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Zman
2013-12-31, 11:46 PM
This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.


Barbarian
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Rage 1/day, Fast Movement, Illiteracy, Savage Glare

2nd|+2|+3|+0|+0|Uncanny Dodge

3rd|+3|+3|+1|+1|Damage Reduction, Trap Sense +1

4th|+4|+4|+1|+1|Moment of Clarity 1/day

5th|+5/+1|+4|+1|+1|Improved Uncanny Dodge

6th|+6/+2|+5|+2|+2|Pounce

7th|+7/+3|+5|+2|+2|Moment of Clarity 1/Rage

8th|+8/+4|+6|+2|+2|Greater Rage

9th|+9/+5/+1|+6|+3|+3|Toughened Rage

10th|+10/+6/+2|+7|+3|+3|Moment of Refusal

[/table]

Alignment: Nonlawful
Hit Die: 1d12

Class Skills:
Balance(Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide(Dex), Intimidate (Cha or Str), Jump (Str), Knowledge Nature(Wis), Listen (Wis), Move Silently(Dex), Ride (Dex), Spot(Wis), Survival (Wis),and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, 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.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Savage Glare

The Barbarian uses Strength or Charisma for Intimidate Checks.

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 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 a number of rounds equal to the Rage's duration
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(2/day at 4th and 3/day at 8th 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 (see below) instead.

Trap Sense (Ex): 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, and 9th level). Trap sense bonuses gained from multiple classes stack.

Damage Reduction (Ex): At 3rd level, a barbarian gains Damage Reduction equal to 1/2 his Barbarian class level. Subtract 1/2 the Barbarian's class level from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

Moment of Clarity

At 4rd level the Barbarian can find a Moment of Clarity while raging, for one round the Barbarian can act normally and does not face the normal rage restrictions. At 7th level the Barbarian can use Moment of Clarity once during each rage.

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.

Pounce

At 6th level when the barbarian charges he can follow up with a Full Attack.

Greater Rage (Ex): At 8th 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 Decreases to -1.

Toughened Rage

At 9th level while Raging a Barbarian's DR is equal to his Barbarian level.

Moment of Refusal

At 10th level a Barbarian can resist any one effect which can be an attack, spell, or special ability delaying its effects momentarily. The Barbarian gains an immediate action attack targeted against the offender with a bonus to hit and damage equal to the Barbarian's Level. If the opponent is not within Melee range the Barbarian, he may charge them to the maximum of his charge range, though the Barbarian only ever makes a single attack. The barbarian is not slowed by difficult terrain, but may be prevented from reaching his intended target by other obstacles. The Barbarian suffers AoOs as normal during a Moment of Refusal. Once the attack is resolved the Barbarian is affected as normal. This ability is usable once per day.

Ex-Barbarians
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).

ACFs


Berserker

Level: 1st
Changes: Rage
Rage cannot voluntarily be activated, but automatically activates when the Barbarian's HP drop below 50% of their starting total. Alternatively, if the Wound/Vitality Point System is being used the Barbarian's Rage activates automatically when Wound damage is taken. During a Rage the Barbarian is not Fatigued from Wound Damage and can Run and Charge as normal. In addition the Barbarian is counted as having passed its Fortitude Test for the wound Damage taken.

Ferocious

Level: 3rd
Loses: Damage Reduction, Toughened Rage.
Gains: Dodge Bonus equal to 1/4 Barbarian Level, must be wearing light or no armor. Ferocious Rage replaces Toughened Rage, Dodge Bonus equals 1/2 Barbarian Level while raging.

Hulking

Level: 1st
Replaces: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge
Gains: Heavy Armor Proficiency, Barbarian is not slowed while wearing medium or heavy armor or carrying a medium or heavy load.
At 2nd level the Barbarian counts as one size larger when performing a Bull Rush or Overrun.
At 5th level the Barbarian receives Imoroved Toughness as a Feat.

Savage

Level: 1st
Loses: Martial Weapon Proficiency, Medium Armor Proficiency, Rage, Moment of Clarity, Toughened Rage, or Greater Rage.
Gains: Good Reflex Save, 6+ Int Skill Points, Tumbling as a Class Skill, and Proficiency Throwing Axe, Hand Axe, and Short Bow..
1st: Skirmish, Savage Instinct
9th: Blind Sense 30ft

Savage Instinct: A Savage receives a bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Spot, Swim, and Tumble equal to 1/2 their Savage Level rounded down.

