Barbarian
The Barbarian is considered a subclass of the Fighter. As such, it has the same attack bonus and saving throws as a Fighter of the same level. It should be treated as a Fighter for all purposes, unless otherwise noted.
Barbarians do not get to specialize with weapons if the Combat Options supplement is used.
Barbarians use the same experience table of Fighters, but sufer a 10% experience penalty.
Barbarians are warriors born in savage lands, far from the mollifying comforts of civilization. Barbarians rely on hardiness, stealth and foolhardy bravery to beat their enemies.
Requirements: In order to qualify to be a barbarian, one must have rolled a Strength of 9 or higher, a Dexterity of 9 or higher, and a Constitution of 9 or higher.
The class is open to Dwarves, Humans, Half-Ogres and Half-Orcs.
Class abilties
Barbarians may use any armor or shields. They may wield any weapons desired.
Barbarians wearing no armor or at most Leather armor gain the following abilities:
Alertness: Only a Thief of a level higher than the Barbarian can use the Sneak attack ability on the Barbarian. A barbarian can Listen to noises like a Thief of the same level.
Animal reflexes: The Barbarian can be surprised only on a roll of 1 on 1d6.
Climbing: The Barbarian can climb like a thief of the same level.
Hunter: In the wilderness Barbarians can surprise enemies on a roll of 1-3 on 1d6.
Runner: The Barbarian adds 5' to its tactical movement.
Barbarians have two additional special abilities they can use always, regardless of armor worn:
Diehard: This ability allows the Barbarian to keep fighting at 0 are less Hit points before death strikes him.
Use either the Save vs.Death or Negative Hit Points option to simulate this power (whatever of the two rules you are already implementing in your campaign), with the following exception for Barbarians:
Save vs. Death: If the Saving Throw is successful the barbarian is conscious and capable of action till death takes him or his wounds are bound.
Negative Hit points: Even at negative hit points and bleeding off 1 HP per round, barbarians can keep acting and fighting till they reach a number of negative Hit Points sufficient to kill them (10 or their Constitution score).
Rage: Once per day a Barbarian can fly in a Rage, raging requires one action and lasts ten rounds.
While raging, a character cannot use any abilities that require patience or concentration, nor can he cast spells or activate magic items of any kind (including potions).
Magic items with a continuous effect (like a Ring of Protection) keep working.
The character must charge in combat the nearest recognizable enemy, if no enemy is nearby the barbarian must end its rage or attack the nearest character.
While raging, the character temporarily gains a +2 bonus on Attack rolls, damage rolls and saving throws versus mind-altering spells, but he takes a -2 penalty to Armor Class.
A character may prematurely end his rage with a saving Throw versus Spell.
At the end of the rage the character loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Hit and damage, AC and Saving Throws, can’t charge or run) for the next hour.
A Barbarian gets to use this ability two times per day at 6th level and three times per day at 12th level.
Adept of the Great Way
Great Way adepts are students of a rare and mysterious philosophy at one of many monasteries. In their striving for perfection and liberation from the limits of inhabiting a perishable physical shell, Great Way adepts train both mind and body.
On their path to perfection adepts develop incredible “powers” both physical and mental. Adepts however, do not seek to achieve mastery on others but only on themselves.
While adepts of the Great Way certainly have a religious and spiritual outlook, they are not considered clergy.
Requirements: To become Adepts of the Great Way a character must be human or half-human (Half-orc, Half-ogre or Half-elf) and must meet the following requirements: Strength 11, Wisdom 12, Dexterity 11, Constitution 11.
Adepts fight as Clerics and save as Fighters, they are trained with all weapons.
Adepts can not use any armor or shield.
Adepts use the experience table of Magic-Users but gain hit points as Clerics (1d6 per level +1 per level after 9th)
Adepts who keep true to their training with discipline develop many wonderful abilities over the years.
Awareness: An Adept's chance to be surprised drops by 1 (1 on 1d6).
Martial Arts:Thanks to their very hard training Adepts become capable of incredible physical feats which make them incredible fighters.
Even if they cannot wear armor Adepts have improved Armor Class. Adepts get to add their Dexterity bonus to this base AC score.
An Adept's improved base AC is based on its uncanny ability in dodging, even if the Adept is surprised.
Adepts can cause incredible damage with their simple hands and feet, striking multiple times per round if attacking unarmed. However an open hand hit on an undead creature could be very undesirable if the target creature causes damage by touch.
Also, Adepts are blindingly fast walkers their base movement rate increases with experience, also Adepts are capable of adding this movement bonus to any leaping distance.

