Game Rule Information
The following changes have been made to the powers and abilities
of the Barbarian. Any published rules for the barbarian that do
not directly contradict the contents of this page still apply.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UA p94). At first level the barbarian gains
the Basic Weapons feat, and his choice of any three other Weapon
Group Feats. This replaces the Simple Weapon Proficiecy and Martial
Weapon Proficiency feats that no longer exist in my game. The barbarian's
proficiency with armour is unchanged.
Illiteracy: Barbarians are still much less likely to be
literate than a character hailing from a more civilised setting.
However, there is no longer any provision in the rules for this
fact. A barbarian character begins play with the same number of
free language slots as any other character class, and is technically
free to spend those slots on learning alphabets as well as spoken
tongues. Becuase they come from a culture that doesn't have a written
language and, for the most part, do not see the value of a written
language barbarians do not learn how to read or write. Player characters
are always exceptions, however, and if you want your barbarian to
be able to read and write then I have no problem with it. It goes
without saying that you have to be able to justify your choice.
Variants
The following variants may be considered legitimate options for
players of barbarian characters. Players shouldn't feel obligued
to adopt these options instead of the standard class. These variants
don't make the character any more powerful, they simply make it
different. "Official" variants are found in a variety
of sources, notably the Unearthed Arcana and DMG.
For a complete list of all the variants I use in my campaigns follow
this link.
Whirling Frenzy: This ability replaces the standard bonuses
a barbarian gets while raging. Barbarians that attack with a whirling
frenzy are more difficult to hit, get bonuses to their Reflex saving
throws and can take an extra attack per round. This option evokes
the image of the swift wild-man who relies on speed and surprise
to take down his foes rather than brute strength and indomitability.
See UA p66 for more details.
Totem Barbarians: The Unearthed Arcana introduced
the concept of Totem Barbarians - barbarians with abilities tied
to a certain animal. The concept of the totem, while interesting
in and of itself, is simply a means to justify swapping out some
of the barbarian's abilities for others of comparable power. There
is nothing wrong with this - variety is a good thing, and there
is no real reason why the powers of one barbarian should be the
same as the powers of all barbarians. The Unearthed Arcana
presents ten totem animals, the game mechanics of which can be used
without modification. Obviously this is just the tip of the iceberg.
There is nothing stopping a player from creating a barbarian with
unique abilities, as long as the power level is comparable to the
list in the UA, and it is approved by the GM. Equally, variants
need not be justified by tying the character to a totem animal,
they might be born of the barbarian's environment or his heritage.
See UA pp48-49.
Planar Substituion Levels: Barbarians who make the prerequisites
may swap out certain class abilities in favour of planar-related
ones. At 3rd level they may swap Trap Sense for Portal Sense. At
7th level they may swap standard damage reduction with planar damager
reduction. At 11th level they may swap greater rage for menacing
rage. They also gain Knowledge (the planes) as a class skill. See
Planar Handbook pages 27 and 28 for more details.
See Also
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