S&W was my first retroclone and is still my
favorite one, responsible for bringing me to the OSR and – more important – for
opening my eyes to older games. RPGs that I, erroneously, believe to be
outdated. In regard to S&W, the genie is definitely still in the bottle –
especially the wonderful S&W White Box.
Here is a new class for S&W – the Barbarian.
If you liked it I also made other two classes for OD&D – the Yogi and the
Mastermind. I’m also tinkering with an entry-level class for spellcaster –
something that doesn’t use the vancian system. I’ll post it here maybe in this
week.
My take on the Barbarian tries to move away
from the traditional d20 version. His niche are resiliency and survival, not
rage and of hit points. I’m not sure how far I was successful with those.
The Barbarian
Barbarians use the same attack matrix as
Fighters, Paladins and Rangers. They have the same saving throw and Hit Dice as
Fighters and require the same amount of XP to level as Rangers.
Barbarians are driven by instinct and animal
reflexes, reacting to things before most civilized people know what’s happening.
Parties containing a barbarian are only surprised on a 1 in 6 chance and have a
+1 bonus to initiative checks (multiple barbarians in the group don’t increase
this bonus).
If a barbarian fails a save against a fear
effect, he can instead choose to go berserker. While in this state, he must
attack an enemy each round through melee combat. He gains a +2 bonus to attack
and damage rolls. If no enemy is in sight, he must strike an ally. Each time he
hits an ally, the barbarian can attempt a save to stop the rage. After raging,
he suffers a -2 penalty to all rolls for the next 1d6 hours. At 3rd level, a
barbarian can choose to rage after failing any charm of dominating effect. At
7th level, a barbarian can choose to rage after being reduced to ¼ of his total
hit points.
Barbarians are though and resilient. They can
go without food, water and rest for three times longer than other characters.
They can also hold their breaths trice the normal time. They can also forage
successfully for food and water for themselves and five other characters.
Barbarians are reinvigorated by blood and
slaughter. After felling an adversary with a natural 20 or killing the
strongest enemy around (monster with more HD and biggest size) a barbarian can
either execute a free attack or recover 1HD of hit points. This ability can
only be used once per day.
At 4th level, a barbarian is capable of keep
fighting even after suffering grievous wounds. If brought to 0 or less hit
points, he is allowed a save. If successful, he doesn’t fall dead or
unconscious, but roll a 1d4. This is how many hit point he has left. This
ability can only be used once per day.
At 8th level, a barbarian gains preternatural
reflexes and inhuman vigor. If he succeeds at a save, he doesn’t suffer any
damage from effects that deal half damage like fireballs. He also can reroll saving throws against poisons and
death magic, if the first roll was a failure.
At 9th level a barbarian becomes a barbarian
chief and can either built a holdfast in the wilderness or gather a band of
raiders. A holdfast will attract followers from the barbarian’s clan, tribe or
kin. He must keep the hold free from outside interference. If the barbarian
gather a band of (usually mounted or sea) raiders, he’ll attract only ½ the
usual numbers of followers. The barbarian chief can’t stay more than a month in
the same place (or hex), but can wander freely through the same region, for as
long as there’s loot.
Barbarians distrust most forms of magic,
especially arcane. They can only use magic weapons, armors and potions.
Barbarians are filled with strange customs and
taboos. A barbarian must choose 2 taboos or roll on those available below:
- Can’t hurt women.
- Can’t lie.
- Can’t use “foreign” weapons and armors.
- Can’t allow spells to be cast on him.
- Can’t accept or ask for help.
- Must always honor his word.
A barbarian that breaks his taboo, lose access
to the class abilities described above (except foraging) for the next days (at
maximum a week) because his inner resolve is shattered. The referee can allow a
barbarian to redeem himself before that if the character gets in a dire fight
(i.e. either is brought to 0 or less hit points or slays a number of HD equal
to triple his level – alone).
Barbarians can’t be of Lawful alignment.
Usually only humans come from barbarian cultures.
Optional class
ability:
A barbarian can choose to shatter his weapon
after hitting an enemy. The attack deals maximum damage. He can only use this
ability once per day. Think on this like an inverted “shields shall be shattered!” rule.
Nice. I don't normally play barbarians myself but i do like this.
ReplyDeleteVery nice write-up. I especially like that you kept rage but as the result of a failed fear save. Fight or flight, indeed. The useof taboos adds flavor but it not completely hamstringing as the "I hate magic" trope of the 1E barbarian. Well done!
ReplyDeleteThanks! I'm really glad you're enjoying the class ;-)
ReplyDeleteOne big question!
ReplyDeleteYou've written that "Barbarians distrust most forms of magic, especially arcane. They can only use magic weapons, armors and potions."...
But does a Barbarian use only magic weapons and no normal ones because he distrust magic?!? Where is the limitation in doing so? Maybe you would say that a Barbarian cannot use magic weapons and armors, right?
And has the Barbarian limitations on wearing armors or he can wield also a full plate?
Hi!
DeleteBarbarians can use all weapons and armors (except if their choose certain types of weird customs/tabooks). They can only use magic weapons, armor and potions. They'll not use any other magic items (this includes IMO a lot of stuff... like rings, bracelets, crowns, boots, belts, generic items etc.)
This is not the AD&D 1st "anti-magic" Barbarian (also known as the Forsaken prestige class for D&D 3.0). I was aiming for something else.
Thanks, Josè :)
ReplyDeleteCool version of the barbarian! Thanks!
ReplyDelete