Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: [2°Ed] Barbaro

Salve a tutti. Nell'afa padana pongo una domanda: Qualcuno mi può dare i
dati per il Barbaro, seconda edizione. Io possiedo 2 descrizioni, che allego
in fondo al post in forma ridotta, una tratta dallo Skill & Powers, un'altra
tratta dal
Fighter's Handbook, ne esistono altre? E se si dove?
A parte il recupero del materiale, qualcuno mi vuole commentare il ruolo del
barbaro, o meglio la domanda è: un barbaro può civilmente vivere in una
città di NON barbari? O comunque si sente a disagio, etc.
Merci beaucoup.
Dryas, Druida del Lago Arcobaleno
____________________________
____________________________
dovrei dire, ex-Dryas,Druida del Lago Arcobaleno, visto la situazione
critica nella quale mi trovo. Sono immobilizzata da un tentacolo di Evard e
ho davanti un ranger del 9° (che ha bevuto una pozione di forza dei giganti)
che il prossimo round mi farà 3 attacchi ed io ho 14 pf.
BARBARO dal Skill & Powers
Barbarian  The barbarian is perhaps the most common fantasy?fiction
archetype. Powerfully built, immensely strong, and clad in furs and skins,
the barbarian..............
...................................eces or a handful of coppers, but not
much more.
BARBARO dal Fighter's Handbook
Barbarian
Description: 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......................
......................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.
--
hòla, beppe!

 Handbook, ne esistono altre? E se si dove?
Esiste The Complete Barbarian's Handbook, TSR 1995. Nel manuale
vengono presentate due versioni di barbaro: il guerriero e lo sciamano.
Ci sono poi kit, capacità, armi e equipaggiamento, nonché, cultura e
role-playing dei barbari.
--
Maurizio Vaggi
http://www.seabarons.it

Mi autorispondo? Sia nello Skill & Powers che nel Fighter's Handbook non ho
trovato grosse differenze tra il barbaro e il normale guerriero, a livello
di capacità di combattimento, etc. Anzi è più volte scritto che vivendo nel
mondo civilizzato a lungo andare i barbari possono indossare armature ed
usare armi di ogni tipo. E' corretto.
Ma quale è allora la classe che tira i d12 per i pf? o è solo una mia
elucubrazione?
E quale è la classe che permette di andare in Berserker?
hòla, beppe

