WARRIOR-BARBARIAN Description: Barbarians are powerful warriors from a culture on the fringes of civilization--often a predatory culture. He or she has left home behind to amass a fortune and see the world. Barbarians are known for their strength, cunning, and incredible toughness, and also for their contempt of the decadence of civilization. Barbarians often nonetheless choose to leave their homelands and sell their skills and seek adventure in the civilized world, often to simply amass a fortune with which to return home (or enjoy the jaded pleasures of the cities) but sometimes to win fame and glory and return home as a personage of importance. Barbarians are known for their strength and cunning and for adhering to their own sometimes odd code of honor. They are frontline fighters of the first order with some special skills and a very different outlook on the world from typical characters. Their likes, dislikes, and perception of things are based on an entirely different culture from that of most characters, and in some cases they may serve as a sort of conscience for the group, pointing out the inbred foibles and mistakes of 'civilized society'. Note that the basic Barbarian class is more the barbarian character from fantasy fiction, rather than a pseudo-historical type. Those seeking to play a more 'realistic' type of barbarian are advised to select one of the Barbarian kits for a richer barbaric flavor. Requirements: Barbarians use the Paladin/Ranger advancement table and gain two six-sided hit dice (with Constitution bonus applied to both) at each level up to 9th, gaining 4 hit points per level thereafter. Barbarians use warrior THAC0 and saving throws and have the standard multiple attack progression of warriors. Barbarians begin with 6 weapon and 2 non-weapon proficiencies and gain two weapon and one non-weapon slot every four levels. Barbarians can be of any non-lawful alignment but must be humans, dwarves, half-orcs, or half-ogres. A Barbarian character must have Strength and Constitution scores of at least 15 and a Dexterity score of at least 9. Weapons & Armor: Barbarians must wear chain mail or lighter armor but can use shields of all types. A Barbarian's initial weapon proficiencies must include axe (hand), club (any), and spear. The other three slots must be selected from the following: axe (battle), bow (any), club (any), dagger/knife (any), sling, spear (any), and sword (any). Slots beyond 1st level can be spent as the Barbarian desires (but see Special Hindrances). Special Benefits: One of a Barbarian's greatest benefits is her extraordinary number of hit points, rolling 2d6 for hit points at each level up to 9th and adding his or her Constitution bonus to both dice (e.g., a 1st level Barbarian with 18 Constitution would begin with 2d6+8 hit points). In addition to this, Barbarians gain the following special abilities: Hardiness: Barbarians heal naturally at an exceptionally fast rate. Even if they are adventuring, traveling, or undertaking other strenuous activity, Barbarians regain 1 hit point per day. If a Barbarian actually spends an entire day at rest, he or she regains hit points equal to half of his or her Constitution score (rounding down) if in the wilderness, where natural roots and herbs are available to act as natural medicines. If resting in a city, on a ship, or underground, he or she regains hit points equal to one-quarter his or her Constitution score (rounding down). A Barbarian also has a chance to shrug off the effects of any natural disease or poison if they spend a full day at rest. This chance is equal to 10% plus the Barbarian's Constitution score plus twice his or her level (e.g., an 8th level Barbarian with 16 Constitution would have a 42% (10 + 16 + (8 x 2)) chance to shrug off a natural disease or poison with each full day of rest). In addition to this amazing recuperative ability, Barbarians receive the following saving throw bonuses at 1st level: +4 bonus to saves vs. poison +3 vs. paralyzation, death magic, petrification, and polymorph +2 vs. rods, staves, wands, & breath weapons +2 vs. fear, pain, and stunning Though Barbarians gain no bonus to saves vs. spells at 1st level, they gain a +1 bonus to their save vs. spells for every four levels of experience (rounding down). In addition, this progressive bonus vs. spells grants a Barbarian a 5% chance for every four levels of experience (rounding down) to resist spells and psionic powers that normally allow no save. These bonuses are doubled vs. magical or psionic fear effects. Hence, an 8th level Barbarian would have a 10% chance to avoid damage from magic missiles or an ice storm (20% to negate phobia amplification or a phantasmal killer). Unlike the special save provided by a scarab of protection, this chance to resist spells that allow no save cannot be increased by any means, with the exception