Barbarian

Prime Attribute: Constitution
Playable Barbarian Groups: Link to Ridgeway Highlanders Guide
Overview
Beyond the walls of cities and towns, and well beyond the bounds of civilization, dwell the barbarians. From windy steppes to mountain tops, from deep jungles to arid plains, barbarians live in freedom, a part of the world around them rather than a slave to it. Banded together in family clans or tribal nations, barbarians are a free people ruled by strength and custom alone, subject to no state or empire. They judge others by their actions and deeds. To them deeds of valor are held in the greatest acclaim.
To a barbarian, “civilization” defines weakness.
Barbarian characters are fearsome warriors, closer to the primordial life than are most others. They are fearlessly reactive, trusting that only through bold and decisive actions are the fates confounded. Barbarians rely upon their individual skills and instincts to carry them through difficult tasks or demanding ventures, drawing upon their primeval instincts and powers to overcome foes. They are fearless in their own belief that their strengths are unconquerable.
The supernatural dominates their culture and they see magic in many things. They are able to tap into the supernatural world and often do so in the guise of charms, totems and the like. Conversely they will never rely upon it. Ever. Magic is a luxury even as are the soft cushions and colored wines that besot the men of cities and towns. It is a sign of weakness. At his core the barbarian is a primordial creature who believes that only his natural powers, abilities, and instincts stand between him and a miserable fate or cowardly death.
Barbarians are born and raised in the wilder lands, outside the influences of civilization. They are found in every climate and every terrain, and have an acute knowledge of the environment in which they are raised. They possess a general knowledge of its weather patterns, the resources that are available, whether plant or animal, the seasonal challenges and the various dangers posed. This knowledge is a second nature to them and allows them to survive the rigors of life in the wilderness.
Living in the wilds and at the whims of uncaring nature takes great fortitude, inuring barbarians to the physical demands of this life, so that they persevere through its inflictions and its pains with steely determination. Possessed of a staggering constitution, they are capable of absorbing damage that would kill their more civilized cousins.
Neither ignorant nor savage, barbarians are masters of their destiny. A barbarian’s self-reliance and solitary nature however, does not lead them to abhor the company of others. They may be insular and suspicious of outsiders, but when a barbarian comes to trust others and call them friend, no stronger ally can be found in all the world.
Barbarian adventurers are generally free of the bonds and fetters that tie down most peoples, even their brethren in their own tribal nations. Above all else, barbarians value their independence and often maintain their own codes or beliefs. Many have died from voicing opposition to tribal leaders, but are respected all the more, for they spoke or acted upon their beliefs. This cultural background fosters a willful nature and temperament that many view as chaotic and ill disciplined. Barbarians value the wind in their hair and victory in battle over their enemies.
Utilitarian by nature, most barbarians rarely carry more than necessary and accumulate little in the way of treasures and properties – preferring instead cold steel blades, light armor, and items of little bulk.
ABILITIES
COMBAT SENSE:
A barbarian has an uncanny sense for the presence of foes in the immediate vicinity, reducing the effectiveness of surprise, flank and rear attacks against them. Barbarians gain a +2 bonus when rolling a surprise check against foes attempting to surprise them. Also, attackers do not get any bonus when attacking a barbarian from the flank. Similarly, back and rear attacks against a barbarian are halved, including special attacks such as the rogue’s back attack. Thus, for example, a rogue using the back attack ability against a barbarian gains only a +2 bonus to hit instead of +4.
DEERSTALKER:
This ability comes naturally to all barbarians and covers a wide range of survival skills. In short it is their natural ability to endure environments that lesser men would find harsh.
The Deerstalker is able to forage off the land, finding shelter, food, and water for themselves, start a fire, and determine direction. As long as adequate food, water, and shelter sources are present in the environment, a barbarian can find these resources without the need for an attribute check. This requires 1d6+2 hours of hunting, foraging, building, and gathering. He can do this only for himself. A barbarian can start a fire in 1d10 minutes by natural means, as long as the needed materials are available. A barbarian also can determine true north in relation to the character, as long as he is in a wilderness environment.
With the deerstalker ability barbarians are capable of climbing typical natural slopes and inclines, such as a steep, rocky hillside cliff, without the need to make an attribute check. Barbarians can ford and swim typical rivers and bodies of fresh water. When climbing or swimming, the barbarian moves at one-half normal movement. When climbing or swimming a barbarian cannot wear armor weighing more than 25 lb, and must set aside any accoutrements that weigh over 25 lb or are unusually encumbering.
Note: These abilities are for the barbarian's native environment and contingent on conditions in that environment. For instance, a desert barbarian will not have a swimming skill but would have an enhanced knowledge of how to survive extreme heat and to find water. Thus, each environment will have barbarian skills conducive to surviving within it… (see playable barbarian tribes for details in "Barbarian Groups").
INTIMIDATE (CONSTITUTION):
Barbarians offer an imposing display of ferocious raw power. They instinctively realize that victory lies in the wine-besotted, soft demeanors of their foe and that brute force works best when combined with overwhelming terror. Barbarians are able to project themselves as this brutal, terrifying force. Whether through sheer force of will, or savage decorum, a barbarian is able to strike fear into and intimidate his opponents. While attacking and upon a successful constitution check any creature of equal or lesser hit dice of the barbarian suffers -2 to all rolls, including but not limited to initiative, attack, damage and attribute checks. This ability takes effect as soon as the barbarian uses the ability. He must announce it before rolling initiative. It has a 15 foot radius area of effect. Intimidate is usable only once per combat encounter. At 1st level, a barbarian can intimidate one creature. The number of creatures intimidated increases with level as follows: up to 2 creatures at 3rd level, up to 4 creatures at 6th level, up to 8 creatures at 10th level, and up to 16 creatures at 15th level. The intimidation ends the moment the barbarian fails to strike the intimidated creature.
PRIMEVAL INSTINCTS:
Barbarians are able to tap into a strength that goes beyond the physical and gives them a fearless edge. This strength is primeval in its nature, driven by instincts that are closer to those of animals than men. Under difficult circumstances they tap into this primeval instinct in attempting Herculean tasks. This ability is only accessible if the barbarian throws himself at the challenge, whether in the beginning of the round or as a last ditch effort. Any move on the character’s part to flee, hesitate, or to debate the action, immediately negates the primeval instincts and the barbarian cannot act upon them or use them to overcome the action. When using this ability, if the physical action is of such difficulty that the Castle Keeper requires a physical attribute check (strength, dexterity, or constitution), the barbarian gains a +4 to the check. The barbarian cannot use this ability if they are wearing armor weighing 25 lb or more, or has fled from the challenge. It is important to note that even if the situation is a last ditch effort, if the barbarian has fled previously, he cannot use primeval instinct.
This ability also allows the barbarian to hold his breath for a period of time, run long distances, and survive longer in extreme temperatures and weather conditions. None of these abilities require an attribute check. Instead, they are limited in duration. Barbarians can hold their breath for a number of rounds equal to their constitution score. Barbarians can survive in extreme environments, temperature, and weather conditions for one day more than a normal person could do so. And, a barbarian’s great fortitude allows them to run long distances without tiring easily. When calling upon this inner fortitude, the distance a barbarian can travel in a day is doubled.
WHIRLWIND ATTACK:
At 4th level, a barbarian’s combat sense and athleticism merge in a fearsome and deadly ability. With this ability, the barbarian can combat multiple enemies surrounding him. The barbarian must announce use of the ability before attacking and he cannot retreat before using it. The whirlwind attack is usable only once per combat encounter and replaces their normal combat action. When used, the barbarian gains an attack roll against two opponents as long as those enemies are within 5 feet or less of the barbarian and possess no more than one-half of the barbarian’s hit dice. For example, two second level fighters attempt to jump a barbarian in an alley; the barbarian may make a whirlwind attack, gaining one attack against each of the fighters. The number of foes subject to the whirlwind attack increases as the barbarian rises in levels. At 6th level the barbarian can attack up to 3 opponents, and at 10th level a barbarian can attack 4 opponents. The ability does not progress beyond 10th level.
PRIMEVAL WILL:
At 6th level, a barbarian’s stoic nature increases his longevity on the battlefield. When fighting a hard pressed combat with mounting wounds the barbarian can call upon this ability. To use the ability, the barbarian’s hit points must be reduced to a specific number, as follows: 12 hit points or less at levels 6-9; 18 hit points or less at levels 10-14; and 24 hit points or less at levels 15 and up.
