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<blockquote data-quote="Arkhandus" data-source="post: 4574175" data-attributes="member: 13966"><p><strong>Aurelian Barbarian</strong></p><p></p><p><span style="font-size: 12px"><em><strong><span style="color: Green">The Barbarian</span></strong></em></span></p><p></p><p>Barbarians are the fiercest of warriors, often of ill temperment and prone to starting fights with little provocation. They are berserkers who fly in a furious rage when angered or stoked up for a fight, ignoring most pains and injuries as they thrash anything that gets in their way. Some are peaceful and diplomatic most of the time, but even these barbarians train for battle and become consumed by furious bloodlust when pushed too far.</p><p></p><p>Most barbarians are more reckless and belligerent, and cause a lot of trouble when they aren't preoccupied with good food, drink, or entertainment. While many barbarians are savages or tribal warriors, some belong to civilized militaries, mercenary companies, or adventuring groups. Barbarians are exceedingly tough and athletic, generally possessed of good survival skills, and tend to have keen instincts. Not to mention a strong will to live, and phenomenal strength lying just beneath the surface.</p><p></p><p><strong><span style="color: Red">Races:</span></strong> The majority of barbarians are found amongst savage humanoid races and monstrous humanoids, but there are also many barbarian giants. A few varieties of aberration, fey, and outsider are known to have barbarians as well. The most common barbarians are goblins, orcs, half-orcs, firagi, draegi, korobokuru, aratz-kreen, githmarri, chaonds, locathah, minotaurs, ogres, trolls, cyclopes, hill giants, frost giants, grimlocks, troglodytes, half-ogres, loxos, harpies, lycanthropes, half-fiends, demons, slaadi, einherjar, half-elementals, kappa, oni, tasloi, phthisics, and gnolls, except flind gnolls. The might of a barbarian often makes them a leader in goblin, orc, firagi, githmarri, minotaur, ogre, troll, grimlock, troglodyte, loxo, and gnoll tribes. Barbarian chaonds, cyclopes, hill giants, half-ogres, harpies, half-fiends, half-elementals, kappa, phthisics tend to be loners with no comradery from others of their race, though there are rare exceptions.</p><p></p><p>Barbarians are uncommon among humans, dwarves, centaurs, nezumi, hengeyokai, spirit folk, thri-kreen, githrani, githyanki, tieflings, bugbears, borags, lizardfolk, half-dragons, firbolgs, ettins, hags, desmodu, yuan-ti, eladrins, guardinals, genies, daemons, hannya, rokuro-kubi, and driders. A human, draegi, nezumi, thri-kreen, githrani, githyanki, lizardfolk, desmodu, yuan-ti, or rokuro-kubi barbarian is usually just one of many warriors in their communities, but occasionally one such barbarian might attain leadership of the tribe or caste; more often they're just the muscle that serves the local priest, chieftain, or monarch. Dwarves call their barbarians 'battleragers' and usually assign a single one to each unit that needs the extra muscle or morale, treating the battlerager as a special officer with limited authority but more free reign than other soldiers. Centaur, bugbear, firbolg, ettin, and genie barbarians are generally outcasts or loners who just don't fit in with the communities or groups formed by others of their kind.</p><p></p><p>There are only a few barbarians among elves, half-elves, aquari, aeragi, fallow sprites, vanara, kobolds, aasimar, half-celestials, half-fey, merfolk, voadkyn, and bariaurs. Most of these barbarians are loners or exiles. Barbarians are very rarely found among other races.</p><p></p><p><strong><span style="color: Red">Other Classes:</span></strong> Since most barbarians are wilderness warriors, either tribal, nomadic, or solitary, they tend to get along well with other wilderness-savvy individuals who understand the austerity and harshness of nature. This means a barbarian will usually get along well with other barbarians, rangers, druids, and shamans, as well as many monks, psychic warriors, wu jen, and shugenja, though the latter few have less wilderness experience and a few are more annoying or frightening than austere. Barbarians often distrust those who work magic, or similar unusual abilities like psionics or ki channeling, but many learn to respect monks, psychic warriors, and nature priests after a little while. Psions who can ease a barbarian's fears may be respected as useful allies, but are even less trusted than magic-wielders because of the sneakiness of their manifestations.</p><p></p><p>Particularly noisy, preachy, or intrusive folk are likely to get beaten up or ignored by barbarians, who generally dislike such pestering. This makes many bards, rogues, clerics, paladins, samurai, and sorcerers poorly treated by barbarians, but a few get along just fine, such as the quieter rogues and samurai, entertaining but unobtrusive bards and sorcerers, and nature clerics. Paladins, samurai, and sohei can rarely even stand to be around barbarians, with only a few exceptions.</p><p></p><p>Wizards are distrusted but can earn a barbarian's respect with their battle magic, and usually just get dismissed as crazy people playing with forces they can't really understand. Fighters usually get along fine with barbarians as fellow warriors, but some fighters are just too disciplined and stodgy for a barbarian to avoid picking fights with. As long as someone can stay fairly useful in a fight and not get in the barbarian's way, they're likely to at least earn some grudging respect from him or her.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Game Rule Information</strong></u></span></span></em></p><p>Barbarians have the following game statistics.</p><p><strong><span style="color: Red">Abilities:</span></strong> Strength is important for barbarians because of its role in combat, and several barbarian skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several barbarian skills. A high Constitution score lets a barbarian rage longer, and live longer, because it gives him more hit points.</p><p><strong><span style="color: Red">Alignment:</span></strong> Any nonlawful.</p><p><strong><span style="color: Red">Hit Die:</span></strong> d12.</p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><strong><u>Class Skills</u></strong></span></span></em></p><p>The barbarian’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).</p><p><strong><span style="color: Red">Skill Points at 1st Level:</span></strong> (4 + Int modifier) x 4.