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Wyldling Path ( Barbarian, Berserker, Savage, etc.) of the Steel Realms

Posted on January 24, 2023 in Feature

This corresponds to the d20/dndb logo ©PHB BARBARIAN (Class)

Wyldling|Barbarian by Culture/Location/Etc.

Grollen Only: Dark Spirit Totemic Warrior

BARBARIAN (any path)

BARBARIAN (Berserk path)

How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse

The Incarna Multiverse ('iVerse™') is a structure of reality based on the Incarna Game Mechanics. This reality unfolds in the multitude of Setting as "The Pattern".

  • Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).

The Wyldling are dwellers in the outdoors and revel in acting as raw and primitive, as much in the ways of the natures beasts and their social organizations as possible. They take from the pathway of Warriors seek to meld with the raw mystic power of nature in The Pattern – many seeking through the veneration of the natural world seen as Primeval Chaos. The wylding way is that of the natural beast and/or the elements – the wind, sand, storm, wave and sun that rips the flesh of those who stand in its path. Civilization is a temporary construct as it will always vanish. Wyldings were meant to take their place as apex predators. Manners, tradition, culture – all will be scoured away ultimately; They are transient and unimportant compared to what nature provides to survive and thrive. Reasonableness and courtship, politics and towers – wylding power takes what it wants regardless of civilized constructs. Fight, fornicate and feast, live in the moment with your tribe or pack. Howl, snort, and fling yourself about in revelry, song, and dance; Celebrate freedom and change, living, the goings and comings of seasons, flora and fauna, warmth and elements.

Associated Character Concepts / Aspirations: Nature, outdoors, tribal, barbarian, berserker, fighting, savage, anima, totemic; These characters typically use unique Features, most Weapons, some Armor, all Shields & Braces, and very limited Mystic powers in Combat Activity.

> Typical Behavior(s) for @Role-Play Impact:

Wyldling Details

i20™ Archetype/Path Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©PHB it is based off of.

Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.

=> The following Replaces "SRD multi-class requirements"

Multi-Classing: Unless the GM approves: They must meet the Accomplished Attribute Dispositions in all archetypes; Spell Casting is by individual class, not combined; Familiarity with Martial Weapons & Heavy Armor and the Foundational Power are not gained until 2nd level; Does not gain the benefits marked as "@Character Inception".

Foundational Power: RAGE

The following aspects deviate from, replace, and/or add to the base d20/PHB, though may also vary by setting, back story, and/or cultural experience; 'Baseline' values are just average/defaults to be used * without specific reference checks. *

Making a Wyldling Character @1st Level

Are you using Best Practice guidelines? (ask your Game Master)

Is your Game Master allowing a Committed Pathway?

Select your character's Race/Species and Background (and/or choose from a some other Character Experience) from those available in your Setting (ask your Game Master); Note that these may set or adjust all other aspects of Character Creation.


Pathway Character Creation Parameters

Default Aptitude Minimum Aptitude Optimal Aptitude
Kinetic 4 Kinetic 1
Baseline if Aptitude is not emphasized.
Kinetic 4 (Berserker)
Kinetic 3, Divine 1
= Begin play with Chi Reservoir (if Aptitude is emphasized)
  1. Essence is by race/species @Character Inception (baseline = 7 for most).
  2. The standard 8 Character Attributes, generate them using the preferred method allowed by your Game Master.

    @Character Inception, Characters gain an Attribute Score Increase (ASI) from either their Background's Vocational ASI OR as their Archetype's/Class Pathway ASI. These will be specified as either explicit or chosen from a Attribute Group(s):
    PATHWAY = In either Power or Body groups

    Accomplished Attribute Disposition = 13 in: Strength and Constitution; Additionally, they gain:

  3. Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used).
    Wounds can temporarily reduce the character's normal maximum.

    Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).

