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There is enough flexibility in this idea, in 1.10s with synergy, to create quite a few different skills focus builds and make a small team in its own right.

Tag = BCD (A military acronym spoof: Bad Conduct Discharge, AKA the Big Chicken Dinner)

Class: Barbarian

Theme: A Druid trapped in Barbarian circumstances.

Focus: Spells, Staves, Clubs, Animals, Magic

Restrictions
Armor and Jewelry:

The BCD may not wear metal armor, gloves, plated belts or boots of any sort. He prefers garments that come from nature without melting down rocks. (You can't eat slag. You can eat the cow you killed for her leather pelt.) For head gear, he initially may only wear Barbarian Helms that are non-metal, such as a Jawbone Visor or Fanged Helm. All rings and amulets are fair game. He will not wear anything with the Demon prefix in its name. He may craft items from demonhide and so put a Nature's Green Stamp on them. DemonHide armor must have animal affixes to qualify for wearing, imbue at your own risk. Vulpine counts as animal.

No Shield.

Affixes:
Preferred affixes are "of the _animal_" over other mods. Any Rare must have an "of the animal" affix, such as lizard, whale, or wolf, to be worn. +Mana affixes along snake or dragon lines are OK.

Weapons:
Clubs, Spiked Clubs and Staves
W1 = One Stave
W2 = Two clubs. (One Exception, see below) Clubs must be dual wielded so that he can beat the drums in moonlight Druid ceremonies. (Nod to PaulIsDead/Carbon for his Little Drummer Boy barbarian.)

Skills:
Masteries -
Mace Mastery is allowed. No more than one point per completed act: while he does get better with practice, he will never max out physical damage.

All passives require one point as soon as available:

-Increased Stamina, like a Bear,
-Increased Speed, like a wolf,
-Iron Skin, like the Turtle,
-Natural Resistance, since he is in harmony with nature.

WarCries: All except for Battle Command. Shout, Battle Orders, and Battle Cry are limited to no more than one point per act completed.

Find Potion, Find Item, Grim Ward are required.

Combat skills:
In Act 1, Bash is allowed (he is a bit clumsy with his staff at first) at one point, until Stun is attained. Henceforth, Bash is prohibited for use, OK for synergy points. He is not a brute, but a subtle fighter and wielder of magic. Double Swing is for drumming.

Berserk is required at one point. More is allowed. He is a magic user, see?

Leap may be used to emulate the rabbit and the frog. If he wants to try to fly, he has to invest in Leap.

 

Mercs
As the BCD goes from Act to Act, his natural charisma takes over and he attracts followers.

First, a groupie from the Rogue Monastery, who he leaves behind when she gets a bit too forward after the defeat of Andariel is celebrated.

Then, a desert warrior (Prayer, and later Thorns or HF. No Might.) who is also left to his natural environment upon the death of Tal Rasha. In act III, he earns the services of a mage, an Iron Wolf who instructs him in Fire or Cold magic for acts III and IV. Upon the death of this worthy at the hands of Diablo, he is left with his magical instruction incomplete, frustrated with his inability to cast spell. (Note: 1.10s can remedy this with some items. Fire and Cold).

He then returns to Harrogath.

Garth is outraged that his son has not developed into an arse kicking mace, hammer, and maul wielder. He sternly orders Qual Kehk to assign a Barbarian, a true son of Bul Kathos, to accompany his son on his further adventures in a vain attempt to undo the damage that this unsupervised 'summer camp' has wrought. The merc is to 'try to teach that kid how to be a soldier.' He of course cannot change a leopard's spots, and will either stay with or leave the youngtser depending on BCD's preferences.

Upon arrival in Act V, BCD is now FORBIDDEN from ever wearing Barbarian Battle Helms ever again. His father and the elders all agree that no non-warrior may wear the sacred headgear. Circlets or nothing from now on, until he earns the right to wear the headgear of true warriors. (Hehe, never. He wants to be a Druid.)

In NM and Hell, the Boot Camp Drop out can either keep his trusty initial Barbarian, forever, or he will repeat the merc cycle from Normal Difficulty. Player must make The Choice before killing Blood Raven, who, for profaning the noble bird, must be slain in each difficulty.

 

Item guidance
Rune Words allowed:
Lionheart, Black (if you can make it on a staff or club), Fury (like a werewolf) Honor (Staff only) Lore (If he can find a two socketed diadem), Silence, Smoke,
Stealth, Strength (He needs it!), Venom

Special Magical Rune Word Allowed.

Holy Thunder (If he can find two four socketed War Scepters and socket them, he can dual wield them! This is the sole exception to the club rule.)

Suggestions on 1.10s Runewords desired.

Unique Items Permitted:
Armor
: Greyform, BlinkBat, Twitch Throw, Centurion, Spirit Shroud, Skin of Viper Magi, Ironpelt, Gladiator's Bane. No Skin of the Flayed one allowed.

Belts. Lenymo, Snakechord, Nightsmoke, Goldwrap, Razortail, Gloodstrap, Snowclash. Noseferatu's Coil is allowed if found, not preferred.

Boots: Hotspur Gorefoot Infernostride and Waterwalk ar all OK. (He will wear boots made from demon hide, but should probably craft a set to put natures Green Stamp on them.)

Gloves: Hand of Broc, Bloodfist, Gravepalm

Clubs and Staves: All are allowed.

Set items:
Generally, if it is metal armor, helm, belt, shield, boots, the BCD won't use it. All Amulets and Rings are fine.

Crafting:
He can craft any non-metal item, including demonhide items that are craftable. All jewelry crafts are allowed.

Since this character was aimed at 1.09 solo Variant Play, for the team's purposes a closer look might be needed. I took a BCD to NM Act III in HC before I shifted to Roland's Realm.

 

Background Story
Boot Camp Dropout. (Barbarian)

Son of Garth Santinach, the famous war leader of the People of the Bear, wielder of the legendary "Running Frog" Martel De Fer, which is the weapon used to slay the Liche King of East Scosglen and save a Druidic village from enslavement. Garth Santinach doted on his son, Benald, and groomed him as successor chief of his war band.

One small problem for Garth's plans. Annual visits to celebratory Druid feast commemorating Garth's victory exposed young Benald MacSantinach to the wonders and glories of Druid songs, legends, and earth magic. He loved running with the wolves, snuggling bears on cold nights, and trying to fly. (He broke his ankle once trying to emulate a Raven's flight from a tall oak tree.)

Ben's dreams of entering the Discipleship of Nature at the Druidical Sacred Grove came to naught.

He was assigned to a scout platoon on his 17th birthday as a present from Dad, who wanted to be sure that he got the taste of battle. Surely, thought the Great Santinach, Ben's natural fighting instincts would emerge on the day his son first wore the blue battle stripe on his face.

Two weeks into Basic Barbarian Training, Ben's platoon was mobilized against the growing threat to the South: the train of Destruction and Terror left by The Wanderer. While this was not in the Old Man's plan, he figured his boy would do the family proud, which he does in his own way.

The aspiring Druid shouldered his fighting staff (they had not yet progressed to using maces) and headed South with his comrades to free Westmarch and Ensteig from the evil scourge that arose in Tristram.

- 21/Aug/2003

 

 

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