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View Full Version : This time a barbarian [3.P, PEACH, Suggestions]



GunbladeKnight
2012-06-03, 02:51 PM
As with my changes to the fighter (http://www.giantitp.com/forums/showthread.php?t=244599), I am in the process of rewriting most classes. This one is the barbarian as a savage warrior of nature. I am still in need of ideas for the capstone, and any other possible ideas for abilities will be considered. But for now:

The Barbarian:

HD: d12
Skills:Acrobatics (DEX), Athletics (STR), Craft (INT), Deception (CHA), Handle Animal (CHA), Knowledge (Geography) (INT), Knowledge (Local) (INT), Knowledge (Nature) (INT), Perception (WIS), Persuasion (CHA), Ride (DEX), Stealth (DEX), Survival (WIS), and Swim (STR).
Skill Points: 4+INT modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special

1st|
+1|
+2|
+2|
+0|
Damage Reduction, Fast Movement, Rage

2nd|
+2|
+3|
+3|
+0|
Diehard, Hindering Strike, Wild Empathy

3rd|
+3|
+3|
+3|
+1|
Totem Power, Warrior's Mettle

4th|
+4|
+4|
+4|
+1|
Bonus Feat, Debilitating Strike, Fearless Rage

5th|
+5|
+4|
+4|
+1|
Stunning Blow, Totem Power

6th|
+6/1|
+5|
+5|
+2|
Improved Rage, Second Wind

7th|
+7/2|
+5|
+5|
+2|
Pursuit, Totem Power

8th|
+8/3|
+6|
+6|
+2|
Bonus Feat, Shockwave

9th|
+9/4|
+6|
+6|
+3|
Rending Strike, Totem Power

10th|
+10/5|
+7|
+7|
+3|
Untamed Spirit

11th|
+11/6/1|
+7|
+7|
+3|
Greater Rage, Totem Power

12th|
+12/7/2|
+8|
+8|
+4|
Bonus Feat, Mortal Strike

13th|
+13/8/3|
+8|
+8|
+8|
Totem Power

14th|
+14/9/4|
+9|
+9|
+4|
Disrupting Shout

15th|
+15/10/5|
+9|
+9|
+5|
Totem Power

16th|
+16/11/6/1|
+10|
+10|
+5|
Bonus Feat, Mighty Rage

17th|
+17/12/7/2|
+10|
+10|
+5|
Totem Power

18th|
+18/13/8/3|
+11|
+11|
+6|
Deathless Frenzy

19th|
+19/14/9/4|
+11|
+11|
+6|
Totem Power

20th|
+20/15/10/5|
+12|
+12|
+6|
Bonus Feat, Savage Warrior[/table]

Class Features:
Weapon and Armor Proficiencies: The barbarian is proficient with all simple and martial weapons, as well as natural weapons, and with light and medium armors and all shields except tower shields.

Damage Reduction (Ex): The barbarian gains DR X/- where X is equal to barbarian levels.

Fast Movement (Ex): The barbarian's speed increases by 10ft when in light, medium, or no armor and not carrying a heavy load.

Rage (Ex): The barbarian can enter a frenzy, gaining a +4 enhancement bonus to strength and constitution, and a +2 morale bonus on will saves. This lasts for a number of rounds equal to 1 plus the barbarian's original constitution modifier. While raging, the barbarian cannot perform any action that requires patience or concentration. The barbarian may not enter a rage while fatigued or exhausted. After the rage ends, the barbarian becomes fatigued.

Diehard: At 2nd level, the barbarian gains Diehard as a bonus feat, even if he/she does not meet the prerequisites.

Hindering Strike (Ex): Whenever the barbarian makes an attack of opportunity due to movement, the target must make a reflex save equal to 10 plus the damage dealt or immediately stop as if they had ended their movement for the turn.

Wild Empathy (Ex): Starting at 2nd level, the barbarian may add half his/her class level to any handle animal checks.

