The barbarian’s extraordinary stamina and physical skills let him survive in the most punishing environments. He relies on muscle and wits, overcoming hardships with brute force and sheer determination. His weapons are crude, his tactics unsophisticated, but his passion and courage makes him the match of any warrior.

Base Class Statistics:

  • Ability Requirements: Str 12, Dex 9, Con 12
  • Alignments: Non-Lawful (NG, TN, NE, CG, CN, CE)
  • Experience Chart: Warrior
  • Hit Dice: d12
    • Maximum Hit Dice: 9d12
    • Additional Hit Points: +3 per level beyond 9th
  • Attack: Warrior
  • Saves:
    • Paralyzation/Poison/Death: as Warrior
    • Rods/Staves/Wands: as Warrior
    • Petrification/Polymorph: as Warrior
    • Breath Weapon: as Warrior
    • Spell: as Warrior
  • Proficiencies:
    • Weapons, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Non-Weapon, Initial: 3
    • Weapons, Advancement: +1 per 3 levels
    • Bonus Proficiencies: Animal Lore, Hiding, Survival (one terrain), Tracking
  • Allowed Weapons: Any
    • Initial Weapon Proficiencies are limited to: Axe (any), Blowgun, Club, Dagger, Dart, Harpoon, Javelin, Knife, Quarterstaff, Shortbow, Sling, or Spear
  • Allowed Armor: Non-Metal Armor and Shields

Class Features:

All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.

When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).

Barbarians have a base movement rate 3 higher than that of normal members of their race (thus a human barbarian has a base movement of 15). Barbarians are also capable of carrying heavy loads more efficiently than other characters, and this additional movement is added after any adjustments for encumberance. For example, if a human barbarian is severely encumbered, he moves at a rate of 4 (instead of 1).

A Barbarian fighting with two weapons adds his reaction modifier (from his Balance score) to his attack rolls. This benefit only applies for the purpose of negating the penalties from wielding two weapons, and cannot result in an additional bonus above that.

All barbarian fighters have a special aptitude for leaping, springing, protecting their backs, and climbing. As shown on the Table below, these abilities improve as the barbarian rises in level.

Leaping and Springing: The barbarian is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at
least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions.
The Table indicates the horizontal distances (for leaps) and vertical distances (for springs) for barbarian fighters of various levels. Distances are expressed in feet. Roll the die separately for each leap or spring. Characters with exceptional Muscle scores add their damage bonus to the distance rolled.

Jump Type Distance (in feet)
Running Leap 3d6 + level
Standing Leap 1d6 + 1/2 level (round down)
Running Spring 2d4 + 1/2 level (round down)
Standing Spring 1d4 + 1/5 level (round down)

If the barbarian also possesses the Jumping proficiency, he uses the next larger die size for jumping distances (i.e. 3d8 for a running leap, or 1d6 for a standing spring).

Back Protection: The table shows the barbarian’s fighter’s chance of detecting an attack from
behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn. Example: Grog the barbarian makes a club attack against a lizard man, while an ogre attempts to attack Grog from behind. After resolving his attack on the lizard man, Grog makes a back detection roll and succeeds; therefore, the ogre receives no special attack bonuses for attacking from behind. The ogre makes a normal attack against Grog; Grog is allowed a “free” counter-attack against the ogre. All of this occurs in the same round.

Climbing: The barbarian fighter can climb walls and other surfaces-including ledges, cliffs, and trees-without the aid of tools. The table indicates success chances. This skill works like the thief’s climb walls ability, and is subject to the same modifiers for race, Dexterity, and armor.

Barbarian Level Back Protection Climbing
1 15% 60%
2 20% 65%
3 25% 70%
4 30% 75%
5 35% 80%
6 40% 85%
7 45% 90%
8 50% 95%
9 55% 95%
10 60% 95%
11 65% 95%
12 70% 95%
13 75% 95%
14 80% 95%
15 85% 95%
16 90% 95%
17+ 95% 95%

Each Barbarian must choose a home terrain (matching the terrain in which his tribe lives and he grew up). Once selected, this homeland terrain never changes. The Barbarian automatically has the Survival proficiency in his homeland terrain. In addition, a barbarian can move with such stealth in his homeland terrain that opponents suffer a -2 penalty to their surprise die rolls. To move stealthily, the barbarian must be alone, or his party must consist entirely of barbarians, elves, or halflings (or similar characters with the ability to impose surprise penalties), none of whom are wearing metal armor.

At the beginning of his career,a barbarian knows how to speak only one language: the language of his homeland. He gains bonus languages from his Homeland, but not those granted by his Race. Thus, he typically does not know the “Common” tongue, nor does he usually know the broader racial languages used by other members of his species. He is free to spend proficiency slots to learn these languages, but does not gain them automatically as do other characters.

Most outworlders sense immediately that there’s something different about barbarians. They look strange. They behave unconventionally. They speak odd languages. Some of them are dirty and smell bad. Because of their peculiar appearance and manner, all barbarians suffer a -2 penalty to their encounter reactions with outworld NPCs. This penalty is cumulative with all other modifiers, including those associated with Charisma scores and character kits

A barbarian of 9th level who has been awarded property is eligible to receive followers. Usually, the followers must be natives of the barbarian’s homeland, race, and tribe. With the DM’s permission, primitives from a similar culture may be substituted. Followers are attracted by the barbarian’s status and accomplishments. Followers don’t need to be paid; they remain loyal to the barbarian so long as he treats them fairly and upholds the ethical standards that earned their admiration in the first place. If the barbarian savagely beats a follower, needlessly endangers him, or steals his possessions, some or all of the followers may permanently abandon him. Otherwise, followers tend to the barbarian’s property, defend his family, hunt for provisions, and perform any other reasonable duty asked of them. They are reluctant to leave their homeland, however, and will do so only at the barbarian’s instance. If required to spend long periods in the outworld, they may abandon him.

A barbarian’s followers arrive automatically when he reaches 9th level and has been awarded a homeland property. The followers appear a few at a time over a period of weeks, until the barbarian receives his full allotment. Followers arrive only once. Slain or lost followers aren’t replaced. To determine the barbarian’s followers, roll once for followers and once for an Aide. The Aide supervises the followers in the barbarian’s absence.

Dice Roll Aide
01-20 3rd-level barbarian (with padded armor; club; blowgun or darts)
21-40 4th-level barbarian (leather armor; club; 1-2 javelins or sling)
41-75 5th-level barbarian (leather armor; spear and shield; 24 javelins)
76-95 6th-level barbarian† (hide armor; hand axe; spear)
96-99 7th-level barbarian† (hide armor; spear and shield; short bow, 1 magic item)
00 DM’s choice
Dice Roll Followers (1st-level barbarians)
01-50 100 followers (no armor; all armed with clubs)
51-65 80 followers (padded armor; 25% sling and dagger, 75% javelin and club)
66-80 60 followers (leather armor; 50% short bow and dagger, 50% spear and shield)
81-95 50 followers† (hide armor; 50% spear and javelin, 50% hand axe and short bow)
96-00 DMs choice

† The followers have mounts (if appropriate to the barbarian’s culture).


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