  4. Skills are something you can do in ALL situations, activities are what you run them through to get outcomes.
    Grants proficiency in and/or adds the indicated level(s) to…
    @Character Inception: 4 levels to distribute among (at least 2) Mobility Expressions; Survival +2, Zoology +2, Botany +2 > Native Habitat @+2
    i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).

    i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

    A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features). > i20 Skill Map

  5. Accomplished Activity: Intimidation (when using Unarmored Defense)
  6. Combat Activity for Defense: Light Armor Familiarity, Medium Armor Familiarity, Simple Shield Familiarity, and Brace Familiarity.
  7. Combat Activity for Offense: Simple Melee Weapon Familiarity, Simple Ranged Weapon Familiarity, Martial Melee Weapon Familiarity, and Martial Ranged Weapon Familiarity.
  8. The character is NOT a spell caster, and is not granted a Mystic Reservoir to manipulate Formulae (spells). They are not a Practiced Ritualist in any regard.
  9. Intimidating Appearance: +2 as an Accomplished Activity when using Unarmored Defense | +4 when Raging | Menacing Bearing if Berserker subclass > When attempting to Intimidate
  10. Equipment: Each iVerse Setting has a Cost Portion which a character starts with to buy goods with; Also see the "Characters" document for the setting. In addition to general purchasable gear, PC characters are assumed to come from "Middling" circumstances and begin play with equipment (portable Toolkits and/or stationary Work Stations) related to their capabilities granted by Race/Background/Archetype/Cultural experiences.
  11. Remaining CP to spend on Features:
    Accomplished Attribute Disposition: Exceeds = +2 @Character Inception
    > Usually taken as a level or two in a Lore (ex: regional history) of choice.
  12. A Wyldling’s Actuated Threshold (subclass choice) happens at 3rd level.

Further Developing a Wyldling Character

Currently Supported Subclasses: (Others are at GM discretion/approval.)

  1. Beast
    Grants proficiency in and/or adds the indicated level(s) to… Zoology +1, Animal Handling +1
  2. Berserker
    Grants proficiency in and/or adds the indicated level(s) to… Toughness +1, Martial Shield Familiarity
  3. Totemic Warrior – The “totem object” is a form of Focal Point Item.
    Grants proficiency in and/or adds the indicated level(s) to… Divine Phenomenology +1, Survival +1

  • A Wyldling’s Actuated Threshold (subclass choice) happens at 3rd level.
  • The Primal Knowledge (Optional @3rd) skill is replaced by the use of Character Points.
    i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).

    i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

    A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features). > i20 Skill Map

  • The Spirit Seeker (Totemic Warrior @3rd) allows the character to channel their wyld bond as though they were an Expert Ritualist (not a true practicing Ritualist – their “totem object” is required) only for the spells noted, which are essentially Estranged Formulae.
  • The Totem Spirit (Totemic Warrior @3rd) – the following is NOT optional: “…you also gain minor physical attributes that are reminiscent of your totem spirit.”
  • The Instinctive Pounce (Optional @7th) is used.
  • => The following Replaces “Brutal Critical”
    Savage Attacker: @9th Savage Attacks 1 Measure at 9th, 13th, & 17th levels.
  • The Intimidating Presence (Berserker @10th) adds in the noted Intimidating Appearance modifiers.
  • The Spirit Walker (Totemic Warrior @10th) – same mechanics as Spirit Seeker.
  • => The following Replaces “Relentless Rage”
    Relentless Rage: @11th Relentless Aggression that requires the condition of Rage and a DC 10 Vigor (Constitution) check; If the character has multiple measures, after the first use the DC increases by 5 and resets after any full rest cycle.
  • The Primal Champion (@20th) only grants a +1 Attribute increase while Raging, and an additional +1 if using Unarmored Defense.

LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.

iCore iCore™ Archetype/Path Details


Becoming a Wyldling

Wyldlings are bonded to the primal aspect of the world. They are not sedentary, they are active and mobile. While they build communities, they mostly manifest behaviors of hunter-gatherers – living off the land in mostly in balance with the herds they follow and making local gardens to harvest as they move by season. They tap into the deep sparks of nature, and instead of elements and the planet it is that of the vital beast.

Primitive Appetites:

Live in the Now:

Continuing as a Wylding

Apex Perspective:

Unending Fight to Survive: Life is always contested. Only through challenge and victory can new power be gained. Hiding behind the walls of cities is to protect the weak and unfulfilled.

A Wylding’s Roles:


The Wyldling in Your Game

Cultural/Literary/Historical Examples: Vandals, Gauls, Scythians

Primary Setting Types: Fantasy

An Archetype character can come from any experience, background, culture/social norms, gender, race, or regional issue unless prohibited by Settings or Game Master.

This Character Pathway is commonly found in associated Settings as a Class/Path option. A Setting may implement this with changes that align with the setting's flavor and properties - including the title by which it is known. GMs and Players may customize as needed. Knowledge of this Pathway as it appears in a Setting is covered under the Lore of the setting's World History and/or more specific Lores, if applicable.

Story Emphasis: It is strongly suggested that all Players have a full set of Stories for the important elements of their characters; These can explain any feature that deviates from normal rule/play limits. GMs often reward this.

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.

Grollen in the Steel Realms

Posted on September 18, 2015 in Steel-Realms

Steel Realms

Approximately 2m – 2.3m tall,
@RP Impact:

The Grollen of the realms a fierce, prideful peoples. They are descendants of ancient Gnolls but consider themselves a separate race. At one time they ranged across the entire realms, but their numbers are diminishing due to competition. Grollen warriors are some of the few who can stand toe-to-toe against the fearsome Ork. They are desired for their fighting prowess by the other races though little else. Wherever they go, a party, mad sounds, dancing, violence, and broken crockery is sure to follow…

Character Details/Options

BARBARIAN (any path)

Grollen

The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms Setting (planet of Helca). Where the appears notes a Role-Playing challenge/opportunity.

Individual circumstances around Social Dealings will override any absolute predisposition.

Point of View (POV)

Defining Experience: The dominant, pervasive culture of the race/species that evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).

Experience:

@RP Impact:

Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.


i20™ Race/Species Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©PHB it is based off of.

Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.

Are you using Best Practice guidelines? (ask your Game Master)

This corresponds to the GNOLL? ( Race/Species) – See more at Characters of the Steel Realms.

The following aspects deviate from or add to the base values, though may also vary by setting, back story, and/or cultural experience; ‘Baseline’ values are just average/defaults to be used * without specific reference checks. *

Common Cultural Experience

The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: None.

This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (not optional). Adjustments are noted as specific Attributes or Attribute Group(s).

  • Adjustments: -1 Charisma, -1 Reason, +2 Vigor (Constitution)
  • Minimums: Vigor 12, Strength 10, Perception 10
  • Maximums: Vigor 22, Charisma 18, Sanity 17, Reason 18
Open Cultural Experience

Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.

Remining CP to spend on Features:


Shared Physiological Details

The following elements reference game details that are physically part of every character of this race/species:

iCore iCore™ Race/Species Details


Shrouded History: They were not as they once were. Grollen were once the mortal enemies of… all. Their origins are shrouded in mystery, but it is known that they once fought for the gods of evil and darkness and were as great a foe as the Orrish. But the Grollen walked from the dark and into the light. Their very countenance has changed from the ancient depictions of them.


Further Race/Species Details

Children of the Moon Mistress: They venerate Ezrilus the Moon Mistress as their patron goddess. In their past, the warlords ruled the clans and families, but since adopting (or rather being adopted) by their new patron, they have reorganized as a matriarchal society – their pack-mothers and seeress’ having control of their migrations and settlements. They channel their rage and fury into moots of howls, dance, feasting and wrestling.

