Barbarian
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Despite the number of industrialized city-states and nations that dot the landscape of the Great Continent, there are still many wild and outlying areas consisting of unexplored and untamed regions inhabited by cultures that hold firm to the traditions and beliefs of their past. Some of these regions are quite vast, populated by proud and powerful people and others are small, inhabited by simple rustic people who are satisfied with their way of life and see no need to change.
The Barbarian is a warrior who is, at his core, a survivalist, and who has tapped into the rugged primal power that infuses the world. He wields overwhelming strength by which he defeats his foes. The barbarian culture may produce any number of different classes but the Barbarian himself is the embodiment of the berserker fury inherent to the primal power of the world.
The iconic Emblem of Ea barbarian will usually hail from one of the outlying frontier areas or culturally exotic places in the world. Human, Orc and Half-Orc barbarians typically emerge from the vast realm of Dran and its regional affiliates. Sith'makar barbarians are are some of their tribes' fiercest warriors. The nation of Dran is well known for its brutal warrior traditions and mercenary armies and they have produced some of the most powerful warriors the world has ever known. To the northwest, the reaches of far-away Stormgarde produce proud warriors of a primal heritage. The enormous Giantborn emerge from both the high north of Stormgarde and the harsh Tablelands of Dran. Legendary Storm Dwarves dwell on high mountain peaks, atop their faithful griffon mounts. Human, dwarf and Jotunbrud Barbarians might emerge from these lands as well. Among the Mountain Dwarves, barbarians sometimes emerge from among their Stonesmasher and Skyhammer clans. An Lucht Siuil barbarians ride the lengths of The Vast as outriders, side by side human barbarians from the Phurai Dae tribes of horse lords and nomads.
Barbarians also often exist among the mercenary thugs, criminals and malcontents that make the depths of The Desolation their home coupled with simple rustic tribes or monstrous races that are simply trying to survive there and exist in solitude.
Bludgun harbors Ogres, Bugbears and other monstrous races well suited towards this mentality and way of fighting. By and large the elves do not take well to this particular brand of training and fighting, the Wild Elves who dwell on the outskirts of the Periantha or who roam the edge of The Vast may produce barbarians of this nature as well. Beyond these well-known lands, other stories of strange and unusual origins of barbarians also rise up in taverns. Stories abound of human children stranded in distant alien lands such as the wilds of Jammur or the jungles of the Jade Islands or the countless mountain domains of The Roof of the World. Here they are saved and raised by sentient wild animals or savage humanoids resulting in another source for Barbarians.
Barbarian
Alignment: Any nonlawful.
Hit Die: d12. Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +0 | Fast movement, rage |
2nd | +2 | +3 | +0 | +0 | Rage power, uncanny dodge |
3rd | +3 | +3 | +1 | +1 | Trap sense +1 |
4th | +4 | +4 | +1 | +1 | Rage power |
5th | +5 | +4 | +1 | +1 | Improved uncanny dodge |
6th | +6/+1 | +5 | +2 | +2 | Rage power, Trap sense +2 |
7th | +7/+2 | +5 | +2 | +2 | Damage reduction 1/— |
8th | +8/+3 | +6 | +2 | +2 | Rage power |
9th | +9/+4 | +6 | +3 | +3 | Trap sense +3 |
10th | +10/+5 | +7 | +3 | +3 | Damage reduction 2/—, Rage power |
11th | +11/+6/+1 | +7 | +3 | +3 | Greater rage |
12th | +12/+7/+2 | +8 | +4 | +4 | Rage power, Trap sense +4 |
13th | +13/+8/+3 | +8 | +4 | +4 | Damage reduction 3/— |
14th | +14/+9/+4 | +9 | +4 | +4 | Indomitable will, Rage power |
15th | +15/+10/+5 | +9 | +5 | +5 | Trap sense +5 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Damage reduction 4/—, Rage power |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless rage |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Rage power, Trap sense +6 |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Damage reduction 5/— |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Mighty rage, Rage power |
Additional Options
All of the following rage powers are provisionally approved for play:
Animal Fury | Energy Resistance (complete chain) | Lesser Hurling | Renewed Vitality |
Auspicious Mark | Fearless Rage | Liquid Courage | Roaring Drunk |
Bestial Climber | World Serpent Totem (complete chain) | Low-Light Vision | Rolling Dodge |
Bestial Leaper | Flesh Wound | Mighty Swing | Roused Anger |
Bestial Swimmer | Ghost Rager | Moment of Clarity | Scent |
Bleeding Blow | Good for What Ails You | Night Vision | Sharpened Accuracy |
Boasting Talent | Greater Brawler | No Escape | Smasher |
Body Bludgeon | Greater Ground Breaker | Overbearing Advance | Spell Sunder |
Brawler | Greater Guarded Life | Overbearing Onslaught | Spellbreaker |
Chaos Totem (complete chain) | Greater Hurling | Perfect Clarity | Spirit Totem (complete chain) |
Clear Mind | Ground Breaker | Powerful Blow | Staggering Drunk |
Come and Get Me | Guarded Life | Primal Scent | Strength Surge |
Crippling Blow | Guarded Stance | Quick Reflexes | Sunder Enchantment |
Deadly Accuracy | Hive Totem (complete chain) | Raging Climber | Superstition |
Disruptive | Hurling Charge | Raging Leaper | Surprise Accuracy |
Dragon Totem (complete chain) | Increased Damage Reduction | Raging Swimmer | Swift Foot |
Eater of Magic | Internal Fortitude | Reflexive Dodge | Terrifying Howl |
Elemental Rage (complete chain) | Intimidating Glare | Regenerative Vigor | Unexpected Strike |
Energy Absorption | Knockback | Renewed Life | Witch Hunter |
Energy Eruption | Knockdown | Renewed Vigor |
Starting Kits
Coming soon.
Concept | Attributes | Feats and Skills | Rage Powers | Notes |
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