PDA

View Full Version : D&D 3.x Class The Barbarian (E6 Project v3, PEACH)



Gnorman
2016-03-26, 08:30 PM
The Barbarian (E6)

Designer's Notes:
The Barbarian is large and in charge. Her class abilities focus on getting stronger, bigger, and doing a lot of damage with a two-handed attack. She's not a lockdown or a control specialist, like the Fighter, or a defensive specialist, like the Paladin. She's a short range, nuclear grade bombshell that you point at the enemy until the enemy no longer has a head.

Archetypes: the Berserker will be familiar to some of you, as a combination of the Frenzied Berserker, the Whirling Frenzy ACF, and the Bear Warrior. She cuts off heads and turns into a goddamn bear. The Spirit Shaman gets druid casting, a spirit guide, and the ability to hang out with ghost dudes and ghost ladies. The Hurler is a throwing weapon specialist, getting to cut off multiple heads per round and make Power Attacks at thirty feet.

HD: d12
Class Skills: Balance, Climb, Craft, Concentration, Intimidate, Handle Animal, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (nature), Listen, Profession, Ride, Spot, Survival, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Saves
Special




Fort
Ref
Will




1st
+1
+2
+2
+0
Archetype Power (Lesser), Fast Movement, Rage, Savage Demeanor



2nd
+2
+3
+3
+0
Uncanny Dodge, Weathered Hide



3rd
+3
+3
+3
+0
Archetype Power (Moderate), Powerful Rage



4th
+4
+4
+4
+1
Bonus Feat, Runescarred Hide



5th
+5
+4
+4
+1
Expansive Rage, Improved Uncanny Dodge



6th
+6/+1
+5
+5
+2
Archetype Power (Greater), Pounce, Pinnacle of Savagery




Weapon and Armor Proficiency: The Barbarian is proficient with all simple and martial weapons. She is also proficient with light armor, medium armor, and shields (except tower shields).

Archetype Power: At 1st level, the Barbarian chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Barbarian a different set of abilities at levels 1, 3, and 6, as noted below.

Fast Movement: The Barbarian gains a 10' bonus to her base land speed, so long as she is wearing no armor, light armor, or medium armor, and carrying a medium load or less.

Rage: The Barbarian may fly into a rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage), as the base barbarian ability, except that she may fly into a rage once per day per class level, and she may do so as an immediate action.

Savage Demeanor: The Barbarian may add her Strength bonus to Intimidate skill checks, instead of her Charisma bonus.

Uncanny Dodge: As the base barbarian ability.

Weathered Hide: The Barbarian is treated as if she was permanently under the effects of an endure elements spell. This is an extraordinary ability. She never gets sunburned; she only tans. While she is in a Rage, she gains energy resistance equal to her Constitution bonus to the following energy types: acid, cold, electricity, and fire.

Powerful Rage: While in a Rage, the Barbarian gains the Powerful Build quality if she does not already possess it. Whenever she is subject to a size modifier or special size modifier for an opposed check, she is treated as one size larger is doing so is advantageous for her. She is also considered to be one size larger when determining whether special attacks based on size can affect her. She may use weapons designed for a creature one size larger without penalty, but her space and reach remain the same as those of a creature of her actual size. The benefits of this quality stack with other effects that change a subject's size category.

Additionally, she now qualifies for feats as if she was one size category larger than she actually is. However, she may only gain the benefits of those feats while she is Raging, or under another effect that increases her size to the required size category.

Bonus Feat: The Barbarian selects a single bonus feat for which she qualifies, and gains its benefits. This feat must be drawn from feats noted as fighter feats. Once per day, the Barbarian may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Barbarian as if she had a base fighter level equal to her class level.

Runescarred Hide: The Barbarian gains damage reduction equal to half her Constitution bonus. This damage reduction is not overcome by any means. In addition, while in a Rage, she gains fast healing equal to half her Constitution modifier as well.

Expansive Rage: While in a Rage, the Barbarian's size actually increases one category. This stacks with other effects that increase her size category, like the enlarge person spell.

Improved Uncanny Dodge: As the base barbarian ability.

Pounce: The Barbarian may now make a full attack as part of a charge.

Pinnacle of Savagery: Once per day, the Barbarian may make use of one of the following abilities.

Bred in the Open Sky: For the remainder of the encounter, all attacks made by the Barbarian deal an additional 1d6 electricity and 1d6 sonic damage. Activating this ability requires a swift action.

Lamentations of Their Women: The Barbarian lets out a soul-shattering howl. All enemies within 60' must make a Will save (DC = 10 + 1/2 the Barbarian's level + the Barbarian's Constitution bonus) or crap their pants. And also I guess they're nauseated for three rounds. Even if they save, targeted opponents are sickened for three rounds. Activating this ability requires a swift action.

