Barbarian


 

The barbarian class is a sub-class of fighter.
Barbarian characters are adept at the many skills necessary for survival in a hostile wilderness.
These skills include rapid movement, climbing, use of many weapons, certain "sixth senses," and many secondary and tertiary abilities.
Barbarians are tough and hardy, and recover quickly from damage.
A barbarian must have strength & constitution scores of no less than 15 each, a dexterity score of 14 or better, and a wisdom score of no greater than 16.
The barbarian is considered to have no principal attribute, and as such does not gain any bonuses to earned XP.
A PC barbarian cannot be a character with two classes.

Q. Which of the Barbarian classes is
'official' -- the one in IMAGINE
magazine or the one that appeared in
White Dwarf #4? Why are the two so
different?
A. The question of 'official/unofficial' is
a contentious one.  As far as we are
concerned rules changes and additions
are only official if they are
written by Gary Gygax or approved by
him.  After all, he did invent the game
in the first place. This is not to say
that things that other people create
are wrong, they are only unofficial.
    Therefore, the Gary Gygax Barbarian
is the official one.
    The 2 are so different because they
are interpretations by different people
at different times.
(Imagine #5)

1. Barbarians gain a bonus to their AC of 2 steps for every point of dexterity over 14, but only if the armor worn is not of the fairly bulky or bulky type.
If fairly bulky or bulky armor is worn, the bonus is +1 per point over 14.
This replaces the Defensive Adjustment for dexterity given to other classes.
The Reaction/Attacking Adjustment remain the same for the barbarian's dexterity.

Q: Could a barbarian use magical
chain mail and still receive his full
dexterity bonus (+2 for each point
of dexterity over 14) to armor class?

A: No. Chain mail is fairly bulky even when
magical, and thus negates the barbarian's
full bonus (see UA, page 18). A barbarian could wear elfin chain
mail, however, and get the full bonus, as
this type of chain mail is not bulky. Of
course, DMs might wish to restrict or ban
this if it will produce an overly powerful
barbarian.
(136.50)

2. In addition, barbarians gain +2 HP per point of constitution over 14, as opposed to normal constitution bonuses for other classes.

Barbarians can be of any non-lawful alignment, but must be human.
They do not USE alignment language of any sort, however, and the barbarian knows only how to speak his tribal tongue and the common tongue.
A barbarian must learn how to read & write if he or she desires these skills.
A barbarian can learn languages according to his or her intelligence, just as any other character can.

Barbarians are tough and hardy fighters, hardened by the savage lands of their birth.

3. They have 12-sided HD and a base movement rate of 15".
They use the combat tables for normal fighters, and may use any sort of weapon, shield, and armor (but note that fairly bulky or bulky armor reduces the barbarian's AC bonus for dexterity).
The initial number of weapons the barbarian uses must include hand axe, knife, and spear.
Additional weapons based upon the barbarian's native area may be chosen by the DM.
 

BARBARIANS (FIGHTERS) TABLE I.
Experience. Points Exp. Level 12-Sided 
Dice for Accum. 
Hit Points
Level Title THACO Actions and Abilities Saves* WP/NWP XP
<0-level> 0 - - 20n - (+1)13.14.16.18.19 - 10+1+4+35
0 -- 6,000 1 1 Tribesman 20 - (+1)11.12.14.15.17 6/3 20.2.8.45
6,001 -- 12,000 2 2 Savage 19 May associate freely with clerics -^- -^- 35.3.15.55
12,001 -- 24,000 3 3 Clan Brother 18 May use magic potions (+1)10.11.13.14.16 7/4 60.4.25.65
24,001 -- 48,000 4 4 Hunter 17 May use magic weapons
May strike creatures hit only by +1 weapons
Gains +1 on saving throw versus spell
(+1)10.11.13.14.15 -^- 90.5.40.75
48,001 -- 80,000 5 5 Warrior 16 May use magic armor (+1)8.9.11.11.13 9/5 150.6.75.125
80,001 -- 150,000 6 6 Brave 15 May associate with magic-users -- if necessary! 
May strike creatures hit only by +2 weapons
-^- -^- 225.8.125.175
150,001 -- 275,000 7 7 Elite Warrior 14 May use weapon-like miscellaneous magic items (+1)7.8.10.10.12 10/6 375.10.175.275
275,001 -- 500,000 8 8 Headman 13 May associate with magic-users -- occasionally
May strike creatures hit only by +3 weapons
Gains +2 on saving throws versus spell
May summon a Barbarian Horde (see below)
(+1)7.8.10.10.11 -^- 600.12.300.400
500,001 -- 1,000,000 9 8 + 4 Chief 12 May use protection scrolls (+1)5.6.8.7.9 11/7 900.14.450.600
1,000,001 -- 1,500,000 10 8 + 8 War Chief 11 May use most magic items available to fighters
May strike creatures hit only by +4 weapons
-^- -^- 900.14.450.600
1,501,001 -- 2,000,000 11 8 + 12 Laird 10 Gains +3 on saving throws versus spell
May strike creatures hit only by +5 weapons
(+1)4.5.7.6.7 12/8 1300.16.700.850

500,000 experience points per level for each additional level above the 11th.

    <note: just for fun, i added in the level titles from White Dwarf 4, page 17>

Barbarians in general detest magic and those who use it. They will, at
low levels of experience, refuse to employ any sort of magic item if
they recognize it as such. They will often seek to destroy magic items,
and if successful they receive an XP award as if they
possessed the destroyed items. While magic-users will be shunned
initially, and always viewed with suspicion, clerical spells of the type
used by shamans and witch doctors are not so viewed, though high-level
clerical spells are suspect.

5. A barbarian’s natural attack abilities allow him or her to strike creatures
that would normally be immune to non-magical attacks as the
barbarian rises in level. At 4th level the barbarian can affect creatures
which require a + 1 or better weapon to hit, while a 6th-level barbarian
can strike creatures which require a + 2 weapon to hit. Similarly, at
8th level, the barbarian can hit creatures requiring a + 3 weapon to
hit, and at 10th level can hurt creatures requiring a + 4 weapon to hit.
At 12th level, a barbarian can affect creatures harmed normally only
by weapons of + 5 or better. The barbarian, despite the ability to hit
such creatures, does not gain a bonus “to hit” or inflict additional
damage because of this ability. Only barbarians have this ability
among all the player character classes.

