Barbarian - networkingguru/incursion-roguelike GitHub Wiki
HitDie: d12 Mana: d4 Skills: 6 Saves: Frw Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 100%, Thrown 75%
He may be born out of the harsh winters of Njordland, or from the expansionist peoples of Arasaki. He could be a gladiator-lord from the fallen Empire of Mohandi, or a tribesman from the dense and humid jungles of Angla Maua. Regardless, the Barbarian is a fierce berzerker-warrior, well-trained in brutal combat and wilderness survival, but not as accustomed to the subtle intrigues and unseen dangers of the civilized world. Uncivilized inherently makes the barbarian neither stupid nor evil, though of course many members of this breed may be both. At his (or her) noblest, the barbarian is the champion of a simpler time, when might did not make right, but simply defended it, and the most major problems could be solved with a sword and a battlecry.
The Barbarian's physical toughness is unmatched by any other class in the game, though the Warrior exceeds her in skill. In straight-up melee combat, the Barbarian excels.
CLASS SKILLS
The class skills of the barbarian are Athletics, Climb, Craft, Heal, Intimidate, Intuition, Jump, Knowledge (Nature), Listen, Spot, Swimming and Wilderness Lore.
CLASS FEATURES
All of the following are class features of the barbarian.
* Proficiencies -- The barbarian is proficient with simple weapons, impact weapons, long blades, polearms, spears, axes and flails, and with light and medium armours.
* Berserk Rage -- Barbarians are well-known for going berserk in combat, augmenting their strength and terrifying their foes. Upon entering a berserk rage, a barbarian gains a +4 bonus to Strength and Constitution, a +20% bonus to Speed and a +2 bonus to Will saves. The rage lasts for a base duration of 10 rounds, plus three rounds per barbarian level -- provided that the barbarian remains in combat. If a barbarian is out of combat long enough to become off-guard, their rage ceases.
This battle rage requires a certain purity of mind, and thus multiclass barbarians with fewer than 3 barbarian levels halve the modifiers (+2 Strength, +2 Constitution, +1 to Will saves). Upon reaching 8th level, the barbarian is immune to all confusion effects while raging; at 13th, the barbarian cannot be stunned while raging. At 9th level, the raging barbarian's bonuses increase to +6/+6/+30%/+3, and at 16th level they reach their maximum potential of +8/+8/+40%/+4.
Barbarians from naturally Small races apply only half the normal bonus to Strength when they Rage, and apply the other half to their Dexterity. Their rages resemble the fighting of a panicked cat, and tend to throw enemies off balance -- every time they make a successful attack while raging, they make a Charisma check against a DC of 11 + their opponent's Wisdom modifier; success causes the opponent to suffer a -1 penalty to attack, damage, defense class and most other rolls for the next 1d4+1 rounds. Further enraged attacks increase both the magnitude and duration of this penalty culmulatively; multi-class barbarians can inflict a maximum penalty equal to their barbarian levels, while straight barbarians can inflict an unlimited penalty.
Entering a rage costs a barbarian four fatigue points if they are in heavy armour, three in medium armour, two in light armour and one if they are unarmoured. The fatigue cost of raging while armoured decreases by one at 4th level, and an unarmoured barbarian of 4th level or above may make a Con check against DC 20 to avoid fatigue loss when raging; failing this check costs one fatigue point. A raging barbarian is never considered to be fatigued or exhausted, though they suffer the effects of those traits as soon as the rage ends, if applicable.
A raging character may not cast spells, don or remove armour or clothing, pick locks or search through a container (such as his backpack) for items.
* Tough as Hell -- A barbarian receives double the normal number of bonus hit points from a high Constitution score for all of his barbarian levels.
When struck for physical damage, an unarmoured, single-classed barbarian can subtract his Constitution modifier from the damage suffered (to a minimum of one point). A multiclass barbarian subtracts a proportion of his Constitution modifier from damage equal to his number of barbarian levels proportionate to his total level -- for example, a barbarian 2/warrior 1 would subtract 66% of his Con modifier from damage. This proportion is always rounded down, so even one non-barbarian level reduces the amount subtracted by at least one.
If the barbarian wears armour, every 'degree' (light, medium, heavy) of armour worn counts as three non-barbarian levels added to his total for the purposes of reducing this bonus.
Finally, starting at 7th level the barbarian has a natural armour rating similar to a monster's. This value is identical against slashing, piercing and blunt damage, is not penetrated by weapons of any plus and increases by +1 for every odd barbarian level.
* Increased Move -- A barbarian, like a monk, naturally moves faster than other characters. Barbarians gain a culmulative bonus of +10% to their movement rate for every even barbarian level.
* Hardy Lifestyle -- Barbarians lead perhaps the harshest and most physically demanding existance of any of the adventuring classes, surviving brutal raids and inhospitable terrain that would break weaker men and women. This constant forcing of their bodies to the limit ends up tempering them into beings of incredible physical prowess.
In game terms, barbarians receive a +1 inherent bonus to either Strength or Constitution at every even level, chosen randomly, up to the maximum possible inherent bonus for their race (+5 for most characters, or +8 for humans). Barbarians of a Small race naturally improve their Dexterity in this manner as well.
Characters who start play as barbarians have assumed to have lived this lifestyle all their life, and therefore have a +1d2 inherent bonus to Strength and Constitution (and Dexterity, for Small barbarians) from the very start of their career. (This is balanced by the fact that barbarians have the weakest starting equipment of an class.)
* Uncanny Dodge -- Like the rogue, the barbarian is possessed of preternatural agility and instincts that allow her to avoid harm. Starting at 2nd level and beyond, the barbarian is never caught off-guard -- no matter how many rounds have passed since her last combat exchange, she is always alert. At 4th level, her uncanny instincts allow her to wake alert if she has an encounter while resting, while off-guard, vulnerable to Coup de Grace attacks and being able to act immediately as the encounter begins. At 5th level and above, she suffers no ill effects from having enemies on either side and is effectively immune to flanking. Starting at 6th level and above, the barbarian receives gradually increasing bonuses to all saving throws against traps -- her instincts tell her exactly when to dodge or pull back.
Levels of this ability from the barbarian and rogue classes stack.
* Spellbreaker -- Barbarians receive experience points for the destruction of magical items other than weapons or armour. When they destroy such an item, they receive experience equal to that gained from killing a creature with a CR two below the item's level. Multiclass barbarians receive a fraction of the experience proporational to their barbarian levels -- a barbarian 2/warrior 3 would receive 2/5ths of the normal experience for breaking an item. Use the Break verb on the [Y]use menu to break items in your inventory.
Characters with arcane spellcasting ability receive no experience for destroying magical items.
* Mighty Stroke -- Starting at 3rd level performing a Great Blow costs a barbarian only one fatigue point. When they achieve 6th level, they can perform this maneuver without expending any fatigue at all.
* Small Barbarians -- In addition to the changes to the Berserk Rage ability listed above, barbarians from Small races also receive the Defensive Roll ability (from the rogue's higher-level special ability list) upon attaining four combined levels of warrior, ranger, paladin, monk or barbarian.
* Starting Benefits -- Barbarians start with a racially-determined heavy weapon, a loincloth and potentially hide armour. Their starting equipment is the weakest of any class, which balances the powerful inherent bonus a character who enters play as a barbarian gains.
THE BARBARIAN
Level Def Fort Refl Will Move Special Abilities
1 +0 +2 +0 +0 -- Rage (+4/+20%/+2)
2 +1 +3 +0 +0 +10% Never Off-Guard
3 +1 +3 +1 +1 +10% Mighty Stroke I
4 +2 +4 +1 +1 +20% Rage (Less Fat.),
Wake Alert
5 +2 +4 +1 +1 +20% Immune to Flanking
6 +3 +5 +2 +2 +30% Mighty Stroke II,
Trap Sense +1
7 +3 +5 +2 +2 +30% Natural Armour +1,
8 +4 +6 +2 +2 +40% Rage (vs. Confus.)
9 +4 +6 +3 +3 +40% Trap Sense +2,
Natural Armour +2
10 +5 +7 +3 +3 +50% Rage(+6/+30%/+3)
11 +5 +7 +3 +3 +50% Natural Armour +3
12 +6 +8 +4 +4 +60% Trap Sense +3