Sorry for the late posting of this… I was preparing for Connecticon over the weekend and my time became a bit thin.
Well without further hold up, here is the sneak peek at the Barbarian!
With Ithmyrrian blood flowing through their veins, the Barbarians of Leviathan stand strong with the resolve of their exiled Atevan ancestors. At the end of the First Age when the great Empire of Ithmyrr retreated back behind its borders, many of the soldiers remained in the occupied lands, denouncing their people, heritage, and the Dragons. In the dawn of the Second Age families of the exiled left the cities of Ithmyrr and rejoined their loved ones in the former occupied lands. These groups took to the great northern mountains, chose a nomadic life along the plains, while others ventured to the southern jungles aboard packed ships. After a long trek they found safety and comfort in human settlements. Over the years they mingled and intermarried with the lesser men and adapted to these new human societies and cultures. These exiles shared these secrets of the forge and the art of Atevan warfare. There have been few to tangle with these brutal warriors and live. To the Barbarians the glory of their Atevan heritage has become the makings of stories and song. Many years have passed since the exiles integrated with the humans; the product of this union has borne strong men and women, warriors of great stature and strength.
Most Barbarians do little business outside of their lands. While the needs of the individual clans differ, many prefer seclusion from those of the so called “Civilized” lands. Barbarian merchants maintain trade with major cities and along shipping routes, but many avoid the large cities in fear of sorcerers and black magics. Since the Sorcerer Kings fell, tribesmen have been spotted more frequently in cities, taverns and along roads than in ages past. Rumors tell of exiled Barbarian chieftains or brash adventurers looking for riches amongst the ruins of the old world.
Hit Points: A Barbarian Gains a D14 per level for Hit Points
Weapons Training: A Barbarian is trained in the following weapons – Battle Axe, Club, Crossbow, Dagger, Flail, Hand Axe, Javelin, Long Bow, Long Sword, Mace, Scimitar, Short Bow, Short Sword, Spear, Two Handed Sword, War Hammer. Barbarians prefer Leather and Hide armor, but do occasionally don chainmail shirts or leggings when faced with tougher odds.
Alignment: Barbarians tend to favor the alignments of their chosen totems. While most follow the paths of chaos, some remain neutral to the world at large.
Savage Ferocity: Barbarians embrace the thrill of battle and the feel of cold steel between their fingers. In the heat of battle primal instinct throws them into a battle lust and makes the Barbarian a deadly foe. When a Barbarian character rolls a critical strike during combat, he rolls on the critical chart as per rules, but gains an additional boon. Barbarians rolls a D8 (plus Personality bonus) then consult the Savage Ferocity chart below. The player can always choose a lesser effect if desired (example: player rolled a 7 (Primal Rage), but wished to take Skin of Iron (3 on the chart) as the effect.) Savage Ferocity does not replace extra attacks Barbarians gain at higher levels; it is an additional combat feat. The Barbarian can only use Savage Ferocity once per round.
Taboos: Tribal superstition and the distrust of Sorcerers and Witches makes the Barbarian uneasy. They see the pacts sorcerers and witches make with demons and devils as a great evil and a slight to nature. The Barbarian doesn’t outright distrust magic, magic items, or Sorcerers, but they will not go out of the way to interact with such people or things. The Barbarian’s player will need to make a save vs. Will to maintain control when around these taboos. The Barbarian adds his class level to this roll to show adaption over time. Barbarians will not intentionally harm a spell caster whom he deems useful (for the moment).
Survival: Reared far from the great cities, keeping alive by way of the hunt, and enduring the harsh elements the Barbarians knack for survival is legendary. Keen senses, animal like cunning and great strength has kept their people alive and proven great boon. Unlike those who lived soft and pampered lives amongst the city born, the Barbarian can take what he needs from his surroundings and forage on. Barbarian characters have the unique ability and necessary skills to ensure not only himself, but his companions can find food and water even in the most desolate of areas.
Savage Ferocity D8 Roll
1) Caged Fury: The Barbarian instills fear and doubt in the mind of his foe. The opponent takes a negative modifier equal to the Barbarian’s Personality stat to all combat related rolls against the Barbarian on his next turn.
2) Lion’s Pounce: The Barbarian’s powerful leg muscles and great strength hurtle him across the battlefield. In addition the Barbarian’s standard move (30’) he may take an additional 30’ running jump at the end of his turn. The Barbarian does however, suffer a – 2 to Armor Class against adjacent enemies.
3) Skin of Iron: Hard work and tough environments has made the Barbarian’s skin tough like leather. Next round the Barbarian adds his Stamina modifier to his Armor Class.
4) Pain of Battle: The Barbarian’s primal instinct and mettle allows him to ignore pain while in the heat of battle. When Pain of Battle is chosen the player may roll the Barbarian’s hit die (D14) and heal that amount in hit points. This ability becomes 2 D14 at 5th Level and 3 D14 at 10th Level. This ability may only be used once per combat.
5) Blind Hatred: The Barbarian’s foe becomes obsessed with killing him and drops his own guard to finish the job. The Barbarian’s opponent gains a positive modifier equal to the Barbarian’s Personality stat on attacks, but loses this amount to his AC and saves until the Barbarian (or the opponent) is dead.
6) Feral Charge: Savage fury turns to berserker rage in the heat of battle. The Barbarian can charge an adjacent foe within 15’ and perform a single melee attack with a modifier equal to his Personality modifier. The Barbarian does suffer a -2 penalty to Armor Class against the former opponent.
7) Primal Rage: The War-Gods of old fill the Barbarian with feral energies and become one with them on the battlefield. The Barbarian remains enraged for a number of rounds equal to his level and fights as if he was two levels higher (with regards to attack bonuses, critical tables and ranges. After the rage has exhausted a Fort save must be made or the Barbarian can do nothing for 1d3 rounds. This option can only be taken \ once per melee.
8+) Gods be Damned: The War-Gods (spirits, totems, etc.) have favored the Barbarian’s combat prowess and wish to see him conquer and crush his enemies. The Barbarian gains the boons listed in Primal Rage, but he remains enraged until all foes lie dead before him. In addition, the Barbarian may continue to fight and take related actions until he reaches negative his Stamina score. Beyond this negative Hit Point level the Barbarian is considered dead and off celebrating in the long halls of his ancestors. Once melee is over (and has not dropped below the negative Stamina) the Barbarian must make a Fort save or fall unconscious for 1D24 hours. If the save is successful the Barbarian loses hit points equal to the number of combat rounds.