When battle or circumstances reduce a barbarian’s hit points to the specified number of hit points or less, the character can use this ability to immediately gain an additional 12 hit points. Damage inflicted after the barbarian activates the ability is first absorbed by the 12 hit points granted by primeval will. The additional hit points last only for the duration of the combat. When the affects of the ability wear off, the barbarian must remove any hit points remaining from the 12. The ability can be used only once per day. Primeval will grants an additional, unique ability as well. It can save the barbarian from an attack that would normally strike the character dead or unconscious. If a barbarian suffers damage such that reduces the character to zero or negative hit points before the barbarian can use this ability, it automatically activates and imparts an additional 12 hit points. If the additional hit points raise the barbarian character’s total hit points to 1 or more, the barbarian may keep fighting. Note that if a blow strikes the barbarian and reduces their hit point to -10 hit points or beyond, the primeval will ability cannot save the character. Also, removal of these hit points cannot reduce the barbarian beneath 1 hit point.
ANCESTRAL CALLING:
At 10th level a barbarian’s reputation and prestige allows them to call upon others to fight alongside the barbarian with heightened ability. The affected creature gains hit points equal to the maximum of one extra hit die for the creature. For example, an affected fighter would gain an additional 10 hit points. The ability affects a number of creatures equal to twice the barbarian’s level. The ability only affects creatures of equal or lesser hit dice. The effect lasts for no more than one day, or until completion of a specific task, or as long as the Castle Keeper allows. The barbarian can only use this ability once per week and it cannot be used in conjunction with another barbarian’s use of the same ability. It is important to note that this ability does not affect morale nor is it based upon a barbarian’s charisma. Instead, it is the barbarian’s force of will and reputation that causes those around him to heed his call and rise to the task set before them.
PRIME ATTRIBUTE: Constitution
HIT DIE: d12
ALIGNMENT: Any
WEAPONS: Any
ARMOR: Any
ABILITIES: Combat sense, deerstalker, intimidate, primeval instincts, whirlwind attack, primeval will, ancestral calling
Level HD BtH EPP
1 d12 +0 0
2 d12 +1 2,101
3 d12 +2 4,701
4 d12 +3 9,401
5 d12 +4 20,001
6 d12 +5 40,001
7 d12 +6 80,001
8 d12 +7 170,001
9 d12 +8 340,001
10 d12 +9 600,001
11 +5 HP +10 800,001
12 +5 HP +11 1,000,001
13+ 200,000 per level
Playable Barbarian Groups: Link to Ridgeway Highlanders Guide
Overview
Beyond the walls of cities and towns, and well beyond the bounds of civilization, dwell the barbarians. From windy steppes to mountain tops, from deep jungles to arid plains, barbarians live in freedom, a part of the world around them rather than a slave to it. Banded together in family clans or tribal nations, barbarians are a free people ruled by strength and custom alone, subject to no state or empire. They judge others by their actions and deeds. To them deeds of valor are held in the greatest acclaim.
To a barbarian, “civilization” defines weakness.
Barbarian characters are fearsome warriors, closer to the primordial life than are most others. They are fearlessly reactive, trusting that only through bold and decisive actions are the fates confounded. Barbarians rely upon their individual skills and instincts to carry them through difficult tasks or demanding ventures, drawing upon their primeval instincts and powers to overcome foes. They are fearless in their own belief that their strengths are unconquerable.
The supernatural dominates their culture and they see magic in many things. They are able to tap into the supernatural world and often do so in the guise of charms, totems and the like. Conversely they will never rely upon it. Ever. Magic is a luxury even as are the soft cushions and colored wines that besot the men of cities and towns. It is a sign of weakness. At his core the barbarian is a primordial creature who believes that only his natural powers, abilities, and instincts stand between him and a miserable fate or cowardly death.
Barbarians are born and raised in the wilder lands, outside the influences of civilization. They are found in every climate and every terrain, and have an acute knowledge of the environment in which they are raised. They possess a general knowledge of its weather patterns, the resources that are available, whether plant or animal, the seasonal challenges and the various dangers posed. This knowledge is a second nature to them and allows them to survive the rigors of life in the wilderness.
Living in the wilds and at the whims of uncaring nature takes great fortitude, inuring barbarians to the physical demands of this life, so that they persevere through its inflictions and its pains with steely determination. Possessed of a staggering constitution, they are capable of absorbing damage that would kill their more civilized cousins.
Neither ignorant nor savage, barbarians are masters of their destiny. A barbarian’s self-reliance and solitary nature however, does not lead them to abhor the company of others. They may be insular and suspicious of outsiders, but when a barbarian comes to trust others and call them friend, no stronger ally can be found in all the world.
