Barbarian: Difference between revisions
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== Class Features == | == Class Features == | ||
'''Hit Die:''' d12 | |||
'''Class Skills:''' Balance (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Listen (Wis), Parry (Dex), Spot (Wis) | |||
'''Skill Points at 1st Level:''' (4+Intelligence Modifier) x 4 | |||
'''Skill Points at Each Additional Level:''' 4 + Int Modifier |
Revision as of 23:13, 13 October 2023
From the frozen wastes of norther La Mordia and the hellish jungles of the Markovia both come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These "barbarians," however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
Adventuring is the best chance barbarians have of finding a place in a civilized society. They're not well suited to the monotony of guard duty or other mundane tasks. Barbarians also have no trouble with the dangers, the uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies. They have a noted distaste for that which they consider unnatural, including undead, demons, and devils.
Class Niche
The barbarian is an excellent warrior. Where the fighter's skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.
Alignment and Religion
Some barbarians distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship. Barbarians that do find native religion are often devoted to more naturalistic gods, like the Wolf God or the Cult of the Ancestral Choir.
Barbarians as Adventurers
Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may have been lured to the settled lands by the promise of riches, may have escaped after being captured in his homeland and sold into "civilized" slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no bond with each other unless they come from the same tribe or land. In fact, they think of themselves not as barbarians but as warriors. Although they are not common in any domain, most barbarians hail from the wilds of Markovia, or the untamed wildernesses of La Mordia outside of the city proper. Most Barovia whom live alone on the outskirts of civilization are barbarians (or rangers), but such individuals are rare. Old noapte is dangerous, after all.
As people of the wild, barbarians are most comfortable in the company of rangers, druids, and clerics of nature deities. Many barbarians admire the talents and spontaneity of bards, and some are enthusiastic lovers of music. Barbarians don't trust that which they don't understand, and that includes wizardry, which they call "book magic." They find sorcerers more understandable than wizards, but maybe that's just because sorcerers tend to be more charismatic. Monks, with their studied, practiced, deliberate approach to combat, sometimes have a hard time seeing eye to eye with barbarians, but members of these classes aren't necessarily hostile to each other. Barbarians have no special attitudes toward fighters, paladins, clerics, or rogues.
A barbarian's typical primary role in a group of adventurers is as a front-line combat specialist. No other character can match his sheer toughness. He can also serve as a good scout, thanks to his speed, skill selection, and trap sense.
Differences from the SRD/Vanilla NWN
- Barbarians in TOUD are not alignment-locked. They may be of any alignment.
- The class skill list has been changed to include Balance, Heal, Parry, and Spot.
Class Features
Hit Die: d12 Class Skills: Balance (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Listen (Wis), Parry (Dex), Spot (Wis) Skill Points at 1st Level: (4+Intelligence Modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier