Uthgardt Totem Berseker (3.5e Prestige Class)
From D&D Wiki
Uthgardt Totem Berserker[edit]
“ | Don't face an Uthgardt Totem Berserker face to face, will be your last fight if you do. | ” |
—Luskan Gate Guard |
Although the barbarian tribes of Uthgardt are composed of warriors, the true defenders are the Uthgardt Totem Berserkers. They receive benefits from his tribe totem and are always in the front line during battles guiding his tribe to the glory and true objectives his totem desires. The tribe Shaman chose one warrior among the tribe, usually after some great battle, to be the conduit of the tribe totem spirit and the Guardian of the tribe. This chosen warrior has to be a representative of the tribe's tradition and be able to enter in Rage at least twice a day. The shaman ritual of attuning his soul with the totem requires a whole day during which the chosen warrior reaches to the spirit through his rage and later bounding the spirit in another rage thus becoming an Uthgardt Totem Berserker.
The Uthgardt Barbarians are a black-haired, blue-eyed people divided into ten great clans. Some wander the North as nomads, while others live in permanent settlements. They are related to the Northlanders of Ruathym and speak a dialect of Illuskan. The Uthgardt have little love for southerners and civilized folk.
The Uthgardt generally revere Uthgar as their chief diety. Each tribe has a totem beast representing the aspect of Uthgar it reveres most, an ancestral mound that holds the tribe’s sacred magic and spirits, and an ancient ritual enemy that the tribe’s rangers choose as a special enemy. All the Uthgardt tribes hate orcs to the extent that they even ally with non-Uthgardt against them. No Uthgardt barbarian tribe will knowingly cut down a living tree.
Becoming a Uthgardt Totem Berserker[edit]
Barbarians of the Uthgardt tribes pursues became a Uthgardt Totem Berserker to improve their combat capabilities and attune with his tribe way of life. Although barbarians are required because of the Rage ability, multiclass with Ranger or Druid are also common.
Alignment: | Same as the tribes alignment. |
---|---|
Base Attack Bonus: | +4. |
Skills: | Survival 4 Ranks. |
Special: | Rage 2/day, Member of an Traditional or Modified Uthgardt Tribe. |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Barbarian Abilities, Uthgardt Totem Spirit Bond, Rage Dodge +1 | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Totem Protection Aura (1/-) | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Ritual Enemy | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Rage Dodge +2, Totem Protection Aura (2/-) | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Totem Power | ||||||||||||||||||||||||||||||||||||
6th | +6 | +5 | +2 | +2 | Totem Protection Aura (3/-) | ||||||||||||||||||||||||||||||||||||
7th | +7 | +5 | +2 | +2 | Rage Dodge +3 | ||||||||||||||||||||||||||||||||||||
8th | +8 | +6 | +2 | +2 | Totem Protection Aura (4/-) | ||||||||||||||||||||||||||||||||||||
9th | +9 | +6 | +3 | +3 | Ultimate Bond | ||||||||||||||||||||||||||||||||||||
10th | +10 | +7 | +3 | +3 | Rage Dodge +4, Totem Protection Aura (5/-) | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the Uthgardt Totem Berserker.
Barbarian Abilities: An Uthgardt Totem Berserker continues to gain rage and its benefits, as if they were leveling in barbarian, including the improvements to the bonuses of rage and the number of rages per day. They may also add their Uthgardt Totem Berserker levels to their barbarian levels to determine the effectiveness of their Improved Uncanny Dodge if they possess it (it does not however grant it to a creature who lacks Improved Uncanny Dodge).
Rage Dodge: When entering in Rage, the totem spirit reach closer to the barbarian boosting his combat alertness granting a Dodge Bonus to AC while in Rage and don’t get the Rage -2 penality in to Armour Class. This bonus stacks with other dodge bonus to AC.
Ritual Enemy: Each tribe have a favored enemy that have acquired during centuries of struggle and combat. The knowledge of that enemy is transmitted to the tribe through oral tradition and is the Uthgardt Totem Berserker responsibility to know better the enemies and protect the tribe. Works as the Ranger Favored Enemy (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.)
Totem Power: The link with the Totem Spirit infuses with the barbarian body empowering him during Rage. This bonus stacks with the Rage bonus of the barbarian class.
