Celebrim
Legend
Barbarian
The barbarian class is a sub-class of fighter which – having grown up in lands far from civilization - is adept at the many skills necessary for survival in a hostile wilderness. These skills include rapid movement, climbing, use of many weapons, uncanny intuition, and many skills and abilities pertaining to living out of doors.
A barbarian must have strength and dexterity scores of no less than 13 each, a constitution score of 14 or better. The principal attribute of the Barbarian is constitution, and those with greater than 15 in that ability gain a 10% bonus to earned experience.
A barbarian may not dual or multiclass, save as a barbarian Shamans and/or Witchdoctors as described below.
Barbarians can be of any non-lawful alignment, but must be human. They do not use alignment language of any sort, however, and the barbarian knows only how to speak his tribal tongue and the common tongue. A barbarian must learn how to read & write if he or she desires these skills. A barbarian can learn languages according to his or her intelligence, just as any other character can.
Barbarians gain a bonus to armor class of +1 point per level attained to a maximum of +4 at 4th level provided that they wear only armor of a non-bulky sort. This bonus is of the same sort as the defensive bonus for Dexterity. The reaction and attacking adjustment remains unchanged.
Barbarians are tough and hardy fighters, hardened by the savage lands of their birth. They have 12-sided HD and a base movement rate of 15". In addition, barbarians gain +2 HP per point of constitution over 14, as opposed to normal constitution bonuses for other classes.
They use the combat tables and saving throw tables for normal fighters, and may use any sort of weapon, shield, and armor. However, fairly bulky or bulky armor reduces the barbarian's AC bonus for dexterity as well as limits many of their primary abilities and as such barbarians typically forgo it.
All barbarians gain bonuses to their saving throws of +1 per four levels obtained to a maximum of a +4 bonus: i.e. +1 on all saves at 4th level, +2 at 8th level, +3 at 12th level, and +4 at 16th level.
Barbarians begin proficient in six weapons, but these must be knife, club, and spear plus three culturally weapons chosen by the GM as appropriate to the Barbarian’s chosen culture. Some typical examples:
Coastal: Harpoon, trident, and hand axe
Artic: Harpoon, hand axe, and dagger
Desert: Light lance, short bow, and scimitar
Forest: Hand axe, short bow, and dagger
Jungle: Blowgun, short bow, and javelin
Mountain: Broad sword, quarter staff, and javelin
Steppe: Light lance, short bow, and short sword
Barbarians gain new weapon proficiencies every two levels. They suffer a -2 penalty to hit when using weapons they are not proficient in.
Barbarians begin with two NWP proficiencies chosen from those available to Rangers, and gain an additional NWP every three levels.
BARBARIANS (FIGHTERS) TABLE I.
500,000 experience points per level for each additional level above the 11th.
Barbarians are highly suspicious of, fear, and deplore magic and most of those who use it. They will generally refuse to employ any sort of magic item nor allow any magic item or spell to be employed upon them. They will often seek to destroy magic items, and certainly will destroy any magic items entrusted to their possession which – owing to their level of experience – they do not trust themselves to use. If successful, they receive an XP award as if they had taken possession the destroyed items, but they otherwise do not receive any such XP reward for taking possession of a magic item which they cannot employ.
While magic-users and clerics will viewed with suspicion always, though this suspicion will not prevent a mutually beneficial association provided the spell users do not violate their person by employing spells on them. Initially, only the simple clerical spells of the type used by shamans and witch doctors of their own tribes according to the ceremonies that they are familiar with will be deemed as honorable and safe magic that does not violate their taboos, though in time a skilled and worldly barbarian having become acquainted by observation with other sorts of magic may feel comfortable enough to allow it to be employed on their person provided the person who does so is well trusted and known to them, such as a travelling companion. Even then only the most basic of spells are tolerated, and only performed in familiar manners. It is certainly not enough that a trusted companion vouch for the character of someone else, for they might be deceived in this regard or sinisterly controlled by the unknown party! Many months or years of acquaintance are required to overcome these suspicions and superstitions.
Barbarians may freely associate with clerics and M-U but will not voluntarily allow themselves to receive spells from them. They will save versus spells against even friendly magic, and even in an unconscious state. A barbarian of less than 4th level receives no XP during an adventure if they intentionally benefit from friendly spellcasting.
A barbarian of at least 4th level may freely receive spells from a well-known and trusted cleric or druid comrade, but only spells of 3rd level and lower ability.
A barbarian of at least 8th level may freely receive spells from a well-known and trusted M-U or illusionist comrade, but only spells of 2nd level or lower ability.
A barbarian of at least 12th level may freely receive spells from a well-known and trusted cleric or druid comrade, but only spells of 5th level and lower ability.
A barbarian of at least 16th level may freely receive spells from a well-known and trusted M-U or illusionist comrade, but only spells of 4th level or lower ability.
As barbarians rise in level some of the limitations placed on the barbarian by their own mores and superstitions are relaxed.
A barbarian that violates these strictures, even unintentionally gains no further XP form that point until they can atone and cleanse themselves, a process that requires 1 day per level of the spell received and outlay of 1 s.p. worth of incense, offerings, herbs, and the like per day per level of the barbarian. A barbarian which employs any magic item and as a result suffers a curse, will deem themselves as having violated their mores and taboos and will both require themselves to cleanse themselves and seek to destroy the cursed item as soon as they are free of it.
A barbarian’s natural attack abilities allow him or her to strike creatures that would normally be immune to non-magical attacks as the barbarian rises in level. At 4th level the barbarian can affect creatures which require a + 1 or better weapon to hit, while a 6th-level barbarian can strike creatures which require a + 2 weapon to hit. Similarly, at 8th level, the barbarian can hit creatures requiring a + 3 weapon to hit, and at 10th level can hurt creatures requiring a + 4 weapon to hit. At 12th level, a barbarian can affect creatures harmed normally only by weapons of + 5 or better. The barbarian, despite the ability to hit such creatures, does not gain a bonus “to hit” or inflict additional damage because of this ability, nor any immunity to attacks themselves.
Primary Abilities
A barbarian has climb ability of 70% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian has hide in shadows ability of 20% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian has a move silently ability of 20% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian has an athletics ability of 20% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian's base jump increases +1' on standing high jumps, +2' on running high jumps and standing broad jumps, and by +4' on running broad jumps.
A barbarian adds 1/2 of his level (rounded down) to his charisma for the purpose of interacting with other barbarians (maximum 25).
Barbarians gain many skills equivalent to NWP but with an alternative chance of success that depends on level rather than ability score. In general, if a Barbarian ever has the NWP covered by their class ability, they may either use the NWP normally or employ the percentage chance from their class ability, which ever has the higher chance of success.
A barbarian has a 40% + 5% chance / level to administer first aid per the Healing NWP.
A barbarian as a base 40% + 5% chance / level to track successfully per the Tracking NWP or the Ranger’s tracking ability.
Barbarian surprise on 3 in 6, and is only surprised on a 1 in 10.
Barbarian can negate attempts to backstab at 5% per level (maximum 100%). If successful, the target gains no bonus to hit or damage on the attack.
Favored Terrain
A barbarian’s acquaintance with the wilderness from birth grants him an intimate understanding of the environment, and in such environments or regions they may operate with great comfort and improved understanding. A barbarian is eligible to gains new favored terrain at 4th, 8th, 12th level, 16th and 20th level, provided at some time before achieving that level he has spent significant time (months at the least) living in the wild and familiarizing himself with the ways of the new region. A barbarian that has not completed this requirement must wait until such time they have done so before designating an additional favored terrain.
If in a favored terrain, outdoors and wearing non-bulky armor, the barbarian has the following benefits addition to those outlined above:
+20% chance to track successfully.
