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Bellow by BenWootten

Barbarians are often painted as uncivilized raging brutes as likely to burn as house down as help someone out of a burning building. This is only partly true. Some barbarians are peaceful people who want nothing more than to commune with nature and live in the wilds. Others, however, only strengthen this image of barbarians as a whole.

Adventures[]

To a barbarian, life is an adventure. They are generally a simplistic people though, and few care enough about wealth to be motivated by it to adventure. Often a barbarian adventures simply because he can, free of restraints or concerns, save those of his clan mates.

Characteristics[]

Barbarians are known for their toughness and power in combat, and are often brusque or even rude to others in social situations. Barbarians tend to be more at home and easy going when in the wilderness, and are more likely to open up in a friendly fashion in these surroundings than in a royal court.

Alignment[]

Due to their rejection of the order that civilization represents, barbarians may only be of chaotic alignments. In fact these men of the wild never abide by any code of conduct nor law but their own. The wandering life of a barbarian is not suited to those of lawful alignment.

Religion[]

Barbarians prefer the deities of strength and nature, though not a small number of barbarians favor other deities.

Background[]

Not all barbarians are born. Some few who reject society choose to become barbarians, over time letting go of the social mores and skills they developed in their previous lives, along with their knowledge of understanding the written word, and choose a life of peaceful simplicity.

Races[]

Many barbarians are humans, wyldlings, and lamni, however there are a few dwarf barbarians as well. It is rare to see any elf, avarta, or moriedhel as a barbarian.

Other Classes[]

Barbarians get along well with rangers, druids, and others that revere the wilds of the land. They are usually uncomfortable around spellcasters of all kinds, with one exception. Barbarians see stormlords as great shamans and give them more respect than even their clan elders receive.

Game Rule Information[]

Abilities: Depending on his savagery, a barbarian’s ability score needs may change. However, as lightly armored frontline combatants, all barbarians are served well by high Constitutions and Dexterities, and for most a high Strength is also recommended.

Hit Die: Barbarians gain 11 hit points + Constitution modifier each level. This is not a rolled number.

Starting Gold: 4d4 x 10 gp.

Starting Age: Simple (+10% of adulthood).

Class Skills: The following are the class skills (and the key ability for each) of the barbarian class: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Taunt (Cha), and Use Rope (Dex).

Skill Points: 4 + Int modifier.

Table: The Barbarian[]

Level

Base Attack

Fort

Ref

Will

Special

1

+1

+2

+0

+0

Savagery 1/day, Illiteracy

2

+2

+3

+0

+0

Furious Blow, Untamed

3

+3

+3

+1

+1

Rough +1, Savagery 2/day

4

+4

+4

+1

+1

Savagery (1st step)

5

+5

+4

+1

+1

Savagery 3/day

6

+6/+1

+5

+2

+2

Untamed

7

+7/+2

+5

+2

+2

Savagery 4/day

8

+8/+3

+6

+2

+2

Savagery (2nd step)

9

+9/+4

+6

+3

+3

Savagery 5/day

10

+10/+5

+7

+3

+3

Untamed

11

+11/+6/+1

+7

+3

+3

Rough +2, Savagery 6/day

12

+12/+7/+2

+8

+4

+4

Savagery (3rd step)

13

+13/+8/+3

+8

+4

+4

Savagery 7/day

14

+14/+9/+4

+9

+4

+4

Untamed

15

+15/+10/+5

+9

+5

+5

Savagery 8/day

16

+16/+11/+6/+1

+10

+5

+5

Savagery (4th step)

17

+17/+12/+7/+2

+10

+5

+5

Savagery 9/day

18

+18/+13/+8/+3

+11

+6

+6

Untamed

19

+19/+14/+9/+4

+11

+6

+6

Rough +3, Savagery 10/day

20

+20/+15/+10/+5

+12

+6

+6

Savagery (5th step)

Class Features[]

The following are the class features of the barbarian.

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and small and large shields.

Illiteracy

Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy. Any other character that gains a barbarian level does not lose the literacy he or she already had.

Savagery

At 1st level, each barbarian chooses a staple ability that represents his wild heart and untamed nature. Available abilities are: blood bonds, fetishes, frenzy, rage, shouts, tattoos. He may use his chosen barbarism once per day at level 1 and an additional time per day every 4 levels thereafter (level 5, 9, 13, and 17) up to 5 times at level 17.

