from aquatic creatures, such as alligators or sharks. His weapons are typically made from coral.

Role-Playing: An Islander enjoys the company of people and is insatiably curious about the outworld. Though reluctant to use a steel sword, he may spend hours marveling at its shiny surfaces. He delights in sampling such exotic outworld treats as salted herring and hard cheese, and he may collapse in laughter at the sight of a knight in full armor or a matron in a velvet dress. And though other barbarians hide their heads at the sight of a color spray or dancing lights spell, an Islander may respond with wild applause and ask to see it again.

An Islander may easily be distracted by the beauty around him. He may sneak off for a quick nap instead of helping to break camp, or soak in a cool stream while his companions dress game for the evening meal. Though some may consider him lazy, he charges savagely into combat if friends or family are threatened.

Special Abilities:

  • An Islander begins his career with two pearls (valued at 50gp each) and one club, dagger, or spear made from coral, in addition to his normal starting funds. The pearls may not be used to purchase starting equipment, but may be used however the character wishes after play begins.
  • When fighting in water, an Islander suffers no penalties to his attack rolls.
  • An Islander believes in a life force called mana that represents the spiritual essence of his ancestors. With assistance from these ancestors, portions of his own life force can be transferred to a weapon. An Islander may never have more than one such weapon at a time.
    An Islander of at least 3rd level can attempt to create such a “mana weapon” once per month. He buries the weapon (which he must have crafted himself) beneath a foot of soil or sand. After praying to his ancestor’s spirits, he lies over the buried weapon and sleep for the night. When he awakes, he must make a percentile roll, with the chance of success equal to the sum of his Intelligence, Wisdom, and Charisma scores. If the check fails, he loses 100xp and cannot try again for one month. If the check succeeds, he loses 1000xp and the weapon gains the following properties:
    • It has a +2 magical bonus on attack and damage rolls.
    • It is invisible to everyone except the Islander and may only be wielded by the Islander. To anyone other than the Islander, it is as insubstantial as air (except when it hits them—it certainly feels real enough).
  • At 7th level, the Islander can shapechange into one of three exotic creatures once per day. He can remain in the new form for up to an hour, but once he chooses to resume his human form, he can’t shapechange again until the following day. An Islander can continue to speak in his normal voice when shapechanged in this way. Possible forms include (each is medium sized, roughly 5 feet long):
    • Mulch Iguana (orange hide with yellow splotches): AC 15, MV 15, Bite attack (2d4 damage). Eats garbage and refuse, making it immune to ingested toxins.
    • Coral Turtle (shell and all exposed flesh are pink colored and as hard as coral): AC 19, MV 3, Swim 9, Bite attack (2d6 damage). Can breathe both air and water.
    • Shadow Crab (all black): AC 17, MV 6, Swim 6, 2 Pinchers (2d4 damage each). Can breathe both air and water. 5% chance per Barbarian level to Hide in Shadows (as the Thief skill).

Special Disadvantages:

  • An Islander is not as physically adept as other barbarians. He leaps and springs at two levels less than normal, to a minimum of 1st level.
  • An Islander does not gain the Barbarian’s base speed bonus.
  • The Islander believes he is always accompanied by an invisible spirit called a baloma, derived from the essences of his ancestors. To honor the baloma and stay in its good graces, he must keep it fed. Every day, the Islander must provide the baloma a small meal, such as a fish, a portion of red meat, a few bananas, or a bowl of grain. To ”feed” the baloma, the Islander buries the meal, throws it in a fire, or otherwise disposes of it. The meal may not be eaten by another person or creature; if it is, the Islander has insulted the baloma.
    If the Islander insults the baloma or fails to feed it, he suffers the effects of a curse spell the following day (his morale and attack rolls am reduced by -1). The DM may excuse an unconscious or disabled Islander from the obligation to feed the baloma.

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