Goddess Power: Grollen with Shared Litany of the goddess and who spend 1 Essence to activate the power may 1/Short Rest use the Moon Faculties of Ezrilus followers for 1 encounter/10 minutes. If not done under moonlight itself, their own eyes shine forth with soft moonlight. Characters bound to the goddess heal an additional HP each short rest under the light of a moon which is 3/4 full or more.
Goddess Bound: Grollen who choose to follow a different deity must pay an extra Essence for any divine bond other than the goddess.

Thirst for Blood: They have an uncontrollable compulsion of blood-lust. All Grollen still possess the deep spark of chaos and violence of their origins. They must make a DC 10 Sanity check when starting battle to avoid falling into a blood-lust frenzy wherein they forgo all tactical advantage in their desire for bloody hand-to-hand melee combat.

Dead on Your Feet: Grollen have a reputation as being very hard to kill. Their fierce loyalty and blood-lust allow them to hold off death to protect their tribe, kin or brethren – committing themselves to their service in afterlife in return for the moon goddess’s inspiration. Grollen choosing to employ this are bathed in soft moonlight, and must make a Constitution check each time they are hit, DC = the last damage they took; a natural 20 always succeeds. Success means they stay conscious and on their feet to the next round. There is no limit to the negatives HP from attacks, as long as the save is made. If the save is failed, or there are no more opponents, they die at the end of the round (no death saves; Spare the Dying will not work, requires Raise Dead or better to overcome). When those with Shared Litany choose this fate, for each other Grollen with Shared Litany for Ezrilus that sacrifice 1 Essence within 5m can join their essence to the effect and the fated Grollen gains 1 Resilience.

Grollen Characters

PC’s are “Seekers” PC characters are viewed without bias, as Seekers.
The Grollen never call those who have left the tribe ‘outcast’ or the like. The tribe will always welcome them back. Instead those who leave are considered ‘seekers’ – searching for something they could not find within the tribe itself, and to be admired for their bravery, not shunned. Seekers are still considered pack-brothers by their tribe and themselves alike. Leaving the tribe physically rarely breaks the bonds of tribe, family, and childhood pack-mates.
Players should read the What PC’s should know for Steel Realms.
[contentblock id=species-aspect0]
[contentblock id=species-aspect1][contentblock id=species-aspect2]

Character Backgrounds

Dog Soldier

Professional scouts for the armies and forces that maneuver across the lands of Gladnor, as well as the premiere tribal warriors. They are also the ones that serve in Northgate Garrison or in bands in the south sometimes working with the High Kings rangers.

Requirements: CHA 8; -1 Essence (they “tame” themselves); CON 14
Skills: Perception
Languages: Speak Gladnorean (Understandable level)

Combat Discipline The character gains their proficiency bonus on Sanity checks to resist Bloodlust.

Fighting Spirit The Grollen on campaign are renowned for their ability to take punishment and keep going and to come back from the brink of death. On any specific death save check (the final one resulting in death) which may kill them permanently, they gain their proficiency bonus.

Shield Bite: A Grollen on Rampage wearing less than Heavy Armor that successfully bites can choose instead to bite a shield of an opponent. That shield no longer counts in AC, and the Grollen and target both lose half any Dexterity AC adjustment until the Grollen lets go or the opponent spends an action to disarm the shield.

Grollen

Culture and Society

Tribal Matriarchs: Grollen tribes are organized around a Matriarch.

Realm's Aptitude Powers: Divine, Occult, and Psychic

Ilbarsi Tribe Characters in the Steel Realms

Posted on September 18, 2015

Steel Realms

Approximately 1.85m – 2m tall, human@RP Impact:

Character Details/Options

BARBARIAN (any path)

Dwelling in the Ilbarsi Peaks.

The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms. The Human Ilbarsi Tribes people of the Steel Realms correlate to the Human race of DnD. Ilbarsi culture requires different options. They are closely related to the Pine Tribes scattered across the realms.

Unwelcome:

Accepted

Welcomed:

Ilbarsi Tribes Totem Warrior

The tribes have the standard totems available to them, plus an additional one.