Q: The monk ability quivering palm
does not work on creatures that are
struck only by magical weapons.
Looking at the DMG, I see that creatures
that are themselves immune
to normal weapons can hit other
creatures that are immune to normal
weapons. Does the reverse hold
true? That is to say, are those creatures
that can hit creatures immune
to normal weapons immune to normal
weapons themselves? Specifically,
are high-level barbarians
immune to normal weapons and
quivering palm?

A: The barbarian's ability to hit those creatures
that are normally hit only by magic
weapons does not protect him from nonmagical
weapons or a monks quivering
palm.
(150.38)

6. Saving Throw Bonuses: All barbarians have the following bonuses to their saves:
They are + 4 vs. Poison, + 3 versus paralyzation, death magic,
petrification, and polymorph, and + 2 versus rod, staff and wand and
breath weapon. Barbarians gain no benefit to their saving throw versus
spell at start, but gain a + 1 to such saving throws for every four
levels attained.

The barbarian character has the following primary abilities:

7. Climb cliffs and trees: The barbarian can climb trees and natural
    cliffs (or ledges, mountains, etc.) as a thief of the same level would
    climb walls. Barbarians may also climb walls of other kinds once
    they have had the opportunity to practice scaling that particular
    type of surface.

    8. Hide in natural surroundings: Barbarians can hide in natural surroundings
    that are familiar to the barbarian as a thief of three
    levels higher would hidein shadows. A barbarian can hide in unfamiliar
    natural surroundings as a thief of the same level would hide
    in shadows.

9. Surprise: Barbarians surprise opponents on a 3 in 6 chance, or
    4 in 6 if they are in familiar terrain.

    10. Barbarians are themselves surprised  10% of the time, or
    only 5% in familiar terrain.
    <Convert surprise values to percentage values on both sides. 1=162/3%, 2=331/3%, 3=50%, 4=662/3%, 5=831/3%, 6=100%.>
    <From here, convert these to d10 values, using the normal rounding rules of mathematics.>
    <This works out to: 1in6=2in10, 2in6=3in10, 3in6=5in10, 4in6=7in10, 5in6=8in10, 6in6=10in10>
    <If there is a barbarian in the party, always use d10 for surprise, never a d6.>

11.Back protection: Any attempt to attack a barbarian from behind, including
    such attacks by assassins or thieves, has a 5% chance
    per level of being detected and countered. That is, if a barbarian
    detects a back attack (a 5% chance at 1 st level, 10% at 2nd, etc.)
    the barbarian avoidsihe attack form. The former back attack becomes
    a normal attack. The barbarian is also then entitled to attack
    the former “back attacker,” even though the barbarian may
    already have engaged in what would otherwise have been his or
    her full normal combat for that round.

12.Leaping and springing: Barbarians are able to leap up to a maximum
    distance of 10 feet forward, 3 feet backward, or 3 feet upward
    from a standing start. If the barbarian is able to move freely
    and get a running start, the forward leap can range from 16-21 feet
    (15 + d6), and the upward leap from 4% to 6 feet (4 + d4, each pip
    equaling l/z foot). Springing under similar conditions gives an upward
    distance of 4-7 feet, depending on the surface used as a step
    to gain height and spring.

13. Detect illusion: Barbarians have a 5% chance per level of determining
    that some sight, sound or other sensory phenomenon is
    actually an i/lusion/phantasm spell of some type. This detection
    takes one round of concentration on the illusion. Regardless of the
    barbarian’s level, the chance to so detect such spells may never
    exceed 75%.

14. Detect magic: Barbarians have a 25% chance of detecting any
    sort of magic other than the illusion/,phantasm variety. This again
    takes one round of concentration, and applies to items or spells,
    but not to persons who are able to effect magic. For each level the
    barbarian gains beyond the 1st level, the barbarian gains an additional
    5% to his or her base chance of detection. However, this
    chance may never exceed 90% regardless of the barbarian’s level
    of experience. The type of magic is never revealed by this ability.

     Q. Would a barbarian be able to use a
        magickal weapon if he failed to detect
        magick?
     A. The barbarian (from #2) has the
        ability to detect magick, but it is
        probably not a conscious ability.  It is
        more a 'feel' that magick is present.
        Even if the barbarian doesn't detect
        the Presence of magick immediately,
        the weapon's unnatural excellence
        would cause him to be increasingly
        uneasy.  Barbarians may be barbarous,
        but they are not thick -- even
        they would notice the pretty glow of a
        magickal sword!
        (Imagine #13)

    15.Leadership: When dealing with other barbarians, a barbarian adds
    his or her level of experience to his or her charisma score to get an
    effective charisma effect on other barbarians. Comeliness does
    not affect, nor is it affected by, this ability

In addition to the primary skills, every barbarian possesses all of the
following secondary abilities. These secondary abilities are generally
not usable (certainly not to their fullest potential) in areas which are
unfamiliar to the barbarian, although the skills can be applied to a new
locale with differing flora, fauna, and climate, after about one month
of continual exposure to the new area.

    16.Survival: The barbarian has the necessary skills for survival in the’ wild, including
        16a. hunting,
        16b. small animal trapping,
        16c. food gathering,
        shelter building,
        body covering, and
        16d. fire building.

    17.First aid: This skill allows the barbarian to bind wounds, set sprains
    or broken bones, and concoct natural antidotes and natural cures
    for diseases. This means the barbarian immediately regains 1 hit
    point, and thereafter he or she regains hit points at twice the normal
    rate, regaining 2 hit points per day if resting, and 1 hit point per
    day even if active and adventuring. The barbarian can also bind
    wounds to prevent further loss in hit points of other characters.
    Such “first aid” restores 1, hit point immediately, and then increases
    hit-point recovery by 1000% if the barbarian continues to
    administer aid and cures. When dealing with natural poison and illness,
    the barbarian has a 10% chance of effecting a cure. If the
    poison or disease is known, this chance of success rises to a percentage
    equal to 50 plus the victim’s constitution score.

    Q: Is there a limit to how many times
    a barbarian can apply first aid?

