Barbarian 2

Class GroupWarrior
Ability Score RequirementsStrength 12
Constitution 12
Dexterity 9
Prime RequisiteStrength, Constitution, Dexterity
Allowed Races
Alignments Allowed
 

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d12 + HP Adjustment per level
Hit Dice (Levels 10+): +3 HP per level

Starting Equipment

Start with 3d6 x 10 gp to purchase starting equipment with. Can keep left over money. Using the Alternate Starting Wealth house rule, the CLASS can instead begin play with 70 gp or the following pre-selected equipment:

Combat Proficiency

  • Those available to the Barbarian's cultural background (Typically Padded, Leather, Studded Leather, and Hide as well as any shields—typically only non-metal)
    • Those available to the Barbarian's cultural background (Typically axes, blowguns, shortbows, clubs, daggers, darts, harpoons, javelins, knives, quarterstaves, slings (stones only), and spears)

Proficiencies

Non-Weapon Proficiencies

  • Starts with 3 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every mutliple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Warrior categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at level 1 with 4 Weapon Proficiency Slots.
    • -3 Penalty to hit with weapons without proficiency
  • Gains a Weapon Proficiency Slot every mutliple of 3 levels (level 3, 6, 9, 12, 15, 18).
 

Barbarian Drawbacks

Once a barbarian, always a barbarian. Though through time, they will adjust to non-barbarians, they will remain one themselves. If in a city, they will sleep in barns, haggle or barter for goods, and such. They will always prefer to be in the wilderness, living off the land, and this continues when they are in cities and towns.   Barbarians understand magic, but it is still foreign to them, even with their own druids. Mages and clerics are feared – as their magic is different. A barbarian will disassociate with Wizards and clerics (excludes Druids), until they reach 3rd level. They will not eat with them, befriend them, or trust them. Open hostilities will not happen, but verbal arguments and fights are common place. After reaching 3rd level, Barbarians are more at ease with Mages and Clerics and magic all together, and they can use potions and magical weapons and armor, and they can have spells cast directly upon them (normally for healing only). It is unlikely they will use magical jewelry until they reach 5th level unless a dire need arises. All other magic items are disallowed until 7th level.   Metal is an unusual substance to them, and they will always prefer “Natural” weapons, made from wood, bone, stone and other natural things – though they recognize the use it in combat and in swords. They will never wear metal armor, other than studded leather.   A barbarian begins play knowing only the trade tongue of nearby tribes and the language of their own tribe. Although they can learn other languages, the cost to do so it doubled. No barbarian may know to read or write at the beginning of the game, but may spend an additional proficiency slot after this point to learn to read and write any language they know.

Back Protection

The table below shows the barbarian's chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids any penalty to his AC for the attack (Typically +2, or +4 for thieves). Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn.  
LevelBack Detection
115%
220%
325%
430%
535%
640%
745%
850%
955%
1060%
1165%
1270%
1375%
1480%
1585%
1690%
17+95%

Climbing

The barbarian can climb walls and other surfaces—including ledges, cliffs, and trees—without the aid of tools. The table below indicates success chances. Of course, the barbarian is very limited in his actions while climbing—he is unable to fight or effectively defend himself.  
LevelClimbing Chance
160%
265%
370%
475%
580%
685%
790%
8+95%

Homeland Terrain Advantages

All barbarians, at character creation, determine the terrain type of their homeland. This can be determined by the DM or by rolling the dice on the table below.  
d20Homeland Terrain
1Arctic
2-3Desert
4Cold forest
5-6Temperate forest
7-8Hills
9-12Jungle
13-15Mountain
16-17Plains
18Swamp
19Unusual (such as subterranean or aquatic)
20DM's choice
Barbarians have the following advantages when operating in their homeland terrain:   Survival: A barbarian is automatically proficient with the survival proficiency in their homeland terrain, at no cost in proficiency slots. In unusually difficult or demanding situations, the DM may require a survival check. If the barbarian passes their survival check, they gain these results.  
  • They know the fundamental precautions necessary to survive in their homeland terrain. This knowledge doesn't guarantee a barbarian's survival; it merely improves their chances. A DM who isn't sure if the barbarian knows certain survival lore may require a survival check.
  • A successful survival check enables them to find enough food to feed themself and one other character, providing sufficient food is available. They may make a separate check to locate enough water to keep himself and a companion alive for 24 hours, again assuming that water is available. They may attempt each check once per day.
  • By careful observation, they can interpret subtle changes in his environment that allow him to anticipate natural disasters. DM may require a survival check to confirm a barbarian's observations.
  • Hiding: A barbarian automatically has the hiding proficiency in their homeland terrain; no proficiency slots are needed.   Surprise: A barbarian can move with such stealth in their homeland terrain that opponents suffer a -2 penalty to their surprise die rolls. To move stealty, the barbarian must be alone, or his party must consist entirely of creatures with a similar surprise feature such as elves or halflings, none of whom are wearing metal armor.   Tracking: A barbarian automatically has the Tracking Proficiency in their homeland terrain.   Animal Lore: A barbarian automatically has the Animal Lore Proficiency for all species native to their homeland terrain.