Blood Bond (Ex)

A barbarian comes from the culture where honor is very important, and a debt never goes unpaid. If something of great value to barbarian is saved (such as his life, honor or family), he has a life debt and will bond with the savior (if the savior is willing) by letting a small amount of blood. At any given time a barbarian can only have one blood bond. Any creature that bonded with the barbarian is called a brother or sister. A barbarian can activate the bond once per day, but the number of daily uses increases as he advances in level. He can do so only if his brother is within 30 ft. Activating the bond is a swift action that does not provoke attacks of opportunity, but can only be done during the barbarian’s turn. When the bond is active, both the barbarian and his brother temporarily gain a +2 morale bonus to Strength and Dexterity, a +1 morale bonus on saving throws, and whenever a barbarian or his brother suffers hit point damage, half of that damage is transferred to the other one instead. This ability is not a form of rage and the barbarian activating the bond can act normally and suffers no ill effect when the bond ends. The blood bond lasts for a number of rounds equal to 3 + the barbarian’s Charisma modifier. The bond is severed if the brother dies, even if he is later returned to life (but nothing prevents the barbarian from bonding with the same individual once again), or if he betrays the barbarian. Should the barbarian acquire new a brother, the blood bond and all related abilities begin to work one week from the ritual blood-letting.

o Combat Link (Ex): At 4th level, whenever a barbarian and his brother are adjacent to each other, and neither of them is flat-footed or helpless, each gains a +2 dodge bonus to AC.

o Telepathic Ties (Su): At 8th level, a barbarian and his brother develop a mind-link between each other. They can communicate telepathically over a distance of 60 feet.

o Greater Bond (Ex): At 12th level, a barbarian’s and his brother’s bonuses to Strength and Dexterity during his blood bond each increase to +4, and their bonus on saving throws increases to +2.

o Soul Link (Su): At 16th level, whenever a barbarian or his brother is target of mind-affecting spell or ability, both of them make Will saving throws, and the better result counts as the Will save.

o True Bond (Ex): At 20th level, a barbarian’s and his brother’s bonuses to Strength and Dexterity during his blood bond each increase to +8, and their bonus on saving throws increases to +4.

Fetish (Ex)

A barbarian believes that collecting fragments of defeated opponents grants him some part of their strength and power. Fetish barbarians usually harvest ears, fangs, fingers (but sometimes go for teeth, hair, tongues, etc), and fashion them into necklaces, belts, or bracelets. Some barbarians go as far as making whole clothing from the skin of fallen foes. The barbarian should collect one kind of above-mentioned “trophy”, but this is not a strict requirement and it’s ultimately up to DM. A barbarian equipped with his fetish can invoke the power of fallen foes once per day, but the number of daily uses increases as he advances in level. Invoking this power is a swift action that does not provoke attacks of opportunity, but can only be done during the barbarian’s turn. He temporarily gains a +2 morale bonus to Strength, Dexterity, and Wisdom, and his land speed increases by 10 feet (this stacks with fast movement, if any). This ability is not a form of rage and a barbarian invoking this power can act normally and suffers no ill effect when the power wears off. An invoked power lasts for a number of rounds equal to 3 + the barbarian’s (newly increased) Wisdom modifier. Should a barbarian lose his fetish in some way, he cannot invoke this power unless he makes a new one. For each killed opponent’s part a fetish has, its barbarian can invoke power once per day (but he still must respect the limits outlined by the aspect of his savagery, so 20th level barbarian can invoke power up to 5 times per day, even if his fetish consists of 21 ears). One barbarian’s fetish is useless to another barbarian, but can be treated as a part of a defeated foe, should the barbarian be slain.

o Faith in Victory (Ex): At 4th level, while invoking his fetish power, a barbarian becomes immune to fear spells and effects.

o Talisman (Su): At 8th level, a barbarian can summon the vitality of his destroyed enemies to aid him. By spending one invoke attempt as a standard action, he shakes his fetish firmly and heals a number of hit points equal to 5 x his Wisdom modifier.

o Invoke Greater Power (Ex): At 12th level, a barbarian’s bonuses to Strength and Wisdom during his invoked power each increase to +4, and his speed bonus increases to +20.

o Terrifying Invocation (Ex): Whenever a barbarian is under the effect of his fetish ability, each opponent trying to attack him in melee (including attacks of opportunity) must make successful Will save (DC 10 + ½ the barbarian's class level + barbarian's Wisdom modifier) or take a -6 morale penalty on attack rolls against the barbarian for as long as the barbarian's fetish is active. On a successful save, an opponent is immune to the terrifying invocation of this barbarian for 24 hours. This is a fear effect.

o Invoke True Power (Ex): At 20th level, a barbarian’s bonuses to Strength and Wisdom during his invoked power each increase to +8, and his speed bonus increases to +30.

Frenzy (Ex)

A barbarian can fly into a screaming frenzy. When a barbarian enters frenzy, he temporarily gains a +4 morale bonus to Dexterity, a +2 dodge bonus to Armor Class, and a +2 morale bonus on all Reflex saves. While in frenzy, the barbarian can make one extra attack in a round at his highest attack bonus, but this attack, as well as all other attacks he makes in the same round, is at a -2 penalty. This penalty applies until the barbarian’s next turn. While in frenzy, a barbarian cannot use any skills that require patience, focus, or complex thought, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He cannot take any action or option that increases his AC at the cost of attack bonus (such as the total defense action). A fit of frenzy lasts for a number of rounds equal to 5 + the character’s Constitution modifier. A barbarian may prematurely end his frenzy as a swift action. At the end of the frenzy, the barbarian loses the frenzy modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A barbarian can fly into a frenzy only once per encounter. At 1st level he can use his frenzy ability once per day, but the number of daily uses increases as he advances in level. Entering a frenzy takes no time itself, but a barbarian can do it only during his round, not in response to someone else’s action.

o Quench the Frenzy (Ex): At 4th level, when in frenzy, a barbarian can suppress the frenzy for a number of rounds equal to 1d6 + his Constitution modifier. During that period he is not in frenzy, does not suffer from fatigue and can act normally. After the quenching duration is up, the frenzy resumes. He may resume the frenzy early. Time spent outside frenzy does not count toward its duration.

o Whirlwind Frenzy (Ex): At 8th level, when the barbarian is in frenzy, he can make two extra attacks in a round instead of one. Both extra attacks are at his highest attack bonus, but all his attacks until next round suffer –5 penalty (instead of –2).

o Greater Frenzy (Ex): At 12th level, a barbarian’s bonuses to Dexterity bonus during his frenzy increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3.

o Tireless Frenzy (Ex): At 16th level, a barbarian no longer becomes fatigued at the end of his frenzy.

o Mighty Frenzy (Ex): At 20th level, a barbarian’s bonuses to Dexterity during his frenzy increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

Rage (Ex)

A barbarian can empower himself with a wild fury. In a rage, a barbarian temporarily gains a +4 morale bonus to Strength, damage reduction 2/-, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a barbarian cannot use any skills that require patience, focus, or a complex thought, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He cannot take any action or option that increases his AC at the cost of attack bonus (such as the total defense action). A fit of rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A barbarian can fly into a rage only once per encounter, but the number of daily uses increases as he advances in level. Entering a rage takes no time itself, but a barbarian can do it only during his round, not in response to someone else’s action.

o Indomitable (Ex): At 4th level, a barbarian becomes more resistant to mental and flashy influence while raging. While in a rage, he gains a +2 morale bonus on Reflex and Will saves. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

o Intensify Rage (Ex): At 8th level, when entering the rage, a barbarian can decide to decrease the rage’s duration and increase its potency. He must decide how many rounds less will the rage last, and this number cannot exceed his Constitution modifier. For each round subtracted, a barbarian’s Strength increases by additional +1 for the duration of that rage.

o Greater Rage (Ex): At 12th level, a barbarian’s bonus to Strength during his rage increases to +6, his damage reduction increases to 3/-, and his bonus on Will saves increases to +3. The penalty to AC remains at –2.

o Tireless Rage (Ex): At 16th level, a barbarian is no longer fatigued at the end of his rage.

o Mighty Rage (Ex): At 20th level, a barbarian’s bonus to Strength during his rage increases to +8, his damage reduction improves to 4/-, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Shouts (Ex)

A can barbarian can enter state of fanatic exultation. In this state, a barbarian temporarily gains a +2 morale bonus on Charisma, and can roar with fury as a standard action each round. If he does, opponents within 60 feet who fail a Will saving throw (DC 10 + ½ barbarian’s level + barbarian’s (newly increased) Cha modifier) are shaken for 1d6 rounds and take 1 point of sonic damage per barbarian level. A barbarian can opt not to deal damage if he wishes so. This is a mind-affecting, sonic effect.

This ability is not a form of rage and a shouting barbarian can act normally and suffers no ill effect when the power wears off. Exultation lasts for a number of rounds equal to 3 + the barbarian’s (newly increased) Charisma modifier.

o Battle Yell (Ex): At 4th level, the barbarian's shouting not only scares enemies, but also encourages allies. Whenever he shouts, all allies within 60 feet gain a +4 morale bonus against fear effects and a +1 morale bonus on attack rolls against all creatures shaken, frightened, or panicked by his shout.

o Howl (Ex): At 8th level, a barbarian can scream a bone-chilling howl as a full-round action once per exultation. Opponents within 60 feet who fail a Will saving throw (DC 10 + ½ barbarian’s level + barbarian’s Charisma modifier) are frightened of the barbarian for 2d6 rounds. Creatures with twice or more hit dice than the barbarian’s level are immune to howl. This is a mind-affecting, sonic effect.

o Piercing Yell (Su): At 12th level, a barbarian can produce a painful scream as a full-round action once per exultation. Opponents within 60 feet who fail a Fortitude saving throw (DC 10 + ½ barbarian’s level + barbarian’s Charisma modifier) become deafened for a number of minutes equal to the barbarian's level. This is a sonic effect.

o Banshee Scream (Su): At 16th level, a barbarian can prematurely end his exultation to produce a devastating sonic wave as a standard action. The wave is a cone 30 feet long and deals 1d6 points of sonic damage per barbarian level to all creatures inside the area of effect, and causes affected creatures to become shakened for 1d6 rounds. Any affected creature can attempt a Reflex save to half the damage (DC is 10 + ½ barbarian’s levels + barbarian’s Charisma modifier) and ignore the shaken condition.

o Dragon Roar (Ex): At 20th level, a barbarian can scream a bloodcurdling yell as a full-round action once per exultation. Opponents within 60 feet who fail a Will saving throw (DC 10 + ½ barbarian’s level + barbarian’s Charisma modifier) are panicked by the barbarian for 3d6 rounds. Creatures with twice or more hit dice than barbarian’s level are immune to dragon roar.

Tattoos (Su)

A barbarian’s body is covered with ritual tattoos. Those tattoos may take various forms and shapes. They can be painted or carved in skin (or scale), and are usually symbols that represent ideas important to a barbarian. Regardless of all that, all tattooed barbarians have one thing in common: they believe that their skin markings grant them their deity’s favor and protect them from ill. The more powerful a barbarian is in combat, the more tattoos he has, and the more prestige he has in the eyes of fellow warriors. A barbarian can release the powers stored in his tattoos once per day, but the number of daily uses increases as he advances in level. Activating tattoos is a free action that does not provoke attack of opportunity, but can only be done during barbarian’s round. He temporarily gains a +6 morale bonus to AC, a +2 morale bonus on all saving throws, and fast healing 2. This ability is not a form of rage and barbarian using tattoos can act normally and suffers no ill effect when the power wears off. Used tattoos last for a number of rounds equal to 10 + the barbarian’s Constitution modifier. A barbarian cannot use this ability if he is wearing armor and most of his body must be uncovered (details are left to player and DM), so that he could display his tattoos.

o Iron Skin (Ex): At 4th level, a barbarian gains a +2 natural armor bonus to AC.

o Shaman’s Tattoo (Ex): At 8th level, when the barbarian’s tattoos are active, he also gains Spell Resistance equal to 5 + his barbarian levels.

o Chieftain’s Tattoo (Ex): At 12th level, while barbarian’s tattoos are active, his bonus to AC increases to +8, his bonus to saves increases to +3, and fast healing increases to 3.

o Withstand Elemental Fury (Ex): At 16th level, when the barbarian’s tattoos are active, he also gains Cold and Fire resistance 15.

o Warlord’s Tattoo (Ex): At 20th level, while the barbarian’s tattoos are active, his bonus to AC increases to +10, his bonus to saves increases to +4, and fast healing increases to 4.

Furious Blow (Ex)

Barbarians are unmatched when it comes to raw power. A 2nd level barbarian can spend one daily use of his savagery when making a melee attack to strike for extra damage. He can use this ability after determining if the attack hit or not, but before rolling damage. He deals +1d6 damage per 2 barbarian levels. The barbarian cannot use Furious Blow with a light or one-handed weapon, can’t deal nonlethal damage with the attack, and can’t use Furious Blow more than once per round.