</p><p><strong><span style="color: Red">Skill Points at Each Additional Level:</span></strong> 4 + Int modifier.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><strong><u>Class Features</u></strong></span></span></em></p><p>All of the following are class features of the barbarian.</p><p></p><p>[sblock]<strong><span style="color: Red">Weapon and Armor Proficiency:</span></strong> A barbarian is proficient with all simple and martial weapons, light and medium armors, and shields.</p><p></p><p><strong><span style="color: Red">Hardy:</span></strong> Barbarians are exceedingly tough warriors with high pain thresholds, and they recover from serious injuries somewhat faster than a soft, coddled, civilized warrior would. The barbarian is treated as 2 levels higher for purposes of natural healing (and applications of the Heal skill to accelerate natural healing). In addition, they have a base 30% chance of stabilizing or starting to recover when at negative hit points, rather than a 10% chance.</p><p></p><p></p><p><strong><span style="color: Red">Rage:</span></strong> When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the barbarian’s hit points by 2 per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal (these extra points are not lost first the way temporary hit points are).</p><p></p><p>While raging, a barbarian cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells (the only class skills he can’t use while raging are Animal Empathy, Craft, Handle Animal, and Intuit Direction). He can use any feat he might have except for Expertise, item creation feats, metamagic feats, metapsionic feats, and Skill Focus (if its tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier. The barbarian may prematurely end the rage, voluntarily, at the start of any of their own turns. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can’t charge or run) for two minutes (20 rounds) afterwards (unless the barbarian is 16th-level, when this limitation no longer applies).</p><p></p><p>The barbarian can only fly into a rage once per encounter, and only once per day at 1st-level, but can rage an additional time each day for every six barbarian levels gained beyond that (twice per day at 7th-level, three times per day at 13th-level, and four times per day at 19th). Entering a rage takes no time itself, but the barbarian can only do it during his action, not in response to somebody else’s action. Starting at 10th-level, the barbarian’s rage bonuses become +6 to Strength, +6 to Constitution, and a +4 morale bonus to Will saves, while the AC penalty remains at -2.</p><p></p><p></p><p><strong><span style="color: Red">Barbarian Talents:</span></strong> At 2nd-level, then again at every three levels following that, the barbarian gets a special ability from the list below. Each special ability may only be selected once unless noted otherwise, and each special ability has certain prerequisites that the barbarian must meet. The barbarian chooses their talents from the following list.</p><p></p><p><strong><em><span style="color: Blue">Bonus Feat:</span></em></strong> Instead of gaining an actual special ability, the barbarian may choose to gain a bonus feat from the following list: Alertness, Blind-Fight, Cleave, Endurance, Exotic Weapon Proficiency*, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Power Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (any barbarian class skill)*, Sunder, Toughness**, and Track. Feats marked with an asterisk (*) may be gained multiple times, selecting a different weapon or skill each time, as appropriate. Feats marked with two asterisks (**) may be gained any number of times and stack. The barbarian must meet any prerequisites for the feats he chooses, as usual. This ability may be gained multiple times.</p><p></p><p><strong><em><span style="color: Blue">Climate Adaptation (Ex):</span></em></strong> The barbarian adapts to a particular type of climate of their choice, either hot or cold climates. As a special prerequisite for gaining this ability, the barbarian must have spent at least a year in such a climate immediately before taking this talent. Upon gaining Climate Adaptation, the barbarian gains Fire Resistance 3 if he had chosen a hot environment, or Cold Resistance 3 if he had chosen a cold environment.</p><p></p><p>Barbarians who choose hot environments gain +3 on saving throws against the natural heat of such environments (this does not include contact with fire, magma, or similar effects), including saves against dehydration in such places. Barbarians who choose cold environments gain +3 on saving throws against the natural chill of such environments (not contact with freezing effects, such as spells or certain places in the Para-Elemental Plane of Cold), including saves against hypothermia or frostbite in such places.</p><p></p><p>The barbarian may gain Climate Adaptation up to three times, each time increasing his or her resistance to the same energy type by 3 points, and increasing his or her related save bonus by +3. However, in order to gain this special ability a second time, the barbarian must be at least 5th-level and must spend an additional year in the appropriate climate immediately prior to their second time gaining this ability. Also, to gain this ability a third time the barbarian must be at least 8th-level and spend another year in the appropriate climate immediately prior.</p><p></p><p></p><p><strong><em><span style="color: Blue">Damage Reduction (Ex):</span></em></strong> The character must be at least a 5th-level barbarian and have a Constitution score of 11+ in order to gain this talent. Your barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage. Damage reduction can reduce damage to 0 but not below 0. This special ability may be gained up to three times, and its effects stack. However, to gain this ability a second time, the character must be at least an 11th-level barbarian with a Constitution score of 13+. The character must be a barbarian of at least 17th-level with a Constitution score of 15+ in order to gain this ability a third time.</p><p></p><p><strong><em><span style="color: Blue">Deep Rage:</span></em></strong> You must be at least a 5th-level barbarian of chaotic alignment in order to gain this special ability. Deep Rage is not useable if the barbarian becomes nonchaotic in alignment, but only until he or she becomes chaotic once more. Once the barbarian gains this ability, he is capable of drawing on a deeper reservoir of primal fury when raging, and can thus improve the power of his rages. As a result, whenever the barbarian enters a rage, the player may declare it to be a deep rage.