Difference between revisions of "Barbarian"

From Tenebrae
Jump to navigation Jump to search
Line 18: Line 18:
 
|-
 
|-
 
| style="background:#ccc;"|'''PRD Entry'''
 
| style="background:#ccc;"|'''PRD Entry'''
|[http://www.pathfinderreference.com/classes/barbarian.htm PRD Entry]
+
|[http://paizo.com/pathfinderRPG/prd/classes/barbarian.html#_barbarian Barbarian]
 
|}
 
|}
   

Revision as of 17:29, 30 August 2012

Barbarian04.jpg
The Barbarian
Common Roles Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier, survivalist, nature's warrior
Common Races Giantborn, Khazad-Mornir, Humans (especially the Dranei, Aesir), Oruch, Sith'makar, Half-orcs
Influencial Faiths Angoron, Dana, Gilead, Kor
Common Organizations Organizations admitting barbarians tend to be more loosely organized than say, a merchant's guild. Many of them focus on providing places and facilities for gladatorial combat, while others may be fraternal-style drinking halls. One of the more notable is the Armsmaster's Guild, formed for the protection of the gladiator, and love of sport. Barbarian characters may also look towards groups associated with Angoron and Kor, who are classic warrior deities.
PRD Entry Barbarian

Despite the number of industrialized city-states and nations that dot the landscape of the Great Continent, there are still many wild and outlying areas consisting of unexplored and untamed regions inhabited by cultures that hold firm to the traditions and beliefs of their past. Some of these regions are quite vast, populated by proud and powerful people and others are small, inhabited by simple rustic people who are satisfied with their way of life and see no need to change.

The Barbarian is a warrior who is, at his core, a survivalist, and who has tapped into the rugged primal power that infuses the world. He wields overwhelming strength by which he defeats his foes. The barbarian culture may produce any number of different classes but the Barbarian himself is the embodiment of the berserker fury inherent to the primal power of the world.

The iconic Emblem of Ea barbarian will usually hail from one of the outlying frontier areas or culturally exotic places in the world. Human, Orc and Half-Orc barbarians typically emerge from the vast realm of Dran and its regional affiliates. Sith'makar barbarians are are some of their tribes' fiercest warriors. The nation of Dran is well known for its brutal warrior traditions and mercenary armies and they have produced some of the most powerful warriors the world has ever known. To the northwest, the reaches of far-away Stormgarde produce proud warriors of a primal heritage. The enormous Giantborn emerge from both the high north of Stormgarde and the harsh Tablelands of Dran. Legendary Storm Dwarves dwell on high mountain peaks, atop their faithful griffon mounts. Human, dwarf and Jotunbrud Barbarians might emerge from these lands as well. Among the Mountain Dwarves, barbarians sometimes emerge from among their Stonesmasher and Skyhammer clans. An Lucht Siuil barbarians ride the lengths of The Vast as outriders, side by side human barbarians from the Phurai Dae tribes of horse lords and nomads.

Barbarians also often exist among the mercenary thugs, criminals and malcontents that make the depths of The Desolation their home coupled with simple rustic tribes or monstrous races that are simply trying to survive there and exist in solitude.

Bludgun harbors Ogres, Bugbears and other monstrous races well suited towards this mentality and way of fighting. By and large the elves do not take well to this particular brand of training and fighting, the Wild Elves who dwell on the outskirts of the Periantha or who roam the edge of The Vast may produce barbarians of this nature as well. Beyond these well-known lands, other stories of strange and unusual origins of barbarians also rise up in taverns. Stories abound of human children stranded in distant alien lands such as the wilds of Jammur or the jungles of the Jade Islands or the countless mountain domains of The Roof of the World. Here they are saved and raised by sentient wild animals or savage humanoids resulting in another source for Barbarians.

Additional Options

APG Rage Powers

The following additional rage powers are allowed from the APG: Brawler, Greater Brawler, Disruptive, Spellbreaker, Witch Hunter, Come and Get Me, Flesh Wound, Groundbreaker, Guarded Life, Knockdown, Smasher, Elemental Rage, Lesser Elemental Rage, Greater Elemental Rage, Energy Resistance, Greater Energy Resistance, Energy Absorption, Energy Eruption, Hurling, Lesser Hurling, Greater Hurling, Hurling Charge, Overbearing Advance, Overbearing Onslaught

Starting Kits

Coming soon.

Concept Attributes Feats and Skills Rage Powers Notes

Want to help out? Have an idea for a concept? Share it here.