Adventures: The Hyborian Age is a time of great opportunity for barbarians. The civilised nations that have developed across most of the Western world from the old Hyborian tribes are largely decadent and there are plenty of chances for a canny barbarian to steal from them – or even conquer them. Beyond the borders of the Hyborian lands lie many forgotten cities and ancient tombs; once more, the barbarian is ideally suited to exploring or plundering such sites.
Characteristics: Barbarians have a fast and highly versatile combat style. In allround, no-holdsbarred fighting, few can hope to defeat them, though a soldier from a more civilised nation have the edge in a formal duel or mass battle. Barbarians also have excellent reflexes, as well as the ability to turn fear into anger; they can slice through supernatural foes in a red fury when other characters would flee in terror.
Religion: Barbarians usually follow the religion of their native land, whether it is the straightforward worship of Crom and his kin popular in Cimmeria, the grim faith of the Nordheimir, the worship of the savage and sacrifice-hungry gods of the Picts, or the awe of the witch-doctor’s juju and the mysterious deities of the Black Kingdoms.
Background: Barbarians may come from almost any non-civilised land, though nomads are more common in the deserts and steppes. Likewise, they may follow almost any profession, with the exception of some of the more esoteric civilised trades. A Cimmerian might be the son of a blacksmith or warrior chief. A Pict could be a young hunter or shaman’s apprentice and an Afghuli hillmanhas almost certainly spent much of his life raiding Vendhya and other civilised lands. may
Game Rule Information
Abilities: Strength, Dexterity and Constitution are all crucial for the barbarian. He must be capable of hitting hard and fast, dodging most enemy blows and simply taking blows that get past his guard. Furthermore, he should cultivate his Charisma if he plans to be a great leader of men, increase his Wisdom to ensure his senses are as keen as possible and develop his Intelligence so that he gains plenty of skills.
Hit Die: d10
The barbarian’s class skills (and the key ability for each skill) are Acrobatics (Dex),Bluff (Cha), Climb (Str), Craft (herbalism) (Int), Craft (any mundane) (Int), Handle Animal (Cha), Intimidate (Cha), , Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex),Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
|Level||Base Attack Bonus||Base Dodge Bonus||Base Parry Bonus||Magic Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1||+1||+0||+0||+0||+2||+2||+0||Fearless, Track Versatility (–2 penalty)or Cultural Weapon (+1)|
|2||+2||+1||+0||+0||+3||+3||+0||Bite Sword, Crimson Mist|
|3||+3||+2||+1||+0||+3||+3||+1||Trap Sense +1, Endurance|
||+4||+2||+1||+5||+5||+2||Trap Sense +2, Diehard|
||+5||+2||+1||+5||+5||+2||Versatility (no penalty)|
||+6||+3||+2||+6||+6||+2||Improved Uncanny Dodge|
||+6||+3||+2||+6||+6||+3||Trap Sense +3|
||+7||+3||+2||+7||+7||+3||Improved Mobility, Damage Reduction 1/-|
||+8||+4||+2||+7||+7||+3||Greater Crimson Mist|
||+9||+4||+3||+8||+8||+4||Trap Sense +4|
||+9||+4||+3||+8||+8||+4||Damage Reduction 2/-|
||+10||+5||+3||+9||+9||+4||Versatility (double threat range)|
||+11||+5||+3||+9||+9||+5||Greater Mobility, Trap Sense||+5|
||+12||+6||+4||+10||+10||+5||Damage Reduction 3/-|
||+13||+6||+4||+11||+11||+6||Trap Sense +6, Wheel of Death|
||+14||+7||+4||+11||+11||+6||Damage Reduction 4/-|
||+15||+7||+5||+12||+12||+6||Versatility (triple threat range)|
All of the following are class features of the barbarian:
Weapon and Armour Proficiency: A barbarian is proficient with all simple and martial weapons, two-weapon combat (barbarians effectively gain the Two-Weapon Combat feat for free) and light and medium armour and shields. Note that armour check penalties for wearing medium or heavy armour apply to the Acrobatics, Climb, Ropes, Sleight-of-Hand and Stealth skills. Also, Swim checks suffer a –1 penalty for every five pounds of armour and equipment a barbarian carries.
Fearless: Barbarians gain a +2 resistance bonus to all Will saving throws against any type of fear effect, including Terror.
Versatility: Barbarians have little time for the niceties of civilised swordplay but their unorthodox fighting style allows them to pick up and wield almost any weapon with ease or turn an everyday object such as a heavy bench or treasure chest into a deadly improvised weapon. All barbarians suffer only a –2 penalty when using a weapon with which they are not proficient, including exotic weapons, improvised weapons and melee weapons that cannot usually be thrown.
From 7th level onwards, the barbarian suffers no penalty at all when using weapons with which he is not proficient, whether they are exotic weapons, improvised weapons or melee weapons which cannot usually be thrown. In effect, he is proficient with all weapons.
