BARBARIAN --------- * HIT POINTS: D6+1 + CON bonus per level. 3pts/level after 9th level. * +2 to TOUGHNESS Saving Throws, +2 to REFLEX Saving Throws. * +4 to saving throws against disease. If becoming infected with the disease doesn't normally grant a saving throw, the Barbarian will get one anyway, with a bonus of +2. These do NOT stack with the bonus for TOUGHNESS saving throws. * Unencumbered movement = 15". * +1 to initiative. * Can wear only light armor and use a shield. At 9th level, medium armor may be worn. A Barbarian will never wear heavy plate armor. * When not wearing armor or employing a shield, the Barbarian gets to add their DEX bonus + CON bonus to their Armor Class. * Begins knowing only the weapons practiced by their culture. However, the Barbarian can learn to use any weapon. Barbarians fight at a -2 penalty with unfamiliar weapons until they have used it in several encounters and proficiency is achieved. * Can fight Florentine-style with 2 small weapons(such as dagger and hand axe or 2 hand axes, etc). * Barbarians get a number of melee attacks against 'Normal Men'(or crea- ures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Barbarian would have 3 attacks/round against these. * Rage Attack: 1) When a Barbarian is down to 25% of their total hit points, or if they take damage in a single round which reduces their hit points by 50% or more or. . . 2) when a Barbarian is facing a "supernatural horror", the Barbarian will be driven into a berzerk frenzy, attacking the source of the threat or fear at +2 on to-hit rolls and damage rolls. This frenzy will last until the threat is removed. * Languages: Barbarians begin knowing only their tribal tongue and Common. They cannot read or write Common but will know their own tribal symbols, and perhaps the symbols of other local tribes. Fighting Ability: Begin with +1. Add +1 at levels: 2, 4, 5, 6, 7, 8, 10, 11, 13, 14, 15, 16. (DEX)Stealth: Begin with +1. Add +1 every level. (PER)Awareness(spot, listen, find secret doors): Begin with +1. Add +1 every other level(3, 5, 7, 9, 11, 13, 15). (STR)Free Climbing: Begin with +1. Add +1 every level. (PER)Tracking: Begin with +1. Add +1 every level. (INT)Wilderness Survival: Begin with +1. Add +1 every level. (CHA)Intimidate: Begin with +1. Add +1 at every level. This is only useful against non-barbarian types. * A Barbarian begins with all of the taboos as well as all of the skills (e.g. horsemanship, canoe building, animal handling, long distance sig- naling - smoke, drums, mirror flashes, etc.) of his culture. * Barbarians have a -2 on reaction rolls from most civilized folk, from their wild/outlandish appearance, lack of formal manners, and unrefined behavior. Barbarians will tend to avoid large cities whenever possible. The narrow streets and masses of closely packed bodies make them feel uncomfortable and claustrophobic. * Barbarians are closely attuned to the natural world and have a passive 3 in 6 chance to Detect Magic in their immediate surroundings. Magic is "unnatural" and makes them feel uneasy. * Barbarians will not use any magic item, armor, or weapon unless absolutely necessary for their immediate survival. Once the crisis is averted, they will happily give it back to its owner or toss it away if it was found and not given to them. The exception to this rule is a magic item given them by their tribal shaman(or another who is as trusted or respected). * A Barbarian can mimic the sound of any animal he has ever heard and, at 4th LEVEL, can communicate in a rudimentary manner with normal animals from the Barbarian's home environment, in their own tongues(eg. Tarzan could talk with lions, chimpanzees, elephants, etc). It is also possible to learn to speak with different animals in new regions given time. * Barbarians are skilled in Herbalism as well as Animal Lore of the creatures common to their environment. * Direction Sense: +2 to rolls to avoid becoming lost when outdoors. * Barbarians detect areas of high radiation before getting close enough to be affected. * Barbarians are surprised on a 1 and surprise others on a 1-3. Outdoors they can usually be surprised only by other barbarians, rangers, druids, or elves. * Barbarians are difficult to track outdoors. Only a ranger, elf, druid, or another barbarian can do so. * A Barbarian moves through difficult terrain as if it were one class better. * Passive ability to Detect Pits and Snares(3 in 6 chance) outdoors when merely passing near. And only 1 in 6 chance to spring pit traps and snares when passing over them(instead of the usual 1-2). ROLLED BY DM. * Danger Sense: A swinging scythe, a deadly spear shooting from the wall, a falling stone block...Barbarians get a REFLEX saving throw to avoid being hit by traps such as these even when none is normally allowed. Even if the save failed, the Barbarian will take only half damage. * A Barbarian can see on a dark night as if they are in bright moonlight. * Leaping and Springing: Barbarians can jump higher and farther, natural- ly parkouring off sturdy objects. A barbarian can jump straight up 3 feet + 1 foot per every 5 levels of XP (4' at level 5, 5' at level 10, etc). With a running start, a barbarian can leap forward 10 feet + 1 foot per level(11 feet at level 2, etc). * Endurance: Barbarians can endure natural extremes of heat and cold far more easily than those city-bread weaklings. Whenever a civilized person would be adversely affected by the blistering desert sun or the chill of the arctic winds, the Barbarian gets a Saving Throw vs Deathray to see if he is even affected. Even If the roll fails, the Barbarian will take only half the negative effect/loss of his civilized companions. * Inner Reserve: A barbarian may call upon his primal nature to grant a brief bonus to strength and constitution. He may do this once per day for every five levels he has obtained (once a day from first level, twice at 6th, and three times at 11th, four times at 16th). Barbarians may gain +2 to all STR (including melee damage) and CON rolls for 2D6 rounds, allowing them to strike deeper in combat, lift heavy weights, tear down gates, or perform other feats of power. * Animal Empathy: A Barbarian can feel the emotional state of any natural animal. He can, in turn, send their own emotions back to the creature. This takes D4 rounds of concentration and requires a roll on the Chances Per Level Table below: At level 1 = 1(D6) level 7 = 1-3 level 13 = 1-5 level 4 = 1-2 level 10 = 1-4 At 4th Level ------------ * At 4th level, an empty hand attack does REAL damage equal to the amount of the Barbarian's STR bonus. * +1 on Reaction Rolls with other barbarian types. * +1 to Morale of any barbarian troops the Barbarian is leading in combat. * Normal Types(does not include other barbarians) check morale at -1 when the Barbarian charges them unless they are led by someone of 4th level or above. Normal animals must also make a morale check before attacking a Barbarian. At 7th Level ------------ * At 7th level, a Barbarian gets 2 attacks/round. At 8th Level ------------ * +2 on Reaction Rolls with other barbarian types. * +2 to Morale of any barbarian troops the Barbarian is leading in combat. * Normal Types(does not include other barbarians) check morale at -2 when the brbarian charges them unless led by someone of 8th Level or above. * At 8th level, a Barbarian can sense invisible/out of phase creatures nearby and can fight them without penalty. This also applies to fighting when blindfolded or in the dark. At 9th Level ------------ * At 9th level, a Barbarian is considered a "Chieftain", and, if a wilderness area is claimed and a stronghold built or created, will attract D4x100 other barbarians to settle nearby and build a village. At 10th Level ------------- * Add a D6 to damage rolls. At 13th Level ------------- * A Barbarian gets 3 attacks per round. EXPANDED ExPLANATION OF SOME BARBARIAN ABILITIES ------------------------------------------------ * Tracking is only in the outdoors, unlike the ranger who can also track underground/indoors. * Stealth: Hunter's Step: No chance of being heard if this roll succeeds. If the roll is failed, make a Hear Noise check for any creatures in the area to see if the barbarian was heard. Hide outdoors in natural surroundings(in "plain sight"): Any Ranger remaining completely still, while in a natural environ- ment containing some measure of concealment(tall grasses, small bushes and shrubs, etc), has a passive 90% chance of remaining undiscovered without having to make a Stealth Roll. * Climbing ability as Thief of the same level but with regard to natural surfaces(stone cliffs, limbless tree trunks, etc). Barbarians may also climb walls of other kinds once they have had the opportunity to prac- tice scaling a particular type of surface.