From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and charge them of mayhem, impiety, and much atrocities. These “barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
The barbarian class is a supplemental fighter class added to a human fighter or human ranger once the prerequisites are achieved. Like a bard, the player must announce their intent to become a barbarian at the outset of character creation and select one of the backgrounds listed below. Each background comes with a set of benefits and limitations.
Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it could not live in a lawful soul. At best, barbarians of Chaotic alignment are free and expressive. At worst, they are thoughtlessly destructive.
Barbarian characters are adept at the many skills necessary for survival in a hostile wilderness, particularly of the type that raised them.
Most so-called “barbarians” of the world are actually zero-level humans, fighters or, more rarely, rangers. These make up the bulk of the warriors of their respective tribes. However, special individuals can achieve a different status through deeds and a special ritual to become a true barbarian class as presented here.
A fighter or ranger with the proper background and prerequisites that is 3rd level can choose to become a barbarian going forward, adding supplemental abilities that will over-ride those of the base class. Thus, a barbarian may begin their career as a fighter, but soon transitions to their new class without any loss in level.
Declaration. A human fighter or ranger character’s intent to become a barbarian must begin at 1st level when the character is created and cannot be declared by any dual-class character. Ability scores do not need to match the prerequisites, but must be raised/lower before becoming a barbarian.
Background. The player must select a background for the character from the list below or work with the GM to design one. All abilities and limitations based on background are gained immediately.
Experience. Once the fighter or ranger achieves 3rd level, they will be gaining experience to gain entry into the barbarian class. This means they must achieve 10,001 XP before their ritual.
Ritual. As part of training for 4th level, the character must survive a special ritual or experience (per the GM). Training time and expense is otherwise normal for a fighter class.
Race. Human (only)
Minimum Ability Scores. Strength (15), Dexterity (14), and Constitution (15)
Maximum Ability Scores. Wisdom (16)
Alignment Requirements. Any non-Lawful.
Class and Level. Fighter or Ranger (3rd); Cannot be above or below this level; Cannot be or become dual-classed.
Background. During Character Creation, must declare intent to be a barbarian and must use a background below with its benefits and limitations that carry forward for their entire career.
Ritual. See Background and Ritual above.
Primary Ability Scores. None
Minimum Ability Scores. See Barbarian Prerequisites above.
Hit Dice. d12; Maximum 5d12 added to their previous hit dice. Self-train (8th);
Hit Points. Each level beginning with 4th, you gain 1d12 if you roll for hit points or you can gain 6.5 hit points without rolling. The 0.5 hit points will carry over. After 8th, you gain 4 + Con modifier per level.
Alignment Restrictions. Any non-Lawful.
Player Character Races. Human (U)
Armor and Shield. See Background.
Weapon Proficiencies. Initial add 1 at 4th level; Penalty -3; Additional at 7th, 10th, 13th, 16th, and 19th.
Weapons Allowed. See Background.
Additional Restrictions. All restrictions from previous class. Also see Barbarian Strictures.
Previous Class Abilities. All abilities of the barbarian’s previous class are retained although they do not progress if tied to class level. For example, a barbarian (ranger) will have adjustments to surprise, ability to track, and a +3 damage bonus when fighting giant-class (although this bonus is capped at +3).
Attack Table. Use the Fighter Attack Table.
— Mixed human parentage
Green-landers call your kind bordermen or moutain-folk. They treat you as primitive, but they stay away from your domain. Your kind lives on the edge of the mountain fastness and the land before, often called the borderlands. Your kind is as hard and merciless as the environment you live in. Goblins, orcs, dwarves, and giants must all be contended with as well. Bordermen are great storytellers (as they have no written language) and tutored under the dwarves long ago to learn the art of weaponsmithing using steel and stone. Your kind have skin color that ranges from pale to dusky, light colored eyes, and dark hair. Some tribes wear beards and some long mustaches or clean shaven. Your culture distrusts soft green-landers with oily tongues and magic of any kind (with slightly less dim view of tribal shamanic magic). Some trade exists, although your tribe is otherwise self-sufficient. Your folk worship the Tempest who judges those honorable enough to die in battle.
Campaign Language Suggestion. Each tribes language is unique but they all also share common Border-tongue. (the Cold Tongue).
Campaign Religion Suggestions. The Tempest (Kord).