Untamed

At 2nd level, and every 4 levels thereafter, a barbarian gains a special ability of his choice from among the following options.

(Totem Abilities: A number of special abilities are totem abilities. A barbarian can take those only at level 10 or higher and by doing so, he dedicates himself to an animal totem. A barbarian cannot have more than one totem.)

Ape Totem (Ex): A barbarian gains a climb speed equal to 5 feet per four barbarian levels. This is a totem ability.

Boa Totem (Ex): A barbarian adds half his barbarian level on all grapple checks. This is a totem ability.

Bull Totem (Ex): When charging, a barbarian deals +1per2 class level damage with a successful melee attack. This is a totem ability.

Devastating Hit (Ex): If a barbarian uses a full-round action to make a single melee attack with two handed weapon, he adds ½ his barbarian level to the attack roll and his full barbarian level to damage. This ability can be used a number of times per day equal to the barbarian's Constitution modifier (minimum 1/day).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing medium or lighter armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Fierce Attack (Ex): If a barbarian starts an encounter (or enters one) with a successful charge attack at opponent, he gains a +2 bonus on all damage rolls with the weapon he charged with, until end of that encounter. This extra damage is not multiplied with a critical hit.

Fists of Fury (Ex): A barbarian spent his whole life fighting with bare hands. He might have been gladiator, pugilist, or plain brawler. He adds ¼ his barbarian level to his unarmed damage.

Great Health (Ex): A barbarian gains a +4 morale bonus on saving throws against poisons and diseases.

Hard Charge (Ex): If a barbarian charges, he gains damage reduction 10/- against the first successful attack against him that is made until the beginning of his next round. This damage reduction does not stack with any other form of damage reduction.

Horse Totem (Ex): The barbarian add his class level on Fortitude saves against fatigue and exhaustion, and gains the Run feat for free. This is a totem ability.

Improved Uncanny Dodge (Ex): A barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. He can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. A barbarian must have uncanny dodge to take this ability.

Iron Muscles (Ex): A barbarian gains the ability to ignore some damage from attacks. He gains damage reduction 1 per 4 barbarian levels against bludgeoning attacks.

Natural Resistance (Ex): A barbarian gains cold, electricity, and fire resistance equal to ¼ his barbarian level.

Reckless Attack (Ex): If a barbarian starts encounter (or enters one) by a successful charge attack at opponent, he is immune to fear effects for that encounter.

Stamina (Ex): Whenever a barbarian fails a Fortitude save against a spell, he gains two possible benefits. If the spell has duration other than instantaneous or permanent, the duration is halved in regard to barbarian (if it has multiple targets, other targets are affected as usual). If the spell has partial effect on a successful save, the barbarian is treated as succeeding at his Fortitude save.

Steel Skin (Ex): A barbarian gains the ability to ignore some damage from attacks. He gains damage reduction 1 per 4 barbarian levels against slashing attacks.

Shock Resistance (Ex): A barbarian’s body is very resistant to pain and damage trauma. He does not need to make a Fortitude save when taking massive damage, unless he takes 100 points of damage more than normal. In addition, he gains a +2 morale bonus on Fortitude saves when trying to avoid death from massive damage.

Thick Hide (Ex): A barbarian gains the ability to ignore some damage from attacks. He gains damage reduction 1 per 4 barbarian levels against piercing attacks.

Tough as Nails (Ex): When a critical hit is scored on the barbarian, or if he suffers precision damage, there is a 20% chance that the critical hit is negated, the precision damage is resisted, and damage is instead rolled normally. If a barbarian is under another similar effect (such as fortification armor), roll the d% separately for each effect and use the better result.

Uncanny Dodge (Ex): A barbarian doesn’t lower his defenses when fighting invisible opponents or when surprised. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Unyielding Body (Ex): A barbarian’s body does not easily surrender to altering magic. If he is affected by a transmutation spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Wolverine Totem (Ex): While at a number of hit points equal to twice his class level or less, a barbarian gains a +4 morale bonus to Strength and Dexterity. If at zero or negative hit points, he can act normally and stabilizes automatically. This is a totem ability.

Rough (Ex)

A barbarian is unaccustomed to the sophisticated ways of saying things, and that includes asking for things. At 3rd level, he gains a +1 morale bonus against charm effects and against attempts to alter his attitude with the Diplomacy skill. This bonus improves to +2 at 11th level and to +3 at 19th level.

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