Arkuth - Barbarian
Ability Requirements: Strength 12, Constitution 12, Dexterity 9 and Wisdom no greater than 16
Prime Requisite: Strength and Constitution (see below)
Hit Die: d12
Races Allowed: Humans, Dwarves, Half-Orcs, Half-Giants, Half-Dwarves, Bugbears and Minotaurs
- Armor; light and medium armors and all shields
- Weapons: Axe (hand, battle, great and throwing),
Blowgun (barbed dart and needle),
Bow (short; flight arrows),
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
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
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.
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.
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
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.
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.
||8 + 4
||8 + 8
||8 + 12
Barbarians gain 4 h.p. per level after the 8th.
500,000 experience points per level for each additional level beyond the 11th.