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Whitersnake
2013-09-03, 04:10 PM
Those of you following the Frigates and Flintlocks campaign setting may be wondering where I disappeared to. The truth is, the more I worked on my campaign setting, the less I liked the base classes. I realized that while 3.5's classes are great when it comes to the generic fantasy setting, a lot of what I wanted for the colonial setting involved slightly different classes. So I'm putting the setting on hold while I'm working on that aspect. When I publish the campaign setting (as a free PDF of course), I will include these classes as an optional siderule. But until then, I could certainly use some advice!

Note: This barbarian replacement is meant to combine the barbarian and ranger into one "primitive warrior" type class. The ranger is being removed from this setting, and its abilities are split between the Barbarian and the Scout.

Barbarian
The armies of the "civilized" nations march from battlefield to battlefield in their ordered formations and their brightly-colored uniforms, deadly firearms at the ready. They follow the rules of war and the honor of the battlefield as established by years of tradition, and believe that this is the only way to wage war. Yet in forest, the plains, the mountains, or the deserts there are ancient people whose ways have just as much history and validity. Though their weapons are less technologically advanced, these fierce warriors often equal or outmatch their counterparts when fighting in their native lands. Uncomfortable with their inferiority, the more advanced nations have collective groups "barbarians", but in truth these groups field fighters whose tactics are varied and rich.

Alignment
Any

Hit Die
d12.

Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Barbarian
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0| Fast movement, Track, rage 1/day

2nd|
+2|
+3|
+0|
+0| Uncanny dodge, Combat Style

3rd|
+3|
+3|
+1|
+1| Favored Enemy

4th|
+4|
+4|
+1|
+1| Rage 2/day

5th|
+5|
+4|
+1|
+1| Improved uncanny dodge

6th|
+6/+1|
+5|
+2|
+2| Improved Combat Style

7th|
+7/+2|
+5|
+2|
+2| Damage reduction 1/—

8th|
+8/+3|
+6|
+2|
+2| Rage 3/day

9th|
+9/+4|
+6|
+3|
+3| 2nd Favored Enemy

10th|
+10/+5|
+7|
+3|
+3| Damage reduction 2/—


11th|
+11/+6/+1|
+7|
+3|
+3| Greater rage, Combat Style Mastery

12th|
+12/+7/+2|
+8|
+4|
+4| Rage 4/day

13th|
+13/+8/+3|
+8|
+4|
+4| Damage reduction 3/—

14th|
+14/+9/+4|
+9|
+4|
+4| Indomitable will

15th|
+15/+10/+5|
+9|
+5|
+5| 3rd Favored Enemy

16th|
+16/+11/+6/+1|
+10|
+5|
+5| Damage reduction 4/—, rage 5/day

17th|
+17/+12/+7/+2|
+10|
+5|
+5| Tireless rage

18th|
+18/+13/+8/+3|
+11|
+6|
+6| Epic Combat Style

19th|
+19/+14/+9/+4|
+11|
+6|
+6| Damage reduction 5/—

20th|
+20/+15/+10/+5|
+12|
+6|
+6| Mighty rage, rage 6/day [/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 (except firearms), light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)
A 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.

Track
A barbarian gains Track as a bonus feat.

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 a +2 morale bonus on Will saves, but he takes a -2 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 command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + 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 the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th 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.

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 instead.

Combat Style (Ex)
At 2nd level, a barbarian must select one of four combat styles to pursue: archery, two-weapon combat, mounted combat, or domineering combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the barbarian selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. A barbarian who selects archery may also enter Focus instead of Rage; While Focusing, a barbarian gains a bonus to dexterity instead of strength and constitution, does not take a penalty to armor class, is not prevented from using skills, spells, or items, and does not become fatigued when ending the effect. Focus uses share the same pool as Rage uses, and Focus is identical to Rage in all other ways.

If the barbarian selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. When Raging, a two-weapon combat barbarian does not lose AC; instead he receives a +2 shield bonus to AC by using his weapons to block as well as strike. With Greater Rage this bonus increases to +4; with Mighty Rage this bonus increases to +6.

If the barbarian selects mounted combat, he is treated as having the Wild Cohort feat, even if he does not have the normal prerequisites for that feat. When Raging, he drives his mount harder than ever, giving it a +10 morale bonus to speed.

If the barbarian selects domineering combat, he is treated as having the Combat Expertise feat, even if he does not have the normal prerequisites for that feat. When Raging, the DCs of his tactical maneuvers (Trip, Sunder, Bull Rush, etc.) are increased by 2. With Greater Rage, this bonus increases to +4. With Mighty Rage, this bonus increases to +6.