Ram Totem Spirit: While Raging you cannot be knocked unconscious, prone or affected by anything which reduces your movement. Additionally, you need only half as much normal distance requirements for maneuvers and actions requiring movement.

Ram Aspect: You gain the focus and stability of the mountain ram. You have Advantage on all Sanity checks and any check involving climbing.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Pine Tribes Characters in the Steel Realms

Posted on September 18, 2015 in Steel-Realms

Steel Realms

The Pine Tribes characters of the Steel Realms share a common culture and genetic stock from the Early History of the Pine Tribes, but there is no universal society or pure culture among all of them any more.

Approximately 1.75m – 2.1m tall, human, stocky, strong, hearty and healthy, independent minded. They are known for their adherence to traditions of the older ways and code of conduct _____.
@RP Impact:

Character Details/Options

BARBARIAN (any path)

The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms. The Human Pine Tribe people of the Steel Realms correlate to the Human race of DnD. Pine Tribe culture requires different options. They are closely related to the Ilbarsi Tribes of the Eastern Heartlands.

Unwelcome:

Accepted

Welcomed:

The Pine Tribes are a loose set of people, with many sub-cultures that have spread over the realms, but share many cultural and social norms. As a “people” they are very diverse, but share a great distrust of “civilized” cultures and races, a draw to the archetypal spirit-deities of the Wyld Faith, and a language root.

Pine Tribes Totem Warrior

The tribes have the standard totems available to them, plus an additional one.

Boar Totem Spirit: While Raging, the boar grants you +5 on your Relentless Rage checks, and if you begin combat with a Dash action, any attempt to Parry or Dodge suffers Disadvantage and the attack gains the Pulverize effect regardless of the weapon used.

Boar Aspect: You gain the single mindedness and fierceness of the boar. You have Advantage on all Constitution checks automatically stay conscious on will alone for the first round after you are reduced to 0 HP.

Pine Tribes Spirit Warrior

Spirit Warriors are those who have pledged themselves to defend the natural places and spirits that dwell there. They despise the undead and animations as unnatural, and sometimes work with the civilized people who border their lands, and the High King’s Rangers in fighting them wherever they are fought. A Few legends exist where these warriors have become rangers themselves. these warriors leave the comfortable tribal life in favor of more remote places – places of powerful natural beauty and remoteness. Spirit warriors are calm, wiley, and helpful but relentless in combat against their hated foes. They are strong inspirations to the young, and many are quiet; experiencing long moments of stillness where they take in everything around them.

Requirements: The spirit Warrior class uses the Totem Warrior path (at 3rd level) as a baseline, with the a few important changes. The character must have Divine Aptitude and begins play with Piety of 1 and chooses their patron spirit-deity of the Wyld Faith – must keep the same totem animal through entire Barbarian path of development. Their background must be Outlander.
  • Brave: The character gains Advantage on checks against fear.
  • Calm: Loses the Rage ability of the barbarian is lost. Instead, the Reckless Attack is substituted (including uses and damage bonus); this ability triggers the Relentless and Persistent Rage abilities of 11th and 15th level.
  • Animistic: The Spirit Warrior gains Magical Initiate feat and may choose from the Druid or Cleric powers.
    > At 6th level they gain the use of Entangle 1/Long Rest as a Ritual – This special version is used for ambushes. Undead entangled in it take 4 damage per round as the vital forces of life tear apart animated dead and undead. This damage doubles at 12th level.
  • Exposure Outside: Skills Language: speak Mercat [Primitive] – bypasses Cultural Lag limitation.
  • Critical Observer: At 6th level, the character gains the Critical Observer trait.
  • Level-Headed: Codes of Conduct/Alignment of Malicious, Evil, or Chaos are prohibited; compulsions of Blood lust, Quick Tempered – or acting in any way like it – are prohibited.

Characters from the Hinterlands can attempt the Trial of Winter Walkers to be Winter Warriors as well.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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