</p><p></p><p>In a deep rage, the barbarian gains all the normal benefits and penalties of raging, with the following extra benefits and penalties; these stack with the benefits and penalties of a frenzied rage, so a barbarian with both abilities may activate both at once. Deep rage stacks with greater rage also. In a deep rage, the barbarian’s bonuses to Strength and Constitution are increased by an additional +4 each, and the barbarian’s morale bonus on Will saves is increased by +2. The penalties of going into a deep rage are the same as those suffered when going into an ordinary rage, as well as the following additional penalties. A deep rage incurs a further -2 AC penalty, and lasts only one-half as long as it otherwise would have, rounded down, after factoring in Extended Rage if applicable.</p><p></p><p></p><p><strong><em><span style="color: Blue">Extended Raging:</span></em></strong> You must be at least an 8th-level barbarian and have a Constitution score of 13+ in order to gain this special ability. The barbarian learns to prolong the duration of his rages. Henceforth, whenever the barbarian enters a rage, the base duration of the rage is increased by +3 rounds. This special ability may be gained multiple times, to a maximum of three times. However, in order to gain this ability a second time, the barbarian must have a Constitution score of 15+, and in order to gain it a third time, the barbarian must have a Constitution score of 17+.</p><p></p><p><strong><em><span style="color: Blue">Extra Raging:</span></em></strong> You must be at least a 5th-level barbarian in order to gain this special ability. Each time this talent is gained, the barbarian can fly into a rage two additional times per day. This talent may be gained multiple times, to a maximum of three times.</p><p></p><p><strong><em><span style="color: Blue">Fast Movement (Ex):</span></em></strong> The character must have a Dexterity score of 10+ in order to gain this special ability. The barbarian develops a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). For example, a human barbarian in studded leather armor has a base speed of 40 feet. Normally, humans have a speed of 30 feet. His speed when taking the double move action is 80 feet (rather than 60), and his running speed is 160 feet (rather than 120).</p><p></p><p><strong><em><span style="color: Blue">Fierce Display:</span></em></strong> Your barbarian must have at least 4 ranks in the Intimidate skill before selecting this talent. The barbarian learns how to be especially frightening when entering a barbarian rage, putting on such a savage display that enemies may tremble in fear at the barbarian's ferocity. Thus, you can make one Intimidate check as a free action when entering a barbarian rage, and this check affects all opponents within 30 feet who witness the barbarian's display (even if they can only hear the barbarian's roars and such). Each opponent that the check succeeds against is shaken for 1 round, and will not approach the barbarian during that time. Even afterwards, they suffer a -1 morale penalty on attack rolls for 1 extra round.</p><p></p><p></p><p><strong><em><span style="color: Blue">Frenzied Rage:</span></em></strong> You must be at least a 5th-level barbarian of chaotic alignment in order to gain this talent. Frenzied Rage is not useable if the barbarian becomes nonchaotic, but only until he or she becomes chaotic once more. Once the barbarian gains this ability, he is capable of channeling his rage and instincts more effectively, so he can use it to heighten his speed and reflexes. As a result, whenever the barbarian enters a rage, he may declare it to be a frenzied rage.</p><p></p><p>In a frenzied rage, the barbarian gains all the normal benefits and penalties of raging, with the following extra benefits and penalties; these stack with the benefits and penalties of a deep rage, so a barbarian with both abilities may activate both at once. Frenzied rage stacks with greater rage also. In a frenzied rage, the barbarian’s Dexterity score is increased by +4 and their base speed is increased by +10 feet; the speed increase stacks with other abilities that increase speed.</p><p></p><p>Also, while in a frenzied rage, the barbarian gains the ability to perform a Flurry of Blows when using the full-attack action, when desired. When doing so, the barbarian cannot use other full-round actions that involve a full-attack, such as the Whirlwind Attack feat, or a monk’s similar Flurry of Blows ability. When the barbarian makes a full-attack with a Flurry of Blows, they gain an additional attack at their highest base attack bonus. However, all attack rolls the barbarian makes that round and before their next turn suffer a -2 penalty. Entering a frenzied rage has the same penalties as a normal rage, plus the following additional penalty. A frenzied rage causes the character to be fatigued for five times as long afterwards compared to a normal rage, after factoring in Great Stamina if applicable.</p><p></p><p></p><p><strong><em><span style="color: Blue">Greater Movement (Ex):</span></em></strong> You must be at least a 5th-level barbarian, have a Dexterity score of 15+, and have the Fast Movement barbarian ability, in order to gain this special ability. The barbarian develops even greater speed than before, improving his base speed by +20 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). This ability supersedes (does not stack with) the Fast Movement barbarian ability.</p><p></p><p><strong><em><span style="color: Blue">Greater Uncanny Dodge (Ex):</span></em></strong> The character must be at least an 8th-level barbarian, have a Dexterity or Wisdom score of 15+, and have the Uncanny Dodge and Improved Uncanny Dodge barbarian abilities (or equivalent abilities from other classes), in order to gain this special ability. The barbarian’s ability to avoid trap dangers improves, providing a +4 greater bonus on Reflex saves made to avoid traps and a +4 greater dodge bonus to AC against attacks by traps. This ability stacks with the Improved Uncanny Dodge barbarian ability. If the character gained Uncanny Dodge from other sources, they do not need a prior bonus against traps in order to qualify for Greater Uncanny Dodge.