    A: Some campaigns allow barbarians to
    administer first aid each time a character
    receives a new wound, but each wound
    may only be treated once. If the PC has
    received several wounds, only the last one
    sustained may be treated with first aid.
    (136.50)

    18. Outdoor craft: This skill includes
    18a., 18b. plant and animal detection as a 3rd-level druid,
    18c. direction determination, and
    18d. the ability to predict weather as if the spell of that name were cast by a 3rd-level druid.

    19. Tracking: A barbarian’s tracking skill is equal to that of a ranger of
    the same level, but a barbarian may only track in the outdoors.

20. Finally, a barbarian will have one or more of the following tertiary skills
depending on the locale or culture from which he or she originates.
Which skills are applicable are determined by the DM according to
the nature of the campaign.

    Animal handling: The barbarian can handle and domesticate wild
    animals. Usually this is restricted to dogs, but could possibly include
    animals such as wolves, large birds, giant lynxes, etc.

    Horsemanship: The barbarian is skilled in using his horse in combat,
    and this ability could include the handling of draft teams.

    Long distance signaling: The barbarian is capable of using the signaling
    methods of his native land (including such things as drums,
    smoke, or mirror flashes) to communicate over long distances.

    Running: This skill enables the barbarian to move at full speed
    (twice normal movement rate) for no less than three full days before
    having to “rest” by spending a day moving at normal rate.
    Similarly, endurance will be twice normal for movement situations.

    Small craft, paddled: The barbarian is skilled in the building and
    use of small canoes and hide boats.

    Small craft, rowed: This skill includes the building of wooden boats
    and the rowing andlor sailing of these boats.

    Sound imitation: The barbarian with this skill can mimic various
    sounds, including bird or animal calls, either for the purpose of luring
    those creatures or for signaling.

    Snare building: This skill allows the barbarian to construct deadfalls,
    pits, and other traps for large and even very large animals
    and like creatures.

Native territory: Many of a barbarian’s abilities depend on the native
territory of the character. It is mandatory that barbarian characters
come from some out-of-the-way barbaric state or area within the campaign.
Typically they are cavemen, dervishes, nomads, or tribesmen.
Only such uncivilized backgrounds can generate the necessary surroundings
to produce individuals of the stock from which barbarian
fighters would be drawn.

    Within the WORLD OF GREYHAWK Fantasy Game Setting, for example,
there are several areas that could spawn the barbarian subclass.
The lands of the Frost, Ice, and Snow Barbarians, as well as the
Hold of Stonefist, would be the homeland of barbarians of the
Scandinavian/Slavic mold. These characters would employ broad
swords and short bows in addition to the required initial weapons.
Horsemanship would be nominal at best, but these barbarians would
have running abilities and the skill in small craft, rowed.

Barbarians from the Rovers of the Barrens, Tiger, and Wolf Nomads would be excellent horsemen.
    * The Rovers, being the most barbaric of these groups, would have the tertiary abilities of running, animal handling,
        paddled small craft, sound imitation, and snare building. Their
        main weapons would be the club, javelin, and lasso or short bow.
    * Other Nomads from this group would be most efficient at long distance
        signaling, and skilled in the use of the lance, scimitar, and composite
        short bow.

Savages of the Amedio Jungle or Hepmonaland would have the tertiary
abilities of long distance signaling, running, sound imitation,
snare building, and possibly paddled small craft. In the Amedio Jungle,
the preferred weapons would be club, blowgun or shortbow, and
dart or javelin. In Hepmonaland, the typical weapons would be atlatl
and javelin, club, and short sword.

Using the above as examples, the DM can tailor his barbarians to fit
his campaign. Not only does the native area determine initial weapons
known, but it also serves as a base of judgment for the use of secondary
abilities. These abilities are severely limited outside the native
territory of the barbarian, until the character becomes more effective
with his or her abilities by gaining familiarity with the new area.

Barbarians of Icewind Dale +

As barbarians rise in level, they gain further abilities, some of which
have been noted above. Further, some of the limitations placed on the
barbarian are relaxed or lifted. A summary follows:
 
 
Level Actions and Abilities
2 May associate freely with clerics
3 May use magic potions
4 May use magic weapons
May strike creatures hit only by + 1 weapons
Gains + 1 on saving throws versus spell
5 May use magic armor
6 May associate with magic-users - if necessary!
May strike creatures hit only by + 2 weapons
7 May use weapon-like miscellaneous magic items
8 May associate with magic-users - occasionally
May strike creatures hit only by + 3 weapons
Gains + 2 on saving throws versus spell
May summon a Barbarian Horde (see below)
9 May use protection scrolls
10 May use most magic items available to fighters
May strike creatures hit only by + 4 weapons
12 Gains + 3 on saving throws versus spell
May strike creatures hit only by + 5 weapons

The Barbarian Horde:

Upon reaching 8th level, a barbarian may
summon a barbarian horde. This horde can only be summoned in the
native territory of the barbarian, from among barbarians of his background.
Cavemen, dervishes, nomads, and tribesmen (see Monster
Manual, “Men”) are now considered barbarians. A barbarian horde
can number as many members as its leader’s experience-point total
divided by 1000. Thus, a barbarian who has just reached 8th level
gather a 275-member horde, and one who has just reached 9th level
can have a 500-member horde.

A horde takes a week to gather in the barbarian’s home territory, and
must have a stated purpose, such as “Tear apart the College of Magic
in Arcana City brick by brick” or “Rescue Princess Madelyn from the
Storm Pirates” or “Serve under Goodbar the Cleric in his battle
against the infidels.” Deviating from the proclaimed purpose by the
horde or its leader may cause the horde to disband, at the DM’s option.
Members of disbanded hordes will return by the quickest and
safest route to their home lands.

A barbarian horde can only be kept together for as many weeks as the
barbarian leader has levels of experience. At the end of this time, the
horde is usually disbanded. Exceptions may be made if large
amounts of treasure are distributed to the members, if the leader has
an effective charisma of 23 or more with respect to other barbarians, if
the leader of the horde is a tribal leader as well, or if an unattained
goal is in easy reach. Each of these special circumstances which apply
would extend the duration of the horde by 1-2 weeks at most. A
tribal leader who has his horde disband beneath him will not receive a
warm welcome the next time he returns to his homeland.