+20% chance to hide.
+20% chance to move silently.
Surprised only 1 time in 20, rather than 1 in 10.
Surprise foes 4 times in 6, rather than 3 in 6.
20 + 5% chance / level to detect illusions (maximum 90%)
5% chance / level to detect magic other than illusions (maximum 75%)
40% + 5% chance / level to hunt successfully as the Hunting NWP.
40% + 5% chance / level to use any survival skill as the Survival NWP.
40% + 5% chance / level to identify plants per the Herbalism NWP.
40% + 5% chance / level to navigate successfully per the Navigation NWP.
40% + 5% chance / level to set snares successfully as the Set Snares NWP.
Secondary Abilities
Barbarians begin with two of the following abilities and gain an additional ability from the list every three levels:
40% + 5% chance / level to handle small watercraft per the Boating NWP
40% + 5% chance / level to run a great per the Running NWP
40% + 5% chance / level to construct snares, deadfalls, pits and the like in natural terrain successfully per the Trap Making NWP.
40% + 5% chance / level to handle steeds per the Riding NWP
40% + 5% chance / level to signal over long distances by smoke, drums, mirrors, flags or other devices or to receive and understand such signals per the Signaling NWP.
40% + 5% chance / level to train, employ, or tame animals per the Animal Handling NWP.
The GM may choose to limit starting secondary abilities to those appropriate to the culture the barbarian comes from.
The Barbarian Horde
A barbarian attracts no followers, but upon reaching 8th level, a barbarian may summon a barbarian horde. This horde can only be summoned in the native territory of the barbarian, from among barbarians of his background. A barbarian horde can number as many members as its leader’s experience-point total divided by 1000. Thus, a barbarian who has just reached 8th level gather a 275-member horde, and one who has just reached 9th level can have a 500-member horde. A horde takes a week to gather in the barbarian’s home territory, and must have a stated purpose, such as “Tear apart the College of Magic in Arcana City brick by brick” or “Rescue Princess Madelyn from the Storm Pirates” or “Serve under Goodbar the Cleric in his battle against the infidels.” Deviating from the proclaimed purpose by the horde or its leader may cause the horde to disband, at the DM’s option. Members of disbanded hordes will return by the quickest and safest route to their home lands.
A barbarian horde can only be kept together for as many weeks as the barbarian leader has levels of experience. At the end of this time, the horde is usually disbanded. Exceptions may be made if large amounts of treasure are distributed to the members, if the leader has an effective charisma of 23 or more with respect to other barbarians, if the leader of the horde is a tribal leader as well, or if an unattained goal is in easy reach. Each of these special circumstances which apply would extend the duration of the horde by 1-2 weeks at most. A tribal leader who has his horde disband beneath him will not receive a
warm welcome the next time he returns to his homeland. In addition to the normal barbarians in the horde, the leader of the horde will gain 2d6 aides, each of a level equal to one-half of the leader’s level (rounded down). Each aide will have two assistants of one-half the aide’s level. The horde has a 10% chance per 100 participants of having a shaman spiritual leader of 4th-7th level, and a 10% chance per 250 participants of having a witch doctor of 3rd-5th level as well.
The barbarian class is a sub-class of fighter which – having grown up in lands far from civilization - is adept at the many skills necessary for survival in a hostile wilderness. These skills include rapid movement, climbing, use of many weapons, uncanny intuition, and many skills and abilities pertaining to living out of doors.
A barbarian must have strength and dexterity scores of no less than 13 each, a constitution score of 14 or better. The principal attribute of the Barbarian is constitution, and those with greater than 15 in that ability gain a 10% bonus to earned experience.
A barbarian may not dual or multiclass, save as a barbarian Shamans and/or Witchdoctors as described below.
