Milo v3
2012-06-09, 09:24 AM
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I want to run a few games of 3.5e using my homebrew campaign setting, but as I dislike some of the classes in normal D&D I decided to revise the classes so that they are more balanced, and better flavoured for my setting. Hopefully the revisions will work in most settings. Please PEACH this if you like or dislike anything here.
Barbarian
DIE! – The last words the victim of a Barbarian hears.
In the wilds, currency and charm doesn’t help you survive. And to survive you must have skill, power, and sense. Barbarians are powerful, athletic, and are more cunning than the beasts they fight against. They are juggernauts who can take the force of assaults, all the while eviscerating their opponents with speed and raw force.
These titans have learnt how to control their bodies in such a way, that they may actually enter a state of raw fury through pure force of will. While in this state they become stronger, swifter, but are much more uncontrolled.
Strangely because of their body manipulation, they can modify the elemental energy within themselves, improving their traits even further.
Role: Barbarians are generally front-line warriors, being able to survive huge amounts of punishment, and still deal out potent strikes.
Alignment: A Barbarians can be of any alignment.
Hit Die: d12.
Starting Gold: As Barbarian.
Class Skills
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int modifier)
Barbarian
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Wrath
1st|
+1|
+2|
+0|
+2|Rage 3/Day, Wrath|1
2nd|
+2|
+3|
+0|
+3|Embrace Wind, Uncanny Dodge|1
3rd|
+3|
+3|
+1|
+3|Feral Gift|1
4th|
+4|
+4|
+1|
+4|Rage 6/Day|1
5th|
+5|
+4|
+1|
+4|Enduring Soul, Improved Uncanny Dodge|2
6th|
+6/+1|
+5|
+2|
+5|Fearless|2
7th|
+7/+2|
+5|
+2|
+5|Embrace Stone|2
8th|
+8/+3|
+6|
+2|
+6|Mettle of Mountains, Rage 9/Day|2
9th|
+9/+4|
+6|
+3|
+6|Embrace River|3
10th|
+10/+5|
+7|
+3|
+7|Improved Enduring Soul, Tough Flesh|3
11th|
+11/+6/+1|
+7|
+3|
+7|Greater Rage|3
12th|
+12/+7/+2|
+8|
+4|
+8|Rage 12/Day, Titanic Strength|3
13th|
+13/+8/+3|
+8|
+4|
+8|Embrace Ash|4
14th|
+14/+9/+4|
+9|
+4|
+9|Embrace the Forest|4
15th|
+15/+10/+5|
+9|
+5|
+9|Embrace Life|4
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Improved Mettle of Mountains, Willed Rage|4
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Tireless Rage|5
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Embrace Death|5
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Mighty Rage|5
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Soul of the Beast|5[/table]
Class Features
All of the following are class features of the Barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, bolas, light armor, medium armor, and shields (except tower shields).
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and he takes a –4 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 5 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d8 rounds (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only three times per encounter. At 1st level he can use his rage ability thrice per day. At 4th level and every four levels thereafter, he can use it three additional times per day (to a maximum of 12 times per day at 12th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Wrath: While raging a Barbarian gains extra compabilities, these abilities are call Wraths. A Barbarian starts with a single Wrath and gains more as he increases in level, see table.
Embrace Wind (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of air he can move faster. Upon reaching second level barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
In addition, while raging the speed bonus granted is increased to 10 feet for every four Barbarian levels, at a minimum of 10 feet.
Uncanny Dodge (Ex): 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 (see below) instead.
Feral Gift (Su): When a barbarian of 3rd level or above is raging, his bestial traits manifest granting him two claw attacks. These claws deal 1d6 slashing damage each, unless the Barbarian already possesses Claws which deal more damage.
Enduring Soul: Upon reaching 5th level, the barbarian gains Endurance as a bonus feat.
At 10th level, the barbarian gains Diehard as a bonus feat.
Improved Uncanny Dodge (Ex): 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 (see above) 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.
Fearless (Ex): Beginning at 6th level, the barbarian bravery becomes so great it can’t falter, and gains immunity to fear effects.
Embrace Stone (Ex): At 7th level, by manipulating primordial earth a barbarian gains Damage Reduction. Subtract 2 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 2 points. Damage reduction can reduce damage to 0 but not below 0.
While raging, the damage reduction granted through Embrace Stone is doubled.
Mettle of Mountains (Ex): At 8th level and higher, a barbarian can resist even magical and unusual attacks with great stamina and effort. If he succeeds a Fortitude saving throw against an effect that still has a partial effect on a successful save, he instead takes no effect. Mettle can be used only if the barbarian is wearing light armor or no armor. A helpless barbarian does not gain the benefit of mettle.
Embrace River (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of water he can become fluid in movement. Upon reaching ninth level he gains a +4 insight bonus to Acrobatics, Climb and Swim checks.
While raging, the insight bonus granted by Embrace River increases to +10.
In addition to these effects he can also use Dexterity based skills while raging.