In addition to the normal barbarians in the horde, the leader of the
horde will gain two aides, each of a level equal to one-half of the leader’s
level (rounded down). Each aide will have two assistants of onehalf
the aide’s level. An 8th-level barbarian would therefore have a
horde of 275 men plus two 4th-level aides and four 2nd-level assistants
to those aides. The horde may include shamans, witch doctors,
or clerics, depending on the nature of the barbarians. Barbarian shamans
and witch doctors gain wisdom bonuses and may use magic
items of any sort as applicable. Normal clerics will have full spell capability,
but in all cases barbarian ability-score statistics apply. Barbarian
clerics are always NPCs.

Q: How exactly do barbarians summon
hordes? Does a horde simply
appear at the snap of the fingers? Is
the number generated using the
summoner?s experience points
fixed, or does it vary? Are there
shamans in the horde? How many?
How long does it take to gather the
horde?

A: The UA (pages 20-21)
answers most of these questions. A barbarian
character simply returns to his
home territory and summons the horde.
The exact summoning procedure is
abstract and varies according to the type
of barbarians involved. This might include
beating drums (for barbarians with longdistance
signaling) or sending messengers
(for those with running or horsemanship).
The horde takes one week or more to
gather together. The exact number of
barbarians summoned is directly dependent
on the character?s experience, which
serves as a measure of the barbarian?s
fame within the tribe. Whether or not
shamans are in the horde (and how many
of them appear) depends on the type of
barbarians and the size of the horde; see
the Monster Manual, pages 66-69, for
examples. The role-playing of this event
could be made extremely intense and
memorable.
(136.50)
 

Q: Do real barbarians eat quiche?

A: Real barbarians would hack and slay
anyone who offered them quiche to eat,
and would then stomp the quiche until it
was totally flat. Barbarians are like that.
(79.16)
 

Q: Can a barbarian character build a
stronghold?

A: Yes, if the character can afford it. However,
the barbarian does not attract any
followers when he builds the stronghold.
He must hire them (see next question).
(136.50)

Q: Can a barbarian hire men-at-arms
to garrison a stronghold or for any
other reason? How does charisma
affect hiring men-at-arms? Does the
barbarian's charisma bonus apply?
Any character ? except rangers of less
than 8th level ? can hire men-at-arms.
These are employees who are loyal only as
long as they are paid. The character?s
purse, not his charisma or comeliness,
governs how many men-at-arms he can
hire. The character?s alignment, kindness,
and generosity, however, will affect menat-
arms' morale in a tight spot, as will
charisma and other considerations; see the
DMG, pages 36-37 and 67
or DRAGON issue #119, pages 54-58 ("Henchmen and Hirelings," by Charles Olsen) -- for details.
A barbarian's charisma
adjustment will only be helpful if
the men-at-arms are also barbarians.
(136.50)
 


Summary

ABILITIES: S15, D14, W16 (maximum!), C15
RACES: Human
ALIGNMENT: NG, N, NE, CG, CN, CE
WP(INITIAL): hand axe, knife, spear (additional initial required weapon skills may be chosen by the DM)

* Base move of 15 (9=11, 6=8, 3=4)
* If not wearing "fairly bulky" or "bulky" armor, then Dex grants an AC bonus of 2 points for every point of Dex over 14
* +2 HP per point of Con over 14
* gain XP for destroying magical items (XPV of magic item)
    * Climb cliffs and trees
    * Hide in natural surroundings
    * Surprise: suprise others 3 in 6, or 4 in 6 in familiar terrain
    * Suprised only 1 in 10, or 1 in 20 in familiar terrain
    * Back Protection: 5% chance per level to detect and counter a rear attack
    * Leaping : 10 (15+d6) feet forward, 3 feet backward, or 3 (41/2 to 6: d4'+4') feet upward (numbers in parentheses apply if the barbarian is able to move freely & get a running start)
    * Springing : Springing under similar conditions gives an upward distance of 4-7 feet, depending on the surface used as a step to gain height and spring
    * Detect illusion : 5% per level, up to 75% (takes 1 round)
    * Detect magic : 20% + 5% per level, up to 75% (takes 1 round, does not detect i/p spells, does not reveal the type of magic)
    * Leadership : When dealing with other barbarians, Cha = Cha+L
            * Survival (cold, desert, and/or heat, as appro.)
            * Shelter bonus (+10?)
            * Body covering (+10?)
            * Hunting (W-1)
            * Trapper (W+4)
            * Foraging (I+2)
            * Fire-building (W+1)
            * Healing (W-2) // note: not exactly the same as 'First Aid'
            * [locate animals] (as D3) // alt.: animal lore (I0)
            * [locate plants] (as D3) // alt.: plant lore (I0)
            * Tracking (as a ranger of equal level)
                * [insert tertiary skills here]

                Frost Barbarians, Ice Barbarians, Snow Barbarians, Norse
                    these characters would employ broad swords & short bows in addition to the initial weapons
                    horsemanship would be nominal at best
                * Running (x2 movement for 3 days, after that, 1 day of normal movement / rest is needed to rest the running ability)
                * Endurance
                * Boating (W-1)

                Tiger Nomads, Wolf Nomads
        initial weapons: lance, scimitar, composite short bow
                * Ride Horse (W-3)
                * Long Distance Signaling

                Rovers of the Barrens
        initial weapons: club, javelin, and lasso or short bow
                * Ride Horse (W-3)
                * Running (x2 movement for 3 days, after that, 1 day of normal movement / rest is needed to rest the running ability)
                * Endurance
                * Animal Handling
                * Boating (W-1)
                * Sound Imitation
                * Trapper (W+4) // originally 'Snare Building' (perhaps, make the Trapper SS an 'alt' proficiency, like the thief's set traps ability)

                Amedio Savages
        club, blowgun or shortbow, and dart or javelin
                * Long Distance Signaling
                * Running
                * Endurance
                * Sound Imitation
                * Trapper (W+4) // see above note
                * (possibly) Boating (W-1)

                Hepmonaland Savages
        atlatl and javelin, club, and short sword
                * Long Distance Signaling
                * Running
                * Endurance
                * Sound Imitation
                * Trapper (W+4) // see above note
                * (possibly) Boating (W-1)

