Barbarian Abilities and Limitations
When wearing no armor or magic armor approved for use by their background, barbarians gain an armor class bonus of +2 due to speed, agility, and luck. Every 3 additional levels, a barbarian will add another +1 to this bonus. As with any AC bonus, this actually subtracts from the actual value (AC 6 becomes 4, etc.). This ability never changes the barbarian’s base armor rating, thus, no armor worn will be an armor rating of 10. Shields may be used normally (if permitted by background).
A barbarian must adhere to all limitations of their background throughout their career. They also continue to gain the benefits of the chosen background. If a barbarian does not adhere to the proscribed limitations, they will face the consequences outlined below (see Ancestral Retribution).
If a barbarian has any Constitution adjustment for hit points (this is assumed to be at least +1 due to ability minimum requirements), it is increased by +1. Thus a Con 15 normally grants +1 hit points per level; A barbarian would gain +2. Similarly, a barbarian with an 18 Con would normally have +4 hit points per level; Once they become a barbarian, this is raised to +5 per level. When the character becomes a barbarian, all hit dice immediately gain the bonus hit points (e.g. normal Con bonus +1 h.p. per level).
All barbarians in non-bulky armor or no armor have a base movement of 15”. Those wearing armor bulkier than “non-” will move at their normal movement rate (12”). Encumbrance will reduce movement normally. Magical armor allows the faster movement if it can be worn based on the barbarian’s background.
Original Class Abilities and Limitations
Any abilities gained from the original class are retained, although these will not stack with like abilities of the barbarian (a ranger’s tracking ability or a fighter’s Constitution bonus). Thus, a barbarian who was formerly a ranger will retain their ability to damage giant-class and their modifiers to surprise. A ranger’s restrictions and strictures are retained with the exception of the number of rangers that may operate together (as the character is now a barbarian and may operate freely with up to three rangers). A barbarian can lose their ranger abilities while retaining barbarian abilities, for example, by becoming non-Good in alignment.
All barbarians suffer a -15% reaction adjustment subtracted from their normal Charisma reaction adjustment. This reflects their xenophobic nature and initial tendencies toward hostile behavior. Any barbarian in a party will extend this penalty to the entire group.
Barbarians gain a +2 vs. all poison saving throws and fear effects. Also, if affected by any magical hold or paralysis effects, a barbarian is allowed an additional save at the end of each round after the first, to throw off the effect.
A barbarian gains the following thief abilities at their character level: Hide in Shadows, Move Silently, and Climb Walls. Thus, a 6th level barbarian operates in these skills as a 6th level thief.
Like rangers, barbarians may own only those goods and treasure which they can carry on their person and/or place upon their mount. If formerly a ranger, all excess must be donated to a worthy tribal or clan cause (but never to another player character). Otherwise, barbarians will normally spend their wealth by over-paying NPCs for services or other goods.
A barbarian can track as a ranger.