Tough Flesh (Ex): Upon reaching tenth level a barbarian has grown so accustom to battle, that his skin and muscle have grown resistant to attack. The barbarian gains a natural armor bonus to his armor class equal to a quarter of his barbarian level (rounded down). If the barbarian already possesses natural armor through other means, such as race, they overlap and do not stack.
Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and he gains a morale bonus on Will saves increases to +1. The penalty to AC remains at –4.
Titanic Strength (Ex): At 12th level, a barbarian’s strength and muscle is so poised and controlled that he can wield weapons that are made for creatures of one size larger than he is, without suffering from any penalties caused by using an oversized weapon.
In addition, for the purposes of encumberance, the barbarian counts as one size larger.
Embrace Ash (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of fire he can become empowered, at the cost of his durability. Upon reaching 13th level he can take a full round action to deal 2d10 damage to himself, for a number of rounds equal to the damage dealt his attacks deal 2 extra points of damage. This extra damage cannot be reduced by any form of resistance, immunity, or damage reduction.
While raging, the extra damage dealt by this ability increases to 5.
Embrace the Forest (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of wood he can learn to adapt. Upon reaching 14th level he gains a +2 insight bonus to knowledge (Nature), perception, and survival checks.
While raging, the insight bonus granted by Embrace the Forest increases to +4.
In addition to these effects he can also use Intelligence based skills while raging.
Embrace Life (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of positive energy he can survive where others would not. Upon reaching 15th level he gains immunity to all diseases and poisons.
Improved Mettle of Mountains: This ability works like mettle of mountains, except that while the barbarian still takes no effects on a successful fortitude saving throw against attacks he henceforth takes only the partial effect on a failed save. A helpless barbarian does not gain the benefit of improved mettle of the mountains.
Willed Rage (Ex): At 16th level, a barbarian has full control over his temperament and can enter rage an unlimited amounts of times per day. The barbarian still can’t enter rage more than three times per encounter.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Embrace Death (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of negative energy he can survive where others would not. Upon reaching 18th level he gains immunity to Death Effects and a +4 Insight bonus on saves against necromancy effects.
Mighty Rage (Ex): At 19th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +2. The penalty to AC remains at –4.
Soul of the Beast (Ex): At 20th level, a barbarian becomes a beast. He is forevermore treated as a monstrous humanoid rather than as a humanoid (or whatever the barbarian’s creature type was) for the purpose of spells and magical effects. Additionally, the barbarian becomes immune to non-lethal damage and can make diplomacy checks with animals, and magical beasts as if they were sentient and you shared a language.
I want to run a few games of 3.5e using my homebrew campaign setting, but as I dislike some of the classes in normal D&D I decided to revise the classes so that they are more balanced, and better flavoured for my setting. Hopefully the revisions will work in most settings. Please PEACH this if you like or dislike anything here.
Barbarian
DIE! – The last words the victim of a Barbarian hears.
In the wilds, currency and charm doesn’t help you survive. And to survive you must have skill, power, and sense. Barbarians are powerful, athletic, and are more cunning than the beasts they fight against. They are juggernauts who can take the force of assaults, all the while eviscerating their opponents with speed and raw force.
These titans have learnt how to control their bodies in such a way, that they may actually enter a state of raw fury through pure force of will. While in this state they become stronger, swifter, but are much more uncontrolled.
Strangely because of their body manipulation, they can modify the elemental energy within themselves, improving their traits even further.
Role: Barbarians are generally front-line warriors, being able to survive huge amounts of punishment, and still deal out potent strikes.
Alignment: A Barbarians can be of any alignment.
Hit Die: d12.
Starting Gold: As Barbarian.
Class Skills
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int modifier)
Barbarian
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Wrath
1st|
+1|
+2|
+0|
+2|Rage 3/Day, Wrath|1
2nd|
+2|
+3|
+0|
+3|Embrace Wind, Uncanny Dodge|1
3rd|
+3|
+3|
+1|
+3|Feral Gift|1
4th|
+4|
+4|
+1|
+4|Rage 6/Day|1
5th|
+5|
+4|
+1|
+4|Enduring Soul, Improved Uncanny Dodge|2
6th|
+6/+1|
+5|
+2|
+5|Fearless|2
7th|
+7/+2|
+5|
+2|
+5|Embrace Stone|2
8th|
+8/+3|
+6|
+2|
+6|Mettle of Mountains, Rage 9/Day|2
9th|
+9/+4|
+6|
+3|
+6|Embrace River|3
10th|
+10/+5|
+7|
+3|
+7|Improved Enduring Soul, Tough Flesh|3
11th|
+11/+6/+1|
+7|
+3|
+7|Greater Rage|3
12th|
+12/+7/+2|
+8|
+4|
+8|Rage 12/Day, Titanic Strength|3
13th|
+13/+8/+3|
+8|
+4|
+8|Embrace Ash|4
14th|
+14/+9/+4|
+9|
+4|
+9|Embrace the Forest|4
15th|
+15/+10/+5|
+9|
+5|
+9|Embrace Life|4
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Improved Mettle of Mountains, Willed Rage|4
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Tireless Rage|5
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Embrace Death|5
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Mighty Rage|5
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Soul of the Beast|5[/table]
Class Features
All of the following are class features of the Barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, bolas, light armor, medium armor, and shields (except tower shields).
