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Barbaric

Traits
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Barbaric Traits
by Mark L. Chance

Proofreading & Suggestions: Brady Boothe, Christopher Chance,


Katrina Chance, Anthony Emmel, Joe Medica, Terry Keller

Table of Contents
Introduction................................................3 Thrive on Success....................................6
Traits...........................................................3 Magic............................................................7
Combat.........................................................3 Blasphemed Nature..................................7
Battle-Born...............................................3 Child of Darkness.....................................7
Beast Slayer.............................................4 Deadly Touch............................................7
Blood-Mad................................................4 Hell-Tongued............................................7
Combat Healer.........................................4 Lambent Gaze..........................................7
Skirmisher................................................4 Poisonous Sorcery...................................7
Smoke-Stained Hand...............................4 Prestidigitator...........................................7
Spring-Steel Quickness............................4 Seer.........................................................8
Steel Suffices...........................................4 Voice of Pain............................................8
Wild Reaver..............................................5 Social..........................................................8
Faith.............................................................5 Aura of Menace........................................8
Barbaric Mythology...................................5 Black Corsair............................................8
Face Death...............................................5 Barbaric Ambassador...............................8
Fateful Birthmark......................................5 Iron Nerves...............................................8
Heathen Oath...........................................5 Pack Horse...............................................9
Lord of Light.............................................6 Rebellious Beauty....................................9
Motivational Expletive...............................6 Sorcerous Taint........................................9
Ophidian Cultist........................................6 To the Conqueror......................................9
Superstitious............................................6 Wild Lander..............................................9
Table: Traits Summary.............................10

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Art & Font Credits


Cover image from Famous Men of the Middle Ages by John Haaren and A. B. Poland. University Publishing Co.,
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Copyright and Trademark Notice


Barbaric Traits. Copyright 2010, Mark L. Chance, published by Spes Magna Games.

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Barbaric Traits | 2
Introduction
I've recently been re-reading the Berkley Publishing Corporation authorized editions of Robert
E. Howard's most famous barbarian stories published under the titles The Hour of the Dragon,
People of the Black Circle, and Red Nails. Howard's tales have stood the test of time for about
four score years, and they are fertile fields for fantasy RPG inspiration.

While Howard's vibrant prose held my attention rapt, I wasn't so awed that I couldn't pause
every now and then to jot down a noteworthy adjective or colorful phrase. Out of this list grew
the traits found in this PDF.

I've also been DVRing the cartoon adventures of a certain sun-sword wielding barbarian and
watching the episodes with my son. I'd forgotten how much I enjoy post-apocalyptic science-
fantasy. Makes me want to pit pure strain human fanatics against a band of intrepid mutant
heroes. I've gotten a few traits from my TV viewing as well.

These traits aren't intended solely for barbarians. After all, barbarian isn't just a character class.
It's also a state of mind, a way of life, even a badge of honor when compared to the effete,
duplicitous ways of civilized people. If you're next character hails from some savage frontier
where honor and sharp steel matter more than manners and shiny coins, then a couple of
Barbaric Traits might be just what you need for some untameable flavor.

As always, if you have any questions or comments, don't hestitate to email me.

Sincerely,

Mark the Destroyer Chance


Spes Magna Games

Traits
When you create your character for a campaign, ask your DM how many traits you can select.
In most cases, new PCs should gain two traits. Some DMs may wish to adjust this number
somewhat. Even if your DM normally doesnt allow traits, you might still be able to pick up some
with the Additional Traits1 feat. Of course, since these traits are so cool, you'll probably want the
Additional Traits feat regardless.

Combat
These traits are associated with combat, battle, and physical prowess. They give characters
minor bonuses in battle and represent conflicts and physical struggles in the characters
backstory.

Battle-Born
Violent circumstances figure prominently in your birth and early childhood. Perhaps you were
born on the field of battle while raiders attacked your village. Perhaps from an early age
circumstances forced you to kill or be killed. You have learned to face down unfavorable odds
and still emerge victorious. You gain a +1 trait bonus to attack rolls2 in melee combat when you
are threatened by more than one foe.

