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Youth Group

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Hit Dice: 1d12 per barbarian levelHit Points at 1st Level: 12 + your Constitution modifierHit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st


If you give your mountain dwarf barbarian the tough feat then you can do whatever you want whenever you want and nobody can stop you, especially since you only take half damage from most weapons. Use your power wisely and remember: there is no longer such a thing as life and death.

Try mixing the wild magic barbarian with order of the lycan blood hunter. It gets scary, especially, when your raging and at less than half health, you roll disadvantage for going into a bloodlust and potentially attacking your party. Gotta recognize the alpha.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

early 15c., in reference to classical history, "a non-Roman or non-Greek," earlier barbar (late 14c.) "non-Roman or non-Greek person; non-Christian; person speaking a language different from one's own," from Medieval Latin barbarinus (source of Old French barbarin "Berber, pagan, Saracen, barbarian"), from Latin barbarus "strange, foreign, barbarous," from Greek barbaros "foreign, strange; ignorant," from PIE root *barbar- echoic of unintelligible speech of foreigners (compare Sanskrit barbara- "stammering," also "non-Aryan," Latin balbus "stammering," Czech blblati "to stammer").

1899, U.S. military slang for "Filipino" during the insurrection there, probably from a native word, or imitative of the babbling sound of a strange language to American ears (compare barbarian). The term goo-goo eyes "soft, seductive eyes" was in vogue c. 1900 and may have contributed to this somehow. Extended over time to "Nicaraguan" (U.S. intervention there early 20c.), "any Pacific Islander" (World War II), "Korean" (1950s), "Vietnamese" and "any Asian" (1960s).

Thanks to their size and strength, barbarians can dominate a melee with nearly any combination of weapon and approach, though they tend towards massive and imposing weaponry. Barbarians are no strangers to the pains of battle, and often fare better in the midst of several opponents, taking and giving cuts, than when attempting to chase down single targets.

For ages, the barbarians dwelling in the shadow of Mount Arreat were shaped to be as strong and unyielding as stone. Immense in size and unmatched in ferocity, they were charged from birth with a duty passed through generations: to protect the sacred mountain.

Unlike their previous incarnations, the barbarian now uses Fury for their skills. This system, combined with short range of attacks, forces the Barbarian to remain in combat for a long time, always in melee, making them vulnerable to effects that other classes can easily outrun. Reckless assault of a Barbarian can be deadly for the enemy, yet it also brings high risk for the fearless warrior.

Barbarian BossVital statisticsGenderMaleRaceHumanHealth350Insane Health3500Health increase per player (coop)100 (Normal mode)1000 (Insane mode)LocationBarbarian BossPoison Resistance70 (-40% DMG)Electricity Resistance50 (+0% DMG)Ice Resistance50 (+0% DMG)Fire Resistance40 (+20% DMG)Physical Resistance50 (+0% DMG)The Barbarian Boss is the first boss in Castle Crashers. He is a very large, muscular barbarian that might be presumably the leader of the barbarians, or at least their best warrior. He enters from the right of the screen by knocking down a door, flattening a beefy barbarian. The fight starts immediately.

As soon as the player has entered, a door will close behind, locking the player in with the Barbarian Boss. Eventually, regular barbarians will join the fight too. He can easily be defeated with juggling. After he dies, the player can hit the chest that crushes the Barbarian Boss, to open it up and litter the area with gold and other treasures. Once they are all collected, the ropes binding the Red Princess to the pole can be cut down and the kiss can be received. If there are two or more players, you'll have to fight over to determine who gets to kiss her.

During the fight with the Barbarian Boss, the player is restricted by doors to the left and right, and invisible walls created by barbarian hordes to the top and bottom of the screen. To the top of the screen, the four princesses are tied to stakes. When the Barbarian Boss's health is lowered to half, the Green, Blue, and Orange princesses are carried away, symbolic of how you only free the Red Princess upon winning.

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).

Barbarians are strong melee fighters who start the game with poison resistance. Because barbarians can fight their way through situations that would kill other players, and because they need not worry about poison, they are one of the easier roles for a new player. When a barbarian starts the game with a dog, the dog is always named Idefix, assuming naming options are unchanged. The barbarian's attack messages replace most instances of "hit" with "smite" (e.g. "You smite the goblin!"), but this is flavor text with no gameplay effect.

The starting ring mail should be replaced with any other metal armor, preferably an an elven or dwarvish mithril-coat. The barbarian's combat capabilities make the Gnomish Mines a viable choice to visit early, as they are likely to come across dwarven armor to pet test.

While barbarians overall should have no trouble dishing out damage, players should be wary not to lean too much on their health and armor to carry them through every fight. The intrinsic poison resistance that barbarians start with widens the list of edible corpses that can be eaten in lieu of permafood. Orcish barbarians find the poison resistance redundant, but will appreciate the additional lack of penalties for cannibalism, and infravision for the Gnomish Mines. For chaotics, orcish barbarians will also have an easier time converting early altars than their human counterparts due to the earlier presence of same-race monsters. Human barbarians can still make use of werecreature corpses or human corpses dropped by zombies or mummies.

The barbarian quest is not especially difficult, though there are some significant wrinkles. While the monster generation is biased towards ogres, it may also contain a very large number of trolls, which can be the biggest hazard for an underleveled or under-prepared barbarian. If enough trolls are present, they can form an almost perpetual swarm around the player as they rise from the dead faster than they can be permanently disposed of. A tinning kit can be extremely helpful in this situation, as can a wielded footrice corpse; a corpse-eating pet is another option. As a last resort, you can lure one or two trolls at a time from Thoth Amon's lair to the previous level and dispatch them there. This gets the trolls off your back and eventually leaves you free to kill all the ogres and Thoth Amon.

Barbarians can expect to be overcharged in SLASH'EM's shops, by a factor of 3. This, combined with barbarians' low charisma, makes many items (in particular the now 1000zm base-cost magic lamp) nigh-unaffordable, forcing barbarians to resort to other means, such as their second sacrifice gift (see below).

In addition to Cleaver, barbarians get Deathsword as their second sacrifice gift; it is a chaotic two-handed sword with +5 to hit and +14 to damage against humans. This can be useful for murdering shopkeepers and aligned priests, it can also be useful against werecreatures and for cleaning out barracks. Other significant targets are Thoth Amon, the Wizard of Yendor, and the high priest of Moloch as well as his attendant aligned priests. Since it is such a specialty weapon, you won't likely want to waste any skill points on two-handed sword.

A droven barbarian is an easy race-role combination for SLASH'EM players. At the start of the game, a droven barbarian should immediately unwield the weapon (w-) and fight bare-handed. This gains access to the drow's very useful melee sleep attack, an immense help for the difficult melee environment at the start of SLASH'EM. The ability to repeatedly put your opponent to sleep should compensate for bare hands doing less damage than good weapons! To train your axe skill, wield your axe or battle-axe against monsters with sleep resistance. Eventually, you will be fighting primarily with Cleaver, alternating to bare-handed only when you need it. Drow cannot two-weapon, but fighting bare-handed should more than offset that. 041b061a72


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