Meirnon
2010-08-20, 07:38 PM
So, I have in my campaign two versions of the Barbarian: the traditional berserker from the wilds, all rage and power bellowing through lines of enemies and shrugging off blows from all angles as he tears his enemies apart with shattering blows. Then there's the Scrapper, his urban counterpart, growing up with a chip on his shoulder and a lot of anger to vent (lest he receive an aneurysm!).
Without further ado and without explaining too much about it, here's the variant abilities allowed for a Scrapper.
Level 1: Replace Fast Movement with Unfettered Movement
Unfettered Movement (Ex): A Scrapper is used to his streets. He calls the bustling city home, after all. Moving from one place to another is simple and easy for him, as no obstacle is too hard for him to pass up. At 1st level, the Scrapper doesn't take movement penalties for going over rough or difficult terrain, nor does he take movement penalties from walking through large crowds.
Level 1: Replace Fast Movement & Damage Reduction with AC Bonus
AC Bonus (Ex): A good scrapper knows that being hurt, well, hurts. And the best way to win a fight is to make sure the enemy gets hurt and not him. Starting at 1st level, a Scrapper gains a +1 dodge bonus to his AC. At every level where he would gain Damage Reduction, he instead gains another point of dodge bonus to his AC, topping at +6AC at 19th level. This bonus is only applicable when the Scrapper is conscious, mobile, aware of attackers, or otherwise not flat-footed or flanked.
Level 3: Replace Trap Sense with Keen Senses
Keen Senses (Ex): Living alone on the streets often attracts the attention of thugs, and a Scrapper knows all too well what a group of vultures' tactics are. With this in mind, a Scrapper is always alert for an ambush, gaining a +1 bonus to spot and listen at 3rd level. At every 3rd level thereafter, this bonus increases by +1. This bonus remains even if the Scrapper is asleep, as approaching enemies may stir him from his slumber.
Level 6: Replace Trap Sense with Superior Initiative
Superior Initiative (Ex): Knowing trouble could happen at any moment, the Scrapper is always ready to pounce into a fight, sometimes even more so than anyone else. At 6th level, and every 6 levels thereafter, the Scrapper gains a +1 Competence bonus to Initiative, reaching +3 at 18th level.
Level 14: Replace Indomitable Will with Quick Reflexes
Quick Reflexes (Ex): Swerving from his opponents, an enraged Scrapper of 14th level or above gains an additional +4 bonus to Reflex saves made to take half damage. This bonus is only given to a Scrapper while in Rage, and only applies to saves made to take half damage, such as from a Dragon's Breath Weapon.
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The idea of the Scrapper is the urban bruiser who, rather than using guile and wit to beat a foe on the streets, charges in and tackles the guy pointing a dagger at him with a wailing roar and a flurry of punches.
The reason I wanted to give him alternate abilities is because the "Traditional" Barbarian's abilities don't quite fit with the Scrapper's techniques. He's good at dodging blows and clocking someone unconscious with a single swing. So, I'm not just asking for criticism of the chosen replacement abilities, I'm also asking for suggestions on replacement abilities for this optional variant. :smallbiggrin:
Without further ado and without explaining too much about it, here's the variant abilities allowed for a Scrapper.
Level 1: Replace Fast Movement with Unfettered Movement
Unfettered Movement (Ex): A Scrapper is used to his streets. He calls the bustling city home, after all. Moving from one place to another is simple and easy for him, as no obstacle is too hard for him to pass up. At 1st level, the Scrapper doesn't take movement penalties for going over rough or difficult terrain, nor does he take movement penalties from walking through large crowds.
Level 1: Replace Fast Movement & Damage Reduction with AC Bonus
AC Bonus (Ex): A good scrapper knows that being hurt, well, hurts. And the best way to win a fight is to make sure the enemy gets hurt and not him. Starting at 1st level, a Scrapper gains a +1 dodge bonus to his AC. At every level where he would gain Damage Reduction, he instead gains another point of dodge bonus to his AC, topping at +6AC at 19th level. This bonus is only applicable when the Scrapper is conscious, mobile, aware of attackers, or otherwise not flat-footed or flanked.
Level 3: Replace Trap Sense with Keen Senses
Keen Senses (Ex): Living alone on the streets often attracts the attention of thugs, and a Scrapper knows all too well what a group of vultures' tactics are. With this in mind, a Scrapper is always alert for an ambush, gaining a +1 bonus to spot and listen at 3rd level. At every 3rd level thereafter, this bonus increases by +1. This bonus remains even if the Scrapper is asleep, as approaching enemies may stir him from his slumber.
Level 6: Replace Trap Sense with Superior Initiative
Superior Initiative (Ex): Knowing trouble could happen at any moment, the Scrapper is always ready to pounce into a fight, sometimes even more so than anyone else. At 6th level, and every 6 levels thereafter, the Scrapper gains a +1 Competence bonus to Initiative, reaching +3 at 18th level.
Level 14: Replace Indomitable Will with Quick Reflexes
Quick Reflexes (Ex): Swerving from his opponents, an enraged Scrapper of 14th level or above gains an additional +4 bonus to Reflex saves made to take half damage. This bonus is only given to a Scrapper while in Rage, and only applies to saves made to take half damage, such as from a Dragon's Breath Weapon.
----
The idea of the Scrapper is the urban bruiser who, rather than using guile and wit to beat a foe on the streets, charges in and tackles the guy pointing a dagger at him with a wailing roar and a flurry of punches.
The reason I wanted to give him alternate abilities is because the "Traditional" Barbarian's abilities don't quite fit with the Scrapper's techniques. He's good at dodging blows and clocking someone unconscious with a single swing. So, I'm not just asking for criticism of the chosen replacement abilities, I'm also asking for suggestions on replacement abilities for this optional variant. :smallbiggrin: