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: Muscle 12, Balance 9, Fitness 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
    • Non-weapon Proficiency Groups: Martial, Pastoral, Survival
    • Bonus Proficiencies: Animal Lore, Awareness, 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 encumbrance. For example, if a human barbarian is severely encumbered, he moves at a rate of 4 (instead of 1).

Barbarians are exceptional climbers. They do not suffer the normal penalty for free climbing (climing without tools), and gain a bonus to Climbing checks equal to their AC bonus from Balance if any.

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.

Leaping and Springing: The barbarian is skilled at making leaps (horizontal jumps) and springs. When making a horizontal Leap, the the Barbarian adds his level to the distance jumped. When making a veritcal spring, the the Barbarian adds one-half his level (rounded down) to the height jumped.

Home Terrain: 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 Appearance 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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