Tools. Mountain climbing tools and tools for animal butchery.
Equipment Pack. (~75 lbs.) Clothing. Cold weather gear (1 set); Armor. Any up to chain mail (in cost); Weapons. Mauls (made of stone), hammers, axes, or clubs are favored; Other. Pouch (tinderbox); Travelers pack (backpack, waterskin, climbing tools, skinning knives, whetstone, torches [3, wood], food [standard rations, 1 week]; cooking vessel).
Features. Bordermen do not roll for social class, usually assumed to be middle lower class by “civilized” folk. You can climb mountainous terrain as a thief of your character level (without tools).
Characteristics. Some bordermen work as mercenaries for green-landers near the mountains but their loyalties are always to their tribe and others of their kind over those that pay them.
You must select a barbarian background and a compatible human background.
Dervishes are sects of humans that have cultivated a fanatical devotion to a deity, and so, when going to war in that deity’s name, are nearly unstoppable.
Human Background. Use The Builders (nomadic clans).
Armor Limitations. You can wear leather, magical studded armor, or magical chain mail. Shields cannot be used.
Weapon Proficiency Limitations. Cutlass (called a tulwar), falchion, glaive, scimitar, short bow, short swords, or spears. Cannot ever take proficiency in another weapon.
Skills. A dervish has the secondary skills of terrain survival and terrain knowledge (desert; see below).
Special Abilities. A dervish is acclimated to heat and humidity and is never affected by the dry heat conditions of the desert, even when wearing armor. This has no effect against other heat or fire effects. A dervish that has 10-ft. of uncontrolled space to fight can “dance” attacking using two-weapon fighting with no penalties.
Magic Item Limitations. Cannot use written magic items (books, scrolls, etc.).
Your tribe is from the deepest jungles or remote islands of the south.
Human Background. Your choice of the Children of Blood or The True People.
Armor Limitations. You cannot wear armor. Shields may be used.
Weapon Proficiency Limitations. Club, dagger, dart, javelin, hand or throwing axe, sling, and spears. Cannot ever take proficiency in another weapon.
Skills. The jungle savage has the secondary skills of terrain survival and terrain knowledge (see below).
Special Abilities. You ignore armor defense rules and are unaffected by armor bulk due to shields. A jungle savage is acclimated to heat and humidity and is never affected by the heat conditions of the jungle. This has no effect against other heat or fire effects. Jungle savages will frequently choose an animal totem that will form the basis for their attitude toward life and conflict.
Magic Item Limitations. Cannot use written magic items (books, scrolls, etc.).
Your tribe is from the northern steppes, dusty badlands, vast grassy plains, or sweltering deserts. Common among these cultures is the veneration and use of mounts.
Human Background. Use The First Children or The True People.
Armor Limitations. Those from southern climes do not (cannot) wear armor. Those from northern areas can wear leather, padded, or studded leather. Shields may be used but these are normally reserved for troops on foot.
Weapon Proficiency Limitations. Club, dagger, hand or throwing axe, scimitar, short bow, sling, and spears. Cannot ever take proficiency in another weapon.
Skills. The nomadic warrior has the secondary skills of terrain survival and terrain knowledge (see below).
Special Abilities. You ignore armor defense rules. A nomadic warrior has great proficiency in handling and fighting on the mounts of the region. They can use missile weapons while riding at the weapon’s full rate of fire and halve all penalties for firing from a moving mount (to a minimum of -1, rounding down). Those from tribes that do not use mounts can move at +10-ft. per round and experience only half of the effects of a forced march (or double the time able to perform such tasks).
Magic Item Limitations. Cannot use written magic items (books, scrolls, etc.).
You are from the north, either from icy coasts, black forests, or snow-capped mountains.
Human Background. Your choice of The Arran or The Bordermen, above.
Armor Limitations. You can wear leather, padded, or studded armor or ring, scale, or chain mail. Small or normal sized shields can be used.
Weapon Proficiency Limitations. Maul, battle axe, dagger, hand or throwing axe, all swords, and spears. Cannot ever take proficiency in another weapon.
Skills. Northmen have the secondary skills of terrain survival and terrain knowledge (see below).