of tribal relics that grant a saving throw bonus (DM's discretion as to whether such items exist in his or her campaign). Heroic Effort: A Barbarian of 11th level and above gains a special ability to delay the harmful effects of special attack forms that do not inflict physical damage (e.g., cause blindness, power word stun, flesh to stone). The chance of success of this delay effect is equal to 5% plus 5% per level of the Barbarian over 10th, and if this chance is successful the effect will be delayed for one round for every level of the Barbarian over 10th. The Barbarian does become aware that he or she has delayed a power by the use of this ability, but he or she does not learn what the power is. A detect magic spell or a Spellcraft proficiency check will enable a character to learn the effect being held in abeyance, and if an appropriate countermeasure can be taken prior to the effect occurring (e.g., cure blindness vs. cause blindness, stone to flesh vs. flesh to stone), the effect will be negated. Dispel magic will have no effect upon a power being held in abeyance by this power, but other means may be sufficient to overcome the effect (e.g., if a Barbarian delayed the onset of a power word kill spell with this ability, he or she could be healed up to be above 60 hit points prior to the spell's effect occurring, which would be beyond the maximum hit point limit and would therefore negate the spell). It should be noted that a Barbarian cannot delay or resist life-draining attacks, disintegration, or forced banishment to another plane by means of this ability. It also does not apply against spells or attacks that simply inflict damage. If the effect cannot be remedied before the delay ends, the Barbarian suffers the full effect immediately. It is also possible for a Barbarian to make a Heroic Effort to continue fighting even at negative hit points. If he or she succeeds in the roll to use this ability, he or she essentially delays the onset of death due to massive damage for up to 1 round per level over 10th. While in this state, the Barbarian can fight normally down to -20 hit points, and if reduced below -20 hit points the Barbarian is simply knocked unconscious until sufficient healing is applied to raise his or her hit points back above -20, at which point he or she can rejoin the battle. A Barbarian who has been reduced below -20 hit points at any time or who is still at negative hit points when the delay period expires will perish from the massive strain and internal damage incurred by his or her Heroic Effort. If a Barbarian does not drop below -20 hit points at any time and is healed back to positive hit points before the delay period expires, the Barbarian will regain consciousness normally and does not perish. Natural Stealth: Barbarians gain the ability to Hide in Shadows and Move Silently as a thief, beginning with these abilities at base score of 20 and improving by 5 per level. All normal modifiers apply for race, ability scores, and armor worn. A Barbarian's Move Silently chance should also be considered his or her chance to walk without leaving tracks, rendering him or her essentially impossible to track without magical means. Finally, Barbarians are very alert and stealthy in all situations, gaining a +1 bonus to all surprise rolls, doubled to +2 if in a wilderness setting. Outdoor Craft: Barbarians are very familiar with the ways of the wild can always attempt an Intelligence check with a +1 bonus for every three levels (rounding up) to identify natural plants and animals or pure water. They can also attempt to predict storms, avalanches, or other natural phenomena in the wilderness, but this is done at only half the normal chance of success. A Barbarian in the wilderness also has a 'danger sense' that alerts him or her to ambushes within 100 yards, and this is reflected by an automatic Outdoor Craft check made by the DM at half the normal chance of success whenever a Barbarian passes within 100 yards of a prepared ambush. If a Barbarian is actively searching an area to determine whether ambushers might be there, this check can be made at the normal chance of success. In addition to the above, a Barbarian's knowledge of the wilderness allows him or her to use the Tracking proficiency (in wilderness areas only, with the normal penalty for non-Rangers) without needing to spend proficiency slots to learn the proficiency, though they can also elect to spend slots to learn the proficiency for use in other areas and to improve their skill level. Survival Skills: Barbarians are very hardy and tough and have a base movement rate of 15 on foot. In addition, they can climb natural surfaces (e.g., cliffs, trees) in the same manner as a thief climbs walls, starting at a base of 60 and improving by 5 per level. The chance of success is halved when attempting to climb man- made structures. Barbarians are also skilled at foraging and finding food and the basic necessities of survival in any wilderness environment. Searching for such essentials requires 1d4 hours and requires a successful Intelligence with a +1 bonus for every three levels of the Barbarian (rounding up); success indicates that the character has managed to gather enough food and manage sufficient body covering and shelter building to survive for one day. This ability cannot be used in a city, underground, or on board a ship, nor in any other area where supplies would not be readily available. Tribal Stature: Barbarians gain a bonus to their Charisma score equal to half their level (rounding down) when dealing with other barbarians, and this bonus affects all functions of their Charisma score for this purpose. Any henchmen allowed over the amount allowed for the Barbarian's true Charisma score must be Barbarians. In fact, beginning at 9th level a Barbarian has a 5% chance per level to attract one or more low- to mid-level Barbarian traveling companions (generated by the DM; a simple method is to roll on the 'Leader' table for Fighter followers), though this chance is halved if the Barbarian did not make at least one trip through barbarian territory at some point during the previous level. In addition to a Barbarian's Tribal Stature, he or she cuts a fairly imposing figure when encountering non-Barbarians. Barbarians can use their fearsome reputation and appearance to gain a bonus to reaction rolls equal to one-third their level (rounding up) if they take a "hostile" or "threatening" approach towards a non- barbarian NPC. Barbarians are proud people who respect self-confidence, and they are very skilled at boasting as a necessary part of their tribal gatherings and as a way to impress their listeners (especially when they are looking for work). Any Barbarian can boast loudly of his or her abilities and attempt a Charisma check (modified for Tribal Stature if dealing with other barbarians); a successful check impresses the listeners and grants a reaction bonus of 1d4-1. If the check is failed, the Barbarian comes off as a boorish windbag and his or her reaction roll will be penalized by 1d4-1. In game terms, the player of a Barbarian should actually come up with some appropriate boasts for the situation and his or her character; feeble attempts at role-playing (e.g., "I'm going to boast. I make my check.") will result in significant penalties to his or her check. Tribal Warfare: Barbarians can be fearsome opponents in combat for reasons other than their incredible endurance and stamina. A Barbarian gains a +1 bonus to hit with any of the weapons listed under Weapons & Armor and with unarmed attacks. In addition, they gain a bonus 'damage pool' in every combat encounter equal to their level plus 1d6. These bonus points are renewed each time a Barbarian enters a new combat encounter. Damage from this 'pool' can be applied to blows with their preferred weapons but not with 'civilized' weapons, but no more than 3 points can be added to the damage inflicted by any weapon. The addition of this damage bonus must be declared before the attack roll is made, and if the attack misses those bonus damage points are wasted. This bonus can be applied to melee or missile attacks, and it can also be applied to weaponless attacks. A Barbarian uses the normal weaponless combat rules, but any 'damage pool' bonus points added to an unarmed combat attack are doubled (e.g., a Barbarian adds 3 'damage pool' points to his or her punching attack and gains a +6 bonus to damage). Barbarians also have the unique ability to harm creatures requiring magical weapons to hit without needing to have a magical weapon. This ability can only be used with barbarian-preferred weapons (or when using his or her bare hands for punching or wrestling). A Barbarian's weapons or fists have a equivalent 'magical bonus' equal to one-fourth the Barbarian's level (rounding down). A Barbarian of 9th level or higher can demand the right to lead a barbarian horde. This can be done no more than once per year, and the horde will consist of one first level Barbarian warrior for every 1,000 experience points that the Barbarian possesses, and it will include two assistant Barbarians of one-half the Barbarian's own level (rounding down) and four aides of one-fourth the Barbarian's own level (rounding down). A barbarian horde can be kept together for a number of weeks equal to the Barbarian's level plus his or her Charisma score, and it must have a specific objective--not mere pillage and rapine. If a barbarian horde succeeds in its objective, the Barbarian can attempt to raise a horde again the next year. If it is decisively defeated, the Barbarian who summoned it will never again be allowed to call a barbarian horde, though he or she can fight alongside a horde under the leadership of another. A Barbarian suffering this sort of defeat also permanently reduces a Barbarian's Tribal Stature by half. If a barbarian horde is not actually defeated on the field of battle but fails to achieve its goal, the Barbarian's Tribal Stature is reduced by half for 1d4 years, during which time he or she may not call for another barbarian horde. After this time has passed, the Barbarian can again call for a barbarian horde, but a successful Charisma check (with his or her Tribal Stature still halved) must be made or the call will be ignored. The call can be repeated the subsequent year if the Barbarian wishes. Special Hindrances: Barbarians have a very foreign manner that puts off strangers, and this combines with their generally open contempt for 'civilization' to result in a -2 reaction penalty with non-barbarian NPCs. Further, the best possible reaction with such NPCs is 'indifferent' (never 'friendly') if a Barbarian approaches them in a nonthreatening manner (see Tribal Stature for bonuses when threatening non-barbarians). Barbarians may attract non-Barbarian henchmen if they wish, but such henchmen must be priests or warriors and they will suffer a -4 penalty to their loyalty base. Barbarians are self-reliant and independent as a rule, and they may only attract half the normal number of henchmen allowed for their Charisma, regardless of whether they are barbarians (though his or her Charisma is much higher with regard to barbarian characters and will likely allow extra henchmen of barbarian stock). Barbarians detest magic (especially wizardry) and all who use it. They suffer double the normal reaction penalties when dealing with wizards of any type, and the best possible reaction with a wizard is 'cautious'. Barbarians will avoid adventuring with wizards unless there a desperate need. Barbarians also disdain reliance on magical items, and a Barbarian will never own more than one magical item for every three levels of experience (rounding down), and they will never use any magical item that requires a command word or mental activation; they will only use those items that are simple and function by being worn or wielded (e.g., gauntlets of ogre power or a ring of protection or spell turning might be worn or a potion of healing drunk, but a ring of elemental command, bag of holding, or figurine of wondrous power would not be used, nor would a potion of human control). Barbarians will use magical weapons (though intelligent magical weapons will be shunned) and armor and certain magical rings, potions, and simple miscellaneous magical items (as noted above), but no other magical items. They do not strenuously object to others using magic, but may make derisive comments about their reliance on it (especially other warriors). Barbarians are traditionalistic to a fault, and they must select all initial weapon and non-weapon proficiencies from those listed here as their 'preferred' skills. In addition, a Barbarian must spend double the normal number of proficiency slots to learn the use of any weapon not listed above. Barbarians cannot make use of specialization of any sort, nor can they take proficiency in weapon groups. Barbarians also are unable to attempt weapon special maneuvers that might be considered 'civilized' (e.g., parrying, disarming, fending, feint). If they wear armor heavier than chain mail, they lose all Tribal Warfare benefits. Adventuring Barbarians are seeking to make a name for themselves and begin play quite poor, owning two weapons (from his or her initial proficiencies) and a suit of leather or hide armor (player's choice), but he or she and gains only 1d4 x 10 g.p. beyond that to purchase other equipment. The final hindrance of Barbarians is that they are somewhat superstitious by nature and must make a Wisdom check when confronted by undead or extra- planar creatures or suffer a -3 penalty on all die rolls for the first round of such combat and a -1 penalty on all die rolls for the duration of the combat. The Barbarian may add his or her level to his or her Wisdom score for the purpose of this check. When the sum of the Barbarian's Wisdom and level equal 20 or greater, this check need no longer be made. At the DM's option, a Barbarian may have additional (or different) superstitions, based on his or her background or cultural traditions. Bonus Proficiencies: Endurance Preferred Proficiencies: Acute Hearing, Animal Lore, Awareness, Boating, Chanting, Dancing, Direction Sense, Distance Sense, Drinking, Eating, Excellent Vision, Foraging, Hunting, Immovability, Intimidation, Jumping, Lightning Reflexes, Navigation, Night Vision, Riding (Land-based), Running, Seamanship, Signaling, Sixth Sense, Survival, Swimming, Tannery, Tracking Forbidden Proficiencies: Reading/Writing, any proficiency from the Priest, Psionicist, or Wizard list that is not also on the Warrior list.