Barbarian - Jungle Dwarf (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter
Racial Requirements 	Dwarf (jungle)
Ability Requirements 	Constitution 15, Strength 15
Prime Requisite 	Constitution, Strength
Aligments 	Any (most LN; some LG, LE, N)
Social Rank 	Lower class
Hit Die Type 	d10
Attack as 	Warrior
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	None
Proficiencies 	Proficiencies
Weapon Slots 	4
Initial Weapons 	Blowgun (spec.), plus two others (see below)
Additional WP Slot 	3
Additional Weapons 	Any (see below)
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional NWP Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Climbing, hunting, set snares, survival (jungle)
Recommended Proficiencies	Animal lore, appraising, blacksmithing, blindfighting, carpentry, camouflage (CRH), direction sense, endurance, fire-building, fishing, herbalism, jumping, local history, mining, signaling (CRH), tracking, weather sense, weaponsmithing (crude, CRH)
Secondary Skills 	Fisher, hunter, miner, trader/barterer, trapper/furrier, weaponsmith (primitive), woodworker/carpenter
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==Overview==
In the steaming jungles of Chult live the wild dwarves, who call themselves dur Authalar (The People). Once or twice every decade, a wild dwarf is captured by explorers or slavers and taken unwillingly from the jungle to the assumedly more civilized realms of Faerûn. If the dwarf escapes or is freed, he may want to explore this new land before returning to his homeland—if he decides to return at all. Wild dwarves pride themselves on mastery of their environment, and the hostile lands of Faerûn are a difficult challenge to pass up.
==Description==
A wild dwarf is 3 feet tall, stout but nimble, and has dark brown skin, dark eyes, and brown or black hair. In the jungle, his body is normally kept covered in animal grease to ward off insects, and colorful tattooing is common and extensive. Beards and hair of both sexes are worn long and braided, the braids often woven together to form crude clothing (as they wear nothing else). A male going to war covers his woven braids with mud to form armor (see below). Both sexes wear bone earrings, bracelets, and necklaces but never wear metal ornaments or armor. Body odor is very unpleasant; this may be a natural defense against jungle insects or carnivores.
==Roleplaying==
Jungle dwarves live in trees and caves across their land. They see themselves as part of a single family or clan and are polygamous. Drums are used to communicate with distant kinsmen.
Jungle dwarves are similar to shield (mountain) dwarves with regards to aging, saving throw bonuses, resistance to magic, infravision, combat abilities vs. giants, and abilities to detect underground phenomena. An additional +1 bonus vs. poison is added because of their long experience in making and using poisons. Initial ability scores are modified by a -2 penalty to Charisma and a +1 bonus to Constitution. The minimum/maximum ability scores for jungle dwarves are the same as for shield dwarves. On Tables 10 and 11 in the PHB, use the height data for halflings, the weight data for gnomes, and aging data for dwarves.
As he has lived in a jungle environment for so long, a jungle dwarf gains a +4 saving throw (or similar modifier to a Constitution check) vs. any debilitating disease or parasitic infestation. Additionally, he takes -1 point per die of damage done by insect swarm spells or nonmagical attacks (from the grease covering their bodies), and the same reduction in damage from heat-related attacks, even magical (from their own personal resistance).
Jungle dwarves can become either fighters, clerics, or fighter/clerics of the usual levels allowed to dwarves. They can climb trees and other surfaces with ease, rolling only during combat or other dangerous situations. A base 80% chance, +2% per level (98% maximum score). All fighters gain weapon specialization with the dart, either from a blowgun or hurled. No other classes are permitted. All jungle-dwarf clerics worship Thard Harr (see Dwarves Deep, pages 9 and 25-26); clerics must take herbalism to make hunting poisons for darts.
Further information on the jungles of Chult, useful for roleplaying adventures in that area and making up details about a jungle dwarf's background, can be found in The Jungles of Chult.
==Special Advantages==
The poison that jungle dwarves make and use is applied only to their blowgun darts. These blowguns can fire two darts per round (ranges 1/3/5, or 5/15/25 yards). Each dwarf carries 1d10+6 barbed throwing darts that inflict 1d3/1d2 points of damage. The poison forces the victim to save vs. poison or be slowed for two rounds, then fall asleep for 1d4+2 rounds (slapping does not awaken him). Each dart can be used twice before the venom wears off. Jungle dwarves are immune to the effects of their own venom and get their +1 bonus vs. other poisons.
A jungle dwarf can use the set snares proficiency for creating deadfalls, covered pits, and other sorts of jungle traps. Two outdoor traps can be set per day by a dwarf with this proficiency.
==Special Disadvantages==
A jungle dwarf does not know how to use a shield. If given the proper training, he must also take one weapon proficiency with the shield (using a small shield or bucklers only) in order to use it properly.
As a barbarian, a jungle dwarf starts out with no Faerûnian money. He may choose up to 10 items other than weapons to take with him on his travels. These items include one packet of dart venom (see above), sacks, a drum, dried food rations, a waterskin or gourd, a firemaking kit with tinder, tools (for skinning, digging, or sewing), fishing gear, rope, etc. These items can be made of forged iron, wood, bone, leather, or stone.
The dwarf also gains possession of four primitive but well-made weapons that his tribe normally makes and uses; these are also his initial weapons of proficiency. After a jungle dwarf takes the dart as a weapon specialization, he must select other initial weapons only from the following group: hand axe, club (spiked, can be thrown), dagger, knife, spear. These weapons can be made from forged iron, wood, stone, or bone. The jungle dwarf can learn to use new weapons later as the situation allows.
A jungle dwarf does not speak Common very well. Any communication with him should be played out as slow, halting, and hard to understand. Apply a 50% chance that an NPC does not know what the character is talking about, and a 25% chance if this happens that the NPC thinks the jungle dwarf said something rude, insulting, or in very bad taste. Comic results are also appropriate.
The jungle dwarf's strange appearance and body odor produces a +2 modifier to NPC reaction rolls, though no result should become hostile. Onlookers are merely put off by the dwarf's looks and smell.
When first encountered, a jungle dwarf uses only dried mud plastered over his own braided hair for armor (AC 8 until hit for 15 points of damage, then AC 9 until hit for another 15 points of damage). He sees no use in wearing anything else unless the benefits are explained and demonstrated to his satisfaction.
A jungle dwarf is not accustomed to cold temperatures. If attacked by cold- or ice-based spells, he takes +1 extra point of damage per die. He can get around quite well in cold weather in the proper clothing, but this produces its own problems (see following).
No metallic armor exists in the Realms that is sized to fit the squat, broad form of a jungle dwarf. If the jungle dwarf manages to gain and wear any sort of metallic armor or must wear cold-weather clothing like boots, heavy coat, mittens, etc., he takes a -1 penalty to all attack, damage, saving throw, and proficiency check rolls, as the armor or clothing feel so unnatural and strange. This problem lasts for 6d6 days of constant use of the armor or clothing, then disappears as the dwarf finally adjusts to it. The problem does not reappear for that dwarf.