Riddle of Steel: The Barbarian trusts only steel, not the machinations of sorcerers. For the remainder of the encounter, the Barbarian is immune to hostile mind-affecting spells and effects. Activating this ability requires an immediate action.


Archetypes:

Berserker

Lesser Archetype Power: While in a Rage (and not a bear), a berserker may make one additional attack per round at her highest attack bonus. She must use the full attack action to do so, however, and each attack in the round takes a -2 penalty. This does not stack with other effects that grant extra attacks in a round, such as the haste spell.

Moderate Archetype Power: While in a Rage, a berserker cannot be made disabled, dying, or dead, even if reduced to 0 hit points or lower, fighting without penalty at even -10 hit points or lower. However, once her Rage runs out, the effects of her wounds immediately apply. This does not prevent death from massive damage or death effects.

Greater Archetype Power: While in a Rage, a berserker may turn into a goddamn bear. While in bear form, she gains a +6 bonus to Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitution (these replace the ability score bonuses offered by her normal Rage; she still retains the -2 AC penalty and the +2 bonus to Will saves). Her equipment merges into this new form, she cannot speak, and she can no longer wield weapons or perform actions that require fine manipulation. She gains two primary claw attacks at 1d8 damage, and a secondary bite attack at 2d6 (for a Large bear; berserkers of other sizes should adjust their damage accordingly). She also gains a +5 bonus to natural armor, low-light vision, and the Scent special ability.

The berserker is not obligated to turn into a goddamn bear, however. If she'd prefer to make three attacks per round with a Large greataxe, she can do that too.


Hurler

Lesser Archetype Power: A hurler can use any melee weapon that she is proficient with as a thrown weapon with a range increment of 10'. She takes only half the attack penalty for each additional range increment, and may ignore the first such penalty entirely.

In addition, any weapon she throws acts as if it had the returning property.

Moderate Archetype Power: While in a Rage, a hurler may treat her ranged attack rolls with thrown weapons as melee attacks. She uses her melee attack bonus to determine her attack bonus for each attack as normal, but applies the standard modifiers for range penalties. In addition, she can apply 1.5x her Strength bonus to damage if she wields the thrown weapon with two hands, and she can use Power Attack with her thrown weapons.

Greater Archetype Power: A hurler may now throw anything that she can carry as a light load, without taking a penalty for it being an improvised weapon. In addition, a hurler may command anything she throws to instantly ricochet back to her hand, catching it as a free action. This allows her to make iterative attacks with thrown weapons, or a mix of melee and thrown weapons.


Spirit Shaman

Lesser Archetype Power: A spirit shaman is totally in touch with the spirit world, man, and so has a spirit guide. This guide totally keeps his mind save from intrusion. A spirit shaman receives a +4 bonus on saves against enchantment spells or effects, and if she fails a save against one, she may attempt a second save one round later at the same DC.

Moderate Archetype Power: A spirit shaman gains the ability to cast a limited number of divine spells, drawn from the Druid list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Druid list. Her spellcasting attribute is Wisdom. She gains bonus spells for having a high Wisdom, and must have a Wisdom score of at least 10 + the level of the spell in question to cast it. The DC of a spirit shaman's spells are equal to 10 + 1/2 her level + Wisdom modifier.

In addition, a spirit shaman may cast spells even while in a Rage. However, each time she does, her Rage's duration is shortened by a round.

Greater Archetype Power: A spirit shaman can totally reach out and touch the spirits, man. Any weapon she wields is treated as if it had the ghost touch property. Incorporeal creatures attacking her target her normal AC, not her touch AC.

In addition, while in a Rage, a spirit shaman gains spell resistance equal to 10 + her class level + her Wisdom modifier.



Level
Spells Per Day



0
1
2


1st
-
-
-


2nd
-
-
-


3rd
3
1
-


4th
3
2
0


5th
3
3
1


6th
3
3
2





Spell Lists:

Druid Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Barkskin, Cat's Grace, Chill Metal, Cure Moderate Wounds, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
3: Call Lightning, Cure Serious Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Quench, Plant Growth, Poison, Protection from Energy, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

Changelog:
3/26/16: Class originally posted.

Sgt. Cookie
2016-03-27, 08:27 AM
Does Weathered Hide grant Damage Resistance or Energy Resistance? Because there's no such thing as "Damage resistance against energy".

Gnorman
2016-03-27, 11:26 AM
Does Weathered Hide grant Damage Resistance or Energy Resistance? Because there's no such thing as "Damage resistance against energy".

Energy resistance. Fixed it in the original post, thanks for pointing it out!