Showing posts with label Barbarian. Show all posts
Showing posts with label Barbarian. Show all posts

Saturday, November 16, 2013

Delving Deeper Barbarian

This is an idea I've been contemplating for a while. It is based on the Barbarian from White Dwarf #4, along with the skill system suggested by the Thief.

The Barbarian

HD as Fighter
Same XP and Attack Column as Cleric
Any weapons, excepting crossbows
Any armor (Chain imposes a -1 penalty to certain skill rolls, Plate imposes a -2)
  • +2 bonus to the following saving throws: normal elemental effects (such as desert heat or arctic cold), poison, and disease
  • Should a barbarian fail a saving throw vs Fear, he flies into a fit of rage, attacking the cause of the fear with a +2 to-hit and damage. This attack is single-minded, ignoring any other threats. During this rage, the barbarian's AC is increased by 2.
  • Barbarians are canny fighters, and difficult to hit. AC is one better, no matter what armor is worn.
  • A barbarian's opponents are oft-times unprepared for the suddeness and ferocity of his initial attack. If the barbarian has initiative, his first attack is devastating. Consult the following table:

Level
To-hit bonus
Damage
1-4
+2
Double
5-8
+2
Triple
9+
+3
Quadruple

  • Barbarians are very cagey and alert to danger. If awake and alert, they are at -1 to be surprised, and at 6th level and above, they are never surprised.
  • Barbarians are consummate outdoorsmen. As such they possess the following skills:
    Tracking

    Survival (Finding water, suitable shelter site/materials, fire making)
    Foraging (Hunting*, edible plants)
    Stalking (Hiding and Moving Silently)*

    *Affected by the armor penalty, if applicable.

    These skills are successful on a d6 roll of 3+. However, this only applies to the barbarian's “home environment”. In other environments, they are successful on rolls of 5+.