Barbarian
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Requirements: Human with Strength 13
Prime Requisite: Strength & Constitution
Hit Dice: 1d10
Starting GP: 20-120 (2d6x10)

Barbarians are warriors specific to the Northern Reaches. While some barbarian tribes have acclimatized to life in towns and villages, other tribes moved further north or into the mountains to maintain their way of life. Barbarians are strong and feared by most in the region. They are skillful warriors known for their chaotic berserker rage and their respect for dwarves.

Experience: They must have a 13 in both Str and Con to get the +5% bonus, or 16 in both to get the 10% bonus
Henchmen: Barbarians never hire henchmen/hirelings.
Weapons: Any
Armour: Leather, studded leather, chain, and shield. A barbarian in anything other than leather loses their thief abilities.
Berserk Rage: 1/day for 1d8+1 rounds. The Barbarian is +1 to hit/+2 DMG/+2 AC while berserk and always attacks the closest opponent. This includes chasing fleeing opponent(s). All attack rolls after the rage are at -1 until the Barbarian rests for 1 hour. Taunting a barbarian, or other potential acts, may inadvertently induce a berserk rage. Subject to an intelligence check.
Thief abilities: Move Silently, Climb Walls, Hear Noise
Saving Throws: As Fighter

Experience Points Character Level Level Title To Hit Bonus Hit Dice (d10)
0 1 Brawler +0 1
2,187 2 Pillager +0 2
4,375 3 Marauder +1 3
8,751 4 Reaver +2 4
17,501 5 Berserker +3 5
35,001 6 Ravager +4 6
70,001 7 Axe-Master +5 7
140,001 8 Battle-Master +5 8
280,001 9 Blood-Lord +6 9


Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist

Equipment

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