Armor/Shield Permitted: Light and Medium Armor and All Shields.
Weapons Permitted: All.
Prime Attribute: Strength and Constitution, 5% XP Bonus for 15+ in both.
Attack Table: As per Fighting-man.
Starting Gold: 6d4x10.
While a properly trained Fighting-man is common in all cultures, the warrior-folk of most commonly found in Norsicar are a more feral type of warriors. Oft-times when in combat, they are overtaken by a powerful rage and become more of a destructive force that the people of other lands fear and respect. Because of their harsh upbringing, they resist damage from the elements better then peoples from the 'softer' lands. Though uncommon, Barbarians can come from other lands (for instance, those from desert lands are referred to as Dervishes).
The Barbarian is a sub-class of Fighting–men who are strong and tough. Barbarians must have scores of at least 13 in Strength, 12 Dexterity and 13 in Constitution. They have several special abilities, drawn from their wildnerness upbringing. Most Barbarians are brought up in a tribe or clan that has a totem animal, a sacred life form that the tribe holds in near-divine reverence. While Barbarians respect individual toughness, most possess a will as unbending as their bodies and are highly honorable, if a bit uncouth.
Barbarian Class Abilities
Taboo: Barbarians have great faith in Druidism due to living in harmony with the lands in order to survive. They hold animal life, especially a totem animal, as sacred. Arcane magic is viewed as a door to an unnatural world, however while it is tolerated, practicioners of it will never be accepted.
Berserk (1st Level): This grants the Barbarian a +2 bonus to the attack roll and damage rolls for one entire combat, but the character takes a +1[-1] penalty to armor class as well. Immediately after the combat ends, the character must rest for 1 turn or be exhausted, suffering a -2 penalty to all die rolls and a +2[-2] penalty to armor class for the rest of the day.
Resiliency (1st Level): Barbarians, being toughened by their constant exposure to the elements of Nature, reduce the damage from heat and cold-based attacks by 1 point per die. They are tougher than a normal man as well, gaining a bonus hit point per hit die.
Wilderness Lore (1st level): Barbarians can follow tracks and trail markings in the wilderness or indoors in natural settings. He can determine numbers, length of time since the tracks were made, size of the track makers and speed moved. Barbarians also lessen the chance to get lost in the wilderness. They are proficient hunters, possessing a chance to supply their party with 1 days’ worth of food under normal conditions. Barbarians gain a +1 bonus to any die rolls to determine the success of these actions.
Multiple Attacks (2nd level): Against creatures with less than one full hit die, a Barbarian makes one melee attack per level each round.
Combat Options (3rd Level): Barbarians gain Fighting-man Combat Options at 3rd level and additional Combat Options at levels 8th and 13th.
Weapon Mastery (3rd Level): Barbarians gain Weapon Mastery at 3rd level and are treated as a Fighting-man of 2 levels less. They gain additional 'slots' at 6th, 9th, 12th and 15th level.
Ferocity (5th Level): While Berserking, the Barbarian can continue to function normally while at negative hit points until the combat is over. He must still roll his system shock saving throw each round, but will not die or go unconscious until after the combat is over.
Greater Resiliency (8th Level): Against heat and cold-based effects, Barbarians automatically recieve half damage. If the effect allows a saving throw for half damage, the Barbarian only recieves one-quarter damage on a successful saving throw.
Barbarian Camp (9th Level): If the Barbarian establishes a holding, he attracts 10d20 loyal followers, at least half of which will be barbarians desiring to follow such a famous hero and be the next legend of the homeland.
Level | Title | Experience | HD | Dodge | Ego | Toughness |
1 | Berserker | 0 | 1d8+1 | 15 | 16 | 14 |
2 | Brute | 2,250 | 2d8+2 | 14 | 15 | 13 |
3 | Conquerer | 4,500 | 3d8+3 | 13 | 14 | 12 |
4 | Slayer | 9,000 | 4d8+4 | 12 | 13 | 11 |
5 | Destroyer | 18,000 | 5d8+5 | 11 | 12 | 10 |
6 | Ravager | 36,000 | 6d8+6 | 10 | 11 | 9 |
7 | Slaughterer | 72,000 | 7d8+7 | 9 | 10 | 8 |
8 | Barbarian | 144,000 | 8d8+8 | 8 | 9 | 7 |
9 | Warlord | 288,000 | 9d8+9 | 7 | 8 | 6 |
10 | Warlord | 380,000 | +2 hp | 6 | 7 | 5 |
11 | Warlord | 480,000 | +4 hp | 5 | 6 | 4 |
12 | Warlord | 580,000 | +6 hp | 5 | 6 | 4 |
13 | Warlord | 680,000 | +8 hp | 5 | 6 | 4 |
14 | Warlord | 780,000 | +10 hp | 5 | 6 | 4 |
15+ | Warlord | +100,000 | +2 hp | 5 | 6 | 4 |
The Berserker will appear in the forth-coming World of Onn: Core Rules Companion Supplement and levels above 15 will be covered in that volume as well.
To convert into standard Swords & Wizardry, Hit Dice would be 1d6+3 and hit points beyond 9th level would be as a Fighting-man, use the attack and saving throws as a Fighting-man and discount the Weapon Mastery and Combat Option abilities. Restrict to Leather armor and Shield, but allow any weapon.
3 comments:
I got around to adding level titles, thanks to John for some suggestions!
No problem! Love the titles.
I updated the post with quick conversion notes into standard Swords & Wizardry, as well as allowing readers to know they will become part of the 'official' Onn canon of classes in the Companion Guide.
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