|Characters on Arelith:|
|Race - Alignment |
|Deity - Class |
|Gifts - Backgrounds|
|Mark of Destiny|
Barbarian is a default base class with Arelith specific changes.
Arelith Barbarians enjoy many changes that benefit their martial and rage aspects. The #Path: Tribesman changes rage mechanics even further. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: Any non-lawful
Hit die: d12
Proficiencies: armor (light, medium), shields, weapons (martial, simple)
Skill points: 6 + int modifier ((6 + int modifier) * 4 at 1st level)
Class Skills: animal empathy, craft mastery, discipline, heal, intimidate, listen, lore, parry, ride, sail, spot, taunt
Unavailable feats: weapon specialization
Primary saving throw(s): fortitude
Base attack bonus: +1/level
Hit points rolls on Arelith are always maximum.
|1st||+1||+2||+0||+0||barbarian fast movement, barbarian rage, +1 AB during rage||12||-||-||+1||+3||+1|
|2nd||+2||+3||+0||+0||uncanny dodge I||24||-||-||+1||+3||+1|
|4th||+4||+4||+1||+1||5% Physical Immunity during rage||48||-||-||+2||+4||+2|
|5th||+5||+4||+1||+1||uncanny dodge II||60||-||+1||+2||+4||+2|
|8th||+8/+3||+6||+2||+2||passive damage bonus +1||96||-||+1||+3||+6||+3|
|10th||+10/+5||+7||+3||+3||uncanny dodge III||120||-||+2||+3||+6||+3|
|11th||+11/+6/+1||+7||+3||+3||damage reduction I||132||1/-||+2||+3||+6||+3|
|12th||+12/+7/+2||+8||+4||+4||barbarian dodge +2 dodge AC, +2 AB during rage||144||1/-||+2||+4||+7||+4|
|13th||+13/+8/+3||+8||+4||+4||uncanny dodge IV||156||1/-||+3||+4||+7||+4|
|14th||+14/+9/+4||+9||+4||+4||damage reduction II||168||2/-||+3||+4||+7||+4|
|16th||+16/+11/+6/+1||+10||+5||+5||uncanny dodge V, 10% Physical Immunity during rage, passive damage bonus +2||192||2/-||+4||+6||+9||+5|
|17th||+17/+12/+7/+2||+10||+5||+5||damage reduction III||204||3/-||+4||+6||+9||+5|
|19th||+19/+14/+9/+4||+11||+6||+6||uncanny dodge VI||228||3/-||+5||+6||+9||+5|
|20th||+20/+15/+10/+5||+12||+6||+6||damage reduction IV, barbarian dodge +4 dodge AC||240||4/-||+5||+7||+11||+6|
Bonus feats: The epic barbarian gains a bonus feat every four levels after 20th. In other words, at levels 24 and 28.
Epic barbarian bonus feats: armor skin, epic damage reduction, epic prowess, epic toughness, epic weapon focus, mighty rage, overwhelming critical, superior initiative, terrifying rage, thundering rage
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
|21st||passive damage bonus +3||252||4/-||+5||+7||+11||+6|
|23rd||bonus feat, epic barbarian damage reduction, passive damage bonus +4||276||5/-||+6||+7||+11||+6|
|25th||passive damage bonus +5||300||5/-||+7||+9||+13||+7|
|26th||bonus feat, epic barbarian damage reduction II||312||6/-||+7||+9||+13||+7|
|27th||passive damage bonus +6||324||6/-||+7||+9||+13||+7|
|29th||bonus feat, epic barbarian damage reduction III, passive damage bonus +7||348||7/-||+8||+12||+16||+8|
|Class skills||-||Barbarians on Arelith get access to Animal Empathy, Sail and Spot as class skills.|
|You're Drunk||-|| When sufficiently drunk (below 0% sobriety) the Barbarian gains a boost to his strength. Three kinds of beverages decreases your sobriety: ale, wine (different kinds but same effect) and spirits. Drinking these will decrease sobriety and rest meter. How much they decrease depends on the CON stat of the character. This covers all character and not only Barbarians.
Only Barbarians get the following benefit:
TIP: when a tick takes you from Drunk to Sober the barbarian drunk-benefit remains for the next tick but at a +3 (This happens wither your bonus was +2 or +5). This means a carefully drinking barbarian can keep themselves in a two tick routine where they have +2 and +5 to STR with only minor DEX penalties. Any change to any meter (rest, drink, rest) will remove bonus STR when the barbarian is sober.
|Barbarian Rage||-|| The Rage doesn't have any of the vanilla effects of NWN, but it will instead do the following:
|Epic Rage||-|| Epic rage feats are updated as well. Each epic rage feat updates the visual effect of Rage. Epic Rage Feats no longer affects rage tiers.
|Passive Damage Bonus||8||Barbarians get bonus physical damage based on their Constitution score, as long as they are wielding a melee weapon or throwing axes. The bonus damage is equal to the Barbarian's base CON modifier. The first bonus is at level 8 (+1) and the second is at level 16 (+2 total). Every odd epic barbarian level adds an additional +1, to a max of +7 at level 29. This is a passive bonus to damage that is always active, and stacks with the bonus weapon damage from rage.|
|Barbarian Dodge||12||They gain +2 Dodge AC at level 12, and other +2 at level 20 for a +4 dodge AC total bonus, as long as the barbarian is wearing medium or lighter armor.|
|Epic Bonus Feats||-|| Barbarians gain Epic Bonus Feats at the following levels: 23, 26, 29.
The Tribesman is a Barbarian Path. The barbarian loses the rage ability (including epic rage), and instead he gains, through deed or right, the loyalty of his clan: A tribesman can call upon two tribesmen to aid him in battle any time.
- The Rage ability can be used to summon a Tribal Warrior. It does not have a limit of uses per day, but it goes on a six-minute cooldown if a tribesman dies or is dismissed.
- The tribesmen act as henchmen, so they have no "duration" and will remain with the barbarian until dismissed or slain. A summoned creature can be conjured as well.
- They share race and armor type of the Barbarian. Tribesmen don't use the fat phenotype and are always randomly gendered.
- They share the Barbarian level (not character level) of the player character.
- They don't share racial abilities with the Player character and they don't share any enchantments the player character has on their armor.
- The tribesmen don't have any rage abilities.
- A player may RP through the barbarians using the Associate Tool and the -a command.
Progression of Tribal Warriors
- Equipment: The Tribesmen are called to battle dual-wielding a battle axe with a handaxe.
- Enhancement: Every 6 levels, they gain +1 magical enhancement to their weapons. At every level, they gain +1 AC, up to 20.
- Ability Scores: Tribesmen start with 16 Strength, 16 Dexterity, 14 Constitution. At every 4 levels, they gain +1 hard Strength.
- Saves: Every 2 levels, gain +1 universal saves. Follow normal barbarian save progression.
- Feats: The tribesmen start and gain all normal Barbarian feats. They also start with Blind Fight, Spring Attack, Cleave, Weapon Focus in both weapons, Ambidexterity, and Improved Two-Weapon Fighting.
- At level 9, gain: Toughness.
- At level 12, gain: Improved Critical.
- At level 24, gain: Epic Weapon Focus.
- Skills: Follow a "martial" skill progression.
- Basic Forgotten Realms Barbarian info available on FRwiki.
- Information about default NWN class are available on NWNWiki.