Spelljammer
Barbarian
Profession Category:Fighter
Profession:Barbarian
:
Easy Start
Important attributes: STR, CON, LUCK

Suggested starting skills


Barbarian List

All Barbarian Weapons
Firebuilding
Hit Points
Running
Survival
Tracking

Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)



The primary attributes of a Barbarian are STR, CON and LUCK.

Barbarians must choose a non-lawful alignment. Most barbarians start the game with the Illiterate flaw though they may later buy this off by learning to read and write.

Magic Items
A barbarian is limited in the number of magic items they can carry. A barbarian can carry a maximum of (barbarian rank x 2) power levels of magic items. If more than this is carried, the barbarian cannot use any of their special abilities (listed below) and suffers a -2 to their LUCK. If the barbarian divests themselves of the excessive magic items, they can begin using their special abilities again, and regain their LUCK, after 1 hour.


Weapon Specialization
A barbarian character can choose to double specialize in a single weapon from the All Barbarian Weapons list, single specialize in the entire All Barbarian Weapons skill or single specialize in two different weapons which do not need to be in the barbarian weapons list. See the skill All Barbarian Weapons for the list of weapons.

Master of Barbarian Weapons
Only single-class barbarians may take the skill Master of Barbarian Weapons. This skill provides bonuses to all weapons from the All Barbarian Weapons list in which they are specialized. Thus, if the barbarian chooses the option to single specialized in the entire All Barbarian Weapons list, it applies to all weapons in the list.

Sense Magic
Barbarians are able to "sense" the presence of magic by concentrating on a specific object or area with 3 (+1/rank) feet. It is up to the character to decide the exact effect of this ability. Perhaps the barbarian is sensitive to the scent of magic or maybe the hairs on the back of their neck rise when they sense magic. To sense magic, the barbarian makes a skill roll with a bonus of ((MA - 15) x 3) + (Rank x 5).
  • Absolute Success - The barbarian senses the presence and exact location of magic and can determine the power of the magic on a scale of 1 to X where X is equal to 10 or rank, whichever is less. The barbarian can also sense the college of magic if he has encountered the college before. If it is clerical magic, he can similarly sense the realm.
  • Success - The barbarian senses the presence and exact location of magic and can determine the power of the magic on a scale of 1 to X where X is equal to 10 or rank, whichever is less.
  • Near Success - The barbarian sense the presence of magic in a specific direction within range and can determine the power of the magic on a scale of 1 to X where X is equal to 10 or rank, whichever is less. Roll 1d6 on a 1 or 2, he understates the power of the magic by 1 or 2 levels, on a 3 or 4, he correctly states the power of the magic and on a 5 or 6, he overstates the power of the magic by 1 or 2.
  • Partial Success - The barbarian senses the presence of magic within his area of effect, but nothing more.
  • Failure - The barbarian senses no magic even if the object or area being scanned is magical.
  • Absolute Failure - False positive or negative. If the object is magical, he senses no magic and if the object is not magical, he senses magic exactly as if he had rolled Success. Roll randomly for level of magic though it will always be in the lower one half of the barbarian's range.
  • Blunder - As Absolute Failure. If object is not magical, the barbarian senses magic exactly as if he had rolled Absolute Success. Roll randomly for college/realm of magic and level


Natural Protection
Some Barbarian's rely on their LUCK-based protection. At barbarian rank 4, they gain a +1 to the LUCK-based protection, as long as they are wearing nothing heavier than basic, non-magical leather armor and have no other magical items that grant protection. This bonus increases to +2 at rank 8 and +3 at rank 12. LUCK-based protection stacks with leather armor for barbarians.

Note that barbarians can wear any type of armor they want. They just lose the Natural Protection ability above if they are wearing magical armor or non-magical armor heavier than leather armor.


Toughness
Barbarians gain +1 hit point per rank of Barbarian.

Wound penalties for barbarians are reduced by 1 per rank. Thus, a level 6 barbarian who is badly wounded suffers a -14 penalty instead of the normal -20.


Affect Creatures that Normally Require Magic Weapons to Hit
Barbarians can affect creatures that normally require magic weapons to hit.