Barbarians can be of any non-lawful alignment, but must be human. They do not use alignment language of any sort, however, and the barbarian knows only how to speak his tribal tongue and the common tongue. A barbarian must learn how to read & write if he or she desires these skills. A barbarian can learn languages according to his or her intelligence, just as any other character can.
Barbarians gain a bonus to armor class of +1 point per level attained to a maximum of +4 at 4th level provided that they wear only armor of a non-bulky sort. This bonus is of the same sort as the defensive bonus for Dexterity. The reaction and attacking adjustment remains unchanged.
Barbarians are tough and hardy fighters, hardened by the savage lands of their birth. They have 12-sided HD and a base movement rate of 15". In addition, barbarians gain +2 HP per point of constitution over 14, as opposed to normal constitution bonuses for other classes.
They use the combat tables and saving throw tables for normal fighters, and may use any sort of weapon, shield, and armor. However, fairly bulky or bulky armor reduces the barbarian's AC bonus for dexterity as well as limits many of their primary abilities and as such barbarians typically forgo it.
All barbarians gain bonuses to their saving throws of +1 per four levels obtained to a maximum of a +4 bonus: i.e. +1 on all saves at 4th level, +2 at 8th level, +3 at 12th level, and +4 at 16th level.
Barbarians begin proficient in six weapons, but these must be knife, club, and spear plus three culturally weapons chosen by the GM as appropriate to the Barbarian’s chosen culture. Some typical examples:
Coastal: Harpoon, trident, and hand axe
Artic: Harpoon, hand axe, and dagger
Desert: Light lance, short bow, and scimitar
Forest: Hand axe, short bow, and dagger
Jungle: Blowgun, short bow, and javelin
Mountain: Broad sword, quarter staff, and javelin
Steppe: Light lance, short bow, and short sword
Barbarians gain new weapon proficiencies every two levels. They suffer a -2 penalty to hit when using weapons they are not proficient in.
Barbarians begin with two NWP proficiencies chosen from those available to Rangers, and gain an additional NWP every three levels.
BARBARIANS (FIGHTERS) TABLE I.
Experience. Points | Exp. Level | 12-Sided Dice for Accumulated Hit Points |
0 -- 6,000 | 1 | 1 |
6,001 -- 12,000 | 2 | 2 |
12,001 -- 24,000 | 3 | 3 |
24,001 -- 48,000 | 4 | 4 |
48,001 -- 80,000 | 5 | 5 |
80,001 -- 150,000 | 6 | 6 |
150,001 -- 275,000 | 7 | 7 |
275,001 -- 500,000 | 8 | 8 |
500,001 -- 1,000,000 | 9 | 8 + 4 |
1,000,001 -- 1,500,000 | 10 | 8 + 8 |
1,501,001 -- 2,000,000 | 11 | 8 + 12 |
500,000 experience points per level for each additional level above the 11th.
Barbarians are highly suspicious of, fear, and deplore magic and most of those who use it. They will generally refuse to employ any sort of magic item nor allow any magic item or spell to be employed upon them. They will often seek to destroy magic items, and certainly will destroy any magic items entrusted to their possession which – owing to their level of experience – they do not trust themselves to use. If successful, they receive an XP award as if they had taken possession the destroyed items, but they otherwise do not receive any such XP reward for taking possession of a magic item which they cannot employ.
While magic-users and clerics will viewed with suspicion always, though this suspicion will not prevent a mutually beneficial association provided the spell users do not violate their person by employing spells on them. Initially, only the simple clerical spells of the type used by shamans and witch doctors of their own tribes according to the ceremonies that they are familiar with will be deemed as honorable and safe magic that does not violate their taboos, though in time a skilled and worldly barbarian having become acquainted by observation with other sorts of magic may feel comfortable enough to allow it to be employed on their person provided the person who does so is well trusted and known to them, such as a travelling companion. Even then only the most basic of spells are tolerated, and only performed in familiar manners. It is certainly not enough that a trusted companion vouch for the character of someone else, for they might be deceived in this regard or sinisterly controlled by the unknown party! Many months or years of acquaintance are required to overcome these suspicions and superstitions.
Barbarians may freely associate with clerics and M-U but will not voluntarily allow themselves to receive spells from them. They will save versus spells against even friendly magic, and even in an unconscious state. A barbarian of less than 4th level receives no XP during an adventure if they intentionally benefit from friendly spellcasting.
A barbarian of at least 4th level may freely receive spells from a well-known and trusted cleric or druid comrade, but only spells of 3rd level and lower ability.
A barbarian of at least 8th level may freely receive spells from a well-known and trusted M-U or illusionist comrade, but only spells of 2nd level or lower ability.
A barbarian of at least 12th level may freely receive spells from a well-known and trusted cleric or druid comrade, but only spells of 5th level and lower ability.
A barbarian of at least 16th level may freely receive spells from a well-known and trusted M-U or illusionist comrade, but only spells of 4th level or lower ability.
As barbarians rise in level some of the limitations placed on the barbarian by their own mores and superstitions are relaxed.
Level | Actions and Abilities |
3 | May use magic potions provided they are identified and vouched for by a trusted source. |
4 | May use magic weapons provided they are identified and vouched for by a trusted source. |
5 | May use magic armor provided it is identified and vouched for by a trusted source. |
6 | May employ a single magic weapon that is not identified. |
7 | May use weapon-like miscellaneous magic items provided it is identified and vouched for by a trusted source. |
8 | May employ a single magic armor that is not identified. |
9 | May use most magic items available to fighters provided they are identified and vouched for, except those that involve scrolls, texts and tomes. These are always viewed with suspicion regardless of level. |
A barbarian that violates these strictures, even unintentionally gains no further XP form that point until they can atone and cleanse themselves, a process that requires 1 day per level of the spell received and outlay of 1 s.p. worth of incense, offerings, herbs, and the like per day per level of the barbarian. A barbarian which employs any magic item and as a result suffers a curse, will deem themselves as having violated their mores and taboos and will both require themselves to cleanse themselves and seek to destroy the cursed item as soon as they are free of it.
A barbarian’s natural attack abilities allow him or her to strike creatures that would normally be immune to non-magical attacks as the barbarian rises in level. At 4th level the barbarian can affect creatures which require a + 1 or better weapon to hit, while a 6th-level barbarian can strike creatures which require a + 2 weapon to hit. Similarly, at 8th level, the barbarian can hit creatures requiring a + 3 weapon to hit, and at 10th level can hurt creatures requiring a + 4 weapon to hit. At 12th level, a barbarian can affect creatures harmed normally only by weapons of + 5 or better. The barbarian, despite the ability to hit such creatures, does not gain a bonus “to hit” or inflict additional damage because of this ability, nor any immunity to attacks themselves.
Primary Abilities
A barbarian has climb ability of 70% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian has hide in shadows ability of 20% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian has a move silently ability of 20% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian has an athletics ability of 20% + 4% per level after the 1st. This operates the same as the thief ability.
A barbarian's base jump increases +1' on standing high jumps, +2' on running high jumps and standing broad jumps, and by +4' on running broad jumps.
A barbarian adds 1/2 of his level (rounded down) to his charisma for the purpose of interacting with other barbarians (maximum 25).
Barbarians gain many skills equivalent to NWP but with an alternative chance of success that depends on level rather than ability score. In general, if a Barbarian ever has the NWP covered by their class ability, they may either use the NWP normally or employ the percentage chance from their class ability, which ever has the higher chance of success.
A barbarian has a 40% + 5% chance / level to administer first aid per the Healing NWP.
A barbarian as a base 40% + 5% chance / level to track successfully per the Tracking NWP or the Ranger’s tracking ability.
Barbarian surprise on 3 in 6, and is only surprised on a 1 in 10.