1 As is my habit, rules hyperlinks lead to d20pfsrd.com.


2 I went back and forth on this one between a +1 trait bonus to attack rolls or a +1 trait bonus
to Armor Class. I finally just flipped a copper piece.

Barbaric Traits | 3
Beast Slayer
Dangerous beasts hunt the wilderness and ancient ruins. Fell wizards always seem to have a
monstrous serpent on hand to crush the life out of their enemies. You excel at fighting such
menaces. You gain a +1 trait bonus on attack rolls against animals. Knowledge (nature) is
always a class skill for you.

Blood-Mad
The sight, smell, and/or taste of your own blood inflames your senses, driving you into a near
rage. Whenever you're injured in combat, you gain a +2 trait bonus to your melee and thrown
weapon damage rolls but suffer a -1 penalty to your Armor Class. You remain in this near rage
for a number of rounds equal to 3 plus your Constitution modifier. This traits works only once per
day.

Combat Healer
On the field of battle, injuries often require immediate treatment, and the cleric isn't always on-
hand. Veterans trained you to treat mortal wounds and poisons. You gain a +2 trait bonus to
Heal checks when providing first aid or treating a poison. Heal is always a class for you.

Skirmisher
Never get pinned down. A
moving target is a live target,
and a quick-footed warrior
better throws his foes into
disarray. You slip by your
enemies with practiced ease
in order to gain advantageous
ground or position. You gain a
+2 trait bonus to Armor Class
when you move out of or
within a threatened area. A
condition that makes you lose
your Dexterity bonus to Armor
Class (if any) also makes you
lose this trait's bonus.

Smoke-Stained Hand
The violent use of fire figures prominently in your background. You have well-learned the
benefits of fire as a weapon. You gain a +2 trait bonus to damage when using any nonmagical
fire as a weapon, including alchemist fire.

Spring-Steel Quickness
When danger strikes without warning, you act with speed and determination. You gain a +2 trait
bonus to initiative checks and a +1 trait bonus to attack rolls when able to act during a surprise
round.

Steel Suffices
Monsters impervious to normal weapons stalk demon-haunted ruins and cursed wildlands. You
have less reason to fear these monsters because your normal weapons strike hard and true
even against horrors with supernatural resistance to harm. You gain a +2 trait bonus to damage

Barbaric Traits | 4
against a creature with supernatural damage reduction so long as the weapon you wield does
not bypass the creature's DR.3

Wild Reaver
You were practically born in the saddle. Your people use mounts for transportation and war,
riding hard out of wilder lands to raid civilized places before retreating once more to ancestral
lands. You gain a +1 trait bonus to weapon attack rolls when mounted. Ride is always a class
skill for you.

Faith
These traits rely upon conviction of spirit, perception, and religion, but are not directly tied to the
worship of a specific deity. You do not need a patron deity to gain a Faith Trait, as these traits
can represent conviction in yourself or your philosophy just as easily as they can represent
dedication to a deity.

Barbaric Mythology
Against the night, your people would light bonfires and gather to hear tales of gods and demons,
heroes and villains, and intrigues and wars. Such epics fired your imagination and spirit of
adventure, and they remain with you to this day. You gain a +1 trait bonus on any two of
Knowledge (history), Knowledge (local), and Knowledge (religion). One of the two chosen skills
is always a class skill for you.

Face Death
Hiding until threats pass might be prudent, but the path to glory often demands otherwise. You
might not quite laugh in the face of death, but you don't shy away from taking action just
because danger is afoot. Besides, even if you die, what great rewards await you in the halls of
fallen warriors! Your barbaric faith grants you a +1 trait bonus to your Fortitude saves versus
death effects and your Will saves versus fear effects.

Fateful Birthmark
The gods have marked you for a certain fate, and that mark seems to make death shy away
from you. You gain a +1 trait bonus on checks to Constitution checks made when recovering
from injury. Even if severely wounded and left alone to die, you are treated as if recovering with
help.4 If you take the Leadership feat, you gain a +1 trait bonus to your leadership score as
people who recognize your fated status are attracted to your banner.