</p><p></p><p><strong><em><span style="color: Blue">Great Stamina:</span></em></strong> The character must have a Constitution score of 15+ in order to gain this special ability. The barbarian has phenomenal stamina, and does not take as long to recover from exhaustion nor take as long to tire. Henceforth, the barbarian gains a +2 bonus on Constitution checks made to perform a physical activity over a period of time, such as running, swimming, holding his breath, etc. He also only takes half as long as he otherwise would to recover from his fatigue after coming out of a barbarian rage. Lastly, the barbarian may now enter a rage more than once per encounter, but cannot enter another rage until their previous rage and its fatigue (if any) has ceased.</p><p></p><p></p><p><strong><em><span style="color: Blue">Improved Uncanny Dodge (Ex):</span></em></strong> You must be at least a 5th-level barbarian, have a Dexterity or Wisdom score of 13+, and have the Uncanny Dodge barbarian ability (or equivalent ability from another class), in order to gain this talent. If you gained Uncanny Dodge from another source, you do not need a prior bonus against traps in order to qualify for Improved Uncanny Dodge. The barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flanking attack to sneak attack the barbarian. The exception to this defense is that individuals who possess Sneak Attack and at least four more character levels than the barbarian can flank him, and thus sneak attack him.</p><p></p><p><strong><em><span style="color: Blue">Low-Light Vision (Ex):</span></em></strong> You must be at least a 5th-level barbarian and have a Wisdom score of 13+ in order to gain this special ability. As an additional prerequisite to gaining this ability, the barbarian must have spent at least the majority of two years in dark or dimly-lit places immediately prior to taking this talent The barbarian’s eyes have adjusted over time through constant exposure to darkness and dim light, such that the barbarian can now see somewhat better in darkness and poorly-lit areas.</p><p></p><p>The barbarian can now see twice as far as a normal human can in conditions of moonlight, starlight, torchlight, or similar conditions of dim illumination. The barbarian retains the ability to discern detail and color under these conditions. However, the barbarian does not benefit from Low-Light Vision in conditions of total darkness, such as when within the radius of a Darkness spell. If the barbarian already has Low-Light Vision as a racial ability, then this is added to their racial Low-Light vision; just remember that two doublings is a tripling, a doubling and a tripling are a quadrupling, and so on.</p><p></p><p><strong><em><span style="color: Blue">Uncanny Dodge (Ex):</span></em></strong> The character must have a Dexterity score of 10+ and a Wisdom score of 10+ in order to gain this talent. This grants a barbarian the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC, if any, regardless of being caught flat-footed or struck by an invisible attacker (he still loses his Dex bonus to AC if immobilized). In addition, he barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.</p><p></p><p></p><p><strong><span style="color: Red">Damage Reduction (Ex):</span></strong> All barbarians develop greater than normal toughness over time, hardening their bodies and developing extreme pain resistance. At 3rd-level, the barbarian gains Damage Reduction 1/- as an extraordinary ability. This Damage Reduction functions as per the Barbarian Talent of the same name, and stacks with that ability, but there is no limit to the amount of DR that can be gained from this version. The barbarian's DR from this ability improves by 1 point per six additional levels in the class, such as DR 2/- at 9th-level and DR 3/- at 15th-level.</p><p></p><p><strong><span style="color: Red">Remain Conscious:</span></strong> A barbarian learns to fight through almost any pain, ignoring mortal wounds as he or she relentlessly pursues their hated foes. By 4th-level, they gain the Remain Conscious feat for free, as a bonus feat, regardless of prerequisites.</p><p></p><p><strong><span style="color: Red">Intimidator:</span></strong> Barbarians are very good at frightening or worrying their opponents through impressive displays of violence or brute strength. Starting at 6th-level, they gain a +2 bonus on Intimidate skill checks, and on Will saves against fear effects, and likewise to the DC of any Intimidate checks made against them.</p><p></p><p></p><p><strong><span style="color: Red">Brutal Strikes:</span></strong> The barbarian unleashes powerful attacks when rushing headlong into battle and thrashing about at all his opposition. At 7th-level onward, the barbarian gains a +2 bonus to damage with weapons, natural weapons, or unarmed strikes when charging, executing a Whirlwind Attack, making an attack of opportunity, or dealing a critical hit. For critical hits, this damage bonus is multiplied normally. The damage bonus increases by +2 for every six additional barbarian levels gained, becoming +4 at 13th-level and +6 at 19th-level.</p><p></p><p><strong><span style="color: Red">Savage Might:</span></strong> At 12th-level, and again at every eighth additional level of barbarian, the character's Strength and Constitution scores each increase by 1 point. This is a natural improvement from the excessive and brutal physical training that barbarians undergo.</p><p></p><p></p><p><strong><span style="color: Red">Whirlwind Attack:</span></strong> Experienced barbarians are skilled at swinging their weapons in wild, vicious arcs that clobber many foes at once. At 18th-level they gain the Whirlwind Attack feat as a free bonus feat, regardless of prerequisites.</p><p></p><p><strong><span style="color: Red">Illiteracy:</span></strong> Barbarians are the only characters that do not automatically know how to read and write (besides the commoner NPC class). A character who begins as a barbarian must spend 2 skill points at some point if they want to gain the ability to read and write any languages they are able to speak. Even if the barbarian gains levels in other classes later, they do not gain the capacity to read and write unless they spend these skill points. In order for the character to become a wizard, wu jen, or other learned character that requires reading and writing skills, they must first spend the skill points to gain literacy or they must do so upon gaining their first level in such a class requiring literacy.</p><p></p><p><strong><span style="color: Red">Ex-Barbarians:</span></strong> A barbarian who becomes lawful in alignment cannot gain further levels as a barbarian and loses the ability to rage.