Mar 7, 2023

Barbarian Kid Character Class


 In the Saturday morning cartoons of the 70's and 80's there was a character archetype you could call the "Barbarian Kid". Examples include Bamm-Bamm Rubble, Prince Dorno, and of course Bobby the Barbarian from the classic Dungeons and Dragons cartoon. What would this look like as a character class for OD&D or B/X? Here is a rough write-up of what he could be.

BARBARIAN KID Prime Attribute: Strength, 13+ (+5% XP) Hit Dice: 1d10 Armor/Shield Permitted: Any non metal. No shield. Weapons Permitted: Any. Club is preferred (+1 to hit) Save: as Fighter class

Barbarian kids are unusually strong children with fierce attitudes, a primitive weapon, and a pet. 

The barbarian kid has somewhat stunted growth, appearing to age slower than others of their kind, and being generally more diminutive. Though at some point they may have a growth spurt around late puberty and grow much taller, larger, and more muscular than is typical of their kind. 

They are highly suspicious of magic and as a general rule will avoid using magic items, except in some circumstances such as being given a magic club.

They will never willingly retreat, surrender, or take prisoners.


Level

Title

XP

Class Ability

Hit Dice

d10

BHB

Fighting Capability

1

Barbarian

0

Berserk, +1 Str

1

+1

Man +1

2


2000

Pet

2

+2

2 Men +1

3

Fighter

4000

Impervious

3

+3

3 Men or Hero -1

4


8000

+1 Str

4

+4

Hero

5

Warrior

16000

Speed Burst

5

+5

Hero +1 or 5 Men

6


32000


6

+6

Hero +1 or 6 Men

7

Drengr

64000

Bonus attack

7

+7

Superhero -1

8


120000


8

+8

Superhero

9

War Lord

240000

+1 Str

9

+9

Superhero +1

10

War Lord, 10th

480000


9+1

+10

Superhero +1


The barbarian kid is unusually strong and gets +1 strength at 1st, 4th, and 9th levels. This may exceed normal race limits.

Barbarian kids also get a +4 bonus to any saving throws vs. any kind of fear (magical or non magical).


Berserk Trigger: This is a small trigger that puts the Barbarian Kid into berserk rage. This is chosen by the GM during character creation and can be a word, a particular food or smell, an action, or any other common thing that may come up in the adventure. When triggered the barbarian kid goes into a berserk rage and gets +2 to all attack rolls, +2 to damage, and -2 to AC. Also they shrug off 1pt of damage from each hit they take. Berserk rage lasts 2d6 turns, and then the barbarian kid is exhausted for 1 hour for each turn they raged.

Pet: Every barbarian kid befriends a cute pet that is semi-intelligent. It is equally useful and not, depending on the situation. It may get in trouble, cause mayhem, or get in the way. Then it also may save the day by fetching the keys hanging on the guard’s belt when the barbarian kid is locked up. They are loyal to the barbarian kid to death and may be very dangerous to strangers, and even friends, as it is extremely protective.

Roll 1d6

  1. Baby unicorn

  2. Baby dinosaur

  3. Baby saber-toothed tiger

  4. Baby dire wolf

  5. Baby cave bear

  6. Baby griffon

Impervious: At 3rd level the barbarian kid chooses one damage type that they are practically impervious to. This can be fire, poison, blunt damage to the head, or something else. The GM must approve this. The barbarian kid reduces the amount of damage taken this way by 1 point per incidence and +4 to saving throws vs that damage type when a save is called for.

Speed Burst: At 5th level the Barbarian Kid gains +10' to their speed during encounters.

Bonus attack: At 7th level the Barbarian Kid gains an extra attack each round, if using their preferred melee weapon.




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