Pine Tribes Characters in the 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