Skirmish (Ex): A Savage relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the Savage's turn. This extra damage increases by 1d6 for every four levels (2d6 at 4th, and 3d6 at 8th).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Savage must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 4th level, a Savage gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Savage has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 at 8th level.

Spell Hardened

Level: 3rd
Replaces: Trap Sense
Gains: Spell Resistence equal to Barbarian Level +1. This increases by one for every five barbarian levels after 3rd to a maximum of SR 2+Barbarian Level at 8th level.

Totem Warrior

Level: 1st
Loses: Martial Weapon Proficiency, Light and Medium Armor Proficiency, Shield Proficiencies.
Gains: Good Wild Shape Progression as a Druid of the Same level. Rage Abilities can only be used while under the effects of Wild Shape. Does not gain Wild Shape(Plant)

Trapkiller

Level: 3rd
Replaces Trap Sense
Gains: Trapfinding(Use Search or Survival at a -5)
May attempt to disarm Mechanical Traps with an Attack Roll, failure Springs the Trap.


Whirling Frenzy

Level: 1st
Loses: Rage, Greater Rage, Mighty Rage, Toughened Rage
Gains: Whirling Frenzy, Greater Whirling Frenzy, Mighty Whirling Frenzy, Evasion
Whirling Frenzy: A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Dexterity and a +2 bonus to Will Saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but all attacks made that round suffer a -2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. This effect stacks with Haste effects.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 8th level (when a standard barbarian gains greater rage), the Dexterity bonus increases to +6, and the Will bonus increases to +3. The Barbarian also gains a +2 bonus to Strength.

A barbarian using this variant doesn't gain Toughened Rage at 9th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

For any applicable ability or feat replace "Rage" with Whirling Frenzy.

Zman
2013-12-31, 11:48 PM
Change Log

awa
2014-01-01, 10:18 AM
Impressive normally prefer e6 but this looks pretty good
I will point out your a bit inconsistent to how you are bolding things.

I think moment of refusal needs more clarification. lets say you get nailed with a fire ball from 800 feet away by a flying wizard can the barbarian charge 800 feet straight up to attack him? Or is it he can make a free charge against the target normal limitations apply.

It also has some odd interaction with knock back the barbarian gets hit runs forward then suddenly gets thrown back?

what about a cage the barbarian is caught in the force cage, or whatever runs out of the cage to attack and then kinda just appears back in the cage?

I like what the ability is trying to do i just think it needs a bit more work.

Zman
2014-01-01, 10:38 AM
Impressive normally prefer e6 but this looks pretty good
I will point out your a bit inconsistent to how you are bolding things.

I think moment of refusal needs more clarification. lets say you get nailed with a fire ball from 800 feet away by a flying wizard can the barbarian charge 800 feet straight up to attack him? Or is it he can make a free charge against the target normal limitations apply.

It also has some odd interaction with knock back the barbarian gets hit runs forward then suddenly gets thrown back?

what about a cage the barbarian is caught in the force cage, or whatever runs out of the cage to attack and then kinda just appears back in the cage?

I like what the ability is trying to do i just think it needs a bit more work.

Thank you for the Feedback. My E10 limits casters to 4th level spells, so most of the problems that crop up during E10 ie 5th levels spells mostly, are reduced. You can read my full E10 Rules in my Overhaul. Ideally its used with my Overhaul, but as a stand alone my E10 will be just fine. Essentially you have a Primary class at level 1, then at level 2, you pick a Gestalt Class, then at each level you gain you alternate leveling your Primary and Gestalt Classes, effectively gaining the full amount of skill points. Its about lateral and diagonal power increases, not just vertical, and especially exponential power increases.

I agree, Moment of Refusal needs some work. Obviously, it needs to be limited to a Barbarian's charge move, and could be prevented in some scenarios. I'll work on cleaning it up.

It is supposed to be the Barbarian's giant FU when a caster tries to save or suck him, petrify him, save or die him, etc. He gets one attack to make his mark before being effected.