    Leaping and Springing

    The barbarian is skilled at making leaps (horizontal jumps) and springs (vertical jumps).   *To make a running leap or spring, they must have a running start of at least 20 feet in a straight line; less than this, and the best they can do is a standing leap or spring. *Standing leaps and springs are made from stationary positions.
    LevelRunning Leap (ft)Running Spring (ft)Standing Leap (ft)Standing Spring (ft)
    13d6+11d62d41d4
    23d6+21d6+12d4+11d4+1
    33d6+31d6+12d4+11d4+1
    43d6+41d6+22d4+21d4+2
    53d6+51d6+22d4+21d4+2
    63d6+61d6+32d4+31d4+3
    73d6+71d6+32d4+31d4+3
    83d6+81d6+42d4+41d4+3
    93d6+91d6+42d4+41d4+3
    103d6+101d6+52d4+51d4+3
    113d6+111d6+52d4+51d4+3
    123d6+121d6+62d4+61d4+3
    133d6+131d6+62d4+61d4+3
    143d6+141d6+62d4+71d4+3
    153d6+151d6+62d4+71d4+3
    16+3d6+161d6+62d4+81d4+3

    Powerful Constitution

    Barbarians heal at double the normal rate from natural healing (This does not affect hit points gained from magical healing from spells or magic items).

    Quick Movement

    Barbarians have a base movement rate of 15.

    Two Weapon Fighting

    Although he has the basic skills of a warrior, the barbarian is able to fight much more effectively with two weapons than a normal warrior. The second weapon must be a small weapon.
    Dexterity ScoreMain Weapon PenaltySecond Weapon Penalty
    1-6-8
    2-4-6
    3-3-5
    4-2-4
    5-1-3
    6-150-2
    160-1
    17+00

    War Cry

    Once per day, they can make terrifying whoops and screams to terrify their opponents. This lasts for 1 round for every three levels of the barbarian. All creatures of 1 HD or less (or level PC's) automatically flee the area if they fail a save vs spells at -2 to the roll. They will flee for 1d4 rounds. 1st level PC's and those higher than 1 HD, get a normal save vs spells. If failed, their attacks and damage rolls during the time frame above are at -2 vs the barbarian that made the cry. If several barbarians are present, each can use this ability on the same round.

    Gather the Tribe

    9th-Level Barbarian Feature   When a barbarian attains 9th level, he can automatically attract warriors that share a cultural background with him. These warriors, having heard of the barbarian, come for the chance to gain fame, adventure, and glory. They are loyal as long as they are well-treated, successful, and the barbarian proves himself a powerful leader. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. The barbarian must provide food, water, and shelter to those they attract. To attract the men, the barbarian must establish a large-scale camp or a settlement and must have housing for these newcomers. As he claims and rules these lands, these warriors may journey to his domain, thereby increasing his power.   In addition to these regular warriors, the 9th-level barbarian also attracts an elite bodyguard. Although these warriors are still only in it for themselves, they have greater loyalty to the barbarian than do common warriors. In return, they expect better treatment, pay, and glory than the common soldier receives. Although the elite unit can be chosen randomly, it is better to ask your DM what unit your fighter attracts. This allows him to choose a troop consistent with the campaign.

    Saving Throws

    Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
    1-21416151717
    3-41315141616
    5-61113121314
    7-81012111213
    9-108109911
    11-12798810
    13-1457658
    15-1646547
    17+35446
    1Exlusing polymorph wand attacks.
    2Excluding those that cause petrification or polymorph.
    3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

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