Barbarian Fighter
A warrior class.
Requirements
Advancement
Barbarian Fighter experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d12 |
| 2 | 2,250 | 2d12 |
| 3 | 4,500 | 3d12 |
| 4 | 9,000 | 4d12 |
| 5 | 18,000 | 5d12 |
| 6 | 36,000 | 6d12 |
| 7 | 75,000 | 7d12 |
| 8 | 150,000 | 8d12 |
| 9 | 300,000 | 9d12 |
| 10 | 600,000 | 9d12+3 |
| 11 | 900,000 | 9d12+6 |
| 12 | 1,200,000 | 9d12+9 |
| 13 | 1,500,000 | 9d12+12 |
| 14 | 1,800,000 | 9d12+15 |
| 15 | 2,100,000 | 9d12+18 |
| 16 | 2,400,000 | 9d12+21 |
| 17 | 2,700,000 | 9d12+24 |
| 18 | 3,000,000 | 9d12+27 |
| 19 | 3,300,000 | 9d12+30 |
| 20 | 3,600,000 | 9d12+33 |
Combat
Barbarian Fighter THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 19 |
| 3 | 18 |
| 4 | 17 |
| 5 | 16 |
| 6 | 15 |
| 7 | 14 |
| 8 | 13 |
| 9 | 12 |
| 10 | 11 |
| 11 | 10 |
| 12 | 9 |
| 13 | 8 |
| 14 | 7 |
| 15 | 6 |
| 16 | 5 |
| 17 | 4 |
| 18 | 3 |
| 19 | 2 |
| 20 | 1 |
Barbarian Fighter saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 14 | 16 | 15 | 17 | 17 |
| 2 | 14 | 16 | 15 | 17 | 17 |
| 3 | 13 | 15 | 14 | 16 | 16 |
| 4 | 13 | 15 | 14 | 16 | 16 |
| 5 | 11 | 13 | 12 | 13 | 14 |
| 6 | 11 | 13 | 12 | 13 | 14 |
| 7 | 10 | 12 | 11 | 12 | 13 |
| 8 | 10 | 12 | 11 | 12 | 13 |
| 9 | 8 | 10 | 9 | 9 | 11 |
| 10 | 8 | 10 | 9 | 9 | 11 |
| 11 | 7 | 9 | 8 | 8 | 10 |
| 12 | 7 | 9 | 8 | 8 | 10 |
| 13 | 5 | 7 | 6 | 5 | 8 |
| 14 | 5 | 7 | 6 | 5 | 8 |
| 15 | 4 | 6 | 5 | 4 | 7 |
| 16 | 4 | 6 | 5 | 4 | 7 |
| 17 | 3 | 5 | 4 | 4 | 6 |
| 18 | 3 | 5 | 4 | 4 | 6 |
| 19 | 3 | 5 | 4 | 4 | 6 |
| 20 | 3 | 5 | 4 | 4 | 6 |
Class abilities
Barbarian Fighter abilities by level
What the class grants as it advances.| Level | Running leap | Running spring | Standing leap | Standing spring | Back protection | Climbing |
|---|---|---|---|---|---|---|
| 1 | 3d6+1 ft | 1d6 ft | 2d4 ft | 1d4 ft | 15% | 60% |
| 2 | 3d6+2 ft | 1d6+1 ft | 2d4+1 ft | 1d4+1 ft | 20% | 65% |
| 3 | 3d6+3 ft | 1d6+1 ft | 2d4+1 ft | 1d4+1 ft | 25% | 70% |
| 4 | 3d6+4 ft | 1d6+2 ft | 2d4+2 ft | 1d4+2 ft | 30% | 75% |
| 5 | 3d6+5 ft | 1d6+2 ft | 2d4+2 ft | 1d4+2 ft | 35% | 80% |
| 6 | 3d6+6 ft | 1d6+3 ft | 2d4+3 ft | 1d4+3 ft | 40% | 85% |
| 7 | 3d6+7 ft | 1d6+3 ft | 2d4+3 ft | 1d4+3 ft | 45% | 90% |
| 8 | 3d6+8 ft | 1d6+4 ft | 2d4+4 ft | 1d4+3 ft | 50% | 95% |
| 9 | 3d6+9 ft | 1d6+4 ft | 2d4+4 ft | 1d4+3 ft | 55% | 95% |
| 10 | 3d6+10 ft | 1d6+5 ft | 2d4+5 ft | 1d4+3 ft | 60% | 95% |
| 11 | 3d6+11 ft | 1d6+5 ft | 2d4+5 ft | 1d4+3 ft | 65% | 95% |
| 12 | 3d6+12 ft | 1d6+6 ft | 2d4+6 ft | 1d4+3 ft | 70% | 95% |
| 13 | 3d6+13 ft | 1d6+6 ft | 2d4+6 ft | 1d4+3 ft | 75% | 95% |
