Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 3.5 – Iconic Barbarian


Thinking of playing a Barbarian? Here is an excellent article regarding  the pros and cons of playing a barbarian: Barbarians with Class   By Skip Williams.

Here is the information for playing an iconic Barbarian character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d12

Class Skills: Climb, Intimidate, Jump, Swim

Class Knowledge: Geography

Illiteracy: Barbarians are not illiterate unless the player wants to play them that way.

Alignment: Barbarians are not required to be of a non-lawful alignment. Any alignment, or no alignment, is okay.

Special abilities: The following are the special abilities available to barbarians. The abilities are listed under the level that they are acquired.

1st Level
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Fast Movement: Add +10 to speed (except when wearing heavy armor or caring a heavy load).
Rage 1/day: once a day, temporarily gain a +4 STR bonus, a +4 CON bonus, and a +2 morale bonus on Will saves, but take a –2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) CON modifier. At the end of the rage, he loses the rage modifiers and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
2nd Level
Uncanny Dodge: Retain Dexterity bonus to AC (if any) when flat-footed.
3rd Level
Athletic: You get a +2 bonus on all Climb checks and Swim checks.
Trap sense: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 2/day: Rage as above, but you can now rage up to 2 times per day.
5th Level
Improved uncanny dodge: Can not be flanked.
6th Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Trap sense +2: As above but +2 to Reflex saves and AC vs. traps.
7th Level
Damage reduction -1: Subtract 1 from damage received from a weapon or a natural attack.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 3/day: Rage as above, but you can now rage up to 3 times per day.
9th Level
Diehard: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
Trap sense +3: As above but +3 to Reflex saves and AC vs. traps.
10th Level
Damage reduction -2: As above but -2 to damage.
11th Level
Greater rage: As Rage above but STR and CON bonus becomes +6, and Will saves bonus becomes +3. The penalty to AC remains at -2.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Rage 4/day: Greater rage as above, but you can now rage up to 4 times per day.
Trap sense +4: As above but +4 to Reflex saves and AC vs. traps.
13th Level
Damage reduction -3: As above but -3 to damage.
14th Level
Indomitable will: While in a rage, +4 bonus on Will saves to resist enchantment spells.
15th Level
Persuasive: You get a +2 bonus on all Bluff checks and Intimidate checks.
Trap sense +5: As above but +5 to Reflex saves and AC vs. traps.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Damage reduction -4: As above but -4 to damage.
Rage 5/day: Greater rage as above, but you can now rage up to 5 times per day.
17th Level
Tireless rage: No longer become fatigued at the end of a rage.
18th Level
Toughness: You gain +3 hit points.
Trap sense +6: As above but +5 to Reflex saves and AC vs. traps.
19th Level
Damage reduction -5: As above but -5 to damage.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Mighty Rage: As Rage above but STR and CON bonus becomes +8, and Will saves bonus becomes +5. The penalty to AC remains at -2.
Rage 6/day: Mighty rage as above, but can now rage up to 6 times per day.
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