At rank 4, the barbarian can hit creatures that normally require a +1 weapon to hit.
At rank 6, the barbarian can hit creatures that normally require a +2 weapon to hit.
At rank 12, the barbarian can hit creatures that normally require a +3 weapon to hit.
At rank 16, the barbarian can hit creatures that normally require a +4 weapon to hit.
At rank 20, the barbarian can hit creatures that normally require a +5 weapon to hit.


Bonus to Magic Saving Throws
Barbarians gains a bonus to their magic saving throws equal to rank.


Additional Abilities
The barbarian gains additional abilities as they advance in rank.

RankAbilityDescription
6Rage
  • Rage must be declared at the beginning of the round and lasts for 6 rounds or until the barbarian is knocked unconscious.
  • +1 damage with melee weapons per 2 ranks (round down)
  • -10 DEF
  • +5 to all saving throws
  • 25% Damage Resistance to slashing, crushing or piercing attacks
  • Cannot use ranged weapons, spells or psionic attacks while raging
  • Cannot flee combat or change opponents until your current opponent is killed
  • Can Rage once per day at rank 6. This increases to twice per day at rank 8, three times a day at rank 10, etc. At least 3 rounds must pass between the end of one Rage and the beginning of another.
8Mindless RageCannot be charmed or affected by fear while raging. If you are charmed or affected by fear when you enter a Rage, the effect is suspended for the duration of the Rage.
10First StrikeIf you tie initiative with an opponent, you resolve your attack first.
10Relentless RageIf an attack reduces your hit points to between 0 and -9, you can make one more attack before falling. The attack happens one initiative later.
12Intimidating PresenceAfter being attacked, you can frighten that target with your menacing presence. You must be able to see the attacker and must know that the attack came from them. The target must make a mental save vs fear and, if failed, must roll on the Fright Table at -5 (any roll of 0 or less is treated as a 1). Duration of the fear effect is 1d10 rounds (instead of the normal 1d20 rounds of Fright Table rolls).






Required Skills
Required skills must be bought up to improve Overall Level. Required skills must be included when calculating Overall Level.

Required skills for Barbarian are:
  • All Barbarian Weapons OR 2 specialty weapons (c.f., weapon specialization)
  • Barbarian
  • Hit Points
  • Running
  • Survival
  • Tracking





Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x1.5
Warrior Skills - x1.0
Sorcery Skills - x2.0
Rogue Skills - x1.5
Talents - x1.0
Stat Multiples:
StatModifier
STR1
DEX1
CON1
INT2
KNOW1
WP1.5
MA2
LUCK1
CHA1
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
Alchemy
Artifact Lore
Astral Lore
Dragon Lore
Elemental Lore
Language Draconian
Magic Lore
2.0
Appraisal
Barter
Bribery
Demon/Devil Lore
Disguise
Find Traps
Forgery
Gem and Jewelry Appraisal
Locate Secret Openings
Open Locks
Religious Language Aster
Religious Language High Eirenay
Religious Language High Sindathul
Religious Language Low Eirenay
Religious Language Low Sindathul
Religious Language Middle Eirenay
Religious Language Middle Sindathul
Religious Language Nifle
Religious Language Sumerian
Religious Lore
Remove Traps
Research
Streetwise
Undead Lore
1.5
1.25
Climbing
Firebuilding
Hit Points
Horsemanship
Leathercraft
Plant and Herb Lore
Running
Scouting
Woodcraft
.9
Animal Healer
Animal Lore
Animal Trainer
Bowyer
First Aid
Fishing
Survival
Tracking
Trap Building
.75
Hunting
Woodland Movement
.5
Forbidden Skills:All Swashbuckler Weapons
Artillery
Assassination
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cast Clerical Spells
Cleric
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Flying
Focused Attack
Gnosis
Great Leaps
Healing Specialist
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Master of Battle Magics
Master of Defensive Magics
Master Ritualist
Mechanician
Mental Perception
Mental Resistance
Mystic Sense
Paladin
Persuasion
Phase Attack
Poison Resistance
Power Perception
Primal Urge - Homid
Psionic Combat
Psionic Concentration
Quarterstrength
Ranger
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Sleep and Charm Resistance
Smell of Man
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Strong Lungs
Suppleness
Swashbuckler
Teleport Other
Teleportation
Time Sense
Toughness
Turn Undead
Ultravision
Weapons Kata
COP Missiles
Agent of Law