Heathen Oath
You grew up in a community that was at least largely pre-literate. Your culture placed premium
value on honesty and honor. After all, when oral tradition and verbal agreements comprise most
of a community's history and law, liars are criminals. You words is your bond, even to the point
where your oaths contain spiritual power. Once per game session, you may swear a heathen
oath to accomplish a single, specific task.5 You gain a +1 trait bonus to any attack roll, saving

3 Why does the bonus to damage disappear if using a weapon that does bypass DR? Well,
because otherwise the trait would be too good for a trait. This is also pretty much an example
of a disassociated game mechanic, something I try to avoid on my better days. The link in the
previous sentences goes to an essay on The Alexandrian site.
4 See Stable Characters and Recovery.
5 For example, By the demon dogs of uncaring Kromm, I shall slay the evil sorcerer
Khexaltun, and not even his most powerful spells will protect him! would make a great
Heathen Oath for a +1 trait bonus to saves.

Barbaric Traits | 5
throw, or skill check related to accomplishing that specific task (your choice upon swearing the
oath). You can only have one heathen oath active at a time.

Lords of Light
No matter how fearsome the night, relief is
as near as the next sunrise. Light scatters
the darkness and reveals the unholy
creatures that dwell in lightless spaces.
The purifying, protective powers of light
better prepare you to face supernatural
threats. You gain a +1 trait bonus on saves
against spells with darkness, death, evil, or
fear descriptors.

Motivational Expletive
You have a special phrase, a sort of quick
invocation to whatever spiritual powers
you recognize. You draw strength from
these words. Once per encounter6, you
may exclaim your motivational expletive to
gain a +1 trait bonus to your next attack
roll or skill check. You cannot use this trait
if you cannot speak.

Ophidian Cultist
Serpents (and other reptiles) have long
been objects of fear and veneration among
your people. You have some familiarity
with such creatures owing to time spent
with ophidian priests. You gain a +1 trait
bonus to Diplomacy, Handle Animal, and
wild empathy checks (if you have that
class feature) regarding reptiles and creatures with the reptilian subtype.

Superstitious
The world is a dangerous place influenced by unseen forces and malevolent spirits. The
ignorant and incautious are more likely to fall victim to these malign supernatural powers.
Fortunately, you are well-versed in the little rituals and taboos necessary to defend yourself
against harm. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities,
and supernatural abilities of evil fey, outsiders, and undead.

Thrive on Success
Nothing succeeds like success. You gain spiritual strength when you've done well, especialy
when you've avoided some hazard. Whenever you make a save, you gain a +1 trait bonus to
your saves that lasts until the end of your next turn.

6 Quid Novi? subscriber Joe Medica sagely advised that I define what I mean by encounter.
Here's my definition of an encounter: The interval between the time the DM tells you to roll
initiative and when it's no longer necessary to roll initiative, but also including those instances
where your character hasn't rolled initiative, but is still trying to accomplish something, such
as disabling a trap. In other words, I know an encounter when I see one.

Barbaric Traits | 6
Magic
These traits are associated with magic and focus on spellcasting and manipulating magic. You
need not be a spellcaster to take a Magic Trait (although several of these traits arent as useful
to non-spellcasters). Magic Traits can represent a characters early exposure to magical effects
or childhood studies of magic.

Blasphemed Nature
An ancestor of yours performed some act of blasphemy. Perhaps a wicked grandfather offered
up some terrified virgin to a hellish entity in exchange for victory in battle or power over his tribe.
The consequences of this horrible crime infect your family tree. You gain a +2 trait bonus to
Spellcraft checks regarding spells with the darkness, death, evil, or fear descriptors. Spellcraft is
always a class skill for you.

Child of Darkness
The taint of sorcery hovers about you. Maybe your family had a habit of consorting with
unwholesome powers. Maybe something both less and more than mortal flow faintly through
your veins. Practicing dark magic causes you to surge with unnatural vigor. For one round after
you cast any spell with a darkness, death, evil, or fear descriptor, you gain a +1 trait bonus to
Armor Class.

Deadly Touch
Your eldritch studies included a focus on spells that require touching your foe. You gain a +1
trait bonus to hit point damage inflicted with melee touch attacks. Melee touch attacks that don't
inflict hit point damage gain a +1 trait bonus to their save DCs. This trait has no affect on melee
touch attacks that neither inflict hit point damage nor have a save DC.

Hell-Tongued
Unholy texts contain rituals useful in pursuit of magical power. Authored in strange languages,
often by writers with bizarre views, studying these texts demands special knowledge.
Consequently, you've gained insight into the language and psychology of certain unnatural
creatures. Choose one bonus language from this list: Abyssal, Aklo, Draconic, or Infernal. You
gain a +1 trait bonus to Diplomacy checks when interacting with creatures whose native tongue
is the language you chose for a bonus language.

Lambent Gaze
Hypnotic power burns in your eyes. You've learned to unleash this power in conjunction with
spellcasting. Your enchantment spells gain a +1 trait bonus to their save DCs as long as the
target is within 30 feet of you and meets your gaze.

Poisonous Sorcery
Many spells wreak havoc on the body's health, and you excel with such toxic magic. You gain a
+1 trait bonus to ability damage (such as chill touch) or the ability score penalty (such as ray of
enfeeblement) caused by spells that inflict such damage. You must include at least 25 gold
pieces of some poison as a material component to gain this benefit.

Prestidigitator
You have remarkable training in the finer points of somatic components. You gain a +1 trait
bonus Sleight of Hand checks and to concentration checks made to cast spells with somatic
components while afflicted with the grappled condition. Sleight of Hand is always a class skill for
you.

Barbaric Traits | 7
Seer
Many magical practitioneers possess divinatory powers. Your divinations, however, are a cut
above the average, for they grant you supernatural insight. You gain a +1 trait bonus to
Intelligence- and Wisdom-based skill checks made in conjunction with or while under the effects
of a divination spell. For example, you gain a +1 trait bonus to Spellcraft checks made with
detect magic to identify the properties of a magic item.

Voice of Pain
Words have power, and you know this better than many. Whenever you cast a spell that inflicts
hit point damage and that has a verbal component, the spell's save DC gains a +1 trait bonus (if
applicable). Also, choose one of the spell's target who can hear you cast the spell. Against this
target, the spell gains a +1 trait bonus to damage.

Social
Social Traits are a sort of catch-all category. These traits reflect the social upbringing of your
character, your background in high society or lack thereof, and your history with parents,
siblings, friends, competitors, and enemies.

Aura of Menace
Sometimes the best way to win a battle is to cause a foe to back down before the fighting starts.
You are scary: your posture, your visage, that cold glint of promised violence in your steely
gaze. All of these qualities at least make you appear as a force to be reckoned with. You gain a
+1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Black Corsair
Not all barbarians inhabit thick jungles, rugged highlands, or burning deserts. Some scour
waterways and coastal regions aboard black-sailed ships. Choose two skills from this list: Climb,
Knowledge (geography), and Swim. You gain a +1 trait bonus to those skills, and one of them is
always a class skill for you.

Barbaric Ambassador
Barbaric lands often teem with valuable
raw goods. Civilized folks place high
value on scented woods from untamed
forests and the exotic pelts of wild
animals. Negotiators are needed to
barter acceptable trading terms. You
have ambassadorial experience acting
as a liaison between your clan and
neighboring peoples. Choose two of
these skills with which you gain a +1 trait
bonus: Knowledge (local), Knowledge
(nobility), and Linguistics. One of those
skills is always a class skill for you (your
choice).

Iron Nerves
It takes iron nerves to survive in a barbaric world. You don't scare easily. Nothing seems to faze
you, at least not for long. You gain a +2 trait bonus to Will saves against fear effects. If someone
uses Intimidate to demoralize you, you are demoralized for 1 fewer rounds.