| 14 | 3d6+14 ft | 1d6+6 ft | 2d4+7 ft | 1d4+3 ft | 80% | 95% |
| 15 | 3d6+15 ft | 1d6+6 ft | 2d4+7 ft | 1d4+3 ft | 85% | 95% |
| 16 | 3d6+16 ft | 1d6+6 ft | 2d4+8 ft | 1d4+3 ft | 90% | 95% |
| 17 | 3d6+16 ft | 1d6+6 ft | 2d4+8 ft | 1d4+3 ft | 95% | 95% |
| 18 | 3d6+16 ft | 1d6+6 ft | 2d4+8 ft | 1d4+3 ft | 95% | 95% |
| 19 | 3d6+16 ft | 1d6+6 ft | 2d4+8 ft | 1d4+3 ft | 95% | 95% |
| 20 | 3d6+16 ft | 1d6+6 ft | 2d4+8 ft | 1d4+3 ft | 95% | 95% |
Kits
Brushrunner
A plains athlete-artist from a moiety, an extended-family band. Picks a party member as a surrogate elder to obey. Playful and undependable; scouts and hunts.
Benefits
- Sprinting: triple speed (MV 45) for up to 3 consecutive on one check. All running checks are one category easier (a normal check for x3, Str -4 for x5). Must then rest motionless for as many rounds as were sprinted before repeating.
- Enhanced leap and spring: uses the Table 8 distances for a barbarian two higher.
- Battle frenzy: check to enter (retry after 1 hour on a failure). Grants a -3 AC bonus and lasts a number of equal to . Once per hour; may be ended voluntarily.
- Create artworks: once per month, 3d4 hours, on a successful Artistic . An ORROBOREE healing painting makes the depicted patient recover at double the natural rate (2/4/6 hp per day by activity; 6 requires a healer with healing and herbalism). A RANGGA, a 6-ft carved pole, undead at the Brushrunner's and repels them for 1d4 weeks, going inert if uprooted or defaced (not portable). A MARAIIN animal bust is worth 3d8 gp.
Hindrances
- Armor penalty: wearing any armor disables sprinting, the leap/spring bonus, and battle frenzy. A shield is exempt.
- Moiety task: the elders set an annual task (slay a creature of HD at least half his alone; mentor a youth; a week of service; fetch a gem). Failure means destroying a favorite possession (DM's choice) and losing all special benefits for a month — atonement halves it.
Brute
A proto-human primitive: animalistic, loyal, simple. Two-principle morality — harm none who threaten none, destroy what threatens.
Benefits
- Natural AC 6 (AC 4 when wearing padded or leather).
- Climbs as a barbarian two higher.
- Wild Brawl: an unarmed berserk attack against one target, resolved as a single for 1d6 .
- Scent: follows a trail up to 24 hours old by smell, as the tracking but using . Needs familiarity with the quarry or a scent sample; +2 if he also has tracking. Can identify individuals by lingering scent on a Wisdom check.
- +2 to his own rolls.
Hindrances
- Base 12 rather than the barbarian's 15.