RESTRICTIONS
* Only begins with 2 languages: a tribal language, and Common
* No alignment language
* Begins illiterate
* Cannot dual-class
 
- - - - -
Character Classes - - - Unearthed Arcana

BARBARIANS (FIGHTERS) TABLE I.
Experience. Points Exp. Level 12-Sided 
Dice for Accum. 
Hit Points
Level Title THACO Actions and Abilities Saves* WP/NWP XP
<0-level> 0 20n (+1)13.14.16.18.19 - 10+1+4+35
0 -- 6,000 1 1 Barbarian 20 - (+1)11.12.14.15.17 6/3 20.2.8.45
6,001 -- 12,000 2 2 Barbarian 19 May associate freely with clerics -^- -^- 35.3.15.55
12,001 -- 24,000 3 3 Barbarian 18 May use magic potions (+1)10.11.13.14.16 7/4 60.4.25.65
24,001 -- 48,000 4 4 Barbarian 17 May use magic weapons
May strike creatures hit only by +1 weapons
Gains +1 on saving throw versus spell
(+1)10.11.13.14.15 -^- 90.5.40.75
48,001 -- 80,000 5 5 Barbarian 16 May use magic armor (+1)8.9.11.11.13 9/5 150.6.75.125
80,001 -- 150,000 6 6 Barbarian 15 May associate with magic-users -- if necessary! 
May strike creatures hit only by +2 weapons
-^- -^- 225.8.125.175
150,001 -- 275,000 7 7 Barbarian 14 May use weapon-like miscellaneous magic items (+1)7.8.10.10.12 10/6 375.10.175.275
275,001 -- 500,000 8 8 Barbarian 13 May associate with magic-users -- occasionally
May strike creatures hit only by +3 weapons
Gains +2 on saving throws versus spell
May summon a Barbarian Horde (see below)
(+1)7.8.10.10.11 -^- 600.12.300.400
500,001 -- 1,000,000 9 8 + 4 Barbarian 12 May use protection scrolls (+1)5.6.8.7.9 11/7 900.14.450.600
1,000,001 -- 1,500,000 10 8 + 8 Barbarian 11 May use most magic items available to fighters
May strike creatures hit only by +4 weapons
-^- -^- 900.14.450.600
1,501,001 -- 2,000,000 11 8 + 12 Barbarian 10 Gains +3 on saving throws versus spell
May strike creatures hit only by +5 weapons
(+1)4.5.7.6.7 12/8 1300.16.700.850

500,000 experience points per level for each additional level above the 11th.

<* add an additional +1 to poison saves>

<note: the +1/2 save bonus vs spell has been applied. the note in the table can be edited out>
<** = missiles, AC0, SA, SD, I13+>
<*** = poison, 1:24, 2:30, 3:36, 4+:42>
    <* : suprise, suprise>

<it might be worth having someone give a once-over for the saves>

<if you translate the barbarian abilities into proficiencies, usable anywhere>
<as a thought, maybe no secondary skills for a barbarian character, as well as no +1 proficiency>
<for play balance, as well, perhaps start the proficiencies at 5/2, and then go on with a 1/3 progression>

The Barbarian Horde:

Upon

<
Summon a Goddamn Barbarian Horde. Oh yeah. At 8th level, if you were in your native territory you could call in some of your buddies, as they were outlined as "Men" in the Monster Manual. At 8th level you could summon over 200 of these motherfuckers to kick ass and rampage for a number of weeks equal to your experience level. It took a week to get the gang together... but man, what a week. "Oh hey, that's a nice College of Magic you have here in Arcana City. I'll be back in a week to visit, kay?" - Horseshoe
>

<
Summon Horde : takes 1 week
Horde Size : XP divided by 1000 = # of figures (either normal cavemen, nomads, dervishes, or tribesmen, as appro.)
    Horde Aides, 8th level : two B4 + four B2
    Horde Aides, 9th level : two B4 + four B2
    Horde Aides, 10th level : two B5 + four B3
    Horde Aides, 11th level : two B5 + four B3
        * Instead of barbarians, shamans, witch doctors (C/MU), or barbarian clerics (NPC only: 'barbarian ability score stats apply') may serve as aides.
            ** C1/MU1=B3
Horde Duration : 1 week per level (certain circumstances can extend this by 1-2 weeks)
>


Barbarians

AT A GLANCE:
There are many wild, unsettled reaches of the Forgotten Realms, in particular the great gaps that separate areas of civilization such as Waterdeep and Cormyr from each other. <>
These lands are not empty, for in addition to monstrous creatures and inhuman tribes, often groups of humans make out their living in a comfortable, if primitve, fashion.
These are the barbarians of the Realms.

ELMINSTER'S NOTES:
The meaning of the word barbarian depends on the user.
The definition above is the classic definition, but those of the older regions of the Realms, such as Mulhorand and Calimshan, consider all the land north of the Sea of Fallen Stars as wilderness and its inhabitants barbarians.

Barbarian life varies from place to place, and situation to situation.
Most barbarian tribes do not engage in trade, and tend to be hostile to outsiders in general and MUs in particular.
A rejection of the existence of the magical arts is a hallmark of the barbarian, as opposed to his table manners.
Barbarians do adhere to the coes of their own tribes, and concentrate on survival as a primary goal.
Both the barbarian and ranger are fighters suited for life in the wild, though the ranger is more of a hunter and tracker in nature, and the barbarian is a long-term survivor.

GAME INFORMATION:
Barbarians in the Forgotten Realms are as detailed in the Unearthed Arcana tome.
Barbarians may come from a number of areas in the Realms, and will have tertiary proficiencies according to their native territories.
An individual running a Barbarian character should choose the "type" and home territory of his barbarian.

Horse Barbarians--Found north of the Moonsea, in the steppe-land and the area known as "the Ride".
Such Barbarian tribes have the tertiary abilities of animal handling, horsemanship, and long-distance signaling.
Typical weapons are lance, short sword, and javelin.

Moor Barbarians--Found in the High Moor and that immediate area, and make their living without large beasts.
These barbarian tribes have the tertiary abilities of animal handling, long distance signaling, and running.
Typical weapons are spear, ornate two-handed sword, and short bow.