- Black Lion: +2 STR, +2 CON, +2 DEX
- Black Raven: +2 STR, +2 CON
- Elk: +2 STR, +4 CON
- Gray Wolf: +2 STR, +2 CON, +2 DEX
- Great Worm: +2 STR, +2 CON, +2 WIS
- Griffon: +2 STR, +2 CON, +2 DEX
- Red Tiger: +2 STR, +2 CON, +2 DEX, Weapon Focus (Tiger Claw)
- Sky Pony: +2 STR, +2 CON, Double Carrying Capacity, Bonus +4 to any test that move him such as (Trample, Grapple, Push, fall prone, etc).
- Tree Ghost: +2 STR, +4 CON
- Thunderbeast: +4 STR, +2 CON
Totem Protection Aura: During Rage, the totem spirit surround the barbarian with an protection aura that protects him from harm granting a Damage Reduction that can stack with the damage reduction from the barbarian class.
Ultimate Bond: The link with the Totem Spirit became even greater granting an special benefit.
- Black Lion: While in Rage gains Improved Grab and Pounce (full attack on a charge)
- Black Raven: Alertness; While in Rage can Fly 40 feats once as free action
- Elk: While in Rage gains Mobility and Trample Feat (make a single melee attack against the prone target)
- Gray Wolf: While in Rage gains Improved Trip and Knock-Down
- Great Worm: While in Rage gains Protection from Evil as casted by a 10th level wizard and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Griffon: While in Rage gains Cleave (if already have, gains Improved Cleave), Reckless Offense and Dodge (if already have, gains Improved Dodge)
- Red Tiger: Weapon Specialization (Tiger Claw), While in Rage gains Pounce (full attack on a charge) and Rake (with Tiger Claw)
- Sky Pony: Feather fall 1/day as free action; Pegasus as an Animal companion (Gain the benefit as a Druid. PrC levels stacks with Druids level for determine benefits of animal companion);
- Tree Ghost: While in Rage gains Great Wisdom; Ghost Attack; Attacks cause 1d6 extra damage as affected by Disrupt Undead spell
- Thunderbeast: While in Rage gains Thundering Rage, Great Strength
Uthgardt Totem Spirit Bond: Being chosen by the tribe Shaman grants the sacred link to the tribes spirit and with it its benefits, depending of the animal linked
- Black Lion: Communicate with lions, and +4 racial bonus on Charisma-based checks against lions. +4 bonus on Balance and Jump checks.
- Black Raven: Communicate with ravens, and +4 racial bonus on Charisma-based checks against ravens. +4 bonus on Spot and Listen checks.
- Elk: Communicate with elks, and +4 racial bonus on Charisma-based checks against elks. +4 bonus on Hide and Spot checks.
- Gray Wolf: Communicate with wolves, and +4 racial bonus on Charisma-based checks against wolves. +4 bonus on Survival and Listen checks.
- Great Worm: Bonus language Draconic, and +4 racial bonus on Charisma-based checks against Good Dragons. +4 bonus on Concentration, Sense Motive and Diplomacy checks.
- Griffon: Communicate with griffons, and +4 racial bonus on Charisma-based checks against griffons. +4 bonus on Jump and Spot checks.
- Red Tiger: Communicate with tigers, and +4 racial bonus on Charisma-based checks against tigers. +4 bonus on Hide and Move Silently checks. Exotic Weapon Proficiency (Tiger Claw).
- Sky Pony: Communicate with horses and Pegasus, and +4 racial bonus on Charisma-based checks against horses and Pegasus. +4 bonus on Handle Animal and Ride checks.
- Tree Ghost: Communicate with plants, and +4 racial bonus on Charisma-based checks against treants. +4 bonus on Sense Motive and Diplomacy checks.
- Thunderbeast: Communicate with dinosaurs, and +4 racial bonus on Charisma-based checks against dinosaurs. +4 bonus on Knowledge (any), Bluff and Diplomacy checks.
Campaign Information[edit]
Playing a Uthgardt Totem Berserker[edit]
Combat: Striker
Advancement:
Resources: Have a powerful influence on his tribe members being considered a honored warrior and a great leader just below the tribe Chief and the tribe Shaman.
