HIT DICE: D12
ATTACK BONUS: +1 for every turn of combat until the fighting is finished. (1)
Barbarians get +2 to Fortitude saves and +1 to Reflex saves.
Barbarians can use simple weapons.
Barbarians add their STR bonus to their AC. (2)
Barbarians deal double damage when they are at half hit points or lower. (3)
They deal triple damage when they are at 1 hit point or lower. (3)
Barbarians are not downed at 0 hit points or lower. (4)
Barbarians get a bonus to climbing, jumping, and swimming rolls equal to their level. (5)
1. A barbarian's attack bonus starts at plain old +1. But then! It goes up by 1 every turn of combat. Combat lasts 10 turns? That's a +10 attack bonus. There is no upper limit because THEIR RAGE IS INFINITE. "Until fighting is finished" is a vague term but it should be pretty obvious when combat is over.
2. Base unarmored AC starts at 12 (LotFP-style). So a barbarian's AC is generally between 12 and 15. Good thing they have the biggest hit dice.
3. This plus the increasing attack bonus is how we do "barbarian rage" in our games. Lower than 1 hit point is possible not just because of the next barbarian ability but also because a PC can be at 0 hp and still functioning under specific conditions (see the next bullet).
4. Most PCs are incapacitated at 0 or fewer hit points. The way we do healing and first aid means you can be at 0 hp and still do stuff, but at a -4 penalty. I'll cover all that stuff in another post. For now just know that a barbarian at less than 0 hit points is dying but not all the way dead until they hit "negative Constitution" (so like if their Constitution score is 15 then they are dead-dead at -15 hit points). They also don't get the -4 penalty to actions at 0 or fewer hit points. (I gotta post the death and dying rules so this all makes more sense.)
5. This seems pretty useful and also I don't think it has ever come up. My players never read their own character sheets.
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