HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ..BARBARIAN..

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: ..BARBARIAN..   ..BARBARIAN.. Icon_minitimeSat Aug 08, 2009 4:35 am

The Barbarian comes from a primitive background. He or she values strength of arms and brute force over other less violent methods of encounter resolution. Coming from a tribe that believes in the spirits, any other type of magic is not natural and is both hated and feared. A Barbarian can wear any armour, but prefers the more natural suits that allow freedom. They are all fearful of magic, unless it is of a shamanistic or druidic nature. Unnatural creatures are either hated or feared. If a barbarian comes across a summoned creature (Demon or Un-dead) he or she will either attack with abandon in the hope of destroying it in no time, or run like hell to put as much distance between them. Their lack of social interaction with other races means that Barbarians do not speak “Common” to start with. Barbarians are divided into Berserkers and Shamans. A player must choose which breed of Barbarian at character generation, once chosen, this cannot be changed. Shamans may only specialize in one school of magic and the Nature Spell List, and wear up to only Studded Leather armour.


Spells from the Nature School are bought with Prayer Points which are awarded to the player by the referee; spells from their secondary school of magic are bought with gold. They will require a spell book (much like the Mage’s) to carry their Secondary School of Magic spells; this is also used as a memory aid for their Nature Spells. Unlike Mage’s, if their book is lost or stolen, they will only lose access to their Secondary School of Magic spells as their Nature Spells are given to them by their god. The rules for advancing magic are the same as for Priests (see Priest).

If a Shaman has no power points and attempts to cast a spell, they have “Overburned”. The penalties for “Overburning” are varied, ranging from permanent power point loss, spell loss and even inability to use magic.


Starting Kit
May go down to -6 on the body and head before dying.
Shaman's start with 4 Power Points, 2 Prayer Points and Read/Write Magic.
Berserkers start with a weapon of their choice.
Level 1 Nature Magic (Shaman only)


One Point Skills
Short Weapon Use Long Weapon Use
Recognise Wounds Gain Power Point* (Shaman only)

Two Point Skills
Bow Use Double Handed Weapon Use
Bind Wounds Speak Common


Three Point Skills
Shield Use Either Handed.
Pole-Arm Use Recognise Magic

Four Point Skills
Follow / Read Tracks. (1-5) Discern Poison Frenzy* (Berserker only) Thrown Weapons

Five Point Skills
Strength Weapon Mastery
Recognise Un-dead Unarmed Combat

Six Point Skills
Fitness Training Recognise Demon
Dexterity Training Projectile Magic (Shaman only)

Seven Point Skills
Toxin Resistance Fitness Mastery (Berserker only)

Eight Point Skills
Innate Defy* Ancestral Spirit* (Shaman only)


# Frenzy – The player may call “Frenzy” and gain +1 damage bonus for the duration of the encounter, but will not stop fighting whilst there are what he considers to be enemies still standing.

# Fitness Mastery – This is exactly the same as fitness training adding 1 hit per location and 1 life point, but fitness training must be bought first. You also ignore penalties for life point loss until you get to 1 life point.

# Ancestral Spirit - The Shaman gains +1 life point and +2 power points.

# Toxin Resistance – An extra encounter is required in order for poisons to take effect. Venoms will not take effect for 1 minute, normal venom rules then apply.

# Innate Defy - The character now gains one defy.
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