- Knows at most ONE language.
- Will not use magic items that need a command word or concentration. Potions, clothing, and weapons are fine.
- Trade-free: starts with nothing tradable and may learn bartering only after roughly a spent in the outworld.
Forest Lord
A solitary wilderness guardian bonded to an animal kinsman type, chosen permanently at creation (d6: 1 feline, 2 canine, 3 elephant, 4 serpent, 5 bear, 6 primate). The kinsmen are nonmagical, semi-intelligent animals of Int 4 or less.
Benefits
- +2 to hiding checks.
- Moves silently in natural settings, 5% per to a 95% maximum.
- Heals naturally at double the normal rate (magical healing is unaffected).
- Speaks with animals at will with his kinsman type, and with other animals on a check — as the 2nd- priest spell, with no components or casting time.
- Summon kinsmen: once per day in his homeland, 1-4 of display plus a check brings 1d4 kinsmen within the hour, who serve as for 2d6 hours.
- Treetop at MV 12.
Hindrances
- -2 attack penalty with any weapon he did not make himself.
- Kinsman code: never wear, wield, or use anything derived from his kinsman type; never harm one; protect, heal, and liberate them from zoos and captivity. A violation costs all benefits for 4d4 days; a kinsman's death through his action or inaction costs 1d4+1 weeks. Atonement halves it.
Islander
A tropical coast or island native: amphibious, a curious hedonist, and spirit-touched.
Benefits
- No attack penalties when fighting in water; the standard underwater rules otherwise apply.
- Shape change (7th and up): once per day, for up to one hour, into one of three roughly 5-ft creatures. Cannot shape change again until the following day; retains normal speech in the new form. MULCH IGUANA — AC 5, MV 15, 1 attack, 2d4 bite. CORAL TURTLE — AC 1, MV 3 / Sw 9, 1 attack, 2d6 bite, breathes air and water, shell and exposed flesh coral-hard. SHADOW CRAB — AC 3, MV 6 / Sw 6, 2 attacks, 2d4 + 2d4 pincers, breathes air and water, hides in shadows 5% per level to a 95% maximum.
- Mana weapon: a once-monthly ritual from 3rd . Bury a self-made spear, club, or knife under a foot of soil or sand, pray, and sleep atop it overnight, investing 1,000 XP (he must be 1,000 XP above the current level minimum). On waking, roll against the SUM of + + : a roll at or under the sum succeeds and spends all 1,000 XP; a roll over it fails, losing 100 XP and keeping 900, and he may retry next month. A success makes the weapon +2 to attack and , invisible to all but the Islander and unusable by anyone else. One mana weapon at a time; no XP is earned for its creation.
Hindrances
- Leaping, springing, climbing, and back protection all resolve at two lower (minimum 1st).
- Base 12 rather than the barbarian's 15.
- Baloma: an ancestor spirit that must be fed daily with a small meal, buried or burned and not eaten by another. A missed feeding costs -1 to morale and attack rolls the next day. The DM may excuse an unconscious or disabled Islander.
Plainsrider
A mounted archer-warrior: an individualist raider who honors the ancestor spirits through battle.
Benefits
- Counting coup: +10% XP for a defeated opponent he touched during the encounter with his coup stick or bare hand. The touch is a normal that deals no ; the target must be actively dangerous, and the DM vetoes risk-free touches.
- War cry: once per day, one , 100-ft radius, excluding his own side and their mounts. Creatures under 1 HD and 0- characters flee as FEAR for 1d4 rounds automatically; everyone else vs. spell or takes -2 morale and -1 to attack and for 2d6 rounds.
- Horsemanship with his primary mount: the mount never panics while ridden, he gains +1 to hit creatures smaller than it (size M and below), and +2 on riding checks. A replacement horse bonds after one week.
- Marksmanship: 3 arrows per (at most 1 incendiary). Range modifiers become +1 short, 0 medium, -3 long, and there are no mounted-fire penalties on his primary mount.
Hindrances
- Hunting apology: eats and wears only animals he killed himself. He must apologize to each kill and make a check; a failure means abandoning the carcass, though others may use it. A deliberate violation means a fast of 1d4+1 days at -1 to attacks and to and .
- Fear of undead: on each undead encounter, vs. paralyzation. A success still leaves him fighting at -2 to attack; a failure means fleeing as FEAR for 1d4 , though he fights at the penalty if cornered.
Ravager
A berserker enforcer and bodyguard: honorable but volatile, scorning missile weapons and armor alike.
Benefits
- Natural AC by (Table 24): AC 7 at levels 1-2, AC 6 at 3-4, AC 5 at 5-6, AC 4 at 7-8, AC 3 at 9-11, AC 2 at 12-14, AC 1 at 15-17, AC 0 at 18+.
- Rage, voluntarily: one of build-up, then a vs. death magic to enter, retried for up to 10 rounds and succeeding automatically on the 11th. It lasts a number of rounds equal to , ends early after two consecutive rounds without , and may be ended voluntarily. While enraged: +2 to attack and , a -2 AC bonus (to a maximum of AC 0), attackers deal -1 damage, and +2 on saves vs. charm and mental effects.
- Weaponless combat: his fists count as a club, 1d6 against S/M and 1d3 against L.
Hindrances
- Rage locks onto one primary target until it dies or escapes; switching targets ends the rage. When rage ends, vs. death magic or be exhausted until a full hour's rest: no rage, -2 to attacks, MV 12.
- Involuntary rage on a trigger (an insult, the death of a friend or animal, news of an enemy's victory, treachery, lost or damaged favorite gear; the DM and player may add more): 1d4 of warning, then vs. death magic or rage for the full duration with no early end, directed at the offender, then the nearest bystander, then objects. Companions may restrain him. The exhaustion check follows as normal.
Wizard Slayer
An elder-chosen hunter of evil spellcasters, magically treated from birth and tattooed with three concentric circles.
Benefits
- A permanent PROTECTION FROM EVIL aura with a 1-ft radius, as the 1st- priest spell.
- Know at will by touch, as the 2nd- priest spell; the target is allowed a .
- Detect illusion: 5% per to a 75% maximum, twice per day, once per phenomenon.
- Detect magic: 25% +5% per to a 90% maximum, at will, after one full of concentration. It senses intensity only (dim through overwhelming), never the ; on a success there is a 50% chance of also sensing the caster's good or evil bent.
- Attack magical creatures: may hit creatures requiring +1 weapons at 4th , +2 at 6th, +3 at 8th, +4 at 10th, and +5 at 12th. This grants no bonus to the rolls themselves.
- XP bonuses: 150% of the XP value for destroying or disposing of a magical item that is evil-aligned or was made or wielded by an evil caster, provided the item is unrecoverable — especially by his own party. Double XP for slaying an evil wizard or priest.
Hindrances
- Cannot use ANY magic items.
- Willingly accepting a wizard's spell costs all benefits for 24 hours, or until atonement.
- Combat compulsion: must prioritize evil spellcasters over all other foes, and must pursue rumored ones unless dissuaded or restrained. This does not override rescuing companions.
Notes
- +10% XP if BOTH and are 16 or higher.
- Base 15. +3 bonus when determining the movement rate (optional PHB Ch. 6 rules); no bonus to weight carried.
- Attacks per : 1/round at 1-6, 3/2 at 7-12, 2/round at 13+.
- May fight with a lighter secondary weapon for +1 attack/ beyond the normal limit, at the Table 7 penalties.
- Physical : leaping/springing (Table 8), back protection (Table 9, 15% at 1st +5%/ to 95%), climbing as a thief without tools (Table 9, 60% at 1st +5%/level to 95%).
- Requires a homeland terrain, chosen at creation and permanent.
- (humans): barbarian fighter <-> shaman only. To shaman: Str 15 minimum plus Dex/Con/Wis 17.
- are restricted to the PHBR14 tables.