Barbarian can negate attempts to backstab at 5% per level (maximum 100%). If successful, the target gains no bonus to hit or damage on the attack.
Favored Terrain
A barbarian’s acquaintance with the wilderness from birth grants him an intimate understanding of the environment, and in such environments or regions they may operate with great comfort and improved understanding. A barbarian is eligible to gains new favored terrain at 4th, 8th, 12th level, 16th and 20th level, provided at some time before achieving that level he has spent significant time (months at the least) living in the wild and familiarizing himself with the ways of the new region. A barbarian that has not completed this requirement must wait until such time they have done so before designating an additional favored terrain.
If in a favored terrain, outdoors and wearing non-bulky armor, the barbarian has the following benefits addition to those outlined above:
+20% chance to track successfully.
+20% chance to hide.
+20% chance to move silently.
Surprised only 1 time in 20, rather than 1 in 10.
Surprise foes 4 times in 6, rather than 3 in 6.
20 + 5% chance / level to detect illusions (maximum 90%)
5% chance / level to detect magic other than illusions (maximum 75%)
40% + 5% chance / level to hunt successfully as the Hunting NWP.
40% + 5% chance / level to use any survival skill as the Survival NWP.
40% + 5% chance / level to identify plants per the Herbalism NWP.
40% + 5% chance / level to navigate successfully per the Navigation NWP.
40% + 5% chance / level to set snares successfully as the Set Snares NWP.
Secondary Abilities
Barbarians begin with two of the following abilities and gain an additional ability from the list every three levels:
40% + 5% chance / level to handle small watercraft per the Boating NWP
40% + 5% chance / level to run a great per the Running NWP
40% + 5% chance / level to construct snares, deadfalls, pits and the like in natural terrain successfully per the Trap Making NWP.
40% + 5% chance / level to handle steeds per the Riding NWP
40% + 5% chance / level to signal over long distances by smoke, drums, mirrors, flags or other devices or to receive and understand such signals per the Signaling NWP.
40% + 5% chance / level to train, employ, or tame animals per the Animal Handling NWP.
The GM may choose to limit starting secondary abilities to those appropriate to the culture the barbarian comes from.
The Barbarian Horde
A barbarian attracts no followers, but upon reaching 8th level, a barbarian may summon a barbarian horde. This horde can only be summoned in the native territory of the barbarian, from among barbarians of his background. A barbarian horde can number as many members as its leader’s experience-point total divided by 1000. Thus, a barbarian who has just reached 8th level gather a 275-member horde, and one who has just reached 9th level can have a 500-member horde. A horde takes a week to gather in the barbarian’s home territory, and must have a stated purpose, such as “Tear apart the College of Magic in Arcana City brick by brick” or “Rescue Princess Madelyn from the Storm Pirates” or “Serve under Goodbar the Cleric in his battle against the infidels.” Deviating from the proclaimed purpose by the horde or its leader may cause the horde to disband, at the DM’s option. Members of disbanded hordes will return by the quickest and safest route to their home lands.
A barbarian horde can only be kept together for as many weeks as the barbarian leader has levels of experience. At the end of this time, the horde is usually disbanded. Exceptions may be made if large amounts of treasure are distributed to the members, if the leader has an effective charisma of 23 or more with respect to other barbarians, if the leader of the horde is a tribal leader as well, or if an unattained goal is in easy reach. Each of these special circumstances which apply would extend the duration of the horde by 1-2 weeks at most. A tribal leader who has his horde disband beneath him will not receive a
warm welcome the next time he returns to his homeland. In addition to the normal barbarians in the horde, the leader of the horde will gain 2d6 aides, each of a level equal to one-half of the leader’s level (rounded down). Each aide will have two assistants of one-half the aide’s level. The horde has a 10% chance per 100 participants of having a shaman spiritual leader of 4th-7th level, and a 10% chance per 250 participants of having a witch doctor of 3rd-5th level as well.






