Barbarian
The barbarian is the most primitive form of fighter. As societies have changed the barbarian has stayed the same. This sameness has led to barbarians being labeled as
primitives and generally associates them with atrocities. Barbarians however will say that they have proven themselves many a time before to any would be doubters. But anyone
who has ever underestimated their abilities has lived to regret it; or didn�t live.
Characteristics: The barbarian is an excellent fighter. Unlike his warrior counterpart who depends on his armor and fighting skills, the barbarian depends on
his speed and rage. While in this fury the barbarian is stronger and tougher but more reckless in his fighting. He can only do this a limited number of times a day and he becomes
winded when through raging.
Alignment: Because the barbarian generally hails from lawless lands, he tends towards chaos. This is not true everywhere however, like Centaurian society. Barbarians
are primitive and the only law of the primitive is that of survival of the fittest.
Background: Barbarians hail from uncivilized lands or from barbaric tribes on the outskirts of civilized society. A barbarian adventurer may be drawn to civilization with
the promise of riches or fame. This pull is generally the only way a barbarian can find a place in civilized society. Adventuring comes naturally to a barbarian because they are
used to uncertainties, wandering, and danger. But between barbarians there is no bond unless they are from the same tribe. And moreover, barbarians do not refer to themselves
as such; rather they see themselves as warriors of wild lands.
Races: The races that have barbarians are; Centaurs, Dwarves, and some Humans. These races represent those that tend to fall on the uncivilized part of society. The
races that have berserkers are; Dwarves, Elves, some Humans, and Lirtyp. These races represent those that are civilized but value the strength and diversity that accompanies a
raging fighter. The races listed are those that have barbaric tendencies or value berserker type fighting. That is not to say that someone of another race could not be, for example,
captured in a raid by a barbaric tribe and raised therein. And it is also possible that someone with berserker qualities would train someone of a race who doesn�t value berserker
fighting. But because these two scenarios are rare at best, it does not happen often.
Other Classes: Barbarians tend not to do well around classes that are traditionally from a civilized society. Therefore they are most comfortable with druids and rangers
who value the wilderness. Many barbarians admire the abilities and talents of bards, or skalds as they are called in most barbarian societies. Most barbarians fear what they do
not understand. Magic is reserved for the shaman of their tribe and anyone else who uses magic is met with tremendous skepticism. In general barbarians have no particular
attitude towards warriors or rogues.
Hit die: d12
The barbarian�s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Int), Ride (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at each level: 2 + Int modifier.
Class Features:
The following are class features of the Barbarian class.
Weapon and Armor Proficiency: A barbarian is proficient with all weapons, light and medium armor, and shields.
Barbarian Rage: When needed, a barbarian can fly into a screaming blood frenzy. While raging a barbarian becomes even stronger and more durable, but also more reckless. A barbarian temporarily gains a +4 to Strength, a +4 to Constitution, and a +2 bonus to Will saves, but also suffers a -2 penalty to AC.
Increasing the Constitution score increases the barbarian�s hit points by 2 points per level, but these hit points go away at the end of the rage. These hit points are not lost first the way temporary hit points are, but are lost last instead. While raging a barbarian cannot use skills or feats that require any amount of concentration, as determined by the GM. A fit of rage lasts for a number of rounds equal to 3 + the character�s (newly improved) Constitution modifier. A rage may be ended at any time by the character. After the rage is over the character is �winded� receiving a -2 to Strength, -2 to Dexterity and not being able to run or charge for the duration of that encounter. At 19th level the barbarian no longer is winded after the rage.
The barbarian can only rage once per encounter and a certain number of times per day as determined by their level. At 1st level a barbarian can rage 1 + ( � Wisdom Modifier rounded down). As a barbarian gains levels they add more from their Constitution modifier as well.
Fast Movement: The barbarian is naturally faster than other classes. Because of this a barbarian, when wearing medium, light, or no armor and not carrying a heavy load the base speed of the character increases by +10 feet. This applies to all other forms of movement as well like running and sprinting.
Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language that they can speak.
Uncanny Dodge: The barbarian gains the extraordinary ability to react to danger before their senses would normally allow them to do so in a stage process. At 2nd level and beyond a barbarian may retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. If immobilized a barbarian will still lose their Dexterity bonus.
At 5th level the barbarian can no longer be flanked. The barbarians� peripheral vision is enhanced so that opponents� attacks on opposite sides of them are not as effective. This defense also denies a character with the flank attack for sneak attack damage, their bonus. However if a character with this ability is at least four levels higher than the barbarian, their flank still works.
Great Fortitude: At 3rd level a barbarian gains the Great Fortitude feat.
