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Barbarians as a sub-race

Posted: Fri Dec 05, 2008 2:40 am
by koralas
Ok, all the talk of the Barbarians thread made me dig out my old 2E notebook with the notes on the Barbarian sub-race. Looking at it, it still holds up pretty good, but needs some tweaking, and I have also reformatted it as the other races in the PHB. What I have here, is a start, but not the whole. This contains the common attributes that all of the various sub-races would have. What I need is some help with making sure it is balanced, before I start on the specifics for each of the sub-races.

In my rush to post I've also noticed that there has been quite a bit of activity on the barbarian thread, so I'll check it out shortly...
Barbaric Clans
Barbaric clans can be found amongst most of the sentient races of the world, humans and humanoids (and their half-breeds) being the most common. Barbaric Dwarves still abound, as do savage halfling tribes, while Gnomes number quite a few less, and there remain but a few, small, tribes of wild elves.

In this treatise we will look at the common traits of the Barbaric Clans, and have a small peek at how they differ.
Common Traits

Description

Members of the barbaric tribes look much like others of their ilk, though more brutish. They tend towards being unkempt, with wild and matted hair and beards, and a general increase in body hair. Usually their brows and chins are more pronounced, though they aren't always. Barbaric folk are generally of greater bulk, mostly an increase of muscle mass, but they also have a higher percentage of body fat. Few, other than the older members of the clan, can actually be viewed as being overweight. They bathe infrequently, and are often infested with parasites. These folk tend to be of tougher stock than the more civilized members of their race.
Personality

Ranging from gruff to unpleasant, and even outright hostile, the barbaric tribes are generally shunned by civilized beings. They tend towards rudeness, and generally distrust anyone from outside their tribe, though once a bond of friendship is formed, they are fiercely loyal. This said, oft times the kindness of individual members of the tribes is seemingly boundless to those of great beauty, the helpless, and the innocent.

Within the tribe, honor and respect abounds, in many cases this is accomplished through fear or awe. Still, strong bonds of community keeps the tribes together, and to insult any one is to insult all. Protective of their own, and with long memories, only the unwise raise their ire.

Most of the barbarians are highly superstitious and generally fear much that which they do not understand. Magic whether arcane or divine, is shunned by most barbaric races, the most notable exception is the wild elves, which embrace aspects of the arcane (for more information, please see the section on the barbaric elves). Even the shamans of their own tribes (yet to be detailed, for now treat as druids) are held in awe and oft a bit of fear, though respected. The magic of the shamans stems normally from the gods (wiccan like) or spirits of the ancestors, as such it is accepted by the tribe, though only few other than those whom practice it, actually embrace it. Foreign magical items are generally avoided, though some individuals have taken up such taboo items, most often in defense of the tribe. Those items actually blessed by the shamans of the tribe are accepted and utilized freely.

Living in the wilds, barbaric tribes are much more in tune with nature, living off the land all their lives, their survival skills far exceed others of their parent race. They are generally hardier than others, though some few suffer greatly the ravages of disease. Those of weak constitution that survive to adulthood are revered as being touched by the gods. Though this also causes not a bit of fear to be felt by their fellow tribesmen.
Racial Affinities

As mentioned previously, they tend to distrust outsiders, including other clans of their own race. The usual affinities hold true from their parent stock, though there is some easing of tension in some cases, while others are much more pronounced. See each of the racial stocks for details.
Environment

Barbarians can come from all parts of the world, in any climate, though always far from cities. Some of the barbaric clans tend towards different environs, and these will be detailed below.
Common Racial Traits and Abilities

Survival

This is the same as the ranger skill, though a barbarian will only forage for d4 people per day. Foraging takes a barbarians 10 hours to complete. If the barbarian is classed as a ranger, they can forage as normal for the class, though they gain a bonus of +2 on their die roll when in a environment similar to their home environment. Further, the base for this test is a 15, unless Wisdom is a prime, then it is 12 as normal. Consult the following chart to determine the initial challenge class before adjustment by the Castle Keeper:

-2 In their home environment

3 Similar to their home environment

6 Dissimilar environs

10 Extreme different environments

Similar environments would be of the same type but in a different locale from their home

Dissimilar examples would be plainsmen in low or high mountains or in the tropics

Extreme differences would be anything to arctic or desert
Scale

As the ranger skill, though the ability is tailored to the terrain of the barbarian's homeland. Such as climbing mountains, or trees, and traversing steep hills, or slippery sea side cliffs. The challenge base is set at 15, unless dexterity is a Prime, then as normal it will be a 12.
Awareness

This is the uncanny ability of the barbarians to be highly aware of their surroundings, almost a sixth sense of sorts, but of purely natural origins. Perhaps sensitive to smell, or keen hearing, even feeling the disturbances in their air caused by those nearby. This manifests itself in many ways, though only a few are outlined here.

Surprise: When the barbarian and her companions would normally be surprised, the barbarian (but not her companions) can make a Wisdom check (as if Wisdom was a Prime) to avoid being surprised, and act as normal.

Light Sleeper: Many barbarians are very light sleepers, though some sleep like logs and would not benefit from this ability. When about to be attacked while asleep, the barbarian can make a Wisdom check (at a base of 15 if Wisdom is not a Prime) to awaken an instant before the attack, granting them their Dex bonus (if any) and a situational bonus of +2 to their Armor Class as the enemy is surprised at the sudden movement.
Toughness

Barbarians double their Constitution bonus/penalty in all aspects, HP bonus, and ability/save checks.
Restricted Armor

Barbarians tend to utilize lighter armors, preferring to rely on their agility and ability more than the tin cans of the hoity-toity. They usually use the following armor types: Padded, Cuir Boulle, Leather (Coats, Suits, or Laminar) , Studded Leather, Chain Shirts, and shields (usually wooden, but any may be utilized). When in these armors (or none at all), the barbarian gains an AC bonus equal to his level (round off), to a max of +5. Further, Hide and Chain Hauberks are frequently worn, though the bulk of the Hide and weight of the Hauberk hampers this ability, providing only half the bonus (round up) normally received.

Note, characters with two classes add their highest level to of their second class to determine their total level. This means that a Fighter/Rogue of 10/6 would be considered 13th level and gain a bonus of +3. Characters with more than two classes add their highest class level plus 1/3 (round up) of the average of the other classes. So that a Barbarian/Rogue/Bard of 10/8/6 would also be considered 13th level and gain +3.
Languages

Common, Sign, Racial Languages (see below)

Note that most barbarians are completely illiterate, though some have mastered a rudimentary written language utilized by their tribe, far more exceptional is the one that has learned the basics of reading and writing their racial tongue (Common for humans), and the most rare may be able to read/write small bits of a second or third language.
Size

As their racial stock +/- up to 15%
Move

As their racial stock.
Typical Classes

Fighter, Ranger, Rogue, Barbarian, Shaman (Druid), Bard
Restricted Classes

Wizard, Illusionist, Cleric, Paladin, Knight, Monk
Primary Attribute

Constitution must be selected as one of the characters Primes.
Attribute Modifiers

+1 Constitution, -1 Intelligence, -4 Charisma (only to those outside their tribe)
Ranger Modifier

+1 Scale, +1 Traps, +2 Survival in home environment (as noted above)
Rogue Modifier

Climb +1, Listen +1

Well, that is it for now, please comment.

Scott

Ah, a rework on the class...

Posted: Fri Dec 05, 2008 3:19 am
by koralas
Hmm, maybe this becomes somewhat redundant then... still I'd like input and if there is interest, I'll post up further updates as I complete them.

Posted: Fri Dec 05, 2008 10:57 am
by Lord Dynel
Okay, I have a question - is this something like a "template" or a kit (for the 2E folks out there) that you apply to a class? I'm not sure how this works.

Posted: Fri Dec 05, 2008 11:58 am
by koralas
Lord Dynel wrote:
Okay, I have a question - is this something like a "template" or a kit (for the 2E folks out there) that you apply to a class? I'm not sure how this works.

No, this is the common set of traits that the barbarian sub-races will have. Each of the different races will be detailed, so for example, the wild elf would have additional ability adjustments (+1 dex and -1 con (offsetting the +1 from the base)), additional bonuses as a Ranger and Rogue, and the ability to be a wizard (well I actually had a different home brew version of the M-U for the wild elves, not sure if I want to convert it or not). Further, they will also have some of the parent stock racial traits, such as Enhanced Senses (which will stack with Awareness), Twilight Vision, and Move Silently with a challenge base of 15, 12 if dex is prime. Further their Race Affinities is adjusted to lessen their distrust of goblinoids, with the exception of Orcs, with whom their hatred spans the years back to the creation of the races.