Totem Power (Ex): At 3rd level and every two levels thereafter, the barbarian may select an animalistic trait.

Fangs of the Forest: The barbarian gains a secondary bite attack that deals 1d6 plus strength modifier damage. This is not affected by the powerful build racial feature.
Jaws of the Crocodile: The barbarian gains the improved grab ability with his/her bite attack and deals bite damage each round the enemy is grabbed. Requires Fangs of the Forest.
Bite of the Bat: Whenever the barbarian deals damage with his/her bite damage, he/she heals for the same amount. Requires Fangs of the Forest.
Claws of the Beast: The barbarian gains two primary claw attacks that deal 1d4 plus strength modifier damage, as well as two rake attacks while grappling. This is not affected by the powerful build racial feature.
Grip of the Boa: The barbarian gains a constrict attack dealing 1d6 plus strength modifier damage. This is not affected by the powerful build racial feature.
Squeeze of the Python: The barbarian gains a +4 bonus to grapple checks, and his/her constrict improves to 2d6 plus strength modifier damage. Requires Grip of the Boa, level 9. This is not affected by the powerful build racial feature.
Shell of the Tortoise: The barbarian may add dexterity to damage while wielding a shield, and may add the shield modifier to touch attacks (but not incorporeal touch attacks).
Coil of the Asp: As a standard action, the barbarian may attack with an additional 5ft reach, and the opponent is considered flat-footed for this attack.
Eyes of the Owl: The barbarian's vision improves, granting low-light vision. If the barbarian already has low-light vision, he/she gains darkvision out to 60ft.
Gaze of the Eagle: The barbarian gains a +4 bonus to perception checks.
Guile of the Wolf: The barbarian gains +4 to attacks while flanking instead of the normal +2, and may make a free trip attempt with a successful attack. If successful, the trip does not grant a free attack, even with improved trip.
Fins of the Sea: The barbarian gains a swim speed equal to his/her land speed.
Charge of the Rhino: The barbarian deals double damage on a charge. Requires level 13.
Paws of the Ape: The barbarian gains a climb speed equal to his/her land speed.
Sprint of the Cheetah: When running in a straight line, the barbarian can run at 10 times his/her speed for a minute, but becomes exhausted afterward. Cannot be used while fatigued or exhausted.
Savagery of the Lion: When making a charge attack, the barbarian may make a full attack, including any rake attacks. Requires level 17.
Fury of the Badger: The barbarian may rage even while fatigued, but becomes exhausted after.
Hunt of the Panther: The barbarian gains a +4 bonus to stealth checks.
Roar of the Bear: The barbarian may make an intimidate check as a swift action.
Hide of the Elephant: The barbarian gains a +4 natural armor bonus.
Skin of the Whale: The barbarian's natural armor bonus increases to +8. Requires Hide of the Elephant, level 11.
Rally of the Herd: The barbarian grants his/her shield bonus to all adjacent allies.
Ram of the Elk: Once per round, the barbarian may give up an attack of opportunity to attempt to parry an attack. The barbarian makes an opposed attack roll, and negates the attack if it exceeds the target's roll.


Warrior's Mettle (Ex): Whenever the barbarian is subjected to a spell or ability with a partial effect on a successful fortitude save, the barbarian suffers no effect on a successful save.

Bonus Feat: At 4th level and every four levels after, the barbarian may select a bonus fighter or rage feat.

Debilitating Strike (Ex): Starting at 4th level, the barbarian can, as a standard action, make an attack that hampers the target. The barbarian deals normal damage and the target takes a -2 penalty on attack and damage rounds if the weapon was light or one-handed, -3 if it was a shield bash, or -4 if it was a two-handed weapon. This penalty lasts for a number of rounds equal to the barbarian's strength modifier.

Fearless Rage (Ex): Starting at 4th level, the barbarian is immune to fear effects while raging, and even gains a +2 morale bonus on attack and damage rolls against the source of the fear effect for the duration of the fear effect.

