Layka war ein Rollenspielcharakter, den ich mehr als ein Jahr in meiner Gruppe bis zur 18ten Stufe gespielt habe. Sie entspricht in vielen Merkmalen einem typischen Barbaren, hat aber auch ihre Besonderheiten v.a. wenn man ihre speziellen Begleiter miteinbezieht.
Als NSC könnte sie beispielsweise eine nahkampfschwache Gruppe unterstützen oder als Führerin in Wüstengebieten dienen.
Meiner Ansicht eignet sie sich gut, um den Spielern Gelegenheit zu geben sich mit NSCs anzufreunden.

Layka was born into a tribe of desert nomads. Her father was the leader of the clan. To the northeast the desert of her homelands almost suddenly turns into green costal area with several fishing villages. During a year her tribe traveled two times from several camps in the desert to the fishing villages and back again.
They bartered meat and hide of several desert reptiles and giant insects for fish and tools they could not manufacture themselves. Besides these nomads occasionally attacked and raided unwary travelers. As these attacks suddenly occurred more often in the fishing villages and other regions not located in the desert, the prince of the country sent out an armament to protect the fertile costal regions.
A bloody conflict between the nomads and the troops of the prince flared up. Layka's father tried to work together with the prince in order to effectuate a peaceful agreement and to secure the survival of the tribe. Whereas Layka's brother believing, that the nomads were uninvolved in the increasing attacks, turned away from his father and soon became a leader of the nomad warriors.
Layka accused her parents of being traitors, too. She followed her brother. A few months later he died in battle. Layka felt broken and alone always having looked up to her brother as a hero and mighty warrior. She swore revenge to the prince and the strong whish aroused in her to finish the task her brother began with defeating the foreign troops. She wanted to learn as much as possible and improve her skills, but also saw, that it would be too painful for her to stay at the place her brother died.
So she set out for the north. Nevertheless she still loved her parents. She always wasn't really sure about her decisions and felt as if she would let her parents down completely by leaving now.

Her heritage rarely let her stay at night at taverns or houses. She prefers rather rustic-style sleeping accommodations or her tent, which she always takes with her. She never learned to feel well in cities.
Layka got to know snow and coldness, but never got used to it and tries to avoid contact with snow or ice.
Most shop owners remember Layka as a quite unkind costumer, who surprisingly becomes quite worthy, when she starts bartering. Her greeting always consists of a strong fisticuff against the nearest peace of furniture, which is mostly the shop bar. Nevertheless Layka doesn't have any evil intentions. She just follows her impulsive mind.
If people aren't obviously evil or openly try to harm her, Layka would get along with them, although she only wishes to have contact with them, if she had any concrete reason or benefit (initial NPC attitude: Indifferent/ influencing NPC attitude vgl. DMG, Chapter 5, Handling NPCs, NPC Attitudes).
Layka can get very impatient, loud and angry, if people in her opinion talk too long about plans and solutions e.g. which way to take next in the dungeon. She doesn't talk much at all. Perhaps that's one reason for her affection towards animals of nearly all kind. Layka always respects the customs of her tribe, never drinks alcohol and would never voluntary fight with a different weapon than the traditional falchion.

At 10th level Layka is quite experienced. She fought against several dangerous monsters including a minotaur, a giant scorpion, an ankheg and dinosaurs, which lived on the other side of a dimension door. Having also had some serious problems with oversized spiders Layka started to hate insects and attack them on sight.
She always takes trophies from her defeated enemies.
She likes elves as she made friendship with some wildelves.
During the last years Layka tried to earn some money by training horses to become warhorses. She has trained her own animals by herself, a fact she is quite proud of. Nevertheless adventuring is her main goal. If the DM would like to have Layka meet the PCs in a desert region, she might have decided to be good enough and is on the way back to her homelands.


female human Barb 10; CR 10; Size M; HD 10d12; hp 119

Init +2 (+2 Dex); Spd 40ft.

AC 16 (+2 Dex, +3 masterwork studded leather,+1 Uncanny Dodge)

Attack +16/+11 melee (+3 Falchion "The Magicians Doom" 2d4+12 15-20#2; dmg to HP and MP, crit. Hit: 20% of Dispel Magic on opponent); or +12/+7 ranged (Masterwork Mighty Composite Longbow (+2 Strengh) 1d8+2 20#3)

SV Fort +8, Ref +5, Will +4; AL CN; Str 16, Dex 14, Con 11, Int 12, Wis 13, Cha 10

Languages Spoken: Common, Orc

Skills and feats: Climb +16, Handle Animal +13, Heal +2, Hide +12, Intimidate +4, Intuit Direction +5, Jump +10, Listen +14, Move Silently +14, Ride +14, Swim +16, Wilderness Lore +3; Uncanny Dodge (Dex to AC, can't be flanked, +1 AC against traps), Rage 3/day (for 6 rounds); Track, Weapon Focus (Flachion), Mounted Combat, Improved Critical (Falchion)


Clothing: purse (251 gp), megaraptorclaws, Rage Amulet (+1 rd Rage/ Wis mod), waterskin, silvered dagger, 20 arrows, Holy Water, Potion of Healing, Potion of Haste, Remove Poison

Back: +2 Greatsword (2d6+6)

Cerch en Garafath (Deinonychus),

beast: CR 3; Size L; HD 4d10+12; hp 52

Init +2 (+3 Dex); Spd 60ft., 10ft. reach!

AC 16 (+2 Dex, -1 size, +5 natural)

Attack rake +6 melee ( rake 2d6+4), 2 claws +1 melee (claw 1d3+2), bite +1 melee (bite 2d4+2)

SV Fort +7, Ref +6, Will +2; AL TN ; Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills and feats: Hide +7, Jump +13, Listen +11, Search +11, Wilderness Lore +9; Scent 30ft., low-light vision 60ft., darkvision 60ft., +5 Ride Check for uncommon mount; can attack, guard (esp. horses) and comes back, when called

Possessions: exotic military saddle, saddlebags, Antitoxin (+5 Fort/ 1h), 2 Scorpion Poison (+4 Init./ Spot/ Listen/ Search/ Balance/ Intuit Direction)

She'Tor (Heavy Warhorse),

animal: CR 2; Size L; HD 4d8+12; hp 30

Init +1 (+1 Dex); Spd 50ft.

AC 17 (+3 masterwork studded leather, -1 size, +1 Dex, +4 natural)

Attack 2 hooves +6 melee (hoof 1d6+4), bite +1 melee (bite 1d4+2)

SV Fort +7, Ref +5, Will +2; AL TN; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills and feats: Listen +7, Spot +7; Scent 30ft., comes back, when called and follows at 70ft.

Possessions: masterwork studded leather barding, military saddle, bit and bridle, saddlebags, horse blanket

Light Warhorse,

animal: CR 1; Size L; HD 3d8+9; hp 30

Init +1 (+1 Dex); Spd 60ft.

AC 14 (-1 size, +1 Dex, +4 natural)

Attack 2 hooves +4 melee (hoof 1d4+3), bite -1 melee (bite 1d3+1)

SV Fort +6, Ref +4, Will +2; AL TN; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills and feats: Listen +7, Spot +7; Scent 30ft., follows owner on command

Possessions: bit and bridle, pack saddle, minotaur head, silk rope 100ft., bedroll, tent, 10 trail rations, Cloak Of Elvenkind (+5 Hide), Boots Of Elfvenkind (+5 Move Silemtly), flint and steel, string for Masterwork Mighty Composite Longbow, 3 torches