[/sblock]</p><p></p><p>[code][B][COLOR=Red][U][I]The Barbarian:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/COLOR][/B]</p><p>1 +1 +2 +0 +0 Hardy, Rage (1/day)</p><p>2 +2 +3 +0 +0 Barbarian Talent</p><p>3 +3 +3 +1 +1 Damage Reduction 1/-</p><p>4 +4 +4 +1 +1 Remain Conscious</p><p>5 +5 +4 +1 +1 Barbarian Talent</p><p>6 +6/+1 +5 +2 +2 Intimidator</p><p>7 +7/+2 +5 +2 +2 Brutal Strikes +2, Rage (2/day)</p><p>8 +8/+3 +6 +2 +2 Barbarian Talent</p><p>9 +9/+4 +6 +3 +3 Damage Reduction 2/-</p><p>10 +10/+5 +7 +3 +3 Greater Rage</p><p>11 +11/+6/+1 +7 +3 +3 Barbarian Talent</p><p>12 +12/+7/+2 +8 +4 +4 Savage Might</p><p>13 +13/+8/+3 +8 +4 +4 Brutal Strikes +4, Rage (3/day)</p><p>14 +14/+9/+4 +9 +4 +4 Barbarian Talent</p><p>15 +15/+10/+5 +9 +5 +5 Damage Reduction 3/-</p><p>16 +16/+11/+6/+1 +10 +5 +5 No Longer Winded After Rage</p><p>17 +17/+12/+7/+2 +10 +5 +5 Barbarian Talent</p><p>18 +18/+13/+8/+3 +11 +6 +6 Whirlwind Attack</p><p>19 +19/+14/+9/+4 +11 +6 +6 Brutal Strikes +6, Rage (4/day)</p><p>20 +20/+15/+10/+5 +12 +6 +6 Barbarian Talent, Savage Might[/code]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4574175, member: 13966"] [b]Aurelian Barbarian[/b] [SIZE=3][I][B][COLOR=Green]The Barbarian[/COLOR][/B][/I][/SIZE] Barbarians are the fiercest of warriors, often of ill temperment and prone to starting fights with little provocation. They are berserkers who fly in a furious rage when angered or stoked up for a fight, ignoring most pains and injuries as they thrash anything that gets in their way. Some are peaceful and diplomatic most of the time, but even these barbarians train for battle and become consumed by furious bloodlust when pushed too far. Most barbarians are more reckless and belligerent, and cause a lot of trouble when they aren't preoccupied with good food, drink, or entertainment. While many barbarians are savages or tribal warriors, some belong to civilized militaries, mercenary companies, or adventuring groups. Barbarians are exceedingly tough and athletic, generally possessed of good survival skills, and tend to have keen instincts. Not to mention a strong will to live, and phenomenal strength lying just beneath the surface. [B][COLOR=Red]Races:[/COLOR][/B] The majority of barbarians are found amongst savage humanoid races and monstrous humanoids, but there are also many barbarian giants. A few varieties of aberration, fey, and outsider are known to have barbarians as well. The most common barbarians are goblins, orcs, half-orcs, firagi, draegi, korobokuru, aratz-kreen, githmarri, chaonds, locathah, minotaurs, ogres, trolls, cyclopes, hill giants, frost giants, grimlocks, troglodytes, half-ogres, loxos, harpies, lycanthropes, half-fiends, demons, slaadi, einherjar, half-elementals, kappa, oni, tasloi, phthisics, and gnolls, except flind gnolls. The might of a barbarian often makes them a leader in goblin, orc, firagi, githmarri, minotaur, ogre, troll, grimlock, troglodyte, loxo, and gnoll tribes. Barbarian chaonds, cyclopes, hill giants, half-ogres, harpies, half-fiends, half-elementals, kappa, phthisics tend to be loners with no comradery from others of their race, though there are rare exceptions. Barbarians are uncommon among humans, dwarves, centaurs, nezumi, hengeyokai, spirit folk, thri-kreen, githrani, githyanki, tieflings, bugbears, borags, lizardfolk, half-dragons, firbolgs, ettins, hags, desmodu, yuan-ti, eladrins, guardinals, genies, daemons, hannya, rokuro-kubi, and driders. A human, draegi, nezumi, thri-kreen, githrani, githyanki, lizardfolk, desmodu, yuan-ti, or rokuro-kubi barbarian is usually just one of many warriors in their communities, but occasionally one such barbarian might attain leadership of the tribe or caste; more often they're just the muscle that serves the local priest, chieftain, or monarch. Dwarves call their barbarians 'battleragers' and usually assign a single one to each unit that needs the extra muscle or morale, treating the battlerager as a special officer with limited authority but more free reign than other soldiers. Centaur, bugbear, firbolg, ettin, and genie barbarians are generally outcasts or loners who just don't fit in with the communities or groups formed by others of their kind. There are only a few barbarians among elves, half-elves, aquari, aeragi, fallow sprites, vanara, kobolds, aasimar, half-celestials, half-fey, merfolk, voadkyn, and bariaurs. Most of these barbarians are loners or exiles. Barbarians are very rarely found among other races. [B][COLOR=Red]Other Classes:[/COLOR][/B] Since most barbarians are wilderness warriors, either tribal, nomadic, or solitary, they tend to get along well with other wilderness-savvy individuals who understand the austerity and harshness of nature. This means a barbarian will usually get along well with other barbarians, rangers, druids, and shamans, as well as many monks, psychic warriors, wu jen, and shugenja, though the latter few have less wilderness experience and a few are more annoying or frightening than austere. Barbarians often distrust those who work magic, or similar unusual abilities like psionics or ki channeling, but many learn to respect monks, psychic warriors, and nature priests after a little while. Psions who can ease a barbarian's fears may be respected as useful allies, but are even less trusted than magic-wielders because of the sneakiness of their manifestations. Particularly noisy, preachy, or intrusive folk are likely to get beaten up or ignored by barbarians, who generally dislike such pestering. This makes many bards, rogues, clerics, paladins, samurai, and sorcerers poorly treated by barbarians, but a few get along just fine, such as the quieter rogues and samurai, entertaining but unobtrusive bards and sorcerers, and nature clerics. Paladins, samurai, and sohei can rarely even stand to be around barbarians, with only a few exceptions. Wizards are distrusted but can earn a barbarian's respect with their battle magic, and usually just get dismissed as crazy people playing with forces they can't really understand. Fighters usually get along fine with barbarians as fellow warriors, but some fighters are just too disciplined and stodgy for a barbarian to avoid picking fights with. As long as someone can stay fairly useful in a fight and not get in the barbarian's way, they're likely to at least earn some grudging respect from him or her. [I][SIZE=2][COLOR=Blue][U][B]Game Rule Information[/B][/U][/COLOR][/SIZE][/I] Barbarians have the following game statistics. [B][COLOR=Red]Abilities:[/COLOR][/B] Strength is important for barbarians because of its role in combat, and several barbarian skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several barbarian skills. A high