Sunday, 27 August 2017

Random Advancement Primeval Barbarian Character Class

You emerge from the dark forest sweating, terrified and furious. Your life will be short and full of blood. Go forth and enact the vicious will of the ancestors on the plump, rotting heathens of civilization.  

You start with the hit points and saves for a first level fighter. XP per level is that of a fighter. Each time you you level up you get your hit points as usual, as well as +1 to hit. You also get an additional attack per round every second level starting at level 2. You can wield any weapon and use a shield but can wear no armor.

The size of your moustache increases with each level. Barbarians must obey the commands of other barbarians with bigger moustaches (or face an impromptu duel to the death.). The female equivalent of a moustache in your campaign has the same effect for female barbarians (that is if they do not indeed just have moustaches).

At second level, and each subsequent time you level up, roll on the following torment table. If you ever get the same torment twice that torment doubles in intensity (how that manifests depends on the torment). Many torments have a saving throw associated with them. Each  level you survive with a torment you get +1 to the related saving throw. This is noted in brackets at the bottom of the torment entry.  

Kindness is a curse: You find kindness so revolting, infuriating and vile that you take your level x d6 damage when anybody enacts it upon you. You must save vs magic to avoid attacking the relevant benefactor (and will require a save vs magic to stop attack them once you start)
(save vs magic)
Shelter is for the weak: You refuse to sleep anywhere but outside in the dirt (bedding is for the even weaker). Save vs poison when appropriate to avoid the nightly catching of relevant environmental diseases.
(save vs poison)
The flames bring happiness: You are completely unafraid of fire, indeed you have a fetish. You gleefully douse your weapons in oil before every battle and set them ablaze for the fight. This gives you +1 to damage. Save vs breath at the end of battle to see if you took d8 self inflicted fire damage. Save vs breath again to see if your weapons are destroyed.
(save versus breath)
Ignorance is bliss: You have no idea what your hit points (current and total) are any more. Scratch that section from your character sheet.  Hopefully the DM keeps track.
I spit on your “civilization”: You refuse to enter any building grander than a tent or hut. You will probably get incredibly angry if someone tricked you into entering a particularly opulent tent or hut.
Madness: It is hard to talk when all you think about is battle. When communicating you must save vs paralyze to avoid just shouting incomprehensible ravings.
(save vs  paralyze)
Alcoholism: Your drinking has taken a toll. Reduce your save versus poison by half. It is now basically impossible for you to get drunk and this save will get better again over time.
(save vs poison)
Lust for violence: Fighting feels too good to stop just because all the bad guys are dead. You must save vs magic to not attack the closest living  target when all the enemies are defeated (you will just keep fighting until you make the save or are killed).
(save vs magic)
Parasite: Your love for raw meat has earned you a new companion. You lose d4 constitution or strength this level and each subsequent level spent with it in your belly.
Civilisation is built on lies: You have lost the ability to lie.
Infected wound/s: You forgot to clean one or all of your many wounds. It doesn’t look pretty. Your hit points are halved.
Seduced by civilisation: You have lost your way and spend too many nights eating rich food and guzzling wine. This has played havoc with your once healthy constitution. You only receive 1 additional hit point each level.
Money is a curse: You can no longer touch currency of any kind or conduct any sort of trade or commerce. Doing so sears you for d8 x level damage. Getting others to conduct trade for you still has the same effect.
(save vs magic)
Magic is a curse: You must save vs magic to avoid attacking any magic users you lay eyes on. Save vs magic required to stop attacking.
(save vs magic)
Gouged: You have lost an eye. Your to hit is reduced to +1 but will get better again as normal with subsequent levels.
Is violence really the answer? Your unsure how this question got into your head but you find it profoundly disturbing. It paralyzes you with anxiety, where once you would have leapt into the fray. You must save vs paralyze to begin combat
(save vs paralyze)
Time to party! You must save vs poison this and all future level ups to avoid choking to death on your own vomit during the celebration.
(save vs poison)
You are wanted: Either you, or someone who looks like you (all barbarians look alike to city folk) is wanted for some heinous crime. Armed men/guards of civilization will attack and attempt to kill you on sight (they only need your head for the bounty). Alternatively, a recent anti-barbarian hysteria has swept through the civilized lands and you will be attacked and killed just for kicks.   
Filthy: You have adopted some obscene pride in the repulsiveness of your appearance. Your Charisma drops by d4 this and all subsequent levels.
Who needs them anyway? You took a serious blow to the head and have forgotten how to use weapons.  
YARRGHHH: You have lost the ability to talk. You can still grunt, growl, scream, etc.
Cannibalism: You’ve adopted the unfortunate habit of taking a couple of bites of the people you defeat in battle. Save vs poison after each battle to avoid contracting some terrible disease.
(save vs poison)
Insight:  You’ve had an epiphany and are now a druid or shaman. Roll on appropriate table. Keep all  the torments and fighting bonuses you have collected thus far as a barbarian.
Weresomething: When fighting in the wilderness at night you suddenly find yourself transformed into some local animal. At the end of combat you must save vs magic to change back into your human form. If you fail you are now an animal. If you do change back you can change into that animal during any night, but must save vs magic to change back. If you ever fail the roll you have lost the ability to turn back into a human.
(save vs magic)
Magic is really cursed: You take d6 damage when any one casts a spell near you.
Woundrot: You’ve been cut up one too many times and your wounds don’t heal as quickly as they once did. You must save vs poison for any healing to effective on you.
(save vs poison)
I should’ve got that looked at: An untreated infection has lead to one of your limbs being amputated. You can only attack once per round again. You can adapt and will still receive an extra attack per round every second level spent with this torment.

War wife/husband: Your lover accompanies you to every battle. You simply cannot flee any combat. Win or die.  
This place is an abomination: You won’t step foot anywhere civilized unless you are engaged in the act of sacking said town, city, village, etc.
Challenge accepted: You instantly attack any creature bigger than you. You are pretty good at it and  gain an additional +1 damage for this and each subsequent level spent with this torment against creatures bigger than you.
Clothing is cursed: You no longer wear clothing of any type. Save vs poison to avoid getting sick in relevant environments.
(save vs poison)

Damn those weakling smiths: Your weapons break at the end of every combat. You get your money's worth though, gain an additional +1 damage for this and each subsequent level spent with this torment.
Caves are cursed: The air in any underground/ cavernous area is now poisonous to you. Save vs breath each turn spent there or take d6 damage.
(save vs breath)
The pain is delicious: You’ve found you quite enjoy being hit. Each time you are damaged you must save vs paralyze to avoid shuddering in ecstasy for the next d4 rounds.  
(save vs paralyze)
Drink is cursed: You got so drunk at your level up party that you forgot all of your experience and have reverted back to the start of the previous level. Reroll for a new torment when you get your experience back.
Haunted by the ancestors:
You disgust me: You can now wear armour up to chainmail but all other barbarians attack you on sight.
What is this devilry? You must destroy (or at least heavily vandalize) any holy places of the citymen that you encounter. You get XP for this.
Darkness is cursed: You must save vs breath or take d6 damage for each turn spent in total darkness.
(save vs breath)
Maybe civilisation isn’t that bad after all:
Each day you wake up you must save vs paralyze to not spend the entire day drinking, feasting, wenching, gambling, etc.
(save vs paralyze)

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