Hill and Mountain Barbarians--Found in caveman-like hovels in mountain chains removed from the cities, including the Far Hills and the Earthrust Mountains.
Their chief weapons are clubs and stone daggers, and their tertiary skills sound imitation and snare building.

Desert Barbarians--dervishes and nomads living along the Desert's Edge.
Their tertiary skills include horsemanship and running, and their weapons are lasso, lance or spear, and long sword.

Forest Barbarians--Found in regions such as the Border Forest and the Woods north of the Troll Hills, and are fierce fighters from their battles with orcs and other local tribes.
Their tertiary abilities include animal handling, sound imitation, and snare building.
Their chief weapons are short bow, dagger, and short sword.

Island Barbarians--Found on the scattered small islands of the Sea of Swords and the Sea of Fallen Stars, eking out a passible existence by fishing and occasional raids.
Their secondary skills include small craft, both paddled and rowed, and snare building, concentratin on nets.


OUT ON A LIMB

Barbarian error
Dear Editor:
I was reading your article (by E. Gary
Gygax) about what’s official in DRAGON #67,
and I think it was very good of you to admit
your mistakes, but I’ve found another one.

In issue #63, it says about the barbarian, “If
at least fairly bulky armor is worn, reduce the
[AC] bonus to +1 per point of dexterity in
excess of 14.” And, as it says on page 27 of the
DMG, chain is fairly bulky, therefore reducing
the AC bonus to +4 for a character with an 18
dexterity. In the article, there is an example of
a barbarian with chain mail and shield getting
the full AC bonus. As far as I can see, without
somehow acquiring elfin mail, the best armor
class a barbarian can have is -1.

Jack Lyons
Valparaiso, Ind.
(Dragon #69)
 

Jack and all the other readers who spotted
this passage are correct: The example was in
error, and Mr. Gygax (through us) offers his
apologies for any confusion it may have
caused. Not all the rough spots in the presentation
of the barbarian class were smoothed
out before the text was presented in issue #63
— a fact which was borne out by the additions
and corrections to the class that Mr. Gygax
wrote up for issue #67, but you can expect
that all the details will be worked out by the
time the particulars of the class are published
in the upcoming AD&D expansion volume.
Even though some articles are deemed “official”
when they appear under Mr. Gygax’s
byline, it may also be true that the material
hasn’t been completely developed when it’s
submitted to us for printing. That fact, we
think, is a small price to pay for getting the
information well in advance of its publication
in a more permanent form. 

— KM

(Dragon #69)
 


 

weasel fierce wrote:
...

Is the intention of the barbarians hostility to magic users, that he cannot at all participate in the same adventuring party, or simply that he will not "cooperate", such as receiving beneficial spells, will mostly ignore the magic user in a fight, etc ?

the latter. I meant for the barbarian to be a thorn in the side of all spellcasters, but a most useful adjunct to the mixed adventuring party nonetheless;) - Gary
 



DMPrata wrote:
" . . . and now for something completely different. . . ." 

When you introduced the barbarian class in Dragon #63 (and later in Unearthed Arcana), you described the skills and weapons which would be appropriate for various barbarian cultures in the World of Greyhawk. One group that I feel was overlooked are the Paynims. My guess is that they would be similar to the Tiger and Wolf Nomads, wielding light lance, short composite bow, and scimitar, with the secondary skills of horsemanship and long distance signalling. What do you think, Gary?
 


Ah, that could be so, the oversight. I don't recall and haven't any material at hand to check.

You are correct in regards the Paynims, they being much like the tiger and Wolf Nomads. All three do have some medium cavalry. the Paynims do not have the long-distance signalling, but have ambush skill.

Cheers,
Gary


Barbarian

merkholz wrote:
Welcome back Gary, I hope your health keeps improving and that reading these posts don't seem like too much work.

I have a short question regarding one of the new classes in UA. Only humans can become barbarians, why not half-orcs or wild elves whose culture seem somewhat similar to a barbarian's?

M

Thanks,
 


Being a barbarian is a mixture of culture and race, the physical traits of that barbaric race.
Neither requirement is possesed by half-orcs or elves of any sort 

Of course in the LA game one could craft mamny sorts of races into barbaric Avatars, although Oafs, Orcs, and Humans would suit that mold best.


Gary
 

Quote:
Originally posted by ScottGLXIX
I've had more TPK in The Forgotten Temple of Tharizdun than anywhere else, and the all happen in the first room of the temple. The difficulty of the encounter is fiendishly disguised by the trickling in of monsters after the first round, and my players often forgets about running away to fight another day.

The talk of barbarians reminds me of a question I've had for some time, Ernie the Barbarian, did Ernie play a barbarian character (besides his magic-users who were prone to fits of barbarian berserker rage) or was this just a nickname he picked up?
Scott
 


Howdy Scott 

Right you are. Groups not used to my DM style tend to lose many, if not all, their PCs because they don't have their characters flee when things are looking grim.
"He who runs away lives to fight another day."
Of course The Forgotten Temple of Tharizdun reflects my DMing 

Ernie got the nickname of "Barbarian" because of his play style.
Even as a mage his character would go full bore to defeat the foe without regard to danger.
That was indeed the inspiration for the spell "Tenser's Transformation," as Ernie would risk all thus.

It was me who loved to play a barbarian and disconcert the players with characters who desired magical items...

Cheers,
Gary


 

Quote:
Originally posted by Cias the Noble
2) What, if any, changes would you make to the Cavalier and Barbarian classes?


None I can think of off hand.
I might have raised the qualifying stats a bit, but for the class abilities, no.

Quote:
Originally Posted by Gentlegamer
Gary, did you ever work out specific rules for the benefits that the barbarian tertiary skills bestow for such characters?
Or were they to meant to be loose and adjudicated ad hoc by the Dungeon Master?


Right! As you conclude, the DM was the one expected to manage the tertiart skills of a barbarian character 

Cheers,
Gary
 
 


 
 

Quote:
Originally Posted by Mark CMG
I guess the most obvious being that barbarians is a term used about others?


Pardon, but I veiw this as a silly quibble over semantics. 