Martial Arts Weapons: Adepts have such an exceptional knowledge of anatomy and armed combat that an Adept causes one extra point of damage for every three full levels of experience when using melee weapons (not natural ones, nor their unarmed combat technique). An Adept can extend the use of Stunning strike and Qi strike abilities to any melee weapon he is proficient with.
Qi Powers: Adepts learn to manipulate the flow of personal energy within themselves as mind and body begin to unify. At each level, the following abilities manifest:
- 2nd level Qi strike - The Adept's melee attacks are considered as silver weapons.
3rd level Mind over Body - In exchange for one hour of meditation per day, the Adept can overcome his physical needs: he does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation.
The Adept can sustain himself with meditation for a maximum consecutive number of days equal to his experience level. At the end of this time the Adept needs to restore his personal energy by resting completely for one day for every two days spent overcoming his body's needs.
4th level Heal - The Adept can heal damage on his body once per day. The amount healed is 1d6+ the adept's level. For the healing to take effect the adept must meditate for one consecutive turn.
6th level Qi strike 2 - The adept's melee attacks are considered as magic weapons. This grants no bonus however to damage or to hit.
8th level Purity of Qi - the adept becomes immune to natural poisons and diseases.
10th level Charm Resistance - The Adept becomes immune to Beguiling, charms, hypnosis, slow, hold and suggestion.
Adepts are learned individuals and can Read Languages as a Thief from 1st level.
Tumbling: Adepts can avoid taking damage from a fall if he has the opportunity to make periodic contact with a wall or similar surface within 10 feet of him (this surface is used to slow the fall). The distance an Adept can fall without taking damage is equal to its movement rate bonus.
Stunning strike: Adepts have the ability to stun, an opponent when they successfully strike in melee. An opponent is stunned for 1d6 melee rounds if the Adept's modified attack roll exceeds the target's AC by 5 or more.
The target is allowed a Saving Throw versus Death Ray.
An Adept's stunning ability only applies to some targets: undead, golems, incorporeals,oozes, slimes, jellies cannot be affected.
Reaching 9th level: Once an Adept reaches 9th level he may build a monastery and is declared abbot. He will receive a number of followers equal to those a Cleric receives, all the followers will begin play as 1st to 4th level Adepts. These are the only henchmen the Adept is allowed (See Special Hindrances below).
Special Hindrances:
Adepts do have some restrictions for all their abilities:
Armor Prohibition- Adepts may not wear armor or use a shield. Armor and shields restricts natural movement, with those on a monk can not use any of its special abilities and its AC is equal to that granted by the armor worn.
Loyalty: Once an Adept enters the monastery he is bound to obedience to the monastery's abbot.
Vows: Adepts develop incredible powers only because they learn to view the world as transitory and ephemeral. Adepts should never develop any emotional attachment or passion as these obstacle his way to perfection and enlightenment. In the same way an Adept avoids wealth and material possessions.
Any treasure recovered will be donated to the Adept's monastery or some other worthy cause, the Adept will only retain the necessary to have food, shelter and clothing for one week plus one or two personal weapons (that can be magical).
Adepts can use any magical item allowed to Thieves but can not use any magical protection device (including armor, bracers, shields, rings, cloaks and any other item that imparts a bonus to AC or Saving Throws).
Adepts can keep and use potions (no more than three) but must donate or give away any other magical item that stays in their keeping for more than one week.
Adepts can not hold land, own vehicles, animals, servants or slaves.
Adepts can not have henchmen or hirelings nor do they recognize family ties anymore.
Should an Adept become attached in anyway he loses his Qi Powers until he atones in some way.
Limited Advancement: There can only be a limited number of monks above 12th level. There is but one of each higher level.
When an Adept gains enough experience points to qualify for 12th level or beyond, he temporarily gains the abilities of that level.
Before the level is permanently acquired, the character must find and defeat the adept of that level -generally within one month's time but the GM can make allowances in some special cases if the PC is actively pursuing his target.
The duel must be fought in the martial style of the monastery and is strictly between the two; no one can intervene. The duel need not be fought to the death; the first person stunned usually acknowledges defeat.
The character knows the general whereabouts of any adept he must duel.
Being defeated in the duel (or actively avoiding a duel) reduces the character's experience points to the minimum need to attain the last level he held permanently.
Failing to atone: an Adept that does not atone for his failures (see above: detachment, obedience and loyalty) irrevocably becomes a Fighter of a level based on his experience point total the same way a Cleric does (see the BFRPG core rulebook).
