The new barbarian | Barbarian Types | - | - | - |
Dragon | - | - | - | Dragon 148 |
The barbarian subclass, as described
in UA, is
a unique type of fighter with
many interesting abilities. The
class has come under fire recently with
claims that it is too powerful and too
vaguely defined. While I agree with these
criticisms, I don?t agree that the class
should be eliminated. This article presents
a revision of the barbarian, making use of
the new material in the DSG and
the WSG, for AD&D®
1st Edition games.
The main problem with the barbarian is
that the rules concerning it are vague.
There are several proficiencies given, but
no real guidelines on assigning them to
different types of barbarians. In addition,
many of the abilities can be replaced by
proficiencies in the DSG and
WSG.
The
purpose of this article is to create standard
barbarian types based on cultures
from history, which can then be placed
into any campaign world. Note that this
article does not affect Oriental
barbarians,
which are already well defined in Oriental
Adventures.
The new barbarian |
The following characteristics of the
barbarian are unchanged from the information
given in UA:
These primary abilities, taken from
UA (pages
19-20), are possessed
by all barbarians:
The following primary abilities from
UA are now dropped:
It is hard to justify giving these latter
two powers to the barbarian. Even if
barbarians do grow up in the boondocks
and hate magic, they should have no better
chance to detect magic and illusions
than any other fighter.
?Barbarian characters must take proficiency
with the spear, knife, and hand axe
at 1st level. Among foot tribes, the spear is
5-6? long. Among mounted tribes, the
spear is 7-13? long, serving as a lance.
The barbarian has three other weaponproficiency
slots at 1st level. The weapons
chosen will depend on the barbarian?s
background. Although the barbarian is
restricted in his choice of weapons at 1st
level, slots gained at higher levels can be
spent on any weapon. The barbarian
receives one weapon-proficiency slot for
every two levels beyond the 1st (3rd, 5th,
etc.), but he cannot specialize or double
specialize with a weapon as a fighter or ranger can.
Secondary and tertiary abilities granted
by UA have herein become
various nonweapon proficiencies granted
to certain types of barbarians. In UA,
secondary abilities were
given to all barbarians. This is not entirely
appropriate. Some barbarian cultures had
an agricultural base, so not all barbarians
should know how to track. In addition,
barbaric clans usually had only a few
people who knew how to set bones and
prepare herbal medicines; not all barbarians
should know first aid.
The abilities to climb cliffs and trees,
perform long-distance signaling, and build
snares are now considered to be wilderness
proficiencies, as per the table in this
article.
Due to the many abilities that barbarians
receive at 1st level, barbarians receive
only one nonweapon proficiency slot at 1st
level, then gain one slot for every four
levels beyond that (5th, 9th, etc.).
New Barbarian Wilderness Proficiencies
Proficiency | Slots required | Appropriate ability | Die roll modifier |
Climb cliffs and trees | 1 | Dexterity | 0 |
Long-distance signaling | 1 | Intelligence | 0 |
Snare building | 1 | Intelligence | 0 |
Barbarian types |
The descriptions of barbarian types are
broken down as follows:
Proficiencies: These are the nonweapon
proficiencies from the DSG
and WSG that
are given to barbarian characters of the
type in question. The proficiencies from
the table herein are also used. These replace
all secondary and tertiary abilities
given to barbarians by UA..
Preferred weapons: These are the weapons
that the barbarian must take proficiency
in at 1st level, in addition to the
spear, knife, and hand axe. In some
cases,
<>
Native terrain:
This is a term required
by some of the primary abilities, classifythe
player is given a choice between two
ing the barbarian's homeland terrain.
weapons.
<Hierarchy of Terrain (WSG.9) is used for links to crossover terrain types.>
Barbarian horde:
This describes the
armor and weapons of the common warriors
that can be summoned. All the barbarians
in the horde are zero-level humans
with 5-8 hp, except for the leaders.
Leaders are armed as desired by the DM.
The notes for each type provide a general
background and historical basis of the
barbarian type in question.
Foot Nomads
Cavemen
Proficiencies: animal lore, fire building,
foraging, hunting, plant lore,
tracking
Preferred weapons: (stone) battle axe,
club, sling
Native terrain: forested
mountains or hills
Barbarian horde: 50%--spear,
club; 20%?
sling, club; 20%?battle axe; l0%?hand
axe, club
This barbarian type is based on Stone Age
Cro-Magnon humans, not Neanderthals or
any other race. A barbarian horde of
cavemen is not really feasible, since cavemen
would spend too much time finding
food. But the AD&D® game is
a fantasy
game, so rules for the horde have been
included.
Desert Tribes
Proficiencies: alertness, animal lore, endurance,
fire building, foraging, hunting,
long-distance signaling, running,
snare building, survival (desert),
tracking
Preferred weapons: short composite bow,
club
Native terrain: mountainous
desert
Barbarian horde: 50%?short composite
bow, spear, knife; 50%?short composite
bow, hand axe, club
These tribes live in the midst of brutally
hot mountainous deserts. They are very
skilled at finding water
and game. They
are also fiercely protective of their possessions;
trespassers and thieves will be
tracked and killed. This barbarian type is
based on Lipan Apaches.
Forest Tribes
Proficiencies: animal lore, boating (canoes),
fishing, foraging, hunting,
plant lore,
running, snare building, tracking
Preferred weapons: short
bow
Native terrain: temperate forest
Barbarian horde: 75%?short bow, hand
axe; 25%--spear, hand axe
These tribes live in villages among the vast
temperate forests. They make excellent
dugout canoes, grow small gardens, and
hunt and fish extensively. Like
people
everywhere, some of the tribes are
friendly while others are hostile. This
barbarian type is based on native peoples
of eastern America.
Mounted Nomads
Desert Nomads
Proficiencies: animal
trainer (horse or
camel), direction sense, land-based
riding (horse or camel), long-distance
signaling, survival (desert)
Preferred weapons: scimitar, javelin, or
short bow
Native terrain: subtropical desert
Barbarian horde: 75%?scimitar, spear,
javelin, or short bow (mounted on war
horse or camel); 25%?as above, but
with a shield
These people live an arduous life in the
worlds barest and hottest deserts. Mounts
are vital to survival, as are sheep and goat
herds. This barbarian type is based on
Bedouin and Berber tribes.
Prairie Nomads
Proficiencies: animal handling, animal
trainer (horse), animal lore, fire building,
foraging, hunting, long-distance
signaling, plant lore, land-based riding
(horse), tracking
Preferred weapons: short
bow, club
Native terrain: temperate grassland
Barbarian horde: 100%?short bow, spear,
knife, shield (mounted on war horse)
These tribes, based on Comanches, are
fast and fierce raiders. Luckily, they have
to spend a lot of time gathering food, since
they have no real agriculture. Bison and
wild cattle are hunted extensively.
Intruders
are hated and will be tracked for
days; the nomads will attempt to rob and
kill them.
Steppe Nomads
Proficiencies: animal handling, animal
handling (pony), endurance,
land-based
riding (pony), survival (desert)
Preferred weapons: scimitar,
short composite
bow, lasso
Native terrain: desert
grassland
Barbarian horde: 90%?short composite
bow, spear, scimitar, lasso (mounted
on
pony); 10%?as above, but with armor
equal to AC 5
These nomads herd cattle and sheep on
the cold dry steppes. They are a hardy
and ruthless people. Ponies
are important
to their way of life; the ponies are short
enough to provide a stable base for
mounted bow fire. Raiding neighboring
countries and other tribes is a favorite
pastime. This tribal type is based on Yakka
Mongols.
Northmen
Forest Clans
Proficiencies: animal lore, climb cliffs and
trees, endurance, foraging, hunting,
running, snare building, tracking
Preferred weapons: long
sword
Native terrain: temperate forest
Barbarian horde: 75%--spear,
shield;
25%?long sword, shield
These are tribes of large, fierce clansmen
based on Cherusci Germans. The warriors
are most highly regarded among them.
They live by a combination of agriculture,
hunting, and gathering, and they
place
great value on weapons forged in civilized
lands.
Highland Clans
Proficiencies: animal handling, charioteering,
climb cliffs and trees, running
Preferred weapons: two-handed sword or
long sword
Native terrain: forested
hills
Barbarian horde: 50%--spear,
knife, ring
mail; 15%--battle axe, knife, ring mail;
10%--spear, shield, ring mail (mounted
on normal horse); 25%--spear, chain
mail (two-man chariot)
These semi-civilized clans live in forests
and swamps, and they depend heavily on
agriculture for their living. The clan leaders
and champions ride to battle in small
chariots. The clans forge excellent weapons
and armor. This barbarian type is
based on various Celtic tribes
of Britain.
Sea Raiders
Proficiencies: boating, direction sense,
endurance, fishing, running, swimming
Preferred weapons: long
sword, battle
axe, short bow
Native terrain: mountainous
forest
Barbarian horde: 90%--battle axe, short
bow, chain mail, shield; 10%--long
sword, short bow, chain mail, shield
The kingdoms of the sea raiders consist of
nearly civilized groups. They are excellent
sailors and savage raiders. Although their
economy is based on agriculture, their
land is poor for farming and grazing
Thus, raiding is almost a necessity. The sea
raiders make excellent steel weapons and
armor. Both sexes tend to be taller
and
heavier than the folk of other lands. These
barbarians are based on Viking groups.
Tropical Natives
Jungle Tribes
Proficiencies: animal lore, boating (canoes),
climb cliffs and trees, hunting, longdistance
signaling, running, snare
building, survival (heat), tracking
Preferred weapons: club,
short bow, or
blowgun
Native terrain: tropical rainforest
Barbarian horde: 100%--spear,
club, short
bow or blowgun, shield
These primitive tribes, based on various
west African and Brazilian natives, live in
the depths of the jungles that are hostile to
men of northern lands, due to disease
and
wild beasts. The tribes subsist on food
from small garden plots, augmented by
hunting. Although some tribes have cannibals
and headhunters, others are a vital
part of the trade routes, trading spices and
ivory.
Savannah Natives
Proficiencies: animal handling, direction
sense, endurance, long-distance signaling,
running, survival (heat)
Preferred weapons: club,
javelin
Native terrain: Tropical grasslands
Barbarian horde: 90%--javelin,
shield;
10%--club, shield
Although they are called barbaric, some
savannah tribes may have highly organized
armies. Some tribes have elevated
the status of the warrior above all other
social positions. The tribes depend on
small gardens and cattle and goat
herds
for their living. The organized tribes are
usually friendly if treated with respect.
This group is based on the Zulu and other
Bantu cultures.