Barbarian

An adventurer known for their β€œprimal” warrior nature.

Hit Dice 1d10
Armor Leather, shields
Weapons Any
Languages Alignment, Common

Core Features

  • Agility Bonus: Gains a bonus to AC equal to 1/3 level.
  • Distrust of Magic: Typically unable / unwilling to use magic or magic items (beyond own tribal beliefs).
  • Primal Speed: Gains a bonus to movement equal to Agility Bonus x 5’.
Barbarian Features
Level HD Atk Save Agility
Bonus
Movement
Bonus
1 1d10 0 12 0 +0’
2 2d10 0 12 +1 +5’
3 3d10 0 12 +1 +5’
4 4d10 +2 10 +1 +5’
5 5d10 +2 10 +2 +10’
6 6d10 +2 10 +2 +10’
7 7d10 +5 8 +2 +10’
8 9d10 +5 8 +3 +15’
9 9d10 +5 8 +3 +15’
10 9d10+2 +4 6 +3 +15’
11 9d10+4 +5 6 +4 +20’
12 9d10+6 +6 6 +4 +20’
13 9d10+8 +6 4 +4 +20’
14 9d10+10 +7 4 +5 +25’

Blood Rage

Immediately after taking or inflicting damage, can use a free action to try and enter a Blood Rage.

  • Make a skilled CHA or WIS check to enter a Blood Rage.
    • Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
    • On a failure, must wait until another successful hit or inflicted wound to try again.
  • While Blood Rage is active:
    • add Agility Bonus (1/3 level) to attack and damage rolls,
    • -1 damage when hit (to a minimum of 1 HP),
    • deals damage to creatures that are immune to non-magical attacks, and
    • after striking a killing blow to a foe, may immediately make a free attack against another foe at –2.
  • Rage ends when reduced to 0 HP (or lower) or when a combat round ends without making an attack, being attacked, or taking damage.
    • Can be initiated or maintained by using a combat action to inflict a minimum of 1 HP of damage to self.

Class Skills

  • Alertness: When surprised during initiative, may make a skilled WIS check to act during the first turn.
  • Begin Blood Rage: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a Blood Rage.
    • Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
  • Free Climb: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100’ climbed.
    • Failure indicates falling from half-way, taking 1d6 damage / 10’.
  • Mighty Action: Describe intended outcome, make a skilled check as indicated by GM.
  • Sense Magic: Make a skilled WIS check to sense nearby magic.
  • Sneak Outdoors: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
    • Can’t be done while engaged in melee combat.
  • Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).

Tribal Leader

After reaching 9th level, can become a tribal leader, either by challenging the existing leader, taking control of a leaderless tribe, or by starting a new tribe.

  • Might claim a fort or stronghold, or the tribe may remain nomadic.
  • Attracts 5d4 x 10 tribes-people, 1/2 of whom are capable fighters (level 1 barbarians).