Barbarian
A) Background:
The Barbarian is a fierce warrior of the wilds. He or she has no use for organized cities, other than to raid, pillage, and plunder them. They live in nomadic tribes, cave networks, or sometimes by the coast. where they roam is dependent upon good hunting grounds, and the proximity to where they can raid other civilizations. Barbarians are known for being strong and hardy warriors.
In addition, spiritual leaders of barbarian tribes are always shamans. Other than their shaman, barbarians are extremely distrustful of magic users. This distrust must always be role played. Barbarian culture follows strength, and proven battle prowess. they have little use for formal ceremonies, such as formal weddings. for weddings, they simply exchange private oaths. all ceremonies are always done at night with the tribal shaman, and one witness from each party. Barbarians come from tribes that have deep rooted traditions. As a rule, barbarians have no use for technology.
B) Class features:
1) 12 sided dice for hit dice, until 8th level. +4 hP per level after 8th level.
2) Roll 2D12 for first level HP. keep both numbers, add cON bonus twice at first level.
3) permanent +2 saving throw versus all paralysis, poison, death magic, petrification, polymorph.
4) Warrior Thaco progression chart.
5) Warrior proficiency progression chart.
6) Paladin/Ranger experience progression chart.
7) warrior Saving throw progression chart.
8) Barbarians may specialize in weapons, but not focus or mastery.
9) Natural armor class of 8. naturally tough physical body.
10) Savage weaponry: Designate 1 weapon that the barbarian has had for at least 2 levels of
experience. add barbarian's level as bonus damage 3 times per day when using that weapon.
11) Battle shouts & roars: All shouts are in effect for 1 round per 4 levels, starting at 4th level.
usable once per day.
(Note: battle shouts & roars are free actions. They do not take away from a barbarian's actions per round. however, only one can be done per round. at higher levels, itspossible for more than 1 ability to be in effect simultaneously).
* Savage roar: Invoke inner rage, Add level as bonus damage to self and allies.
* Demoralizing roar: Fearsome sound, Deduct level as penalty to enemy damage.
* Rallying shout: Rally allies add +4 to save vs break fear, petrification, and charm effects.
* Commanding shout: Inspire heroism, add level + Charisma as temporary hit points.
12) Raid Tactics: When attacking a city/Village with at least 10 raiders, gain +1 to all mechanics per
10 raiders. Example: if a raid consists of 30 members, they will get +3 to all mechanics. This
includes hit points and armor class. if all members are also all barbarians, the bonus becomes
+2 per 10 barbarian raiders.
13) Proficiency: Endurance as free non weapon Proficiency slot.
C) Restrictions:
1) May never own more than 5 magical items or trinkets that cause magical effects. Example: bag
of holding, ring of protection. Magical weapons and Armor also count as the barbarian's
max number of magical items.
2) Permanent -4 penalty to saving throws versus spells.
3) Ability score requirements: 15 STR, 13 DEX, 15 CON, 12 CHA.
4) Allowable races:
* Federation: Human (All except Highmen), Kal-Dorei, Worgen.
* Insurrectionist: Orc, Half-Ogre, Mok-Nathol, Tauren, Troll kin, Goblin Kin.
* Dissidents: Half-Orc, Lupin, Lionian.
5) Barbarians take double damage from all magical attacks. in addition, barbarians receive only
50% of beneficial magical healing. however, Barbarians can designate one trusted ally or family
member that they confide in. From the one chosen ally, the Barbarian will receive full healing
benefits. The Tribal shaman will also always heal the Barbarian for 100% healing.
6) Alignment: Can be anything that is not lawful, and not good. (TN, CN, NE, CE)
7) Prime Requisites: STR, CON.
8) After 10th level, a Barbarian must add an additional 50,000 xP per level to advance.
The Barbarian is a fierce warrior of the wilds. He or she has no use for organized cities, other than to raid, pillage, and plunder them. They live in nomadic tribes, cave networks, or sometimes by the coast. where they roam is dependent upon good hunting grounds, and the proximity to where they can raid other civilizations. Barbarians are known for being strong and hardy warriors.
In addition, spiritual leaders of barbarian tribes are always shamans. Other than their shaman, barbarians are extremely distrustful of magic users. This distrust must always be role played. Barbarian culture follows strength, and proven battle prowess. they have little use for formal ceremonies, such as formal weddings. for weddings, they simply exchange private oaths. all ceremonies are always done at night with the tribal shaman, and one witness from each party. Barbarians come from tribes that have deep rooted traditions. As a rule, barbarians have no use for technology.
B) Class features:
1) 12 sided dice for hit dice, until 8th level. +4 hP per level after 8th level.
2) Roll 2D12 for first level HP. keep both numbers, add cON bonus twice at first level.
3) permanent +2 saving throw versus all paralysis, poison, death magic, petrification, polymorph.
4) Warrior Thaco progression chart.
5) Warrior proficiency progression chart.
6) Paladin/Ranger experience progression chart.
7) warrior Saving throw progression chart.
8) Barbarians may specialize in weapons, but not focus or mastery.
9) Natural armor class of 8. naturally tough physical body.
10) Savage weaponry: Designate 1 weapon that the barbarian has had for at least 2 levels of
experience. add barbarian's level as bonus damage 3 times per day when using that weapon.
11) Battle shouts & roars: All shouts are in effect for 1 round per 4 levels, starting at 4th level.
usable once per day.
(Note: battle shouts & roars are free actions. They do not take away from a barbarian's actions per round. however, only one can be done per round. at higher levels, itspossible for more than 1 ability to be in effect simultaneously).
* Savage roar: Invoke inner rage, Add level as bonus damage to self and allies.
* Demoralizing roar: Fearsome sound, Deduct level as penalty to enemy damage.
* Rallying shout: Rally allies add +4 to save vs break fear, petrification, and charm effects.
* Commanding shout: Inspire heroism, add level + Charisma as temporary hit points.
12) Raid Tactics: When attacking a city/Village with at least 10 raiders, gain +1 to all mechanics per
10 raiders. Example: if a raid consists of 30 members, they will get +3 to all mechanics. This
includes hit points and armor class. if all members are also all barbarians, the bonus becomes
+2 per 10 barbarian raiders.
13) Proficiency: Endurance as free non weapon Proficiency slot.
C) Restrictions:
1) May never own more than 5 magical items or trinkets that cause magical effects. Example: bag
of holding, ring of protection. Magical weapons and Armor also count as the barbarian's
max number of magical items.
2) Permanent -4 penalty to saving throws versus spells.
3) Ability score requirements: 15 STR, 13 DEX, 15 CON, 12 CHA.
4) Allowable races:
* Federation: Human (All except Highmen), Kal-Dorei, Worgen.
* Insurrectionist: Orc, Half-Ogre, Mok-Nathol, Tauren, Troll kin, Goblin Kin.
* Dissidents: Half-Orc, Lupin, Lionian.
5) Barbarians take double damage from all magical attacks. in addition, barbarians receive only
50% of beneficial magical healing. however, Barbarians can designate one trusted ally or family
member that they confide in. From the one chosen ally, the Barbarian will receive full healing
benefits. The Tribal shaman will also always heal the Barbarian for 100% healing.
6) Alignment: Can be anything that is not lawful, and not good. (TN, CN, NE, CE)
7) Prime Requisites: STR, CON.
8) After 10th level, a Barbarian must add an additional 50,000 xP per level to advance.