Barbarian

Babarians live among the various tribes that exist at the borderlands between civilized and unvilized lands. Tribal origins of the central Flanaes are listed below.

 

The Gnarley Forest

 

Kireach and Macrain and the Zavani Half-Elf enclave in the Gnarley Forest .

   
A Half-Elf barbarian of Clan Zavani.  

The Pomarj

 

Long a wild and unsettled mountainous region, the Pomarj has recently rebelled against the Dwarves of Ulek and is currently ruled by a freed Half-Orc slave. The Agrim and Black Stag Hillmen, the Gharul Half-Orc enclave, and several Orc tribes such as the Kharz and Muzga co-exist here as uneasy neighbors. When not raiding each other, the human and half-orc warriors of this region often find work as mercenaries in areas such as the Wild Coast, Greyhawk, and Abor-Alz, some get by as coastal raiders.

 
A Gharul Half-Orc mercenary.  

The Abbor-Alz

 

Abbor-Alz hillmen of Flan and Suel ancestry, the Huntaas and Orolf

     

The Highlands of Gyruff

 

Clan Logan, Durak Half-Orc enclave

 

Wastlanders of the Crag

 

 

Horselords of Tenh

 

The last Flan Kingdom, Clans Druinh and Otsha and Ghadh, and Shagduk Half-Orc enclave in the hills.

 
     

Riders of the Wegweir

 

The Wolf Nomads, clans Imer and Kedhegis

 
 

The Lortmill Mountains

 

The Hadaragh is one of the original Flan tribes and settled the areas near the Lortmill Mountains. Although the tribe is long since scattered among the hills and mountains, many Flan in this area trace their lineage to these early people. Pelor the Sun King is often worshipped in their particular way.

 

The Lost City of Hadaragh was recently discovered beneath a glacier about 200 years ago but it remains an enigma.

 
     

Jorase

 

Long considered home to the greatest warriors, men and women often serve as mercenaries in foreign lands. Following the occupation by forces of Iuz and Rookroost, many clans have fled to distant lands such as Tenh or even across the Nyr Dyv, joining armies or forming mercenary companies, and wait for fortune's favor before attempting their return.

 

In addition to their martial training, Barbarians of Jorase are also known for their grappling skills.

 
 

Thrillonian Peninsula

 

Far to the north east, the seafaring raiders of the kingdoms of Fruztii and Schnai have been successfully pillaging the coasts of the Archbarony of Ratik for centuries, and occassionally venture further south to Aerdy. These warriors are known for being fearless.

 

Class advancement can be found here: Barbarian

 
Level BAB Special
1st +1 Illiteracy, Rage 1/day, Unarmored Defense
2nd +2 Uncanny dodge, Danger Sense, Reckless Attack
3rd +3 Fast movement, Primal Path
4th +4 Rage 2/day, Rage Power, Unarmored Defense +2
5th +5 Improved uncanny dodge
6th +6/+1 Danger Sense +4
Alignment Any nonlawful.   Hit Die d12.   Class Skills The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).   Skill Points at 1st Level (4 + Int modifier) ×4.   Skill Points at Each Additional Level 4 + Int modifier.
Class Features
All of the following are class features of the barbarian.   Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower 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 who gains a barbarian level does not lose the literacy he or she already had.   Rage (Ex) A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and DR 1 per 2 levels vs physical attacks, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.). In any case, at the end of a rage, hit points do not drop below 0 as a result of losing extra rage hit points. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, 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 can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) 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. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.   Unarmored Defense(Ex) A barbarian adds their Constitution modifier to their Armor Class. This benefit applies only when he is wearing no armor. At 4th level the barbarian gains an additional +2.   Uncanny Dodge (Ex) At 2nd level, a barbarian 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. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.   Danger Sense (Ex) Starting at 2nd level, a barbarian gains a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. These bonuses rise by +2 every three barbarian levels thereafter (6th). Danger sense bonuses gained from multiple classes stack.   Reckless Attack (Ex) Starting at 2nd level, a barbarian may attack recklessless, adding +2 bonus to attack rolls but suffer -2 AC penalty until your next turn.   Table: Primal Path Path Skill 3rd 5th Ancestors Religion Premonition x1 +2 Wis or Chr Bear Intimidate Toughness Endurance Wolf Handle Animal Expertise +1 Flank Shadowcat Acrobatic Dodge Agile Dash Storm Survival Cold Focus Great Hammer Fortitude Waylander Language Combat Feat Noncombat Feat Primal Path At 3rd level, the Barbarian chooses a path that shapes the nature of their progression: Ancestors, a totem animal, or natural phenomena. They gain a class skill and benefits at 3rd and 5th level. See below.   Fast Movement (Ex) At 3rd level a barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.   Rage Power (Ex) At 4th level a barbarian must choose a benefit to gain while raging.   Improved Uncanny Dodge (Ex) At 5th level and higher, a barbarian 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. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.   Damage Reduction (Ex) At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Path Skill 3rd 5th
Ancestors Religion Premonition x1 +2 Wis or Chr
Bear Intimidate Endurance, Toughness Die Hard, Toughness
Horse Ride +2 Mounted Combat -
Wolf Handle Animal Expertise +1 AoC
Shadowcat Acrobatic Dodge Agile Dash
Storm Survival Cold Focus Great Hammer Fortitude
Waylander Language Combat Feat Noncombat Feat

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