 E quale è la classe che permette di andare in Berserker?
Da Unearthed Arcana (AD&D 1'Ed)
-------------------
The Barbarian
The barbarian class is a sub-class of fighter. Barbarian characters are
adept at the many skills necessary for survival in a hostile wilderness.
These skills include rapid movement, climbing, use of many weap-
ons, certain “sixth senses,” and many secondary and tertiary abili-
ties. Barbarians are tough and hardy, and recover quickly from
damage. A barbarian must have strength and constitution scores of
no less than 15 each, a dexterity score of 14 or better, and a wisdom
score of no greater than 16. The barbarian is considered to have no
principal attribute, and as such does not gain any bonus to earned ex-
perience points. A player Character barbarian cannot be a character
with two classes.
Barbarians gain a bonus to their armor class of 2 steps for every point
of dexterity over 14, but only if the armor worn is not of the fairly
bulky
or bulky type. If fairly bulky or bulky armor is worn, the bonus is + 1
per point over 14. This replaces the Defensive Adjustment for dexter-
ity given to other classes. The Reaction/Attacking Adjustment re-
mains the same for the barbarian’s dexterity. In addition, barbarians
gain + 2 hit points per point of constitution over 14, as opposed to the
normal constitution bonus for other classes.
Barbarians can be of any non-lawful alignment, but must be human.
They do not use alignment language of any sort, however, and initially
the barbarian knows only how to speak his tribal tongue and the com-
mon tongue. A barbarian must learn how to read and write if he or she
desires these skills. A barbarian can learn languages according to his
or her intelligence, just as any other character can.
Barbarians are tough and hardy fighters, hardened by the savage
lands of their birth. They have 12-sided hit dice and a base movement
rate of 15”. They use the combat tables for normal fighters, and may
use any sort of weapon, shield, and armor (but note that fairly bulky or
bulky armor reduces the barbarian’s armor class bonus for dexterity).
The initial number of weapons the barbarian uses must include the
hand axe, knife, and spear. Additional weapons based upon the bar-
barian’s native area may be chosen by the DM.
BARBARIANS (FIGHTERS) TABLE I
				12-Sided
				Dice for
Experience 	   Exp.		Exp. Accum. 
Points		   Level	Hit Point	Level Title
      0 - 6000	     1		  1		Barbarian
   6001 - 12000	     2		  2		Barbarian
  12001 - 24000	     3		  3		Barbarian
  24001 - 48000      4		  4		Barbarian
  48001 - 80000      5		  5		Barbarian
  80001 - 150000     6		  6		Barbarian
 150001 - 275000     7		  7		Barbarian
 275001 - 500000     8		  8		Barbarian
 500001 - 1000000    9		  8+4		Barbarian
1000001 - 1500000   10		  8+8		Barbarian
1500001 - 2000000   11		  8+12		Barbarian
500,000 experience points per level for each additional level
above the 1lth.
Barbarians gain 4 h.p. per level after the 8th.
Barbarians in general detest magic and those who use it. They will, at
low levels of experience, refuse to employ any sort of magic item if
they recognize it as such. They will often seek to destroy magic items,
and if successful they receive an experience-point award as if they
possessed the destroyed items. While magic-users will be shunned
initially, and always viewed with suspicion, clerical spells of the type
used by shamans and witch doctors are not so viewed, though high-
level clerical spells are suspect.
A barbarian’s natural attack abilities allow him or her to strike crea-
tures that would normally be immune to non-magical attacks as the
barbarian rises in level. At 4th level the barbarian can affect
creatures
which require a + 1 or better weapon to hit, while a 6th-level barbarian
can strike creatures which require a + 2 weapon to hit. Similarly, at
8th level, the barbarian can hit creatures requiring a + 3 weapon to
hit, and at 10th level can hurt creatures requiring a + 4 weapon to hit.
At 12th level, a barbarian can affect creatures harmed normally only
by weapons of + 5 or better. The barbarian, despite the ability to hit
such creatures, does not gain a bonus “to hit” or inflict additional
damage because of this ability. Only barbarians have this ability
among all the player character classes.
All barbarians have the following bonuses to their saving throws:
They are + 4 versus poison, + 3 versus paralyzation, death magic,
petrification, and polymorph, and + 2 versus rod, staff and wand and
breath weapon. Barbarians gain no benefit to their saving throw ver-
sus spell at start, but gain a + 1 to such saving throws for every four
levels attained.
The barbarian character has the following primary abilities:
Climb cliffs and trees: The barbarian can climb trees and natural
cliffs (or ledges, mountains, etc.) as a thief of the same level would
climb walls. Barbarians may also climb walls of other kinds once
they have had the opportunity to practice scaling that particular
type of surface.
Hide in natural surroundings: Barbarians can hide in natural sur-
roundings that are familiar to the barbarian as a thief of three
levels higher would hidein shadows. A barbarian can hide in unfa-
miliar natural surroundings as a thief of the same level would hide
in shadows.
Surprise: Barbarians surprise opponents on a 3 in 6 chance, or 4 in
6 if they are in familiar terrain. Barbarians are themselves sur-
prised 10% of the time, or only 5% in familiar terrain.
Backprotection: Any attempt to attack a barbarian from behind, in-
cluding such attacks by assassins or thieves, has a 5% chance
per level of being detected and countered. That is, if a barbarian
detects a back attack (a 5% chance at 1 st level, 10% at 2nd, etc.)
the barbarian avoidsihe attack form. The former back attack be-
comes a normal attack. The barbarian is also then entitled to at-
