Experience Points |
Exp. Level |
12-sided Hit Dice |
||
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 |
1,500,001 | - | 2,000,000 | 11 | 8+12 |
Barbarians are tough, hardy characters from primitive tribes located in the more backwards and inhospitable locations of the world. They tend to be superstitious, ignorant (at least initially), and stubborn. However, lest one laugh at the stupidity or naivete of a barbarian, they are extremely powerful and fierce warriors that do not take ridicule lightly! Barbarians must have minimum scores of 15 in constitution and strength, 14 in dexterity, and a maximum score of 16 in wisdom. Barbarians do not gain experience point bonuses.
Barbarians must be of non-lawful alignment, due to the conditions of their upbringing. They do not use an alignment language of any sort, and initially only know their tribal language and the common tongue. They cannot read or write common, though they may be able to in their native language.
Barbarians use the fighter combat table. They are able to use any sort of weapon or armor; however, certain types are preferred to others. In place of the Dexterity Adjustment to Armor Class, barbarians gain a +2 AC bonus per point of dexterity over 14 if they are wearing non- or fairly-bulky armor. If they are wearing bulky armor, the bonus is only +1 per point over 14. Also, barbarians receive +2 hit points per point of constitution over 14.
Barbarians prefer to use certain weapons over others, at least initially. All barbarians must have proficiency in the hand axe, knife, and spear at 1st level. The DM may impose additional requirements according to the background of the barbarian's native homeland. Only after all these weapons are learned may the barbarian gain proficiency in others. Barbarians may not take weapon specialization.
Barbarians detest magic and those who use it. They will, at low levels of experience, refuse to employ any sort of magic items they recognize as such. They will often seek to destroy magic items, receiving experience points equal to as if they had possessed them. While magic-users will be shunned initially, and always viewed with suspicion, clerical spells of the type used by shamans and witch doctors are not so viewed, though higher-level clerical spells are suspect.
Barbarians save as fighters of equal level, but gain certain bonuses: +4 vs. poison, +3 vs. paralyzation, petrification, polymorph, and death magic, +2 vs. rod/staff/wand and breath weapon, and +1 vs. spells for every 4 levels attained (+0 initially, +1 at 4th, +2 at 8th, etc.)
The barbarian has various skills which originate from his life in the wilderness. Barbarians understand terrain in a manner identical to rangers (q.v.). Initially, barbarians have only a home terrain; no other terrain is considered familiar. Barbarians may familiarize themselves with new terrain as per rangers. Barbarians have the following abilities:
In addition, the barbarian will have one or more secondary abilities, depending upon the land of origin of the barbarian (see DM for specifics of each area.)
Barbarians do not construct castles of the normal sort, and do not gain followers as fighters do. However, upon reaching 8th level, a barbarian may summon a barbarian horde. This horde can only be summoned in the native territory of the barbarian character, from among the natives of his background. Cavemen, dervishes, nomads, and tribesmen (See MM) are considered barbarians. The barbarian horde can number as many members as its leader's experience total divided by 1000. Thus a barbarian that has just reached 8th level can summon a 275-man horde, while one that has just reached 9th level can summon a 500-man horde.
A horde takes one week to gather in the home territory, and must have a stated purpose: "Tear down the College of Magic in Forsmoth brick by brick," etc. Deviation from the stated purpose can cause the horde to disband. At any rate, a barbarian horde will only stay together for a number of weeks equal to the barbarian's level of experience. At the end of this time, the horde will usually disband. Exceptions are: if there is large amounts of treasure distributed to the members, if the character has an effective charisma of 23 or more, if the leader is a tribal leader as well, or if an unattainable goal is within easy reach. Each such exception will lengthen the time by no more than 1-2 weeks. Note that a tribal leader that has his horde disbanded under him will not receive a warm welcome when he returns home.
In addition to the normal barbarians gained, there will be shamans and witch doctors as appropriate to the number of horde members, and special aides for the leader. The leader will have two aides, each of one-half his level of experience. Each such aide will have 2 assistants of one-half their level of experience.
ACTIONS AND ABILITIES SUMMARY - Barbarians | |
Level | Ability or Action allowed |
2 | May associate freely with clerics |
3 | May use magic potions |
4 | May use magic weapons May strike creatures hit only by +1 weapons Gains +1 on saving throws vs. spells |
5 | May use magic armor |
6 | May associate with magic-users - if
necessary! May strike creatures hit only by +2 weapons |
7 | May use weapon-like miscellaneous magic items |
8 | May associate with magic-users - occasionally May strike creatures hit only by +3 weapons Gains +2 on saving throws vs. spells May summon a Barbarian Horde |
9 | May use protection scrolls |
10 | May use most magic items available to
fighters May strike creatures hit only by +4 weapons |
12 | Gains +3 on saving throws vs. spells May strike creatures hit only by +5 weapons |