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arbarians are tough and hardy fighters capable of surviving great damage. They are fearsome and unparalleled warriors, relying on their great strength and berserker rage to get them out of most situations. They can usually recover from damage more quickly than others, but while physically impressive, they are mentally unimpressive. Barbarians also fear and detest magic and will never use any magical item.
Due to their wild upbringing, barbarians can easily become proficient at a wide range of weapons. However, they are best off with an edged weapon, such as a sword, to start their rampage.
Barbarians are not usually concerned about their alignment, being anything from evil to neutral to good.
arbarians may learn the following skills: Axe Throwing, Axes, Bandage, Bash, Berserk, Blind Fighting, Block, Catch, Climb Walls, Cooking, Dagger Throwing, Daggers, Dart Throwing, Disarm, Dodge, Draw, Dual Switch, Dual Wield, Endure Hunger, Extra Attack One, Extra Attack Two, Extra Attack Three, Extra Attack Four, Extra Attack Five, Extra Attack Six, Extra Attack Seven, Greatswords, Guard, Hammer Throwing, Hammers, Hide, Hitall, Kick, Lightning Strike, Listen, Lose, Maces, Mountaineering, Parry, Pole Arms, Rescue, Scan, Shadow, Sneak, Outside, Spear Throwing, Spears, Spot, Star Throwing, Staves, Stun, Stunned Maneuvers, Swimming, Switch Opponents, Swords, Toss, Track, Unarmed Combat, and Whips.
arbarians may learn the following specialties: Accuracy, Alertness, Ambidexterity, Athletics, Axe Mastery, Charisma, Clarity, Dagger Mastery, Door Bash, Frenzy, Gladiator, Greatsword Mastery, Hammer Mastery, Head Butt, Heir, Intimidation, Iron Grip, Jack of Trades, Mace Mastery, Magic Tolerance, Nimbleness, Nine Lives, Packrat, Pain Immunity, Parting Blow, Perception, Pole Arm Mastery, Porter, Prone Attack, Prone Defense, Quickdon, Quicksilver, Reason, Recuperation, Retreat, Shield Expertise, Spear Mastery, Staff Mastery, Stroke of Luck, Surprise Attack, Sword Mastery, Throwing Expertise, Tolerate Healing, Toughness, Trample, Unarmed Mastery, Vigilant Rest, Vigor, Whip Mastery, and Whirlwind.
arbarians gain the following abilities at avatar levels:
 | Initiate Avatar: | Innate Fly, Scry, and True Sight; Immunity to Paralyze |
 | Lord of Earth: | Ability to use Stuns, Bashes, and similar combat skills despite crowding |
 | Lord of Water: | Resistance to Pierce |
 | Lord of Fire: | Ability to wield a total weight of 35 |
 | Lord of Air: | Reduced delay for a successful bash |
 | Elemental Lord: | Resistance to Slash |
 | Spiritfinder: | Ability to wield a total weight of 40 |
 | Spiritmaster: | Innate Sanctuary; Immunity to Drain |
 | Lord of Spirit: | One-time gain of 150 hit points |
 | Avatar: | Resistance to Blunt |
 | Grand Avatar: | Ability to dual wield or use a shield while wielding a two-handed weapon |
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