tack the former “back attacker,” even though the barbarian may
already have engaged in what would otherwise have been his or
her full normal combat for that round.
Leaping and springing: Barbarians are able to leap up to a maxi-
mum distance of 10 feet forward, 3 feet backward, or 3 feet up-
ward from a standing start. If the barbarian is able to move freely
and get a running start, the forward leap can range from 16-21 feet
(15 + d6), and the upward leap from 4% to 6 feet (4 + d4, each pip
equaling l/z foot). Springing under similar conditions gives an up-
ward distance of 4-7 feet, depending on the surface used as a step
to gain height and spring.
Detect illusion: Barbarians have a 5% chance per level of deter-
mining that some sight, sound or other sensory phenomenon is
actually an i/lusion/phantasm spell of some type. This detection
takes one round of concentration on the illusion. Regardless of the
barbarian’s level, the chance to so detect such spells may never
exceed 75%.
Detect magic: Barbarians have a 25% chance of detecting any
sort of magic other than the illusion/,phantasm variety. This again
takes one round of concentration, and applies to items or spells,
but not to persons who are able to effect magic. For each level the
barbarian gains beyond the 1st level, the barbarian gains an addi-
tional 5% to his or her base chance of detection. However, this
chance may never exceed 90% regardless of the barbarian’s level
of experience. The type of magic is never revealed by this ability.
Leadership: When dealing with other barbarians, a barbarian adds
his or her level of experience to his or her charisma score to get an
effective charisma effect on other barbarians. Comeliness does
not affect, nor is it affected by, this ability
In addition to the primary skills, every barbarian possesses all of the
following secondary abilities. These secondary abilities are generally
not usable (certainly not to their fullest potential) in areas which are
unfamiliar to the barbarian, although the skills can be applied to a new
locale with differing flora, fauna, and climate, after about one month
of continual exposure to the new area.
Survival: The barbarian has the necessary skills for survival in the’
wild, including hunting, small animal trapping, food gathering,
shelter building, body covering, and fire building.
First aid: This skill allows the barbarian to bind wounds, set sprains
or broken bones, and concoct natural antidotes and natural cures
for diseases. This means the barbarian immediately regains 1 hit
point, and thereafter he or she regains hit points at twice the nor-
mal rate, regaining 2 hit points per day if resting, and 1 hit point per
day even if active and adventuring. The barbarian can also bind
wounds to prevent further loss in hit points of other characters.
Such “first aid” restores 1, hit point immediately, and then in-
creases hit-point recovery by 1000/0 if the barbarian continues to
administer aid and cures. When dealing with natural poison and ill-
ness, the barbarian has a 10% chance of effecting a cure. If the
poison or disease is known, this chance of success rises to a per-
centage equal to 50 plus the victim’s constitution score.
Outdoor craft: This skill includes plant and animal detection as a
3rd-level druid, direction determination, and the ability to predict
weather as if the spell of that name were cast by a 3rd-level druid.
Tracking: A barbarian’s tracking skill is equal to that of a ranger of
the same level, but a barbarian may only track in the outdoors.
Finally, a barbarian will have one or more of the following tertiary
skills
depending on the locale or culture from which he or she originates.
Which skills are applicable are determined by the DM according to
the nature of the campaign.
Animal handling: The barbarian can handle and domesticate wild
animals. Usually this is restricted to dogs, but could possibly in-
clude animals such as wolves, large birds, giant lynxes, etc.
Horsemanship: The barbarian is skilled in using his horse in com-
bat, and this ability could include the handling of draft teams.
Long distance signaling: The barbarian is capable of using the sig-
naling methods of his native land (including such things as drums,
smoke, or mirror flashes) to communicate over long distances.
Running: This skill enables the barbarian to move at full speed
(twice normal movement rate) for no less than three full days be-
fore having to “rest” by spending a day moving at normal rate.
Similarly, endurance will be twice normal for movement situations.
Small craft, paddled: The barbarian is skilled in the building and
use of small canoes and hide boats.
Smallcraft, rowed: This skill includes the building of wooden boats
and the rowing andlor sailing of these boats.
Sound imitation: The barbarian with this skill can mimic various
sounds, including bird or animal calls, either for the purpose of lur-
ing those creatures or for signaling.
Snare building: This skill allows the barbarian to construct dead-
falls, pits, and other traps for large and even very large animals
and like creatures.
Native territory: Many of a barbarian’s abilities depend on the native
territory of the character. It is mandatory that barbarian characters
come from some out-of-the-way barbaric state or area within the cam-
paign. Typically they are cavemen, dervishes, nomads, or tribesmen.
Only such uncivilized backgrounds can generate the necessary sur-
roundings to produce individuals of the stock from which barbarian
fighters would be drawn.
Within the WORLD OF GREYHAWK” Fantasy Game Setting, for ex-
ample, there are several areas that could spawn the barbarian sub-
class. The landsof the Frost, Ice, and Snow Barbarians, as well as the
Hold of Stonefist, would be the homeland of barbarians of the
ScandinavianlSlavic mold. These characters would employ broad