Stunning Blow (Ex): Starting at 5th level, the barbarian may, as a standard action, attempt to stun the enemy. The barbarian makes an attack that deals normal damage, and the enemy must make a fortitude save equal to 10 plus half barbarian levels plus strength modifier or be stunned for one round.

Improved Rage (Ex): Starting at 6th level, the barbarian's rage improves to give +6 to strength and constitution and +3 to Will saves.

Second Wind (Ex): Starting at 6th level, the barbarian is so used to performing strenuous activity that he/she is able to recover quickly. The barbarian can take a full round to recover from the fatigued or exhausted conditions.

Pursuit (Ex): Starting at 7th level, whenever an adjacent enemy moves away from the barbarian, he/she may, as an immediate action following the movement, move up to his/her speed and must end up as close to the enemy as possible.

Shockwave (Ex): Starting at 8th level, the barbarian, as a standard action, strikes with such force that it sends a shockwave in front of himself/herself. All creatures in a 30ft cone take normal damage, but can make a reflex save DC 10 plus half barbarian levels plus strength modifier for half damage.

Rending Strike (Ex): Starting at 9th level, the barbarian may, as a standard action, make an attack that deals normal damage and causes the target to begin bleeding for dexterity modifier damage each round. This damage happens at the start of the targets turn and before regeneration or fast healing clot it. The target can stop the bleeding with a DC 15 survival check or magical healing.

Untamed Spirit (Ex): Starting at 10th level, the barbarian's wild nature makes it more resistant to spells. The barbarian gains spell resistance equal to 15 plus class levels.

Greater Rage (Ex): Starting at 11th level, the barbarian's rage further improves, granting +8 to strength and constitution, as well as a +4 morale bonus on will saves.

Mortal Strike (Ex): Starting at 12th level, the barbarian may, as a standard action, make an attack that deals normal damage and halves any healing the target receives for strength modifier rounds.

Disrupting Shout (Ex): Starting at 14th level, the barbarian may attempt to interrupt a creature performing a task that requires concentration. As an immediate action, the barbarian can choose to give up an attack of opportunity to force a creature within 30ft to make a concentration check 10 plus half barbarian levels plus strength modifier. (Remember to add spell level to the DC when interrupting a spell)

Mighty Rage (Ex): Starting at 16th level, the barbarian's rage is something of legends, gaining +10 to strength and constitution and a +5 morale bonus on will saves.

Deathless Frenzy (Ex): Starting at 18th level, the barbarian's adrenaline keeps him/her going when others would fall. So long as the barbarian is raging, he/she cannot be dazed, disabled, killed, paralyzed, petrified, staggered, stunned, or unconscious. Once the rage ends, the barbarian is subjected to any of these effects that he/she was subjected to while raging. A barbarian that was reduced to 0 hit points by the end of the rage must make a DC 20 plus half level, round down.

Savage Warrior (Ex): At 20th level, the barbarian has become a master of his/her savage nature. The barbarian may make a full attack as a standard action while raging. In addition, the barbarian deals strength modifier damage with light weapons held in the off-hand, double strength modifier damage with light and one-handed weapons, and triple strength modifier damage with two-handed weapons.

eftexar
2012-06-03, 03:01 PM
Nice. The barbarian has always needed fixing, but never gets as much attention as anything else. It never had enough options before (just damage output).
I think your damage reduction is too high. I would say half his level would be better, otherwise he will negate alot of damage that comes his way.
Rage is no longer severely limited. Nice.
What action is shockwave?

Oh... Just noticed it was pathfinder... Still nice changes. I wonder though if you could re-introduce rage powers as [Rage] feats.

GunbladeKnight
2012-06-03, 03:10 PM
Nice. The barbarian has always needed fixing, but never gets as much attention as anything else. It never had enough options before (just damage output).
Thanks, I'm trying to do that with all of the combat based classes.


I think your damage reduction is too high. I would say half his level would be better, otherwise he will negate alot of damage that comes his way.
It will make up for his/her lower armor, as well as compete with the fighter's (DR 15/adamantine) and the paladin's (right now DR 25/chaotic, though will probably lower to 15)


Rage is no longer severely limited. Nice.
I've always disliked how you can only get mad so many times a day. Rather, have it as much as you want, but with drawbacks to it.


What action is shockwave?
Fixed that. Standard action. And if you ignore the fluff of striking the ground, you could have it deal damage to airborne as well.


Oh... Just noticed it was pathfinder... Still nice changes. I wonder though if you could re-introduce rage powers as [Rage] feats.
The rage powers was one of the inspirations, as well as another recent barbarian homebrew. Of course, this was made with 3.5 in mind, since pathfinder is considered 3.75. I may add some as rage feats, as well as adjust current ones (any feat requiring rage or frenzy will be considered a rage feat).

GunbladeKnight
2012-06-09, 02:51 AM
Added some more totem aspects, as well as adjust the wording on some to avoid confusion, and a capstone that I think is very desirable. Still looking for critiques and any questions regarding it.

Fredaintdead
2012-06-09, 07:57 AM
A barbarian that was reduced to 0 hit points by the end of the rage must make a DC 20 plus half level, round down.

Just thought I should point out this here. What kind of save does the Barbarian have to make? And what is the effect their saving against?

GunbladeKnight
2012-06-09, 09:03 AM
Just thought I should point out this here. What kind of save does the Barbarian have to make? And what is the effect their saving against?

Ah, yes good point. In the world I'm creating, I'm not going to use negative hit points, but instead when a character reaches 0, they will need to make a fortitude save to resist dying. It will normally be 10+half level (tentatively), and diehard will increase it to 15+half level. So it's kind of taking from 4E's death save. Otherwise, normal would have them dying if their HP was below -10 when it ends.

Fredaintdead
2012-06-09, 10:41 AM
Ah, yes good point. In the world I'm creating, I'm not going to use negative hit points, but instead when a character reaches 0, they will need to make a fortitude save to resist dying. It will normally be 10+half level (tentatively), and diehard will increase it to 15+half level. So it's kind of taking from 4E's death save. Otherwise, normal would have them dying if their HP was below -10 when it ends.

A fair enough, thank you for clearing that up. It's a really cool fix overall though. :smallsmile:

GunbladeKnight
2012-06-09, 02:31 PM
Some examples of feats to use:

Extend Rage [Rage]:
Prerequisites: Ability to rage
Benefit: You can rage for an additional 3 rounds. You can take this feat multiple times and the effects stack.

Mighty Swing [Rage]:
Prerequisites: Ability to rage, character level 10
Benefit: You automatically confirms critical threats while raging.

Wild Mind [Rage]:
Prerequisites: Ability to rage, character level 5
Benefit: While raging, you may roll a will save twice, taking the higher of the two results.

Instant Rage [Rage]:
Prerequisites: Ability to rage
Benefit: You can rage as an immediate action.
Normal: You can only rage as a swift action on your turn.

Unexpected Strike [Rage]:
Prerequisites: Ability to rage
Benefit: Whenever an opponent moves into a square you threaten, you may make an attack of opportunity while raging, even if the movement would normally not provoke an attack.

High Metabolism [Rage]:
Prerequisites: Ability to rage, Toughness
Benefit: While raging, you gain fast healing equal to half your constitution modifier.

Inspire Ferocity [Rage]:
Prerequisites: Ability to rage, CHA 13+
Benefit: While raging, you may use a swift action to inspire willing allies within 30ft to achieve similar reckless abandon. Allies rage as a first level barbarian.

Trample Underfoot [Rage]:
Prerequisites: Ability to rage, Improved Overrun
Benefit: When you successfully overrun a creature while raging, you deal your strength modifier damage to them.