Special Abilities. A northman is acclimated to cold and snow and is not affected by the cold of the north if given time and materials to prepare. This has no effect against other cold effects. Sea faring tribes will be sailors and know how to fight effectively on ships or boats.
Magic Item Limitations. Cannot use written magic items (books, scrolls, etc.).
Weakness. Northmen, due to their superstitions, are especially susceptible to magic, gaining a -2 penalty to saving throws against magical effects.
These skills allow the character to operate effectively in their terrain. The GM will adjudicate any in game effects of these skills.
Terrain Survival. This includes the ability to obtain or produce shelter, warmth, and water. It includes the ability to hunt, trap, snare, fish, or whatever is necessary to obtain food. If water is in abundance, the ability to swim is included as is the ability to construct transport (canoe building).
Terrain Lore. This includes knowledge of the locales, persons, creatures, animals, and plants of the region. It also includes reading signs of weather and the ability to mark trails for others. In certain regions, this will include the ability to signal others (and interpret signals) using smoke or other means.
Armor Class Bonus. Beginning at 4th level, 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 (7, 10, 13, 16, 19, etc.), 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 armor defense rating, thus, no armor worn will be an armor defense of 10. Shields may be used normally (if permitted by background). The armor class bonus caps at level 28 (+10).
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).
Constitution Bonus. 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).
Movement Speed. All barbarians in non-bulky armor or no armor have a base movement of 150 ft. per round. Those wearing armor bulkier than “non-” will move at their normal movement rate (120 ft. per round). Encumbrance will reduce movement normally. Magical armor allows the faster movement if it can be worn based on the barbarian’s background.
Encounter Reaction Penalty. All barbarians suffer a -15% Encounter 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.
Saving Throw Adjustments. 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.
Thief Skills. 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.
Tracking. A barbarian can track as a ranger.
Multi-attack. Beginning at 7th level, barbarians gain the multi-attack ability as a fighter. At 20th level, you gain multi-attack (+2).
Damage Resistance. You can no longer be harmed by mundane weapons. See Resistances.
When a barbarian reaches 8th level, they become “named”. The barbarian selects a new name—sometimes partially composed using their original, but is reflective of their deeds to date or background. e.g. “Red Knives”, “Bloodfist”, “Spirit Walker”, etc. All tribes will generally know named barbarians of other tribes and respect is given to tribes with larger numbers of named. Stories of battles go along with the name (often exaggerated) and these create a legacy as the barbarian gains levels and more stories are added including the defeat of other named barbarians. When dealing with members of their own tribe, they will convert the normally negative reaction noted above to positive (e.g. +15% to reaction checks).
Attracting Followers. Barbarians never automatically gain bands of followers or men-at-arms but may lead men normally and inspire loyalty normally. Barbarians may build strongholds, but this act does not automatically attract followers and most barbarians disdain static structures based on their background (although some groups of northmen will establish “halls” to combat the harsh climes).
Challenges. Most barbarians gain followers by defeating the tribe or clan chief in single combat. Any barbarian may challenge another to single combat and, if their opponent was a chief or leader, their men will become allied to the winner of the combat. The rules of the combat are simple, combat is fought one-on-one (no allies may assist and no magical summoning is permitted) in a ring of standing warriors and the one that survives wins.
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.
Ideology. Barbarians are generally bold and act fearless. They are willing to die to protect their legacy or name—barbarians will flee against overwhelming odds but outright cowardice brings negative consequences. This is not to say that barbarians of evil or even neutral bent will not betray others or switch allegiances. Barbarians generally respect nature, knowing that their lives depend upon their ability to read it’s signs and act accordingly. A barbarian’s tribe may also add certain proscriptions a barbarian must follow as well, such as venerating a type of animal, religious rites, honoring the rules of a chief’s hall, etc.
Ancestral Retribution. If a barbarian performs acts against their background, strictures, or ideology, the GM may, by way of “ancestral retribution”, “the gods” or other force, enact a reprisal based upon the magnitude of the offense. Certain infractions will simply cause the barbarian to lose all experience gained down to the beginning of their current level and subject them to a fair or poor rating for experience performance for the rest of the level—for example, the wearing of armor not permitted by background or if the barbarian flees from a winnable battle. Other, more serious violations will cause the barbarian to lose all abilities, becoming a fighter of the same level (with the re-rolling of hit points as their life-energy is blasted away).