Barbarian adventurers are generally free of the bonds and fetters that tie down most peoples, even their brethren in their own tribal nations. Above all else, barbarians value their independence and often maintain their own codes or beliefs. Many have died from voicing opposition to tribal leaders, but are respected all the more, for they spoke or acted upon their beliefs. This cultural background fosters a willful nature and temperament that many view as chaotic and ill disciplined. Barbarians value the wind in their hair and victory in battle over their enemies.
Utilitarian by nature, most barbarians rarely carry more than necessary and accumulate little in the way of treasures and properties – preferring instead cold steel blades, light armor, and items of little bulk.
ABILITIES
COMBAT SENSE:
A barbarian has an uncanny sense for the presence of foes in the immediate vicinity, reducing the effectiveness of surprise, flank and rear attacks against them. Barbarians gain a +2 bonus when rolling a surprise check against foes attempting to surprise them. Also, attackers do not get any bonus when attacking a barbarian from the flank. Similarly, back and rear attacks against a barbarian are halved, including special attacks such as the rogue’s back attack. Thus, for example, a rogue using the back attack ability against a barbarian gains only a +2 bonus to hit instead of +4.
DEERSTALKER:
This ability comes naturally to all barbarians and covers a wide range of survival skills. In short it is their natural ability to endure environments that lesser men would find harsh.
The Deerstalker is able to forage off the land, finding shelter, food, and water for themselves, start a fire, and determine direction. As long as adequate food, water, and shelter sources are present in the environment, a barbarian can find these resources without the need for an attribute check. This requires 1d6+2 hours of hunting, foraging, building, and gathering. He can do this only for himself. A barbarian can start a fire in 1d10 minutes by natural means, as long as the needed materials are available. A barbarian also can determine true north in relation to the character, as long as he is in a wilderness environment.
With the deerstalker ability barbarians are capable of climbing typical natural slopes and inclines, such as a steep, rocky hillside cliff, without the need to make an attribute check. Barbarians can ford and swim typical rivers and bodies of fresh water. When climbing or swimming, the barbarian moves at one-half normal movement. When climbing or swimming a barbarian cannot wear armor weighing more than 25 lb, and must set aside any accoutrements that weigh over 25 lb or are unusually encumbering.
Note: These abilities are for the barbarian's native environment and contingent on conditions in that environment. For instance, a desert barbarian will not have a swimming skill but would have an enhanced knowledge of how to survive extreme heat and to find water. Thus, each environment will have barbarian skills conducive to surviving within it… (see playable barbarian tribes for details in "Barbarian Groups").
INTIMIDATE (CONSTITUTION):
Barbarians offer an imposing display of ferocious raw power. They instinctively realize that victory lies in the wine-besotted, soft demeanors of their foe and that brute force works best when combined with overwhelming terror. Barbarians are able to project themselves as this brutal, terrifying force. Whether through sheer force of will, or savage decorum, a barbarian is able to strike fear into and intimidate his opponents. While attacking and upon a successful constitution check any creature of equal or lesser hit dice of the barbarian suffers -2 to all rolls, including but not limited to initiative, attack, damage and attribute checks. This ability takes effect as soon as the barbarian uses the ability. He must announce it before rolling initiative. It has a 15 foot radius area of effect. Intimidate is usable only once per combat encounter. At 1st level, a barbarian can intimidate one creature. The number of creatures intimidated increases with level as follows: up to 2 creatures at 3rd level, up to 4 creatures at 6th level, up to 8 creatures at 10th level, and up to 16 creatures at 15th level. The intimidation ends the moment the barbarian fails to strike the intimidated creature.
PRIMEVAL INSTINCTS:
Barbarians are able to tap into a strength that goes beyond the physical and gives them a fearless edge. This strength is primeval in its nature, driven by instincts that are closer to those of animals than men. Under difficult circumstances they tap into this primeval instinct in attempting Herculean tasks. This ability is only accessible if the barbarian throws himself at the challenge, whether in the beginning of the round or as a last ditch effort. Any move on the character’s part to flee, hesitate, or to debate the action, immediately negates the primeval instincts and the barbarian cannot act upon them or use them to overcome the action. When using this ability, if the physical action is of such difficulty that the Castle Keeper requires a physical attribute check (strength, dexterity, or constitution), the barbarian gains a +4 to the check. The barbarian cannot use this ability if they are wearing armor weighing 25 lb or more, or has fled from the challenge. It is important to note that even if the situation is a last ditch effort, if the barbarian has fled previously, he cannot use primeval instinct.