Constitution score lets a barbarian rage longer, and live longer, because it gives him more hit points. [B][COLOR=Red]Alignment:[/COLOR][/B] Any nonlawful. [B][COLOR=Red]Hit Die:[/COLOR][/B] d12. [I][SIZE=2][COLOR=Blue][B][U]Class Skills[/U][/B][/COLOR][/SIZE][/I] The barbarian’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). [B][COLOR=Red]Skill Points at 1st Level:[/COLOR][/B] (4 + Int modifier) x 4. [B][COLOR=Red]Skill Points at Each Additional Level:[/COLOR][/B] 4 + Int modifier. [I][SIZE=2][COLOR=Blue][B][U]Class Features[/U][/B][/COLOR][/SIZE][/I] All of the following are class features of the barbarian. [sblock][B][COLOR=Red]Weapon and Armor Proficiency:[/COLOR][/B] A barbarian is proficient with all simple and martial weapons, light and medium armors, and shields. [B][COLOR=Red]Hardy:[/COLOR][/B] Barbarians are exceedingly tough warriors with high pain thresholds, and they recover from serious injuries somewhat faster than a soft, coddled, civilized warrior would. The barbarian is treated as 2 levels higher for purposes of natural healing (and applications of the Heal skill to accelerate natural healing). In addition, they have a base 30% chance of stabilizing or starting to recover when at negative hit points, rather than a 10% chance. [B][COLOR=Red]Rage:[/COLOR][/B] When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the barbarian’s hit points by 2 per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal (these extra points are not lost first the way temporary hit points are). While raging, a barbarian cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells (the only class skills he can’t use while raging are Animal Empathy, Craft, Handle Animal, and Intuit Direction). He can use any feat he might have except for Expertise, item creation feats, metamagic feats, metapsionic feats, and Skill Focus (if its tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier. The barbarian may prematurely end the rage, voluntarily, at the start of any of their own turns. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can’t charge or run) for two minutes (20 rounds) afterwards (unless the barbarian is 16th-level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only once per day at 1st-level, but can rage an additional time each day for every six barbarian levels gained beyond that (twice per day at 7th-level, three times per day at 13th-level, and four times per day at 19th). Entering a rage takes no time itself, but the barbarian can only do it during his action, not in response to somebody else’s action. Starting at 10th-level, the barbarian’s rage bonuses become +6 to Strength, +6 to Constitution, and a +4 morale bonus to Will saves, while the AC penalty remains at -2. [B][COLOR=Red]Barbarian Talents:[/COLOR][/B] At 2nd-level, then again at every three levels following that, the barbarian gets a special ability from the list below. Each special ability may only be selected once unless noted otherwise, and each special ability has certain prerequisites that the barbarian must meet. The barbarian chooses their talents from the following list. [B][I][COLOR=Blue]Bonus Feat:[/COLOR][/I][/B] Instead of gaining an actual special ability, the barbarian may choose to gain a bonus feat from the following list: Alertness, Blind-Fight, Cleave, Endurance, Exotic Weapon Proficiency*, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Power Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (any barbarian class skill)*, Sunder, Toughness**, and Track. Feats marked with an asterisk (*) may be gained multiple times, selecting a different weapon or skill each time, as appropriate. Feats marked with two asterisks (**) may be gained any number of times and stack. The barbarian must meet any prerequisites for the feats he chooses, as usual. This ability may be gained multiple times. [B][I][COLOR=Blue]Climate Adaptation (Ex):[/COLOR][/I][/B] The barbarian adapts to a particular type of climate of their choice, either hot or cold climates. As a special prerequisite for gaining this ability, the barbarian must have spent at least a year in such a climate immediately before taking this talent. Upon gaining Climate Adaptation, the barbarian gains Fire Resistance 3 if he had chosen a hot environment, or Cold Resistance 3 if he had chosen a cold environment. Barbarians who choose hot environments gain +3 on saving throws against the natural heat of such environments (this does not include contact with fire, magma, or similar effects), including saves against dehydration in such places. Barbarians who choose cold environments gain +3 on saving throws against the natural chill of such environments (not contact with freezing effects, such as spells or certain places in the Para-Elemental Plane of Cold), including saves against hypothermia or frostbite in such places. The barbarian may gain Climate Adaptation up to three times, each time increasing his or her resistance to the same energy type by 3 points, and increasing his or her related save bonus by +3. However, in order to gain this special ability a second time, the barbarian must be at least 5th-level and must spend an additional year in the appropriate climate immediately prior to their second time gaining this ability. Also, to gain this ability a third time the barbarian must be at least 8th-level and spend another year in the appropriate climate immediately prior. [B][I][COLOR=Blue]Damage Reduction (Ex):[/COLOR][/I][/B] The character must be at least a 5th-level barbarian and have a Constitution score of 11+ in order to gain this talent. Your barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage. Damage reduction can reduce damage to 0 but not below 0. This special ability may be gained up to three times, and its effects stack. However, to gain this ability a second time, the character must be at least an 11th-level barbarian with a Constitution score of 13+. The character must be a barbarian of at least 17th-level with a Constitution score of 15+ in order to gain this ability a third time. [B][I][COLOR=Blue]Deep Rage:[/COLOR][/I][/B] You must be at least a 5th-level barbarian of chaotic alignment in order to gain this special ability. Deep Rage is not useable if the barbarian becomes nonchaotic in alignment, but only until he or she becomes chaotic once more. Once the barbarian gains this ability, he is capable of drawing on a deeper reservoir of primal fury when raging, and can thus improve the power of his rages. As a result, whenever the barbarian enters a rage, the player may declare it to be a deep rage. In