The benefits of the barbarian’s chosen style apply only when he wears light, medium, or no armor. He loses all benefits of his combat style when wearing heavy armor.

Favored Enemy (Ex)
At 3rd level, a barbarian may select a type of creature from among those given on Table: Barbarian Favored Enemies. The barbarian gains a +2 bonus on Bluff, Listen,Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 9th level and again at 15th level, the barbarian may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the barbarian chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the barbarian’s bonuses do not stack; he simply uses whichever bonus is higher.

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 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.

Improved Combat Style (Ex)
At 6th level, a barbarian’s aptitude in his chosen combat style improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected mounted combat at 2nd level, he is treated as having the Ride-By Attack feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected domineering combat at 2nd level, he is treated as having the Improved Trip feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the barbarian’s chosen style apply only when he wears light, medium, or no armor. He loses all benefits of his combat style when wearing heavy armor.

Damage Reduction (Ex)
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.

Greater Rage (Ex)
At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Combat Style Mastery (Ex)
At 11th level, a barbarian’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected mounted combat at 2nd level, he is treated as having the Spirited Charge feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected domineering combat at 2nd level, he is treated as having the Stunning Fist feat, even if he does not have the normal prerequisites for that feat. Additionally, he may make a Stunning Fist attack using any weapon and the save DC is based on strength rather than wisdom. A barbarian who recieves this feat may attempt a stunning attack a number of times per day equal to her barbarian level, plus one more time per day for every four levels she has in classes other than barbarian.

As before, the benefits of the barbarian’s chosen style apply only when he wears light, medium, or no armor. He loses all benefits of his combat style when wearing heavy armor.

Indomitable Will (Ex)
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.

Tireless Rage (Ex)
At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Epic Combat Style (Ex)
At 18th level, a barbarian’s aptitude in his chosen combat style improves to the point that he is on par with even the most legendary heroes. If he selected archery at 2nd level, he is treated as having the Hail of Arrows ability. As a full attack, he may make a single attack against every enemy in range (up to his class level) at his full attack bonus.

If the barbarian selected two-weapon combat at 2nd level, he is treated as having the Perfect Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

If the barbarian selected mounted combat at 2nd level, he is treated as having the Pounce ability while mounted, letting him make a full attack on a mounted charge. Effects like Spirited Charge or a lance’s charging damage multiplier are only applied to the first attack.

If the barbarian selected domineering combat at 2nd level, he is treated as having the Bane of Enemies feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the barbarian’s chosen style apply only when he wears light, medium, or no armor. He loses all benefits of his combat style when wearing heavy armor.

Mighty Rage (Ex)
At 20th 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 +4. The penalty to AC remains at -2.

Neoxenok
2013-09-07, 01:55 AM
Well, without really seeing much else of your frigates and flintlocks campaign just yet, it does certainly appear to be capable at melee. I don't see anything that particularly stands out in terms of balance issues.

Flavor-wise, it's mechanics seem more of a hunter/gatherer type with barbarian rage - perhaps you could reflavor barbarian rage as more of a "battle clarity" sort of thing - like when warriors get into a sort of zen-like trance when they do their fighting which can increase their combat potential.

Otherwise though, I don't see any particular balance issues - though this is definitely more powerful and versatile than a standard barbarian.

I am assuming that the other classes you're updating get a similar treatment, yes?

Otherwise, I don't see many issues here.

Whitersnake
2013-09-08, 05:29 PM
Flavor-wise, it's mechanics seem more of a hunter/gatherer type with barbarian rage - perhaps you could reflavor barbarian rage as more of a "battle clarity" sort of thing - like when warriors get into a sort of zen-like trance when they do their fighting which can increase their combat potential.
Was looking for a name, Battle Clarity works!



Otherwise though, I don't see any particular balance issues - though this is definitely more powerful and versatile than a standard barbarian.

I am assuming that the other classes you're updating get a similar treatment, yes?

Otherwise, I don't see many issues here.
Yep; I'm creating 13 base classes for the setting. The Wizard (http://www.giantitp.com/forums/showthread.php?t=301391) and Monk (http://www.giantitp.com/forums/showthread.php?t=301583) are at the same level of completion. Eventually, I hope to have the following base classes for the setting:

Combatants:
Fighter, Barbarian, Monk, Scout, Swashbuckler, Gunslinger

Special:
Rogue, Marshal

Arcane:
Wizard, Sorcerer, Artificer

Divine:
Priest, Shaman

Classes like the Bard, Druid, and Paladin will be replaced by prestige classes.