Let's cut our the cultiral relativism crap when discussing historical actualities, eh?
The Romans were hightly trained and organized, the tribes on the fringe of their empire were not.
They were, in fact, barbaric in regards their pollity, society, organizational skills, and technology, assuming that barbaric means primitive in comparison to another culture.
 

Cheers,
Gary
 

The barbarian
This brings us nicely round to whether
or not the barbarian sub-class of fighters
unbalances the ADVANCED
DUNGEONS & DRAGONS game — or is too
weak and useless for consideration.
Opinions were about evenly divided between
those two positions. Is the barbarian
a true class? Perhaps the character
could better be described as an individual
from a certain type of society or cultural
group. Certainly, one could not call
the barbarian group a race. In any case,
the designation “profession” isn’t bad,
for barbarians work at being what they
are and derive their livelihood from the
pursuit of such activity. Of course, barbarians
must come from a particular society,
but then it is only logical to assume
that magic-users come from that strata
of developed society which enjoys money,
education, and position. How else
could such a class of characters be
trained so long and expensively? Whatever
justifies the barbarian, or the magicuser,
is not actually germane. Does the
sub-class work? That is the question.
TSR has sufficient faith in the creator of
the system to say “yes” by allowing me to
produce official material on a carte
blanche basis. Be that as it may, there
were too many questions about the subclass
to simply pass over them all by
offering a “take it or leave it” position.

It is obvious to anyone who has the
opportunity to read the letters regarding
the barbarian that the objections to the
class are both contradictory and reactionary.
As I mentioned before, of those
comments which questioned the barbarian,
it was nearly a standoff between
those protesting it as too strong and
those asserting it was too weak. A few
wondered why a decision to be a barbarian
character had to be made prior to
rolling dice for attribute scores. The
answer is simple: The game is based on
role-playing principles, and it is easier to
do so with a course determined in the
first place. Method I of Generation of
Ability Scores encourages the player to
arrange scores so as to be able to choose
a character profession from predisposition
rather than dice-determined statistics.
It is but a step removed from there to
deciding on play as a barbarian subclass
fighter and rolling dice accordingly.
Frank Mentzer suggests that the 4d6
system could be employed, with minimum
score requirements of 16 strength
and constitution, 15 dexterity, and a
maximum wisdom of 15. That will work,
but it seems to beg the question. Playing
as a barbarian is offered to players as a
determined choice, not as one of several
possibilities — or a mere afterthought.
This is a part of the whole concept. Thus,
the level title for a barbarian never varies.
Such a character, properly role-played,
is bred, raised, grows, and dies a barbarian.
Barbarians do not need training to
go up levels, because they gain no sophistication
They get tougher and more
wily. This also should be clear to those
who wonder about the amount of experience
points required to gain a level — it
is hard-earned, “school of hard knocks”
learning which enables them to get better,
not any form of schooled training,
exercise, and like instruction.

Similarly, barbarians have lots of weapons
to be proficient in — those typically
used by a barbarian culture, you will
note, and not necessarily those which
are most likely to give the character an
edge in combat. Barbarians do not have
the opportunity of weapon specialization
as regular fighters now do (see issue
#66 of DRAGON Magazine). Because of
their power and innate abilities, they
need no magic weapons to hit magicladen
monsters such as gargoyles, demons,
or golems. No one ever asked, but
barbarians cannot ever be anything else.
One cannot start as some other profession
and become a barbarian at a later
stage. Likewise, once a character is a
barbarian, he or she can never opt to
change to some other profession and
have dual classes.

How about lack of magic? Is AD&D
play half magic? Does the whole campaign
require that magic permeate each
and every character’s existence? Yes. . .
and no. The game itself subsumes a
magical multiverse. Action generally
takes place in some setting filled with
manifold dweomers. All character classes
use it to some extent, even the barbarian.
How is it that the sub-class has the
powers it does? They are magical, but in
a non-standard way, of course. Let us
say that their very non-magical nature
gives them a sort of paramagical aura.
Thus they have superior characteristics
and powerful capacities to detect magic,
avoid ambush and surprise, and so on.

The barbarian’s armor class bonus for
high dexterity, +2 per point above 14,
means that a barbarian’s dexterity bonus
in combat can be as high as 8. Combined
with chain mail and shield (AC 4), the
adjusted rating is AC -4. Anyone who
claims that is insufficient, especially
considering the mass of hit points a barbarian
will have, just doesn’t know the
first thing about AD&D game play. Those
who believe it to be excessive, particularly
at low levels of play, have more of a
point. However, when relative hit points
are considered, as well as the fact that
the armor class is relative to the situation
— and many instances will disallow dexterity
bonus — that argument also loses
most, if not all, of its force. Is a 1st-level
magic-user with a sleep spell too strong?
After all, that character. can absolutely
demolish a 4th-level character, a pair of
wererats, possibly, or all sorts of other
monsters more powerful than himself. It
is touch and go. . . even assuming you
are lucky enough to start play with so
powerful a spell as sleep. Is a maximum
of 20 hit points too much for a 1st level
character? Someone said that about a
barbarian. A ranger with 18 constitution
has a hit point spread of a minimum of
10, medial 17, maximum 24. Is anyone
upset about that? All that is really being
questioned is change, because this subclass
is different from others. Well, Gentle
Players, that is what you’ve been asking
for, and that is what I am here to do.
Believe it or not, I actually know my
game system and what or what will not
work within its parameters! That is why
the barbarian is cut off at 8 hit dice, by
the way. The points to be had from 8d12,
with the constitution bonus awarded, are
surely enough of a basis for a STRONG
character. Now let’s go back to magic
and saving throws.

Reasoned study of the barbarian subclass
proves that they need no magic
armor or weapons. However, along with
benefit of armor or protective devices, it
is certain that the barbarians need some
boost in saving throws. This is doubly
true when the fact that they shun spells is
considered. Thus, they have a stronger
basic resistance to poison and magical
forces. Note one very important change:
In order to remain consistent with existing
variances to saving throws, barbarians
save versus polymorph at +3 (rat her
than +2, as shown in the original article).
Thanks to Frank Mentzer for noting this
anomaly. In any event, the barbarian
sees magic of two sorts — wizard magic
and god magic. The former is cast by
magic-users and their ilk — puling creatures
all. The latter sort of dweomer must
be tolerated, for who can argue with deities?
A brooch of shielding (hopefully a
rare find in any campaign) is so much
dross to a hard-nosed barbarian. He’ll
take the niggling damage from the
magic-user (that’s what his high hit
points are for) and then hew the cowardly
craven to pieces. Those magics which
allow saving throws are so much the better,
for the barbarian does have a better
chance to save against them. Those that
happen, happen. With everything that
the sub-class has, what real need is there
for magic items? Scarce and rare finds in
any well-run campaign, such wretched
stuff is not for true humans (barbarians)
in any event.