At 14th level, the barbarian doubles the threat range when wielding any melee weapon, including simple, martial, exotic and improvised weapons, as well as unarmed attacks and grapples. At 20th level this threat range is tripled.
Cultural Weapon (Alternative to Versatility)
The Versatility class ability of a barbarian is a sign that he has a haphazard and spur-of-the-moment fighting style that can include any weapon in their hands. There are some barbarian cultures, tribes and clans that train their members not to be nearly so flexible; instead they focus early martial skills on the use of a single weapon important in some way to the community. Instead of the normal Versatility class feature gained through the levels, the barbarian instead uses this class feature.
At 1st level the barbarian chooses a single type of weapon (spears, sword, axes, etc.) to be his community’s cultural weapon. With that weapon in his hands he gains a
+1 bonus to hit and damage. At 7th level this bonus increases to
+3. The 14th level upgrade to this class feature increases the threat range by one point (a 20/x2 turns into 19-20/x2, etc.), after any other modifiers from feats, other features, etc, have altered it. At 20th level the barbarian is a death-dealing dynamo with his cultural weapon, adding an additional multiplier to the weapon’s critical effects (19-20/x2 becomes 19-20/x3, etc.).
Bite Sword: The barbarian often finds it useful to carry his sword in his teeth, such as when he is suddenly plunged into icy water, clutching at a crumbling cliff-face or leaping over a palisade. When he finds he has no time to replace his blade in its scabbard he can instead hold it in his strong jaw. Up to once per round, as a free action, a barbarian of 2nd level or higher can place any light weapon or any one-handed slashing weapon in his mouth and carry it securely there for up to 3 + Strength modifier rounds, or 3 + Strength modifier minutes if it is a light weapon, before taking it back into his hand as a free action once more. While carrying his weapon in his mouth in this manner, the barbarian can act normally, though he may not attack with the weapon in his mouth and his speech is somewhat muffled.
Crimson Mist: Any time a barbarian of 2nd level or higher succeeds in a Will saving throw against Terror, he flies into a furious anger instead of becoming terrified. This is treated in all respects as the Fighting-Madness feat, including the restriction that it may only occur once per day. A character who has the Fighting-Madness feat and is also a barbarian of 2nd level or higher may voluntarily go into a Fighting-Madness once per day and may also enter a crimson mist once per day if he succeeds in a Will saving throw against Terror.
From 11th level onwards, the barbarian’s crimson mist becomes more powerful, with the bonus to Strength and Constitution increasing to +6 and the bonus to Will saving throws increasing to +3. Note that if the barbarian also has the Fighting-Madness feat, this improved crimson mist ability has no effect on his Fighting-Madness.
Trap Sense: At 3rd level, the barbarian gains a +1 bonus to Reflex saving throws made to avoid traps and a +1 dodge bonus to Dodge Defence against traps. Every three levels thereafter these bonuses increase by +1. Trap sense bonuses gained from different classes stack.
Uncanny Dodge: From 4th level and above, the barbarian can still use Dodge Defence when caught flat-footed or when struck by an invisible attacker. If the barbarian already has uncanny dodge from some other source, such as from being a 4th level pirate already, he instead gains improved uncanny dodge (see below).
Mobility: From 5th level onwards, the barbarian gets a +4 dodge bonus to Dodge Defence against attacks of opportunity when he moves out of or within a threatened area. If the barbarian already has mobility from some other source, such as from being a 5th level nomad already, he instead gains improved mobility. Note that mobility does not apply if the barbarian is mounted.
Improved Mobility: From 10th level onwards the barbarian never provokes attacks of opportunity so long as he moves at least 10 feet during that combat round. If the barbarian somehow already has improved mobility, he instead gains greater mobility. Note that improved mobility does not apply if the barbarian is mounted.
Damage Reduction: Starting at 10th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract one from the damage the barbarian takes each time he is dealt damage. At 13th level, this damage reduction rises to two. At 16th, it rises to three. At 19th, it rises to four Damage reduction.
Greater Mobility: From 15th level onwards the barbarian may move up to his normal speed as part of a full attack action rather than merely taking a five-foot step. He may move and attack in any order, so he might for example move five feet, attack once, move ten feet, attack twice more and then move again for the remaining fifteen feet of his movement. Note that greater mobility does not apply if the barbarian is mounted or wearing heavy armour.
Unconquerable: A barbarian of 17th level or higher who is reduced to less than zero hit points (but is still alive) no longer takes a point of damage for performing a standard action, as he usually would according to the Diehard feat. Furthermore, he does not die until he is reduced to a number of negative hit points equal to his class level and may continue to perform either a move action or a standard action each round until that point.
Wheel of Death: From 18th level, the barbarian gains a bonus attack at his highest attack bonus on any round in which he has no allies within five feet and at least three opponents within five feet.