Barbarian Level Progression | Barbarian Skills Chance of Success | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S | +AC | CS | HD | MS |
1 | 0 | Hunter | 1d8 | 19[0] | 10 | 13 | 12 | 15 | 16 | +0 | 87 | 10 | 20 |
2 | 2,500 | Huntsmaster | +1d8 | 19[0] | 10 | 13 | 12 | 15 | 16 | +0 | 88 | 15 | 25 |
3 | 5,000 | Barbarian Warrior | +1d8 | 19[0] | 10 | 13 | 12 | 15 | 16 | +0 | 89 | 20 | 30 |
4 | 10,000 | Barbarian Hero | +1d8 | 17[+2] | 8 | 11 | 10 | 13 | 13 | +1 | 90 | 25 | 35 |
5 | 18,500 | Berserker | +1d8 | 17[+2] | 8 | 11 | 10 | 13 | 13 | +1 | 91 | 30 | 37 |
6 | 37,000 | Barbarian Champion | +1d8 | 17[+2] | 8 | 11 | 10 | 13 | 13 | +2 | 92 | 33 | 40 |
7 | 85,000 | Horde Master | +1d8 | 14[+5] | 6 | 9 | 8 | 10 | 10 | +2 | 93 | 36 | 42 |
8 | 140,000 | Conqueror | +1d8 | 14[+5] | 6 | 9 | 8 | 10 | 10 | +3 | 94 | 40 | 44 |
9 | 270,000 | Barbarian Lord | +1d8 | 14[+5] | 6 | 9 | 8 | 10 | 10 | +3 | 95 | 43 | 46 |
10 | 400,000 | Barbarian Lord, 10th | +3 | 12[+7] | 6 | 4 | 8 | 7 | 7 | +4 | 96 | 46 | 48 |
11 | 530,000 | Barbarian Lord, 11th | +3 | 12[+7] | 4 | 7 | 6 | 8 | 7 | +4 | 97 | 50 | 50 |
12 | 660,000 | [Name] the Barbarian | +3 | 12[+7] | 4 | 7 | 6 | 8 | 7 | +4 | 98 | 53 | 50 |
13 | 790,000 | [Name] the Destroyer | +3 | 10[+9] | 3 | 5 | 4 | 5 | 5 | +4 | 99 | 56 | 50 |
14 | 920,000 | [Name] the Conquerer | +3 | 10[+9] | 3 | 5 | 4 | 5 | 5 | +4 | 99 | 60 | 50 |
Barbarians are tribal warriors from wild lands. They are formidable fighters with many useful survival skills but have a deep mistrust of the arcane.
Prime requisites: A barbarian with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 16 or higher, the barbarian gets a +10% bonus.
Literacy: A 1st level barbarian cannot read or write, irrespective of INT score.
Upon reaching 4th level, a barbarian gains a +1 AC bonus. This increases to +2 at 6th level, +3 at 8th level, and +4 at 10th level.
In the wilderness, barbarians can use the following skills with the chance of success shown opposite:
Barbarians can use all types of weapons and can use leather armour, chainmail, and shields.
In the wilderness, a barbarian can gather herbs to concoct an antidote to natural poisons. This takes one turn per character to be cured. Each subject may make a second save versus poison to end the effects.
Barbarians are mistrustful of magic and will refuse to knowingly use or come under the influence of spells or magic items. Barbarians will accept divine magic associated with their tribal religion.
A party with a barbarian succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance.
A barbarian of 4th level or higher is able to hit monsters that can normally only be harmed by magic.
A barbarian can call upon their native people to form a great horde of warriors, numbering 250 per level above 7th. The warriors are 1st level fighters with basic combat gear and may be mounted if customary in their culture. A horde can only be mustered for a specific purpose (e.g. attacking an enemy city, rescuing hostages, etc.). Once the purpose is achieved or abandoned, the horde disbands. Mustering a horde takes one week, and it remains for one week per level of the barbarian.
All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
The referee should roll for hiding and moving silently on the player’s behalf, as the barbarian always believes the attempt to be successful. If the roll fails, the referee knows that the barbarian has been noticed and should determine enemies’ actions appropriately.