Mettle: At 5th level a barbarian gains the Mettle Feat. The effects apply to the Great Fortitude option.
Rage Enhancement: At 7th, 13th, and 17th levels a barbarian gains an enhancement to their rages. The options for this enhancement are Destructive Rage, Extended Rage, Extra Rage, Instantaneous Rage, or Intimidating Rage.
Destructive Rage: While raging, a barbarian gains a +8 bonus on Strength checks to break open doors or break inanimate, immobile objects.
Extended Rage: Each rage now lasts an additional 5 rounds beyond its normal duration.
Extra Rage: The total number of rages per day increases by two.
Instantaneous Rage: The barbarian�s rage begins at any time they wish, even when it�s not their turn or even when they�re surprised. The barbarian can activate their rage in response to another�s action after learning the result but before it takes effect.
Intimidating Rage: While raging, the barbarian designates a single foe within 30 feet. That foe must make a Will save (DC = 10 + one-half character level + Charisma modifier) or become shaken for as long as the rage lasts and the target can see you. (A shaken creature suffers a -2 penalty on attack rolls, saves, and checks.) A target who makes the save remains immune to the intimidating effect of the rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.
Extra d12: At 10th level a barbarian gains an extra d12 of hit points, with no Constitution modifier added in.
Diehard: At 10th level a barbarian gains the Diehard Feat.
Damage Reduction: Beginning at 11th level a barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the total damage the barbarian takes each time damage is dealt. The damage that is reduced is increased by 1 at 14th, 17th, and 20th levels, so that at 20th level the total damage reduced is 4. Damage reduction can reduce damage taken to 0, but not below 0.
Greater Rage: At 11th level a barbarian�s rage bonuses go to +6 to Strength, +6 to Constitution, and +3 to Will saves, but still only suffer a -2 to AC.
Natural Armor: At 14th level a barbarian gains the Natural Armor Feat.
Tireless Rage: At 15th level a barbarian is no longer winded after raging.
Faster Movement: At 19th level a barbarian gains and additional +10 to their movement.
Mighty Rage: At 20th level a barbarian�s rage bonuses go to +8 to Strength, +8 to Constitution, and +4 to Will saves, but still only suffer the -2 to AC.
| Class Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Def | Rep | Special |
| 1 | +1 | +2 | +0 | +0 | +3 | +0 | Rage (1+.5 Wis Mod), Fast Movement, Illiteracy |
| 2 | +2 | +3 | +0 | +0 | +3 | +0 | Uncanny Dodge (I) |
| 3 | +3 | +3 | +1 | +1 | +4 | +1 | Great Fortitude |
| 4 | +4 | +4 | +1 | +1 | +4 | +1 | Rage (1+Wis Mod) |
| 5 | +5 | +4 | +1 | +1 | +5 | +1 | Mettle, Uncanny Dodge (II) |
| 6 | +6/1 | +5 | +2 | +2 | +5 | +2 | |
| 7 | +7/2 | +5 | +2 | +2 | +6 | +2 | Rage Enhancement (I) |
| 8 | +8/3 | +6 | +2 | +2 | +6 | +2 | Rage (2+Wis Mod) |
| 9 | +9/4 | +6 | +3 | +3 | +6 | +3 | |
| 10 | +10/5 | +7 | +3 | +3 | +7 | +3 | Extra d12 HP, Diehard |
| 11 | +11/6/1 | +7 | +3 | +3 | +7 | +3 | Damage Red 1/-, Greater Rage |
| 12 | +12/7/2 | +8 | +4 | +4 | +8 | +4 | Rage (2+Wis/.5 Con Mod) |
| 13 | +13/8/3 | +8 | +4 | +4 | +8 | +4 | Rage Enhancement (II) |
| 14 | +14/9/4 | +9 | +4 | +4 | +8 | +4 | Natural Armor |
| 15 | +15/10/5 | +9 | +5 | +5 | +9 | +5 | Tireless Rage |
| 16 | +16/11/6/1 | +10 | +5 | +5 | +9 | +5 | Rage (2+Wis/Con Mods) |
| 17 | +17/12/7/2 | +10 | +5 | +5 | +10 | +5 | Damage Red 3/-, Rage Enhancement (III) |
| 18 | +18/13/8/3 | +11 | +6 | +6 | +10 | +6 | |
| 19 | +19/14/9/4 | +11 | +6 | +6 | +10 | +6 | Faster Movement |
| 20 | +20/15/10/5 | +12 | +6 | +6 | +11 | +6 | Rage (3+Wis/Con Mods), Dam Red 4/-, Mighty Rage |
This is a description of a barbarian (in the wilderness) and a berserker (civilized societies). Anything described is for a barbarian and any changes when converting into a berserker is up to the GM.