a deep rage, the barbarian gains all the normal benefits and penalties of raging, with the following extra benefits and penalties; these stack with the benefits and penalties of a frenzied rage, so a barbarian with both abilities may activate both at once. Deep rage stacks with greater rage also. In a deep rage, the barbarian’s bonuses to Strength and Constitution are increased by an additional +4 each, and the barbarian’s morale bonus on Will saves is increased by +2. The penalties of going into a deep rage are the same as those suffered when going into an ordinary rage, as well as the following additional penalties. A deep rage incurs a further -2 AC penalty, and lasts only one-half as long as it otherwise would have, rounded down, after factoring in Extended Rage if applicable. [B][I][COLOR=Blue]Extended Raging:[/COLOR][/I][/B] You must be at least an 8th-level barbarian and have a Constitution score of 13+ in order to gain this special ability. The barbarian learns to prolong the duration of his rages. Henceforth, whenever the barbarian enters a rage, the base duration of the rage is increased by +3 rounds. This special ability may be gained multiple times, to a maximum of three times. However, in order to gain this ability a second time, the barbarian must have a Constitution score of 15+, and in order to gain it a third time, the barbarian must have a Constitution score of 17+. [B][I][COLOR=Blue]Extra Raging:[/COLOR][/I][/B] You must be at least a 5th-level barbarian in order to gain this special ability. Each time this talent is gained, the barbarian can fly into a rage two additional times per day. This talent may be gained multiple times, to a maximum of three times. [B][I][COLOR=Blue]Fast Movement (Ex):[/COLOR][/I][/B] The character must have a Dexterity score of 10+ in order to gain this special ability. The barbarian develops a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). For example, a human barbarian in studded leather armor has a base speed of 40 feet. Normally, humans have a speed of 30 feet. His speed when taking the double move action is 80 feet (rather than 60), and his running speed is 160 feet (rather than 120). [B][I][COLOR=Blue]Fierce Display:[/COLOR][/I][/B] Your barbarian must have at least 4 ranks in the Intimidate skill before selecting this talent. The barbarian learns how to be especially frightening when entering a barbarian rage, putting on such a savage display that enemies may tremble in fear at the barbarian's ferocity. Thus, you can make one Intimidate check as a free action when entering a barbarian rage, and this check affects all opponents within 30 feet who witness the barbarian's display (even if they can only hear the barbarian's roars and such). Each opponent that the check succeeds against is shaken for 1 round, and will not approach the barbarian during that time. Even afterwards, they suffer a -1 morale penalty on attack rolls for 1 extra round. [B][I][COLOR=Blue]Frenzied Rage:[/COLOR][/I][/B] You must be at least a 5th-level barbarian of chaotic alignment in order to gain this talent. Frenzied Rage is not useable if the barbarian becomes nonchaotic, but only until he or she becomes chaotic once more. Once the barbarian gains this ability, he is capable of channeling his rage and instincts more effectively, so he can use it to heighten his speed and reflexes. As a result, whenever the barbarian enters a rage, he may declare it to be a frenzied rage. In a frenzied rage, the barbarian gains all the normal benefits and penalties of raging, with the following extra benefits and penalties; these stack with the benefits and penalties of a deep rage, so a barbarian with both abilities may activate both at once. Frenzied rage stacks with greater rage also. In a frenzied rage, the barbarian’s Dexterity score is increased by +4 and their base speed is increased by +10 feet; the speed increase stacks with other abilities that increase speed. Also, while in a frenzied rage, the barbarian gains the ability to perform a Flurry of Blows when using the full-attack action, when desired. When doing so, the barbarian cannot use other full-round actions that involve a full-attack, such as the Whirlwind Attack feat, or a monk’s similar Flurry of Blows ability. When the barbarian makes a full-attack with a Flurry of Blows, they gain an additional attack at their highest base attack bonus. However, all attack rolls the barbarian makes that round and before their next turn suffer a -2 penalty. Entering a frenzied rage has the same penalties as a normal rage, plus the following additional penalty. A frenzied rage causes the character to be fatigued for five times as long afterwards compared to a normal rage, after factoring in Great Stamina if applicable. [B][I][COLOR=Blue]Greater Movement (Ex):[/COLOR][/I][/B] You must be at least a 5th-level barbarian, have a Dexterity score of 15+, and have the Fast Movement barbarian ability, in order to gain this special ability. The barbarian develops even greater speed than before, improving his base speed by +20 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). This ability supersedes (does not stack with) the Fast Movement barbarian ability. [B][I][COLOR=Blue]Greater Uncanny Dodge (Ex):[/COLOR][/I][/B] The character must be at least an 8th-level barbarian, have a Dexterity or Wisdom score of 15+, and have the Uncanny Dodge and Improved Uncanny Dodge barbarian abilities (or equivalent abilities from other classes), in order to gain this special ability. The barbarian’s ability to avoid trap dangers improves, providing a +4 greater bonus on Reflex saves made to avoid traps and a +4 greater dodge bonus to AC against attacks by traps. This ability stacks with the Improved Uncanny Dodge barbarian ability. If the character gained Uncanny Dodge from other sources, they do not need a prior bonus against traps in order to qualify for Greater Uncanny Dodge. [B][I][COLOR=Blue]Great Stamina:[/COLOR][/I][/B] The character must have a Constitution score of 15+ in order to gain this special ability. The barbarian has phenomenal stamina, and does not take as long to recover from exhaustion nor take as long to tire. Henceforth, the barbarian gains a +2 bonus on Constitution checks made to perform a physical activity over a period of time, such as running, swimming, holding his breath, etc. He also only takes half as long as he otherwise would to recover from his fatigue after coming out of a barbarian rage. Lastly, the barbarian may now enter a rage more than once per encounter, but cannot enter another rage