The barbarian is a sub-class of fighting-man. Where fighting-men rely on training and skill to win the day, the barbarian uses ferocity and instinct. Most barbarians are members of uncivilized tribes of humans, demi-humans or humanoids. “Civilized” barbarians can represent men and women with hair-trigger tempers and a zest for violence.
- Prime Attributes: Strength & Constitution, 13+ (+5% experience)
- Hit Dice: 1d6+3 per level, +3 hit points per level after level 9
- Armor/Shield Permitted: Leather, ring and shields.
- Weapons Permitted: Any.
Reflexes (1st): Thanks to their cat‐like reflexes, attacks from the back or flank receive no bonus to hit a barbarian.
Superstitions (1st): Barbarians mistrust the doings of magic-users and their sub-classes. When presented with displays of such magic they must succeed at a saving throw or be stunned with fear for 1 round.
Berserker (3rd): At third level, the barbarian can go berserk in combat, gaining a +2 bonus to hit and damage, but suffering a -2 penalty to her armor class. The barbarian’s berserk fury lasts for a number of rounds equal to 1 + the barbarian’s level. While in her rage, the barbarian focuses on her foes until they are dead. If her rage continues after her foes are gone, she will attack her nearest ally unless she makes a successful saving throw. This ability can be used whenever the barbarian engages in combat.
Tenacity (5th): At fifth level, a barbarian can continue to fight after losing all of her hit points if she is in a berserk fury. When the berserk fury ends, the barbarian succumbs to death.
Barbarian Progression Level
|10||440,000||+3 hp||+7||6||Barbarian Prince|
|11||560,000||+6 hp||+7||5||Barbarian Prince|
|12||680,000||+9 hp||+8||4||Barbarian Prince|