Uthgardt Totem Berserkers in the World[edit]
“ | TEMPUS!!!! | ” |
—Wulfgar, Human barbarian of the tribe of the Elk |
This mighty barbarians are the elite warriors of the Uthgardt tribes and are often traveling on sacred missions of his tribe. These sacred missions some times are about sacking and plunder as the barbarians are often dedicated to sack cities, caravans, capturing enemies and selling them as slaves. Not all tribes are like this, some are more “civilized” ore more connected to the nature.
NPC Reactions: Many people fear the barbarians, especially where his tribes attack and sack. But that is not the case for all tribes. The Tree Ghost Tribe for example are well accepted in Silvermoon while member of the Griffon Tribe are attacked on sight.
Uthgardt Barbarian Tribes[edit]
Black Lion Tribe
- Ancestor Mound: Beorunna's Well
- Chieftain: Alaric the Strong
- Cleric: Patreveni Onehand (Torm)
- Shaman: Bogohardt Blackmane (Uthgar)
- Ritual Enemy: Tundra barbarians (tribes beyond the Spine of the World), Dark Arrow orcs
- Alignment: chaotic good
The black lion is long gone from the North, yet the Tribe that bears its name lives on. Chief Alaric's badge of office is said to be a cape made of black lion skin. Nestled in the wide valley that separates the North from the glacier beyond is the small village of Beorunna's Well (mostly small huts, long houses, and a few tents), which stands a respectful distance from the watery pit that is its namesake. Here, the complacent Black Lions have forsaken tradition to become farmers and herders. Hunters still roam the wilds, but the tribe no longer depends upon them for survival. Agricultural success lets them trade with others for their needs. In forsaking the barbarian traditions, they have also cast aside their tribal totem. Most folk of Beorunna's Well worship the Tyr alliance of Tyr, Torm, Ilmater, and Helm. Beorunna's Well is one of the most sacred sites of the Uthgardt barbarians, and the folk there sense its eldritch nature and fear it more than they revere it. During Runemeet, the Red Tiger Tribe performs the required rituals while the Black Lions avoid entering the well.
Blackraven Tribe
- Chieftain: Ostagar Tenfeather
- Shaman: Pureheartman
- Ritual enemies: Griffon Tribe and foreign merchants and clerics.
- Alignment: chaotic evil
Of all the Uthgardt, the Blackraven are the most conservative, holding tightly to the old ways and reacting violently to the new. Pureheartman and his assistant, Wulphgehar, are the only shamans tolerated by the tribe. As far as the caravans who ply the north are concerned, the Blackravens are the worst of the tribes. Blackraven warriors are renowned as bandits, gaining this reputation because they prey upon those whom they despise the most- foreigners, especially merchants and missionary clerics. They seek to destroy that which may threaten their way of life. The tribe is aided in their quest by their totem, the gigantic ravens of Ravenrock. The raiders sit astride massive ravens, swooping down out of the sky to rob and terrorize caravans. The Blackravens have little respect for tribes who dwell in towns (particularly the Thunderbeast and Griffon tribes), since those tribes have adopted foreign ways. In return, they are enemies of those tribes. King Gundar Brontoskin (Thunderbeast chieftain) offers a bounty for the destruction of the Blackravens' eggs. Because their raiding spoils are tainted with foreign influence (including gold, jewelry, weapons, fabric, etc.), these items are sacrificed to the Blackraven and secreted away in Blackraven shrine, near the Ravenrock ancestor mound. The Blackravens protect their shrine closely and do not welcome foreign intrusion. Woe betide the person who is caught searching for (let alone robbing) the tribe's treasure laden shrine.
The Elk Tribe
- Ancestor Mound: Flintrock
- Chieftain: Zokan Thunderer
- Shaman: Berchtwald Bandylegs (Uthgar)
- Cleric: Trothgar Grunald (Auril)
- Ritual Enemy: "The Ancient Ones" (any old ruin, tomb, or evidence of ancient civilization qualifies)
- Tribal size: small, scattered
- Alignment: chaotic neutral
The Elk tribe used to be one of the noblest, fiercest tribes, with many renowned orc fighters. Since then, they have apparently lost touch with the Old Ways, and the more traditional tribes see them as arrogant and self-indulgant, nothing more than mere bandits. They raid caravans and villages endlessly, taking prisoners ransom or selling them as slaves. Under the leadership of chieftain Zokan Thunderer, they have also gained loose ties with Luskan, who pay them good gold for their slaves and often hire them to target certain competing merchant companies for their attacks. Chief Zokan Thunderer is regarded by most of the other tribes as an arrogant thug. Under his rule, clerics of the Talos alliance (Talos, Talona, Malar, Auril, Umberlee) have gained a strong hold on the tribe. Their current hunting grounds are the Evermoors and the Dessarin and Surbrin Valleys.