until their previous rage and its fatigue (if any) has ceased. [B][I][COLOR=Blue]Improved Uncanny Dodge (Ex):[/COLOR][/I][/B] You must be at least a 5th-level barbarian, have a Dexterity or Wisdom score of 13+, and have the Uncanny Dodge barbarian ability (or equivalent ability from another class), in order to gain this talent. If you gained Uncanny Dodge from another source, you do not need a prior bonus against traps in order to qualify for Improved Uncanny Dodge. The barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flanking attack to sneak attack the barbarian. The exception to this defense is that individuals who possess Sneak Attack and at least four more character levels than the barbarian can flank him, and thus sneak attack him. [B][I][COLOR=Blue]Low-Light Vision (Ex):[/COLOR][/I][/B] You must be at least a 5th-level barbarian and have a Wisdom score of 13+ in order to gain this special ability. As an additional prerequisite to gaining this ability, the barbarian must have spent at least the majority of two years in dark or dimly-lit places immediately prior to taking this talent The barbarian’s eyes have adjusted over time through constant exposure to darkness and dim light, such that the barbarian can now see somewhat better in darkness and poorly-lit areas. The barbarian can now see twice as far as a normal human can in conditions of moonlight, starlight, torchlight, or similar conditions of dim illumination. The barbarian retains the ability to discern detail and color under these conditions. However, the barbarian does not benefit from Low-Light Vision in conditions of total darkness, such as when within the radius of a Darkness spell. If the barbarian already has Low-Light Vision as a racial ability, then this is added to their racial Low-Light vision; just remember that two doublings is a tripling, a doubling and a tripling are a quadrupling, and so on. [B][I][COLOR=Blue]Uncanny Dodge (Ex):[/COLOR][/I][/B] The character must have a Dexterity score of 10+ and a Wisdom score of 10+ in order to gain this talent. This grants a barbarian the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC, if any, regardless of being caught flat-footed or struck by an invisible attacker (he still loses his Dex bonus to AC if immobilized). In addition, he barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. [B][COLOR=Red]Damage Reduction (Ex):[/COLOR][/B] All barbarians develop greater than normal toughness over time, hardening their bodies and developing extreme pain resistance. At 3rd-level, the barbarian gains Damage Reduction 1/- as an extraordinary ability. This Damage Reduction functions as per the Barbarian Talent of the same name, and stacks with that ability, but there is no limit to the amount of DR that can be gained from this version. The barbarian's DR from this ability improves by 1 point per six additional levels in the class, such as DR 2/- at 9th-level and DR 3/- at 15th-level. [B][COLOR=Red]Remain Conscious:[/COLOR][/B] A barbarian learns to fight through almost any pain, ignoring mortal wounds as he or she relentlessly pursues their hated foes. By 4th-level, they gain the Remain Conscious feat for free, as a bonus feat, regardless of prerequisites. [B][COLOR=Red]Intimidator:[/COLOR][/B] Barbarians are very good at frightening or worrying their opponents through impressive displays of violence or brute strength. Starting at 6th-level, they gain a +2 bonus on Intimidate skill checks, and on Will saves against fear effects, and likewise to the DC of any Intimidate checks made against them. [B][COLOR=Red]Brutal Strikes:[/COLOR][/B] The barbarian unleashes powerful attacks when rushing headlong into battle and thrashing about at all his opposition. At 7th-level onward, the barbarian gains a +2 bonus to damage with weapons, natural weapons, or unarmed strikes when charging, executing a Whirlwind Attack, making an attack of opportunity, or dealing a critical hit. For critical hits, this damage bonus is multiplied normally. The damage bonus increases by +2 for every six additional barbarian levels gained, becoming +4 at 13th-level and +6 at 19th-level. [B][COLOR=Red]Savage Might:[/COLOR][/B] At 12th-level, and again at every eighth additional level of barbarian, the character's Strength and Constitution scores each increase by 1 point. This is a natural improvement from the excessive and brutal physical training that barbarians undergo. [B][COLOR=Red]Whirlwind Attack:[/COLOR][/B] Experienced barbarians are skilled at swinging their weapons in wild, vicious arcs that clobber many foes at once. At 18th-level they gain the Whirlwind Attack feat as a free bonus feat, regardless of prerequisites. [B][COLOR=Red]Illiteracy:[/COLOR][/B] Barbarians are the only characters that do not automatically know how to read and write (besides the commoner NPC class). A character who begins as a barbarian must spend 2 skill points at some point if they want to gain the ability to read and write any languages they are able to speak. Even if the barbarian gains levels in other classes later, they do not gain the capacity to read and write unless they spend these skill points. In order for the character to become a wizard, wu jen, or other learned character that requires reading and writing skills, they must first spend the skill points to gain literacy or they must do so upon gaining their first level in such a class requiring literacy. [B][COLOR=Red]Ex-Barbarians:[/COLOR][/B] A barbarian who becomes lawful in alignment cannot gain further levels as a barbarian and loses the ability to rage.[/sblock] [code][B][COLOR=Red][U][I]The Barbarian:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/COLOR][/B] 1 +1 +2 +0 +0 Hardy, Rage (1/day) 2 +2 +3 +0 +0 Barbarian Talent 3 +3 +3 +1 +1 Damage Reduction 1/- 4 +4 +4 +1 +1 Remain Conscious 5 +5 +4 +1 +1 Barbarian Talent 6 +6/+1 +5 +2 +2 Intimidator 7 +7/+2 +5 +2 +2 Brutal Strikes +2, Rage (2/day) 8 +8/+3 +6 +2 +2 Barbarian Talent 9 +9/+4 +6 +3 +3 Damage Reduction 2/- 10 +10/+5 +7 +3 +3 Greater Rage 11 +11/+6/+1 +7 +3 +3 Barbarian Talent 12 +12/+7/+2 +8 +4 +4 Savage Might 13 +13/+8/+3 +8 +4 +4 Brutal Strikes +4, Rage (3/day) 14 +14/+9/+4 +9 +4 +4 Barbarian Talent 15 +15/+10/+5 +9 +5 +5 Damage Reduction 3/- 16 +16/+11/+6/+1 +10 +5 +5 No Longer Winded After Rage 17 +17/+12/+7/+2 +10 +5 +5 Barbarian Talent 18 +18/+13/+8/+3 +11 +6 +6 Whirlwind Attack 19 +19/+14/+9/+4 +11 +6 +6 Brutal Strikes +6, Rage (4/day) 20 +20/+15/+10/+5 +12 +6 +6 Barbarian Talent, Savage Might[/code] [/QUOTE]
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