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Races of Arkuth
* The Elves (álfr)
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PC Classes
* 2E Monk
* 2E Barbarian
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PC Races
* Bugbears
* Half Dwarves


Arkuth - Barbarian

The Barbarian


Ability Requirements: Strength 12, Constitution 12, Dexterity 9 and Wisdom no greater than 16
Prime Requisite: Strength and Constitution (see below)
Hit Die:
Races Allowed: Humans, Dwarves, Half-Orcs, Half-Giants, Half-Dwarves, Bugbears and Minotaurs

Class Restrictions:

  • Armor; light and medium armors and all shields
  • Weapons: Axe (hand, battle, great and throwing), Blowgun (barbed dart and needle), Bow (short; flight arrows), Club, Dagger, Dart, Harpoon, Javelin, Knife, Quarterstaff, Sling (stones only)
  • Alignment: any non-lawful
  • XP: A barbarian whose Strength and Constitution scores are both 16 or more receives a 10% bonus to all earned experienced points.
  • Split Classes: can never be dual class or multi class.

Class Abilities: Barbarian training, berserker rage, combat sense, fast movement, multiple attacks, hear noise, resilience, survival, track, wilderness stealth.


Beyond the walls of cities and towns, and well beyond the bounds of civilization, dwell the barbarians. From windy steppes to mountaintops, from deep jungles to arid plains, barbarians live in freedom, a part of their environment rather than a slave to it. Banded together in family clans or tribal nations, they are a free people ruled by strength and custom alone, subject to no state or empire. They judge others by action and deed, not the more corrupt values of civilization, like race, occupation, education or wealth. Neither ignorant nor savage, barbarians are masters of their own destiny.

Barbarian characters are the fearsome warriors of their particular tribe. They spend their time making war to protect their people. Renowned for their ability to enter berserk rages and ignore the pains and damages that often fell lesser men, barbarians make fearsome opponents or stalwart allies in battle. Barbarians rely upon their individual skills and instincts to carry them through difficult tasks or demanding ventures while drawing upon primeval instincts and powers to overcome foes. As their cultures are usually uneasy with the supernatural, barbarians generally distrust magic and those who employ it, although some barbarians will use magic in dire circumstances.

A barbarian’s self-reliance and solitary nature does not, however, lead them to abhor the company of others. Oft times, their strengths are given to the preservation of their clans or tribes, for only in them are like-minded people found. And when a barbarian comes to trust others and call them friends, no stronger ally can be found in the entire world. Barbarians are born and raised in the wilderlands, 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, possessing a general knowledge of its plants and animals in order to survive the rigors of life in the wilderness. Living in the wilds and at the whims of uncaring nature takes great fortitude and barbarians become inured to the physical demands of this life and suffer its inflictions and its pains with steely determination. Possessed of staggering constitution, barbarians are capable of absorbing damage that would quickly fell others of a more civilized bent.

Barbarians are generally free of the bonds and fetters that tie down most peoples, even the brethren in their 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 makes most barbarians willful in nature, with a temperament that many view as chaotic and ill-disciplined.

General Info:

Barbarians are a sub-class of fighters and use the same fighting tables there-of. Barbarians use twelve-sided dice (d12) for determining their hit points.

Barbarians gain a bonus to their armor class of 2 steps for every point of dexterity over 14, but only if no armor or light armor worn. If medium armor is worn, the bonus is + 1 per point over 14. This replaces the Defensive Adjustment for dexterity given to other classes. The Reaction/Attacking Adjustment remains the same for the barbarian’s dexterity. In addition, barbarians gain + 2 hit points per point of constitution over 14, as opposed to the normal constitution bonus for other classes.

Additional Abilities:

Barbarian Training: Barbarians, by necessity, are able to survive in the harsh wilderness of their homelands. This training is reflected in the survival and resilience abilities of the class. In addition to these class abilities barbarians begin with the knowledge (nature) and profession (mountaineer) non-weapon proficiencies.

Berserker Rage: Barbarians have the ability to call upon a reserve of strength and rage once per day. Barbarians can direct this rage to devastating effect in combat. This ability manifests itself differently across barbarian cultures and societies, and each names it differently. It is commonly known as the fury, the warp spasm or berserker rage. The origins of it are unclear and the different manifestations between tribes are unexplained. Some barbarian cultures believe there is a mystical or divine connection at the root of the berserker rage ability and, in certain tribes, barbarians assume near-animalistic shapes when the fury erupts. Other barbarian tribes train their warriors from birth to call upon and control the fury. The Dungeon Master’s campaign setting may specify how a barbarian’s rage manifests, or the player and Dungeon Master might work together on how this ability will manifest when used. In all cases, a barbarian undergoes a frightening physical transformation. When using this ability, the barbarian enters a state of fury and rage directed at enemies.

Entering a rage takes no time itself, though a barbarian can do it only during his action. While enraged the character temporarily gains a +2 bonus to all attack and damage die rolls made with melee weapons (the damage bonus applies to thrown weapons as well), a -2 penalty to all charisma saving throws and +2 hit points per barbarian class level. When the barbarian takes damage these bonus, temporary, hit points are lost first and may not be healed. Berserker rage also allows the barbarian to make multiple attacks, in melee combat, as if they were 6 levels higher than their actual barbarian level. At level 19 and beyond, the barbarian may make 3 melee attacks per round while raging.

While enraged, barbarians suffer a –2 penalty to armor class and cannot use any skills or abilities that require patience or concentration. All of these effects cease at the end of the fury. Berserker rage lasts for 6 rounds plus 1 round for every 5 barbarian class levels the character has gained, to a maximum of 10 rounds at 20th level. This rage may be prematurely ended by a barbarian. At the end of this rage a barbarian is fatigued (-1 to strength and dexterity checks, including attack and damage rolls, and -15’ to movement rate) for 1 turn. All temporary hit points that remain after the berserker rage ability ends are lost. At 5th level, this ability can be used twice per day, increasing to thrice per day at 9th level, four times per day at 13th level and five times per day at 17th level and beyond. A barbarian can fly into a berserker rage only once per encounter. At 9th level and beyond, the barbarian is no longer fatigued following each use of the berserker rage ability.

Combat Sense: A barbarian has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of sneak attacks against barbarians. Attacks from the flank or rear receive no bonus to hit against a barbarian, though a barbarian still may not use their shield to defend against rear attacks, and any bonuses for attacks against a surprised or unaware barbarian are halved. For example, a thief may use the sneak attack ability against an unaware barbarian, but with only a +2 bonus to hit, instead of +4. Likewise a thief may use the sneak attack ability against a surprised barbarian, but with only a +1 bonus to hit, instead of +2.

At 6th level, the barbarian gains improved combat sense and can no longer be sneak attacked when surprised.

At 11th level the barbarian gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances.

Fast Movement: The barbarian’s movement rate is 15’ (3”) faster than is usual for a member of his race so long as he is not wearing medium armor or carrying more than a medium load. As such a human barbarian would have a 75’ (15”) movement rate while a dwarven barbarian would have a 60’ (12”) movement rate, so long as each barbarian was carrying a light load. If the same barbarians were carrying a medium load their movement rates would be of this, or 55’ (11”) and 45’ (9”) respectively (see the DMG for encumbrance rules).

Multiple Attacks: Barbarians, as a fighter subclass, gain the ability to make more than one attack per round.

  • At levels 1-6 barbarians are limited to making 1 attack each round.
  • At levels 7-12 barbarians may make three attacks every two rounds (3/2).
  • At level 13-18 barbarians may make 2 attacks per round (2/1).
  • At level 19 and beyond, barbarians are able to make 5 attacks every two rounds (5/2).

Hear Noise: A barbarian can hear noises that others might not detect and are keen observers of their surroundings. Barbarians gain the "Hear Noise" ability like that of thieves. Starting at 5% and gaining and additional 5% per level.

Resilience: A barbarian’s innate toughness and ability to withstand pain and punishment imparts a + 1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and +5 at 20th level. This bonus is also applied to all constitution common ability checks. Resilience also allows barbarians to fight off unconsciousness and partially resist wounds. All barbarians may remain conscious when reduced to 0 hit points or less, though they act as if sickened and are unable to attack.

At 6th level a barbarian subtracts 1 from the damage inflicted upon him by any attack.

At 11th level and 16th level this damage reduction rises by 1 point, to a maximum of -3. The barbarian’s resilience ability can reduce damage to 0 but not below 0.

Survival (Wisdom): In wilderness environments, barbarians can provide shelter for themselves and others, and can provide decent food and water for several people, all without the need for an ability check. The barbarian can forage and hunt for food and water. The barbarian must spend 1d4 hours hunting and gathering to produce enough food and water to feed 2d4 people for 1 day. If the barbarian wishes to feed or shelter a larger group of people, he must spend an additional 1d4 hours gathering food and succeed at a survival check. This additional effort allows the barbarian to gather food and water for 2d4 more creatures. The barbarian can only hunt and forage for food 12 hours per day, limiting the number of people that can be fed. In addition to the ability to provide food and shelter in the wild, a barbarian can automatically determine where true north lies in relation to the character in normal wilderness environments.

Track (Wisdom): The barbarian can successfully track any creature that leaves a discernable trace, and determine characteristics about the creature as well. With a successful track check, a barbarian can find and follow a creature’s tracks or trail for 6 hours. The barbarian can also hide tracks at the same level of ability. The Dungeon Master may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked, and whether the tracked creature moved through water or a secret door. A successful track check may also impart information about the creature(s) being tracked. Once a trail is found, a track check can determine the general number and type of creatures being tracked. The number of creatures tracked should be disclosed to the player by using one of the following categories: individuals (1-6), band (7- 20), troop (21-100), or army (101+), and one of the following categories: beast, demi-human, fey, giant, humanoid, plant, vermin, or other (aberration, animated creature, dragon, elemental, magical beast, ooze, extra planar creature, shape changer, or undead). For many creatures the barbarian cannot identify its exact type, only that it is a creature of such nature. A barbarian can identify specific animal tracks with no effort.

At 3rd level, a barbarian can ascertain distinguishing characteristics about the creatures tracked, such as whether they are wounded, exhausted, carrying heavy objects, or wearing certain armor. The barbarian might even be able to determine if a spellcaster is in the group being tracked. The marks or characteristics determined are limited only by the Dungeon Master’s imagination and desire to provide or enhance story elements during game play.

At 5th level, a barbarian can identify the specific type of creature(s) being tracked if belonging to one of the following categories and with which the barbarian has had some interaction: beast, demi-human, fey, giant, humanoid, plant, or vermin.

Wilderness Stealth (Dexterity): Barbarians are skilled hunters and trackers and are able to conceal themselves from others and move about silently in the wilds. When in natural surroundings, barbarians add their level as a bonus to all stealth checks.

Experience Table

Level Experience Hit Dice (d12) Level Title
1 0 1 Barbarian
2 6,001 2 Barbarian
3 12,001 3 Barbarian
4 24,001 4 Barbarian
5 48,001 5 Barbarian
6 80,001 6 Barbarian
7 150,001 7 Barbarian
8 275,001 8 Barbarian
9 500,001 8 + 4 Barbarian
10 1,000,001 8 + 8 Barbarian
11 1,500,001 8 + 12 Barbarian

Barbarians gain 4 h.p. per level after the 8th.

500,000 experience points per level for each additional level beyond the 11th.

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