Grey Wolf Tribe
- Ancestral Mound: Ravenrock
- Chieftain: Alrik Tenstone
- Shaman: Clovis Greenteeth
- Ritual enemy: The orcs of Gauntlgrym
- Alignment: chaotic neutral
Though they are not the most numerous or the most powerful, this is the most feared of the Uthgardt tribes. Long ago, the tribe adopted human refugees from the lost city of Gauntlgrym. The evil that had possessed the city caused the tribe to be cursed with lycanthropy. Any tribesmen who possesses Grey Wolf blood becomes a wolf under the light of the moon. On moonlit nights, the entire tribe roams the wilderness in search of prey. During Runemeet, the Blackraven tribe tolerates the Grey Wolf at their shared ancestor mound of Ravenrock so long as the moon is not full. The Beast totem of the tribe has altered the curse to allow it to lift if any tribal member chooses to leave the tribe.
Great Worm Tribe
- Ancestor Mound: Great Worm Cavern
- Chieftain: Bardawulf Boldheart
- Shaman: Elrem, called "The Wise" (Great Worm)
- Ritual Enemy: Evil creatures, especially Hellgate Keep
- Tribal size: moderately large, centered at Great Worm Cavern
- Alignment: chaotic good
The Great Worm Tribe lives far to the North in the Spine of the World Mountains, and has little contact with the other tribes at most times. The most notable feature of this tribe is its chief shaman, Elrem the Wise. Imagine a gigantic, bat-winged snake with the head of a red dragon and you will have a picture of this tribe's mythical totem and its elder shaman. Unlike most other tribal shamans, Elrem is not human. He is a great worm, possibly the only remaining great worm in existence (though tribal legend states that he was once huamn and may be one of Uthgar's sons). Elrem sleeps year round in the depths of Great Worm Cavern, waking only once each year at the Runemeet to prophesy the future, based on his dream travels. Through Elrem's guidance, the tribe has chosen evil creatures (orcs, giants, creatures of Hellgate keep, etc.) as its ritual enemies.
Griffon Tribe
- Ancestor Mound: Shining White
- Chieftain: Kralgar Bonesnapper
- Shaman: Adalfus Stormgatherer
- Ritual Enemy: The Cities of the North
- Tribal size: large, strong, centered at Griffon's Nest
- Alignment: neutral
The Griffon tribe is led by the charismatic Chief Kralgar Bonesnapper. Under his leadership, the tribe has strived toward many greater accomplishments, making them among the most powerful of the tribes. They have declared war on the cities of the North, with their eventual goal being the conquest and acquisition of one of the region's cities. Scattered, unallied clans that typically seek benefits from these cities have often rather joined the Griffon tribe, increasing their ranks dramatically. So much so that the Griffon's Nest, the tribe's main encampment, rivals even some of the smaller cities in the Silver Marches. Despite the fact they are perpetually at war, the tribe welcome outsiders, considering all possible potential allies in their quest. Among these allies are orcs that are hungry for plunder, wizards who hold personal grudges against particular city-dwellers and agents of distant empires seeking chaos in the region for one reason or another. Some of the more traditional tribes feel they are traitors of the highest order for allying with the racial enemy of Uthgardt, the orcs, and will have nothing to do with them.
Red Tiger Tribe
- Ancestor Mound: Beorunna's Well
- Chieftain: Adalwulf Longfang
- Shaman: Garinen the Maker
- Ritual Enemy: Blue Bear Tribe, Dark Arrow Orcs
- Alignment: chaotic neutral
Like their totem beast (which is also called the snow cat, since its fur changes color in winter), this tribe is wild and solitary. They hunt in very small family groups and roam widely, primarily in the Cold Wood. They are wary of strangers and would sooner avoid contact with things or folk which they do not know. The tribe has few shamans and no shrines other than Beorunna's Well. The men of the Red Tiger Tribe are strictly hunters, leaving gathering and trading to the women, elderly, and children. The Red Tigers believe that the truest test of a hunter is the ability to bring down prey unaided. Often, their only weapon are "tiger claws", short wooden handles embedded with three sharp stone daggers. The hunter holds these so the daggers project between their fingers like claws. The Red Tigers are loyal to King Gundar Brontoskin of the Thunderbeasts, who won their respect during a Runemeet Runehunt by bringing back a leucrotta slain only with a pair of tiger claws.
