Barbarian

grokkngrognard
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grokkngrognard
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Barbarian

#1 Post by grokkngrognard »

Barbarian

Experience Points Level Title Level & HP (d10) Attack Bonus
0 Brawler 1 0
3,100 Pillager 2 0
5,100 Marauder 3 +1
9,150 Reaver 4 +2
19,100 Berserker 5 +3
36,100 Ravager 6 +4
71,100 Axe Master 7 +5
126,100 Battle Master 8 +6
250,100 Battle Lord 9 +7
501,100 Barbarian King 10* +8
*A barbarian requires 255,100 experience points for each additional level beyond the 10th and gain 3 hit points per level plus Constitution Modifier (if applicable).

Ability Requirement: Str 13, Con 13
Race & Level Limit: Human U
Prime Requisite: Strength and Constitution
Hit Dice: d10
Starting Gold Pieces: 20-120 (2d6x10)
Barbarians are hardy northern warriors known for their ferocity and prowess in battle. Barbarians enter a trance-like berserk rage in melee combat. Their
battle-fury ignores pain and heightens their strength and endurance. Barbarians believe the spirits of animal predators drive their bloodlust and they wear wolf or bearskin headdresses in battle. When enraged, barbarians froth at the mouth, bite their shields, and howl as their totem animal. They are distrustful of magic-users, illusionists, and eldritch magic items.
Role: Barbarians are savage front-line warriors.
Alignment: Barbarians must be of chaotic alignment.
Weapons and Armor: Barbarians may use any weapon but are limited to leather, studded leather, chainmail, and shield.
Totem Animal: A barbarian must select a totem spirit animal. Totem spirits are large apex predators and include, but are not limited to, the wolf, bear, panther, lion, or giant lizard.
Berserk Rage: Barbarians may incite a berserk rage once per day for 1d8 rounds plus 1 round per level. While enraged, the barbarian receives melee combat
adjustments (+1 to hit and +2 to damage), plus 3 temporary hit points/level, and a -2 armor class penalty. The bonus hit points are always deducted first.
While berserk, the barbarian always attacks the closest opponent (this includes chasing a fleeing opponent). All attack rolls after the rage are at -1 until the barbarian rests for 1d3 hours.A berserk barbarian will continue to fight if wounded
below zero hit points - until the battle is concluded, the rage ends, or s/he is reduced to -10 hit points. A barbarian reduced to zero hit points (or below) dies at
the conclusion of the rage.
Taunting: Taunting a barbarian may induce berserk rage. A successful Intelligence Check negates Thief Abilities: A barbarian may Move Silently, Climb
Walls, and Hear Noise, as a thief of the same level.
A barbarian loses the Move Silently and Climb Walls abilities if clad in anything other than leather armor.
Henchmen: Barbarians never hire henchmen or hirelings. They prefer to keep the glory of battle for themselves.
Magic Scorn: Barbarians distrust magic. They openly scorn magic-users and illusionists, but revere druids and shamans. Barbarians refuse to use miscellaneous
magic items until Level 3.
What Sorcery is this? A barbarian has a 4% passive and an 8% active chance per level of seeing through an illusion or phantasm.
Cry Havoc: For each barbarian in a party beyond the
first, the duration of berserk rage is increased by one die (two barbarians for 1d10 rounds, three for 1d12, and four 1d12+2).
Single-Minded: Any act, spell, spell-like ability, or magic-item that confuses, weakens, or induces fear in a player character is unlikely (50%) to affect a barbarian.
Coward Sense: A barbarian has an passive 8% chance per level of detecting a backstab or any melee attackfrom behind.
Saving Throw Bonuses: barbarians are sturdy and resilient warriors. They receive the following bonuses Breath +2, Death +4, Stone +3, Wand +3, Spell +2.

Ye Olde Barbarian Fast Pack
Pack 1: Leather Armor (AC: 8), Battle Axe (1d8), Spear (1d6), Seax Knife (1d4+1), Backpack, Bearskin, Large Sack (4), Torches (8), Flint & Tinder, Oil Flask (2), Iron Spike (10), Tack Hammer, Wineskin, Rations (7) (33gp).
Pack 2: Studded Leather and Shield (AC: 6), Hand Axe (1d6), Broadsword (1d6+1), Dagger (1d4), Backpack, Wolfskin, Torches (8), Flint & Tinder, Rope (50 Feet), Grappling Hook, Wineskin, Rations (7) (56gp).
Pack 3: Chainmail (AC: 5), Bastard Sword (1d8/1d10), Dagger (1d4), Backpack, Dire Wolfskin, Small Sack (4), Torches (8), Flint & Tinder, Manacles, Wineskin, Rations (7) (112gp)

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