Barbarian

Old Man on the Mountain Nothing weak survives in the tundra of Skal. The forests, the plains, and especially the mountains are a constant battle against starvation, made only more dire by the biting cold. It's a land that should be left to beasts and monsters. Should.

They say on the mountain there's a man of grey hair and towering form, who wears only thin fur to keep himself from burning in the sun. According to the legend, he wrestles mountain lions with his bare hands, bathes in glacial water, and can knock a frost giant clean out with one good punch. One story says a dragon once angered him. None know the full story, but all know where the dragon's bones lay, half-buried by the snow.

The locals can't say for certain if this man is truly out there, but it's a custom of the trackers that hunt fur on the mountain to bring an extra keg of ale on their excursions to the peaks. Some days the keg doesn't come back with them.

Overview

Some train for years to gain martial prowess, serving in military outfits or receiving the training of experienced mentors. For others, the strength already exists within, so long as they can work themselves up to the heat of the moment. Barbarians come in many varieties, from nomadic tribesmen to furious avengers to mad drunkards, but the one thing they all share in common is a deep rage that lifts them beyond the limits of mortal might. Barbarians are the hardiest adventurer you can find, and their ability to overcome adversity with white-hot determination is second to none, but the pursuits of might usually leave them ignorant to the deeper mysteries of the world, like philosophy, history, and law. Barbarians that live to old age usually accumulate a great deal of wisdom from experience alone, but they'd rather brave the cold nearly naked than read about it in some library.

Key Mechanics:


  • Key Mechanics at Level 20

  • BAB: 20/15/10/5
  • HP: 240+20xConstitution
  • Saves: +12 Fort, +6 Reflex, +6 Will
  • Skills: 80 + 20x Intelligence: Craft armor, Craft Trap, Craft Weapon, Discipline, Heal, Intimidate, Listen, Lore, Parry, Ride, Taunt

Mechanics


  • Rage - Barbarians can enter a rage for a short period of time, granting them great resilience and power. The rage lasts 2d4+Constitution rounds, and has a one minute cooldown after it ends.
  • While raging, barbarians gain bonuses to melee weapon damage, armor class, movement speed, hit points, will saves, and attack. These bonuses start off small but increase drastically as they level up.

  • Fast Movement - Barbarians move faster than normal characters.

  • Damage Reduction - As Barbarians level up they gain the ability to ignore small amounts of physical damage from each attack against them.

  • Uncanny Dodge - Barbarians don't lose their Dexterity bonus to AC if they're ambushed, and they gain a bonus to reflex saves to avoid traps, increasing as they level up.

  • Drunken Might - Barbarians gain bonus strength when they're drunk, and retain it as long as they remain drunk. The bonus will reduce for a few minutes if they become sober before disappearing unless they become drunk again.

Path

Path Option: Tribesman Barbarians who choose this path forego the ability to rage in favor of traveling with two companions they can call on to help in battle. The companions level up alongside the barbarian and are incredibly proficient with the axes they wield.