Barbarian, the Berserker
Barbarians are savage warriors who hail from unsettled lands. They are sometimes captured and brought
to civilization by force, to serve as slaves, soldiers or gladiators. Other times, they are attracted by the
promise of riches.
Contrary to what civilized men may say, barbarians are often honorable and they have
rudimentary spiritual beliefs. They have a deep distrust of magic and they hate the undead, devils and demons.
They strongly resent captivity and can hold long grudges.
They have little regard for laws, especially unfair ones, and they look on nobles with contempt. Because
of this, they can be well liked by the populace.
Evil barbarians are common among the brutal humanoid and non-humanoid tribes. They are thoughtless, destructive and bloodthirsty thugs who seek leadership at all costs. They usually succeed.
Hit Dice, Proficiencies, Alignment
D12 Hit Die. Proficient with light and medium armour and with all shields. Starts with simple-weapons proficiency plus four selectable weapon-group proficiencies. Barbarians are often chaotic, but any alignment is possible.
Special abilities
Draw Upon Spirit Animals: During character creation, Barbarians must select two Spirit Animals from the list below. Spirit Animals grant the character supernatural abilities upon activation. You can activate Spirit Animal abilities a number of times per day equal to the base Strength Modifier + base Dexterity Modifier + base Constitution Modifier. You add one Spirit Animal to your list at levels 5, 10, 15 and 20.
Spirit Animal, Bear: This is a Free Action supernatural ability. Activating this spirit grants you 50% Energy Damage Reduction (all energy types) for 3 + Constitution Modifier rounds.
Spirit Animal, Bull: This is a Free Action supernatural ability. Activating this spirit allows you to take one extra Bull Rush, Slide, Pull or Swap combat manoeuvre as a free action each round for 3 + Constitution modifier rounds.
Spirit Animal, Cobra: This is a Free Action supernatural ability. Upon activation, you gain the Tumble ability for 3 + Dexterity Modifier rounds, allowing you to avoid enemy attacks of opportunity while moving. This version of Tumble does not prevent you from wearing Medium or Heavy Armour.
Spirit Animal, Crocodile: This is a Free Action supernatural ability. Upon activation, you gain the [Water] subtype for 3 + Dexterity Modifier rounds, allowing you to fight very well while Underwater or Swimming. You also receive a +2 bonus to Attack Rolls even if you're not underwater or swimming.
Spirit Animal, Eagle: This is a Free Action supernatural ability. Upon activation, you gain the [Flying] subtype for 3 + Dexterity Modifier rounds, allowing you to fly to areas of different altitude as well as ignore ground-based terrain effects.
Spirit Animal, Elephant: This is a Standard Action supernatural ability. Activating this spirit allows you to deal sonic damage in a 20' cone as a Breath Weapon. The damage is equal to 1d4 points per level + half of your Strength Modifier. A Reflex Saving Throw reduces the damage by 50%. The Difficulty Class is based on your Constitution. Enemies who fail their save receive the condition Shaken for 1d4+1 rounds. After using this ability, you must wait for two rounds for the ability to recharge, allowing you to use it again.
Spirit Animal, Jaguar: This is a Free Action supernatural ability. Activating this spirit grants you the Pounce ability for the current turn, allowing you to perform a Full Attack at the end of a Charge.
Spirit Animal, Porpoise: This is a Free Action supernatural ability. Upon activation, you gain the Blindsight ability for 3 + Constitution Modifier rounds, allowing your attacks to ignore all Concealment, Invisibility and Mirror Images, and giving you immunity to the Blinded condition.
Spirit Animal, Rhinoceros: This is a Free Action supernatural ability. Activating this spirit grants you an increase in Damage Reduction equal to your Strength Modifier for 3 + Constitution Modifier rounds.
Spirit Animal, Satyr: This is a Free Action supernatural ability. Activating this spirit grants you a +10 bonus to your Willpower Saving Throws for 3 + Constitution Modifier rounds. You also get a +2 bonus to Armour Class.
Spirit Animal, Scorpion: This is a Free Action supernatural ability. For the current turn, you gain an extra attack with your main (primary) weapon. If you are fighting with two manufactured weapons, you instead gain two extra attacks, one with each hand.
Spirit Animal, Spider: This is a Free Action supernatural ability. Upon activation, you gain immunity to movement-hampering effects for 3 + Dexterity Modifier rounds. You also receive a +10 bonus to Speed and 20% Concealment.
Fast Movement: When wearing no armour, light armour or medium armour, a barbarian gains a +10 bonus to Speed (two extra squares).
Rage: A raging barbarian gains a +4 competence bonus to Strength and +4 competence bonus to Constitution and a +2 bonus to Willpower saving throws. He takes a penalty of 2 to Armour Class. The constitution bonus increases HP by 2 points per level but these points disappear when the rage ends (to a minimum of 1 HP: the end of a rage never threatens a barbarian). A rage lasts a number of rounds equal to 4 + constitution modifier (after modifications). When the rage ends the barbarian becomes fatigued for 10 rounds. He can be refreshed by a Remove Fatigue spell. A barbarian cannot start a rage when fatigued or exhausted, but fatigue spells cannot end an ongoing rage. It is possible to rage several times in a fight provided that the barbarian has more than one use per day. Starting a rage takes no time at all.
Uncanny Dodge: A character with uncanny dodge does not lose his dexterity bonus to AC when flat-footed or hit by an invisible creature.
Improved Uncanny Dodge: A character with this ability cannot be flanked.
Greater Rage: The bonus to Strength and Constitution when raging becomes +6.
Mighty Rage: The bonus to Strength and Constitution when raging becomes +8.
Indomitable Will: A barbarian with this ability gains a +2 bonus to Willpower saving throws.
Tireless Rage: A barbarian with this ability does not become fatigued at the end of a rage.
Damage Reduction: A barbarian with this ability can substract a number of points of damage each time he receives damage from a weapon or natural attack.
Barbarian Feats
Improved Rage: Increases the duration of a rage by two rounds. In addition, the character
can rage one more time per day. Requires: Barbarian Level 1.
Improved Damage Reduction: Increases the Damage Reduction by one. Requires: Barbarian Level 6.
Greater Damage Reduction: Another increase of one point in the
Damage Reduction. Requires: Barbarian Level 15, Improved Damage Reduction.
Strength Focus: The character gains a bonus of +2 on all grapple checks and strength checks. The
following spells can trigger a strength check: Entangle, Web, Ranger Web, Forcecage, Energy Push, Ectoplasmic Cocoon,
Greater Ectoplasmic Cocoon, Mass Ectoplasmic Cocoon, Glue Arrow, Knockback Arrow.
Barbarian Strength I: The base strength increases by two permanently. Requires: Barbarian Level 6.
Barbarian Strength II: The base strength increases by another two points permanently.
Requires: Barbarian Strength I, Barbarian Level 12.
Barbarian Strength III: The base strength increases by another two points permanently.
Requires: Barbarian Strength II, Barbarian Level 18.
Barbarian Vitality I: Your Hit Points increase by ten points. Requires: Level 5.
Barbarian Vitality II: Your Hit Points increase by another ten points. Requires: Barbarian Vitality I, Level 11.
Barbarian Vitality III: Your Hit Points increase by another ten points. Requires: Barbarian Vitality II, Level 17.
Extended Spirit Animals: The duration of your Bear, Bull, Crocodile, Cobra, Eagle, Porpoise, Rhinoceros,
Satyr and Spider Spirit Animals increases by two rounds.
Fast Spirit Animal Elephant: You activate your Spirit Animal Elephant with a Move Action rather than a standard action.
Improved Spirit Animal Elephant: The radius of the Breath Weapon produced by your Spirit Animal Elephant increases by 50%, from 20' to 30'.
Breath Weapon Shaping: Your Breath Weapon or Gaze Attack no longer affects allies in the area of effect.
Requires: The character must have a Breath Weapon or a Gaze Attack.
Stilled Spirit Animals: You can activate your Spirit Animals silently and without moving. Consequently, you can
activate a spirit animal even when you are subject to the effect of spells like Silence and Hold Person (Wizard). You can
also activate a spirit animal even when you are using a Heavy or Tower Shield.
Fire Resistance: The character gains resistance 10 to fire damage.
Cold Resistance: The character gains resistance 10 to cold damage.
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