Barbaric Traits | 8
Pack Horse
Heavy labor figures prominently in your past. Maybe you worked in a mine, hauling raw ore to
the surface. Perhaps you once sweated in a slave galley, pulling the oars and shifting cargo.
You gain a +5 trait bonus to Strength for determining your carrying capacity.

Rebellious Beauty
You are strikingly attractive, and you know it. You've learned to use your good looks and self-
confidence to get your way. Choose either Bluff or Intimidate. You get a +1 trait bonus to checks
on a character is that is (or could be) sexually attracted to you with your chosen skill. You get a
+1 trait bonus to Will saves against compulsions.

Sorcerous Taint
Hellish influences have entered your family line. Perhaps a distant relative made an unholy pact
with some eldritch horror. Maybe an ancestor practiced the infernal arts. Whatever the source,
there is something less than holy about you. You gain a +1 trait bonus to Diplomacy checks
when interacting with evil, intelligent creatures. You gain a +1 trait bonus to Intimidate checks
regarding non-evil, intelligent creatures. Either Diplomacy or Intimidate is always a class skill for
you.

To the Conqueror
You lived as a raider before becoming an adventurer (which often isn't terribly different), and you
still have some of the booty you seized.7 You enjoy a one time bonus to your starting wealth.
You start with the maximum amount of gold pieces for your class. You gain an additional amount
of equipment valued at no more than 600 gold pieces total. This latter bonus must be taken in
the form of equipment. Unspent funds from the 600 gold pieces are lost.

Wild Lander
In uncivilized wildernesses, only the fittest survive. Choose one terrain from this list: cold,
desert, forest, jungle, mountain, plains, swamp, underground, or water. Choose two of these
skills: Knowledge (nature), Stealth, and Survival. You gain a +1 trait bonus to checks with the
two chosen skill when in your chosen terrain. One of the two chosen skills is always a class skill
for you.

7 Go ahead and giggle. You know you want to.

Barbaric Traits | 9
Table: Traits Summary
Combat Traits Benefit Magic Traits Benefit
+1 attack rolls when +2 Spellcraft with dark
Battle-Born Blasphemed Nature
outnumbered magic
+1 AC bonus with dark
Beast Slayer +1 attack rolls vs. animals Child of Darkness
magic
+2 weapon damage when Bonus with melee touch
Blood-Mad Deadly Touch
injured spells
+2 Heal with first aid and Bonus language and
Combat Healer Hell-Tongued
poisons Diplomacy bonus
+2 AC vs. AoO when Hypnotic power with
Skirmisher Lambent Gaze
moving certain spells
Bonus with ability
Smoke-Stained Hand +2 damage with normal fire Poisonous Sorcery
damage spells
Initiative and attack roll +1 bonus with Sleight of
Spring-Steel Quickness Prestidigitator
bonus in surprise round Hand
Bonus while using
Steel Suffices Damage bonus vs. DR Seer
divination
+1 attack rolls when Bonus with damaging
Wild Reaver Voice of Pain
mounted verbal spells

Faith Traits Benefit Social Traits Benefit


+1 bonus to select
Barbaric Mythology Aura of Menace +1 bonus to Intimidate
Knowledge
Save bonus vs. death and Bonus with select pirate
Face Death Black Corsair
fear skills
Fateful Birthmark +1 bonus when recovering Iron Nerves +2 Will saves vs. fear
Bonus when swearing +1 bonus with select
Heathen Oath Barbaric Ambassador
specific task skills
Save bonus vs. dark +5 STR for carrying
Lords of Light Pack Horse
magic capacity
Bonus with certain
Motivational Expletive +1 bonus after expletive Rebellious Beauty
interaction checks
Bonuses with reptilian Interaction bonus based
Ophidian Cultist Sorcerous Taint
creatures on alignment
Save bonus vs. evil Wealth and equipment
Superstitious To the Conqueror
creatures bonus
Save bonus when +1 bonus with select
Thrive on Success Wild Lander
successful wilderness skills

Barbaric Traits | 10
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Barbaric Traits | 11

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