Chapter 1 - Class - Character Kits - Warrior Kits
Note: This kit is taken from the Complete Fighter's Handbook.
This is not the barbarian of history, but the barbarian of fantasy fiction. He's a powerful warrior from a culture on the fringes of civilization. He's left his home to
sell his skills and adventure in the civilized world—perhaps to amass a fortune with
which to return home, perhaps to become an important figure in this so-called
civilization. He's known for strength, cunning, contempt for the outer world's decadence,
and for adhering to his own code of honor.
The barbarian is usually very strong; therefore, the barbarian must have a Strength ability score of 15 or more. A character can come from a barbarian tribe and have a lower
Strength than that—but he cannot have the Barbarian Kit.
Role: The typical RPG barbarian is a powerful, dangerous figure, as though he were
an animal totem in human skin. In a campaign, he's a front-line fighter with some special
skills and a very different outlook than the rest of the characters; his player should always
play him as someone from a different land, someone whose likes and dislikes and
perceptions are based on a different culture. (If you play him as just another warrior from
down the street, you lose a lot of the mystique the character has.)
If the PC party has no real leader, he may gravitate to that role; if it has a good
enough leader, he'll probably stick to being a specialist in the things he does well.
Secondary Skills: The DM will decide, based on the character's background, what
sort of secondary skill would be required. Most barbarian tribes have a required skill; a
tribe that makes its living by fishing would have Fisher as its required secondary skill.
Weapon Proficiencies: Required: Battle Axe, Bastard Sword. (These are the
classical fiction-barbarian weapons; the DM may decide to substitute others more
appropriate to his own world.) Barbarian fighters may specialize in any weapon, but are
not likely to encounter unusual weapons (like lances, quarterstaves, flails, peculiar
polearms) until they reach the outer world. Recommended: Bow (any), Sling, Sword
(any), War Hammer.
Nonweapon Proficiencies: Bonus Proficiency: Endurance.
Recommended:
General—Animal Handling, Animal Training, Direction Sense, Fire-Building, Riding
(Land-Based), Weather Sense, (Warrior) Blind-Fighting, Hunting, Mountaineering,
Running, Set Snares, Survival, Tracking, (Priest—costs twice the listed number of slots if
Fighter or Ranger, or just the listed number if Paladin) Herbalism, (Rogue—costs double
slots) Jumping. The DM is within his rights to insist that the Barbarian character take a
proficiency in the tribal specialty (Fishing, Agriculture, whatever) if the DM so wishes.
Equipment: The character, when he spends his starting gold, may not buy armor
heavier than splint mail, banded mail, or bronze plate mail. Outside his tribe, once he has
adventured in the outer world, he can use any type of armor without penalty. When he
spends his starting gold, he must limit himself to weapons the DM says are appropriate
for his tribe—the usual group of weapons includes battle axe, bows (any), club, dagger or
dirk, footman's flail, mace, or pick, hand or throwing axe, sling, spear, or sword (any).
Special Benefits: Barbarians are impressive because of sheer strength, intensity, and
animal magnetism; this gives them a +3 reaction adjustment bonus in certain situations.
Whenever the barbarian character achieves a reaction roll of 8 or less (including
Charisma and racial bonuses), you subtract the modifier. That is, if the reaction is
positive at all, it will be even more positive than it otherwise would have been.
Special Hindrances: All that impressiveness can work against the Barbarian, too.
Whenever the barbarian character achieves a reaction roll of 14 or more, he takes an
additional –3 modifier. That is, if the reaction is negative at all, it will be even more
negative than it otherwise would have been—the barbarian is scary, and the other person
overreacts.
Wealth Options: The Barbarian gets the starting gold for a Warrior (5d4x10 gp), but
he must spend it all (before starting play) except three gp or less; he can have some
pocket change when he reaches civilization, but must be close to penniless.
Races: Demihuman Barbarians follow the same rules. Dwarves are perhaps the most
admirably suited to being Barbarians. The DM will have to decide whether his elves,
half-elves and gnomes are brooding and menacing enough to be Barbarians; the question
is even harder with the leisure-loving halflings. But if the DM wishes to allow any or all
of these demihuman races to have Barbarians among them, he may.
Final Note: Most classic fantasy-fiction barbarians are male, but this Warrior Kit can
certainly be taken by female characters, with all the Kit's requirements, benefits, and
hindrances in effect.