This ability also allows the barbarian to hold his breath for a period of time, run long distances, and survive longer in extreme temperatures and weather conditions. None of these abilities require an attribute check. Instead, they are limited in duration. Barbarians can hold their breath for a number of rounds equal to their constitution score. Barbarians can survive in extreme environments, temperature, and weather conditions for one day more than a normal person could do so. And, a barbarian’s great fortitude allows them to run long distances without tiring easily. When calling upon this inner fortitude, the distance a barbarian can travel in a day is doubled.
WHIRLWIND ATTACK:
At 4th level, a barbarian’s combat sense and athleticism merge in a fearsome and deadly ability. With this ability, the barbarian can combat multiple enemies surrounding him. The barbarian must announce use of the ability before attacking and he cannot retreat before using it. The whirlwind attack is usable only once per combat encounter and replaces their normal combat action. When used, the barbarian gains an attack roll against two opponents as long as those enemies are within 5 feet or less of the barbarian and possess no more than one-half of the barbarian’s hit dice. For example, two second level fighters attempt to jump a barbarian in an alley; the barbarian may make a whirlwind attack, gaining one attack against each of the fighters. The number of foes subject to the whirlwind attack increases as the barbarian rises in levels. At 6th level the barbarian can attack up to 3 opponents, and at 10th level a barbarian can attack 4 opponents. The ability does not progress beyond 10th level.
PRIMEVAL WILL:
At 6th level, a barbarian’s stoic nature increases his longevity on the battlefield. When fighting a hard pressed combat with mounting wounds the barbarian can call upon this ability. To use the ability, the barbarian’s hit points must be reduced to a specific number, as follows: 12 hit points or less at levels 6-9; 18 hit points or less at levels 10-14; and 24 hit points or less at levels 15 and up.
When battle or circumstances reduce a barbarian’s hit points to the specified number of hit points or less, the character can use this ability to immediately gain an additional 12 hit points. Damage inflicted after the barbarian activates the ability is first absorbed by the 12 hit points granted by primeval will. The additional hit points last only for the duration of the combat. When the affects of the ability wear off, the barbarian must remove any hit points remaining from the 12. The ability can be used only once per day. Primeval will grants an additional, unique ability as well. It can save the barbarian from an attack that would normally strike the character dead or unconscious. If a barbarian suffers damage such that reduces the character to zero or negative hit points before the barbarian can use this ability, it automatically activates and imparts an additional 12 hit points. If the additional hit points raise the barbarian character’s total hit points to 1 or more, the barbarian may keep fighting. Note that if a blow strikes the barbarian and reduces their hit point to -10 hit points or beyond, the primeval will ability cannot save the character. Also, removal of these hit points cannot reduce the barbarian beneath 1 hit point.
ANCESTRAL CALLING:
At 10th level a barbarian’s reputation and prestige allows them to call upon others to fight alongside the barbarian with heightened ability. The affected creature gains hit points equal to the maximum of one extra hit die for the creature. For example, an affected fighter would gain an additional 10 hit points. The ability affects a number of creatures equal to twice the barbarian’s level. The ability only affects creatures of equal or lesser hit dice. The effect lasts for no more than one day, or until completion of a specific task, or as long as the Castle Keeper allows. The barbarian can only use this ability once per week and it cannot be used in conjunction with another barbarian’s use of the same ability. It is important to note that this ability does not affect morale nor is it based upon a barbarian’s charisma. Instead, it is the barbarian’s force of will and reputation that causes those around him to heed his call and rise to the task set before them.
PRIME ATTRIBUTE: Constitution
HIT DIE: d12
ALIGNMENT: Any
WEAPONS: Any
ARMOR: Any
ABILITIES: Combat sense, deerstalker, intimidate, primeval instincts, whirlwind attack, primeval will, ancestral calling
Level HD BtH EPP
1 d12 +0 0
2 d12 +1 2,101
3 d12 +2 4,701
4 d12 +3 9,401
5 d12 +4 20,001
6 d12 +5 40,001
7 d12 +6 80,001
8 d12 +7 170,001
9 d12 +8 340,001
10 d12 +9 600,001
11 +5 HP +10 800,001
12 +5 HP +11 1,000,001
13+ 200,000 per level