Sky Pony Tribe
- Ancestor Mound: One Stone
- Chieftain: Jerek Wolf-slayer
- Shaman: Valric High Eye
- Ritual Enemy: Orcs of the North
- Alignment: chaotic neutral
Members of this tribe seem to be constantly on the move, riding their shaggy mountain-bred horses from their ancestor mound at One Stone (in the eaves of the eastern Moonwood) westward across the North as far as Icewind Dale. A few legendary warriors of this tribe acquire pegasus mounts; a common quest for a true Sky Pony hero is to seek out such a mount. Unlike most of the other Uthgardt barbarians, the Sky Ponies perceive their beast totem as a manifestation not of Uthgar but rather his frequent ally Tempus. This does not seem to anger Uthgar, perhaps because the Lord of Battle his never espoused a dogma in which Uthgar could not see merit. As a sign of its devotion to the deity, the Sky Pony tribe makes war on the orcs of the North whenever possible, often tracking them high into the mountains in order to destroy their homes and erase their threat to the southern lands.
Tree Ghost Tribe
- Ancestor Mound: Grandfather Tree
- Chieftain: Gunther Longtooth
- Shaman: Chungred Ghostheart
- Druid: unknown
- Ritual Enemy: evil undead creatures
- Alignment: neutral good
The Tree Ghosts were long time wanderers who spent a great deal of time searching for Grandfather Tree, their lost ancestor mound. At Runement, they had been worshipping at whichever ancestor mound was most convenient, before resuming their travels again. About a decade ago, they were exhausted and gave up the search, choosing to settle down with the Blue Bear Tribe. When Tanta Hagara rose to power, taking over the tribe with her evil, Shaman Ghostheart declared that the Tree Ghosts were wanderers once more. This upset Tanta greatly for their tribe held the long lost signs and riddles of the location of the Ghost Tree, which she secretly desired for evil ends. She led the Blue Bears on a hunt for the same mound for over a year before giving up and taking the Blue Bear Tribe to live inside Hellgate Keep. Unmolested at last by the Blue Bears, the Tree Ghosts finally discovered the location of the lost sacred mound a few years ago with help from Alustriel and settled down. They now live in a semi-permanent base camp near the Grandfather Tree and nomadically hunt from there throughout the High Forest. The co-exist with the elves that also live in the area, and are probably to tribe with the most authentic connection to the old ways, having re-established druids in their tribe. Unlike the other Uthgardt tribes, the Tree Ghost's totem is not a beast. The Tree Ghost is a woodland spirit, similar in some respects to an elemental, but drawing life, energy, and intelligence from the forest and giving back its energy to the forest as a caretaker and guardian. Supposedly, each forest has a Tree Ghost whose power depends on the size of the forest. The elves disclaim the existence of such beings, but the Tree Ghost Tribe stands firm in its belief in their tribal totem and are able to draw the spirits power. The Tree Ghosts are cordial to foreigners, but will not ask for outsider's help in their affairs. Although as a rule the Uthgardt people hold the civilized folk of the North in disdain, the Tree Ghost warriors owe allegiance to the High Lady Alustriel of Silverymoon for showing them the hidden location of Grandfather Tree.
Thunderbeast Tribe
- Ancestor Mound: Morghur's Mound
- Chieftain: King Gundar Brontoskin
- Shaman: Kierkrad Seventoes
- Druid: Wisteria Borsdotter (Silvanus)
- Cleric: Sigurd Gandolfsson (Tyr)
- Ritual Enemy: Wolves
- Alignment: chaotic neutral
The town of Grunwald on the edge of the High Forest is home to the most civilized of the tribes. Although he wields no official power over the other tribes, King Gundar has the charisma and respect necessary to call the tribes together into a horde. The tribe takes its name from the Brontosaurus. which in ancient times roamed here. Tribal shamans claim that thunderbeasts still dwell in the High Forest. The clans hearth at Morghur's Mound is surmounted by a Brontosaurus skeleton. It is said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense. In addition to the beast cult shamans, the Thunderbeast tribe in Grunwald has grown civilized enough to tolerate priests of other religions, primarily the druids of Silvanus, and the clerics of the Tyr Alliance.
Uthgardt Totem Berserker Lore[edit]
Characters with ranks in Knowledge Local on Sword Coast Region or the North can research Uthgardt Totem Berserker to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
11 | Taken as a whole, the separate tribes form the Uthgardt people, yet they have individual distinctions that divide them and quash any possibility of unity as a people. This diversity is expressed as cultural variances, devotion to their unique totems, and tribal goals as is the Uthgardt Totem Berserker. Each one has habilities related to its tribes toten. |
16 | The ritual enemy is a foe whom young barbarians must challenge and overcome in order to become adults. It is also the focus of ritual hunts during the annual Runemeet. Orcs are the common ritual foe of all Uthgardt, but each tribe has its own personal enemy. |
21 | Each tribe has an ancestor mound where they worship their totems (and other gods) each fall during the Runemeet. Several share mounds with other tribes, while some mounds are lost or abandoned. In this ancestor mounds the Ritual of becoming a Uthgardt Totem Berserker are made. |
23 | Each tribe is ruled by a chieftain, who may also style himself as king. The chieftains are barbarian class fighters, usually of 8th to 13th level. Chief shamans are the most powerful in their tribe, usually 7th level or better and normally accompany the chieftain. Other shamans of lesser or even equal power exist within each tribe. Below thwm, but above all else are the Uthgardt Totem Berserker. |
26 | The ritual of becoming a Uthgardt Totem Berserker actually bound a spiritual force on the barbarian body. This spiritual force is forever attached to his soul. Traveling to other planes or changing bodies doesn’t affect the Uthgardt Totem Berserker abilities, but losing his Rage capability does. |
Uthgardt Totem Berserkers in the Game[edit]
Tradition is the centerpole of Uthgardt life. Yet it is blind devotion to tradition that keeps them savages. Strength is everything and civilization is a weakness not to be tolerated. Among the Uthgardt, men are warriors and hunters, and women tend to food gathering and family needs. They have no written language and little art beyond geometric carvings and clothing decoration. Their religions and philosophies focus on war, plunder, and survival in a harsh land.
They are superstitious, with a paranoiac dislike of magic. To reveal oneself as a magic-user to an Uthgardt warrior is to ask him to kill you.
The Uthgardt barbarians have little to do with city folk, other than to treat them as prey. Lone traveler or large caravan, both are ripe fruit for plunder (still, some Uthgardt have made beneficial "civilized" alliances).
Though the Uthgardt prey on civilized folk and frequently fight among themselves, they are quick to unite, even with non-Uthgardt, against their common ancestral enemy: the orcs.
Most Uthgardt show the strong Netherese bloodlines in their dark hair and fair skin, like the folk of Silverymoon and Sundabar. From Northmen ancestors come mighty physique and blue eyes. The barbarians dress in fringed leathers and furs. They love bright colors, gaudy jewelry, and ornamental decoration - everything they own is embellished with complicated designs and geometric patterns interwoven with designs representing their tribal totems and other beasts. The men of the tribe tattoo their cheeks with simple images of their totem, and the women are the showcase for their warriors victories, wearing captured booty proudly.
In addition to the hand axe, knife, and spear, the Uthgardt favor the battle axe, atlatl and javelin, and the long bow. The most common Uthgardt armor is leatherand shield (AC 7). Some warriors possess studded leather and shield (AC 6). A tribal chieftain may possess chainmail and shield (AC 4). In most cases, the shield is a spiked buckler (which can be used as a weapon).
The Uthgardt possess all the primary skills known by barbarians (survival, first aid, outdoor craft, and tracking) and know the following tertiary skills: long distance signalling, running, and snare building.
Adaptation: The Uthgardt Totem Berserker must have a purpose for being away from his tribe and have joined an adventuring group. He can be on a special mission searching for something or hunting an tribe enemy.
Sample Encounter: Barbarian raids are common in the Sword Coast and in the North. Many times they are led by an Uthgardt Totem Berserker while the Shaman and the tribe’s Chief stay back. An Uthgardt Totem Berserker can lead a raid of 15 to 100 men, or even more, but rarely have more than one per tribe.
EL whatever: 10
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes