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The Barbarian Fearlessness: Barbarians are hard men and do not usually
panic and thus spells and other devices employing Fear
by Brian Asbury will, 50% of the time, cause barbarians t o become wild with
While having many similarities t o other character classes, battle-rage and fight as berserkers, rather than flee.
barbarians comprise a separate character class of their own, Sensing Danger: This does not detect anything specific, but
and are not a sub-class of any other type. Prime requisite is i t does tell the barbarian that something, somehow, is
constitution, because one of the barbarian's greatest assets wrong. Any time a barbarian is walking into a situation
is his sheer hardiness and capacity for survival. Thus a which might endanger him, the DM should check, by rolling
barbarian makes saving-throws as for clerics, but as though a D6, whether he senses danger. Range - about 20 ft, regard-
he i s 4 levels higher than his actual level. Although less of any obstacles (including doors and walls) in the way.
anyone with a decent (i.e. average) constitution can become
a barbarian, which should give players something t o do with Special Abilities
those useless-in-everything-but-constitutioncharacters, for a Sign Language: This ability is possessed by all barbarians of
barbarian t o have full abilities, then a strength of 13+,a intelligence 9 plus. Sign Language affords the barbarian a
dexterity of 13+,an intelligence of 9+ and a wisdom of chance of communicating with any intelligent creatures
14+ are needed. encountered, by means of signs and gestures.
Barbarians are twice as resistant t o disease as other classes. First-attack Ferocity: Barbarians of strength 10+ always hit
This class, however, is rather limited as regards armour. at +I because of their natural ferocity. In addition, if strength
Levels 1-5may use a shield but no armour; levels 6-10may is 13+ and dexterity at least average, then they have 75%
wear leather armour and shield; and level 1 1 and above may chance in any melee in w h ~ c hthey gain the initiative, of
wear chainmail and shield. Barbarians dislike plate armour and using F~rst-attackFerocity. This is their chance of whipping
never wear it. Their natural instinct for self-preservation, themselves up into such a frenzy that their first attack only
though, gives them a better chance of dodging blows, will be carried out at a +2 hit bonus, and do double damage
regardless of dexterity. Therefore, they should always be if the barbarian is 1st t o 4th level, triple damage for 5-8th
treated as though one armour class higher than their actual levels, and quadruple damage for 9th level and above.
class. Climbing: Barbarians of dexterity 10+ can, like thieves, climb
All barbarians have a number of basic abilities. These are: nearly sheer surfaces. However, their base chance t o fall is
High Resistance t o harm (as explained above) 20%, not 13%.
Listening for noise (as human thieves) Catching Missiles: Barbarians of above average dexterity have
Tracking a chance of actually catching any miss~leaimed at them in
Sensing Danger mid-air. The chances of achiev~ngthis feat increase by
Fearlessness dexterity;i.e.
There are also a number of special abilities which a Dexterity Bonus t o chances of
barbarian might have if he has the necessary requisities. catching missile
These shall be explained later.
None
Experience Hit Dice Sign Hear Sense Follow Catch Chance +5%
Levels Points (6.r~ded) Lang. Notre Danger Mnrs~le
1+1 10%
Tra~l to Fall
+I 0%
Tribesman 0 40% ' 5%
Savage 1.500 2+l 20% 4 5% 10% +I 5%
Clan-brother 3.000 3+1 30% 15%
Hunter 6.000 4+1 40%
50%
55% 20%
+I 7%
Warrior
Brave
12,000
24,000
5+1
611
45%
50%
60% 25% +20%
65% 30%
E l ~ t eWarrior 48.000 711 55% 70% 35% +25%
Headman 96.000 8tl 60% 75% 4070
Chlef 200.000 9+1 65% 80% 45% Note that no barbarian is able t o catch spell-generated
War-chlef 325.000 lot1 70% 85% 50%
Latrd 450,000 10+2 75% 90% 55% magic missiles or bullets, and missiles with a magical bonus
Lalrd. 12th 575,000 1W3 75% 95% 60%
L a r d , 13th 700.000 lot4 75% 100% 65%
reduce the barbarian's chances of catching by 5% for every
I+125.000 (etc) (ma,,l letcl
per levell continued on page 18