Barbarian Priest
Berserker Priest
This priest is the priest of the Sebaste, a world juxtaposed between civilization and savage.
Priests of the Sebaste perform the same functions as priests of civilized lands. However, Sebastites have more respect for the gods than civilized folk, and priests also are well-respected. Kings and war-chiefs of the Sebaste listen to their counsel. In their culture, those who disagree with them do not insult them or their guidance, and it is forbidden for a Sebastite warrior to attack a priest of his ilk (though defending himself from attack is all right... if he can prove that it was defense, not aggression).
As with the Amazon, abandonment of this kit means that the character renounces his allegiance to his tribe or clan and accepts citizenship in some other culture. This means that he must now perform his priestly duties in the fashion of the priests of that culture.
Role
In the campaign, the Sebastite priest is a spooky, dangerous figure. Like barbarian warriors, he'll be grim and a little alien to his allies from civilized lands. First and foremost, he's a defender of his people, and he'll most often be found wandering in lands other than his own because of some quest set him by the gods or some mystery he's encountered that requires him to travel in order to solve it. When he finds his own tribesmen captured or enslaved in the outer world, which might be a common occurrence, he must do his utmost to free them and return them to his own land, which can imperil other goals he and his player-character allies have . . . but as a leader and protector of his culture, this is a duty he cannot refuse.
Distinctive Appearance
None
Special Benefits
Barbarians are imposing and dangerous-looking. This tends to make others respect them or at least wish not to make enemies of them. Therefore, barbarian/berserker priests receive a +1 reaction adjustment bonus when encountering NPCs. This becomes a +3 among members of his own culture.
If the priest's culture has many Berserker warriors, as per The Complete Fighter's Handbook, the priest has an additional special ability. Berserkers normally take ten rounds to go berserk; in the presence of one of their own priests, then can do it in five. Additionally, if the priest, as part of his priestly class, has the incite berserker rage granted power, then berserkers of his culture in his presence can go berserk in one round. The priest is not required to use his power for this to take place; it just happens.
Special Hindrances
The barbarian/berserker priest has a problem in civilized lands: He doesn't respect the authorities and they have learned to be cautious of him. (This sort of priest keeps freeing his enslaved brethren, and, even if he worships a god known to this culture, he does so in a different way that the locals consider wrong.) Therefore, the barbarian/berserker priest receives a -3 reaction adjustment penalty when encountering NPCs in positions of power: Rulers, government officials, etc.
Class
Priest
Attribute Requirements
There are no ability requirements to be a priest of a barbarian or berserker tribe. The warriors of the tribe must have Strength 15, and priests will be most impressive if they can approximate or match that score... but it's not a requirement of the kit.
Barred Beliefs
Sebastite tribes tend to worship Balera, though none are barred.
Race Requirement
Primarily human
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Axe, sword/bastard, bow (any), sling, warhammer. Naturally, the priesthood may limit the priest's choice of weapons and not allow him to learn all these.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Animal Handling, Animal Training, Direction Sense, Fire Building, Riding (Land-Based), Weather Sense, Blind-Fighting, Hunting, Mountaineering, Running, Set Snares, Survival, Tracking, Herbalism, Jumping
Equipment
With his starting gold, the Sebastite priest cannot buy armor heavier than splint mail, banded mail, or bronze plate mail. Once he has adventured in the outer world, he can buy any type of armor his priestly requirements allow him to use. With his starting gold, he can buy only weapons appropriate to his tribe (usually Axe, bows, club, dagger/dirk, footman's flail, mace, or pick, hand/throwing axe, sling, spear, and swords naturally, priestly restrictions may prevent him from taking some of these, depending on which god he serves.
Wealth Options
No special requirements; this priest gets the usual 3d6x10 gp as starting money.