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 Post subject: The Barbarian
PostPosted: Tue Jan 22, 2013 3:34 am 
Caenyr Land Owner
Caenyr Land Owner

Joined: Tue Jul 29, 2008 12:07 pm
Posts: 250
Location: Sweden, CET/CEST
GSID: Heike_WoC
Name of Main PC: Helcârax Van Korp
The Barbarian

Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of "sixth sense", the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.

With their toughness and fighting ability they are the shock troops of the D&D world. People picture the typical Barbarian as the huge Viking type from somewhere to the 'North'. Keep in mind that this does not have to be the only example of a Barbarian. They have this stunning ability to Rage in combat which makes them stronger and tougher, becoming a tornado of destruction- what other examples of characters would have this frightening ability? A barroom brawler? A crazy street lunatic? A daring rich duelist bent on revenge? Consider different possibilities for the Barbarian. While they are detailed in the Players Handbook as the typical example of wandering Norsemen-type, you do not have to be that when creating your character.

Requirements & Restrictions

Alignment: Cannot be of lawful alignment

Ex-Barbarians: Barbarians are unable to progress in levels if their alignment ever becomes lawful.


Hit Die: d12
Skill Points: 4 + Int Modifier (x4 at 1st level)

Proficiencies: All simple and martial weapons, light armor, medium armor, and shields
Class Skills: Discipline, Heal, Listen, Lore, Parry, Taunt

Making the best Barbarian
You will notice that Barbarians have the most hit points in the game (a 12 sided dice compared to all other fighter types with a 10 sided dice or even 8 sided) that makes them the class that will most likely be thrown in front of whatever is coming to soak up damage to protect the weaker members of the group.

The Barbarian tends to concentrate on being fast and furious as opposed to bulky and heavily armored. This lack of armor may be made up for in hit points (especially if you raise your Con for hit point bonuses) but consider raising your Dexterity to make up for light or medium armor. This, again, depends on what sort of character you are building. If we are making a street brawler we might decide to raise Constitution to give him the ability to shake off massive amounts of damage with a grunt. On the other hand, the rich duelist might want the high Dexterity to compliment the image of the lightning fast reflexes saves him from damage (and prevents the commoner from ruining his expensive clothes!).

Strength is a very important ability for the Barbarian as it relates to combat, but again it depends on what sort of character you want to play.

Abilities on Level Up

Base Attack Bonus: +1 per level.
Saves: Fortitude favored.

  1. Barbarian Fast Movement, Barbarian Rage*
  2. Uncanny Dodge I
  3. Barbarian Rage* 2/day
  4. Uncanny Dodge II
  5. Barbarian Rage* 3/day
  6. Uncanny Dodge III
  7. Damage Reduction I
  8. Barbarian Rage* 4/day
  9. Uncanny Dodge IV
  10. Damage Reduction II
  11. Greater Rage* 4/day
  12. Greater Rage* 5/day, Uncanny Dodge V
  13. Damage Reduction III
  14. Uncanny Dodge VI
  15. Greater Rage* 6/day, Damage Reduction IV

Caenyr-specific Improvements

    Barbarian Rage & Greater Rage
    The barbarian may rage, gaining a +4 morale bonus to strength constitution, and attack bonus, immunity to mind spells, a powerful fear aura (DC 10+barbarian level) and +2 to all saving throws, in exchange for a -2 penalty to armor class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels.

    At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to strength, constitution and attack bonus and +3 to all saves (the mind spell immunity, fear aura and -2 penalty to armor class still apply).

    The duration of barbarian rage is determined by the barbarian's constitution, and is equal to a number of rounds calculated by 7 + his constitution modifier (before entering rage). For Greater rage, the duration is increased by two additional rounds. After using rage, the barbarian becomes winded for 3 rounds. During this time, the penalty to AC still applies, and no new rage can be activated.

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