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and he takes a –4 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 5 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1d8 rounds (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only three times per encounter. At 1st level he can use his rage ability thrice per day. At 4th level and every four levels thereafter, he can use it three additional times per day (to a maximum of 12 times per day at 12th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Wrath: While raging a Barbarian gains extra compabilities, these abilities are call Wraths. A Barbarian starts with a single Wrath and gains more as he increases in level, see table.
Embrace Wind (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of air he can move faster. Upon reaching second level barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
In addition, while raging the speed bonus granted is increased to 10 feet for every four Barbarian levels, at a minimum of 10 feet.
Uncanny Dodge (Ex): 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 (see below) instead.
Feral Gift (Su): When a barbarian of 3rd level or above is raging, his bestial traits manifest granting him two claw attacks. These claws deal 1d6 slashing damage each, unless the Barbarian already possesses Claws which deal more damage.
Enduring Soul: Upon reaching 5th level, the barbarian gains Endurance as a bonus feat.
At 10th level, the barbarian gains Diehard as a bonus feat.
Improved Uncanny Dodge (Ex): 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 (see above) 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.
Fearless (Ex): Beginning at 6th level, the barbarian bravery becomes so great it can’t falter, and gains immunity to fear effects.
Embrace Stone (Ex): At 7th level, by manipulating primordial earth a barbarian gains Damage Reduction. Subtract 2 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 2 points. Damage reduction can reduce damage to 0 but not below 0.
While raging, the damage reduction granted through Embrace Stone is doubled.
Mettle of Mountains (Ex): At 8th level and higher, a barbarian can resist even magical and unusual attacks with great stamina and effort. If he succeeds a Fortitude saving throw against an effect that still has a partial effect on a successful save, he instead takes no effect. Mettle can be used only if the barbarian is wearing light armor or no armor. A helpless barbarian does not gain the benefit of mettle.
Embrace River (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of water he can become fluid in movement. Upon reaching ninth level he gains a +4 insight bonus to Acrobatics, Climb and Swim checks.
While raging, the insight bonus granted by Embrace River increases to +10.
In addition to these effects he can also use Dexterity based skills while raging.
Tough Flesh (Ex): Upon reaching tenth level a barbarian has grown so accustom to battle, that his skin and muscle have grown resistant to attack. The barbarian gains a natural armor bonus to his armor class equal to a quarter of his barbarian level (rounded down). If the barbarian already possesses natural armor through other means, such as race, they overlap and do not stack.
Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and he gains a morale bonus on Will saves increases to +1. The penalty to AC remains at –4.
Titanic Strength (Ex): At 12th level, a barbarian’s strength and muscle is so poised and controlled that he can wield weapons that are made for creatures of one size larger than he is, without suffering from any penalties caused by using an oversized weapon.
In addition, for the purposes of encumberance, the barbarian counts as one size larger.
Embrace Ash (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of fire he can become empowered, at the cost of his durability. Upon reaching 13th level he can take a full round action to deal 2d10 damage to himself, for a number of rounds equal to the damage dealt his attacks deal 2 extra points of damage. This extra damage cannot be reduced by any form of resistance, immunity, or damage reduction.
While raging, the extra damage dealt by this ability increases to 5.
Embrace the Forest (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of wood he can learn to adapt. Upon reaching 14th level he gains a +2 insight bonus to knowledge (Nature), perception, and survival checks.
While raging, the insight bonus granted by Embrace the Forest increases to +4.
In addition to these effects he can also use Intelligence based skills while raging.
Embrace Life (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of positive energy he can survive where others would not. Upon reaching 15th level he gains immunity to all diseases and poisons.
Improved Mettle of Mountains: This ability works like mettle of mountains, except that while the barbarian still takes no effects on a successful fortitude saving throw against attacks he henceforth takes only the partial effect on a failed save. A helpless barbarian does not gain the benefit of improved mettle of the mountains.
Willed Rage (Ex): At 16th level, a barbarian has full control over his temperament and can enter rage an unlimited amounts of times per day. The barbarian still can’t enter rage more than three times per encounter.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Embrace Death (Ex): A barbarian is a warrior who has learnt who to control the primal energy inside themselves, by embracing the element of negative energy he can survive where others would not. Upon reaching 18th level he gains immunity to Death Effects and a +4 Insight bonus on saves against necromancy effects.
Mighty Rage (Ex): At 19th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +2. The penalty to AC remains at –4.
Soul of the Beast (Ex): At 20th level, a barbarian becomes a beast. He is forevermore treated as a monstrous humanoid rather than as a humanoid (or whatever the barbarian’s creature type was) for the purpose of spells and magical effects. Additionally, the barbarian becomes immune to non-lethal damage and can make diplomacy checks with animals, and magical beasts as if they were sentient and you shared a language.