BARBARIAN --------- * HIT POINTS: D6+1 + DOUBLE CON bonus per level. 3pts/level after 9th level. * Attacks and Saves as a Fighter. * +2 to Saving Throws vs Death Ray/Poison, Polymorph, and Paralysis/ Turn to Stone. * Can wear only light armor(leather, fur/hide, bone/tusk, or other light and primitive armor) and use a shield. * When not employing a shield, the Barbarian gets double DEX bonuses to 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 proficiency is achieved. * Can fight Florentine-style with 2 small weapons(such as dagger and hand axe or 2 hand axes, etc). * At 4th level, the Barbarian causes "normal" types to check morale at -2 when he charges them. Normal animals must also make a morale check before attacking a Barbarian. They also get +4 to Saving Throws vs Fear spells/effects. * At 6th level, the Barbarian can sense invisible opponents nearby and fight effectively when blindfolded or in the dark. * At 8th level, the Barbarian causes "normal" types to check morale at -4 when he charges them. They are also immune to magical fear effects. * A Barbarian begins with all of the taboos as well as all of the skills (e.g. canoe building) of his culture. * A Barbarian (usually)begins knowing only his tribal tongue and Common. He cannot read or write Common but will know his own tribal symbols - and perhaps the symbols of other local tribes. * Barbarians have a -2 on reaction rolls from most civilized folk. Barbarians will 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 so have a passive 2 in 6 chance to Detect Magic or Illusion in their immediate surroundings. * Barbarians are superstitious and fearful of the supernatural causing them to make a saving throw whenever they experience something 'not of the natural world'. If the save is not made, there is a 50/50 chance that the Barbarian will either flee or be be driven into a berzerk frenzy attacking the source of the fear twice per round and at +2 to-hit and damage. This frenzy will last until the threat is removed. At 4th level, there is a 25% chance to flee and 75% chance of beserk frenzy. At 8th level, a saving throw is no longer necessary as the Barbarian adventurer has become more inured to such things. * 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 and respected). * Animal Empathy: A Barbarian can feel and even influence the emotional state of any natural animal. * A Barbarian can mimic the sound of any animal he has ever heard and can communicate with normal animals from his particular environment in their own tongues(eg. Tarzan could talk with lions, chimpanzees, elephants, etc). It is also possible to learn the speech of animal-types in new regions given time. * Barbarians are skilled in Wilderness Survival, Herbalism, and Animal Lore of animals common to their environment. They may also have other skills depending on the locale and culture from which they originate: horsemanship, canoe building, animal handling, long distance signaling (smoke, drums, mirror flashes), etc. * Direction Sense: +2 to rolls to avoid becoming lost. * Hear Noise on a 1-2(D6). * Barbarians are surprised on a 1 and surprise others on a 1-3. Outdoors they can usually only be surprised by other barbarians, rangers, druids, or elves. * Hide outdoors in natural surroundings/in "plain sight"(5 in 6 chance). * Barbarians are difficult to track outdoors. Only a ranger, elf, druid, or another barbarian can do so. There is a 1 in 6 chance with +1 for every 3 levels the tracker has above the Barbarian he is tracking. * A Barbarian moves through difficult terrain as if it were one class better. * Passive ability to Detect Pits and Snares(2 in 6 chance). And only 1 in 6 chance to spring pit traps and snares when passing over them (instead of the usual 1-2). * A Barbarian can see on a dark night as if he is in bright moonlight. * Climbing ability as Thief of the same level but with regard to natural surfaces(stone cliffs, mountains, limbless tree trunks, etc). Barbarians may also climb walls of other kinds once they have had the opportunity to practice scaling a particular type of surface. * Leaping and Springing: Barbarians can jump higher and farther, naturally parkouring off sturdy objects. Additionally, activities of this nature are rolled with Advantage(take the best of 2 rolls). * Endurance: A barbarian can endure natural extremes of heat and cold with nothing more than a grim smile. They do not take damage, nor are they slowed, by the blistering desert sun or the chilling touch of the arctic wastes. * 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). He may gain +2 to any STR(including melee damage) or CON rolls for D6 rounds, allowing him to strike deeper in combat, lift heavy weights, tear down gates, or perform other feats of power. Barbarian Skills Which Increase With Level ------------------------------------------ At level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-11(D12) level 4 = 1-3 level 10 = 1-5 * Tracking over difficult terrain/under adverse conditions. This is only in the outdoors, unlike the ranger who can also track underground/indoors * Hunter's Step: No chance of being heard if this roll succeeds. If the roll is failed, make a Hear Noise check for anyone nearby to see if the barbarian was heard.