Magic performed by clerics, particularly
clerics who serve the deities of the
barbarian and his or her tribe, is another
matter. That sort of thing must be abided.
Who in a barbarian tribe would stoop to
using even the dweomer of deities? Why,
that’s simple: Men and women too old to
fight, weaklings, and those odd individuals
“touched” by some super-being. In
a life-and-death situation, any self-respecting
barbarian would allow a proper
servant of a known deity to do whatever
the deity directs through that servant. If
it goes against the barbarian grain, then
the offending cleric can be thereafter
shunned — whether out of embarrassment,
dislike, or fear is entirely open to
question. If absolutely necessary, such
spells can be tolerated for short periods
of time, but by choice any barbarian
must seek more direct solutions with
arms. Obviously, faced with a situation
which required the barbarian to perform
a given plan, and that action was impossible
without magic — possibly even wizard
magic — the intelligent barbarian
would be forced to stoop to such low
means to reach the end. Shunning
doesn’t mean the same as never associating
with: Look the word up. Again, it
doesn’t assert that barbarians will slay all
magic-users just because they reek of
noisome magic, nor does it state that
clerics casting spells above 2nd or 3rd
level will be done to death by the outraged
barbarian. Low-level spells are
merely the power of a shaman/cleric
given by some deity — not even god
magic. Higher-level spells of a clerical
nature are disliked by barbarians, and
they will not voluntarily be around those
who make a practice of employing magic.
Circumstances, as usual, alter cases.
Remember the spirit of the rules, instead
of trying to find the letter by reading between
the lines.

Who can be right all of the time? Not I! I
admit with a slightly red face that I left
out yet another important point regarding
the class. Hit points are recovered at
twice the normal rate, and barbarians
can even get them back at the normal
rate while active. Thus, rest allows regaining
of lost hit points at +2 points per
day, and while moving and/or adventuring
points are regained at +1 per day.
This is part and parcel of first aid ability.
The binding and care of damage is required
for barbarians to regain lost hit
points, helpful to characters and creatures
in serious state of damage. Curing
natural illnesses (diseases or magical illnesses)
is done the same as determining
the success of poison antidotes.

Whether or not a barbarian has henchmen
is a matter for the player, and the
barbarian’s charisma and actions, to decide.
Will the barbarian build or capture
a stronghold of some type? Considering
the characteristics of the sub-class, roleplaying
a barbarian properly would indicate
that the character wouldn’t do well
in such civilized surroundings — at least
for an extended period of time. Will a
barbarian attract followers? That is again
a matter for the individual. It is worth
pointing out that a barbarian with a reasonably
high charisma and a high experience
level is a very influential type when
dealing with other barbarians.
Anyone with a relative charisma of 20 or
more is certainly going to attract followers
if they so desire — and work at it a bit!

In all truth, the sub-class is not too
powerful. It is, in fact, under-powered
unless some very good rolls are gained
in the areas of strength, dexterity, and
constitution. To have real prospects for
long-range play, the character must have
18, 16, and 17 respectively. That, Gentle
Readers, is why they are given 9d6,7d6,
and 8d6 for those categories. A low-level
barbarian has a better than average
chance of survival without such high
rolls, but at higher level, he or she is not
going to do well unless strength, dexterity,
and constitution combine to give high
hit points, low armor class, and superior
punishment potential.


 
 



1. SUBCLASS = fighter
2. SOCIAL CLASS MINIMUM = MLC (01: LLC)
3. ABILITY SCORE MINIMUMS
    STRENGTH = 15 (9d6)
    INTELLIGENCE = 6 (3d6)
    WISDOM = 6, 16 max. (5d6)
    DEXTERITY = 14 (7d6)
    CONSTITUTION = 15 (8d6)
    CHARISMA = 6 (6d6)
    COMELINESS = 3 (4d6)
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = human (U)
5. MULTI-CLASS POSSIBILITIES = none (note: no dual-classing)
6. HIT DIE TYPE = d12
7. MAXIMUM NUMBER OF HIT DICE = 8
8. SPELL ABILITY = no
9. ARMOR PERMITTED = any
    (A barbarian can wear any sort of armor, but does not gain the full benefit of the dexterity bonus of the class if the armor worn is of the bulky or fairly bulky variety.)
10. SHIELD PERMITTED = any
11. WEAPONS PERMITTED = any
12. OIL PERMITTED = yes
13. POISON PERMITTED = DM's option
14. ALIGNMENT = any non-lawful
15. STARTING MONEY = 50-200 gp
16. WEAPON PROFICIENCIES = 6, 1/2 levels (1st: 6*, 3rd: 7, 5th: 8, 7th: 9, 9th: 10, 11th: 11, 13th: 12)
17. NON-PROFICIENCY PENALTY = -1
18. NON-WEAPON PROFICIENCIES, BONUS = mountaineering, cold survival (possibly), desert survival (possibly), heat survival (possibly), hunting, foraging, fire-building, healing, direction sense, other bonus proficiencies are possible depending on Native Territory
18. NON-WEAPON PROFICIENCIES = trapper (secondary skill), 3, 1/2 levels (1st: 3, 3rd: 4, 5th: 5, 7th:6, 9th: 7, 11th: 8, 13th: 9) (Proficiencies: Barbarian, Wilderness)
19. STARTING AGE =
20. COMBAT = fighter
21. SAVING THROWS = fighter
22. MAGIC ITEMS = 3rd: may use potions, 4th: may use magic weapons, 5th: may use magic armor, 7th: may use weapon-like miscellaneous magic items, 9th: may use protection scrolls, 10th: may use most magic items available to fighters

* required at 1st level: hand axe, knife, spear