swords and short bows in addition to the required initial weapons.
Horsemanship would be nominal at best, but these barbarians would
have running abilities and the skill in small craft, rowed.
Barbarians from the Rovers of the Barrens, Tiger, and Wolf Nomads
would be excellent horsemen. The Rovers, being the most barbaric of
these groups, would have the tertiary abilities of running, animal han-
dling, paddled small craft, sound imitation, and snare building. Their
main weapons would be the club, javelin, and lasso or short bow.
Other Nomads from this group would be most efficient at long dis-
tance signaling, and skilled in the use of the lance, scimitar, and com-
posite short bow.
Savages of the Amedio Jungle or Hepmonaland would have the ter-
tiary abilities of long distance signaling, running, sound imitation,
snare building, and possibly paddled small craft. In the Amedio Jun-
gle, the preferred weapons would be club, blowgun or shortbow, and
dart or javelin. In Hepmonaland, the typical weapons would be atlatl
and javelin, club, and short sword.
Using the above as examples, the DM can tailor his barbarians to fit
his campaign. Not only does the native area determine initial weap-
ons known, but it also serves as a base of judgment for the use of sec-
ondary abilities. These abilities are severely limited outside the
native territory of the barbarian, until the character becomes more
effective with his or her abilities by gaining familiarity with the new
area.
As barbarians rise in level, they gain further abilities, some of which
have been noted above. Further, some of the limitations placed on the
barbarian are relaxed or lifted. A summary follows:
Level		Actions and abilities
2		May associate freely with clerics
3		May use magic potions
4		May use magic weapons
		May strike creatures hit only by + 1 weapons
		Gains + 1 on saving throws versus spell
5		May use magic armor
6		May associate with magic-users - if necessary!
		May strike creatures hit only by + 2 weapons
7		May use weapon-like miscellaneous magic items
8		May associate with magic-users - occasionally
		May strike creatures hit only by + 3 weapons
		Gains + 2 on saving throws versus spell
		May summon a Barbarian Horde (see below)
9		May use protection scrolls
10		May use most magic items available to fighters
		May strike creatures hit only by + 4 weapons
12		Gains + 3 on saving throws versus spell
		May strike creatures hit only by + 5 weapons
The Barbarian Horde: Upon reaching 8th level, a barbarian may
summon a barbarian horde. This horde can only be summoned in the
native territory of the barbarian, from among barbarians of his back-
ground. Cavemen, dervishes, nomads, and tribesmen (see Monster
Manual, “Men”) are now considered barbarians. A barbarian horde
can number as many members as its leader’s experience-point total
divided by 1000. Thus, a barbarian who has just reached 8th level can
gather a 275-member horde, and one who has just reached 9th level
can have a 500-member horde.
A horde takes a week to gather in the barbarian’s home territory, and
must have a stated purpose, such as “Tear apart the College of Magic
in Arcana City brick by brick” or “Rescue Princess Madelyn from the
Storm Pirates” or “Serve under Goodbar the Cleric in his battle
against the infidels.” Deviating from the proclaimed purpose by the
horde or its leader may cause the horde to disband, at the DM’s op-
tion. Members of disbanded hordes will return by the quickest and
safest route to their home lands.
A barbarian horde can only be kept together for as many weeks as the
barbarian leader has levels of experience. At the end of this time, the
horde is usually disbanded. Exceptions may be made if large
amounts of treasure are distributed to the members, if the leader has
an effective charisma of 23 or more with respect to other barbarians, if
the leader of the horde is a tribal leader as well, or if an unattained
goal is in easy reach. Each of these special circumstances which ap-
ply would extend the duration of the horde by 1-2 weeks at most. A
tribal leader who has his horde disband beneath him will not receive a
warm welcome the next time he returns to his homeland.
In addition to the normal barbarians in the horde, the leader of the
horde will gain two aides, each of a level equal to one-half of the
leader’s level (rounded down). Each aide will have two assistants of
one-half the aide’s level. An 8th-level barbarian would therefore have a
horde of 275 men plus two 4th-level aides and four 2nd-level assis-
tants to those aides. The horde may include shamans, witch doctors,
or clerics, depending on the nature of the barbarians. Barbarian sha-
mans and witch doctors gain wisdom bonuses and may use magic
items of any sort as applicable. Normal clerics will have full spell ca-
pability, but in all cases barbarian ability-score statistics apply.
Barbarian clerics are always non-player characters.
(C) TSR/WotC
----------------

 ha scritto nel messaggio
news:9l6b0b$40e$1...@pegasus.tiscalinet.it...



etc, etc

Guarda che con skills & powers esce benissimo: stavo infatti
cercando di convertirlo pari pari dalla 3a ed, ma purtroppo era
troppo potente, così gliel'ho fatto costruire con S & P, ed è uscito
un ottimo Pg. Se vuoi, per fare quello classico, obbligalo a fare
certe scelte: niente corazze al di sotto di quelle di maglia, tira il
d12
per i pf, maggiore mobilità, bonus alla difesa. In più, se proprio è
necessario, dagli una volta al giorno ogni 4 livelli l'abilità Furia
barbarica
(+2 a forza e costituzione per 1 round ogni 3 punti (modificati) di
cos,
alla fine è esausto ed ha -2 a tutti i tiri per colpire e per i danni
finchè
non si riposa per almeno un turno).
Ciao,
Lorenzo, The Lich Master IHGGer #940 IHGGDer #38
Also Known as Hyperion Brightblade Mc Hooper and Wardin the Orcslayer
"Mentre voi giocavate con le spade di legno io studiavo!"