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Tanuki Tales
2016-07-12, 05:41 PM
Barbarian


”Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split.”

-Robert E. Howard.



Animal. Beast. Savage. Monster. Primitive. Demon. Barbarian.

All are names that those who would consider themselves the better cast upon the individuals, or people, who are "less" advanced than them; more likely to give into their passions, simple traditions or superstitions. The "civilized" look down their nose from homes of stone and iron, judging and casting out of hand the worth and potential of those who still live amongst the brutality of nature. It has lead many of them to become softer, weaker, more complacent, unable to comprehend the strength of sinew and soul it takes to live side by side with the primal hunters and their prey. Every sun rise these people must be faster, stronger and smarter than their neighbors or their pursuers, lest they end up another set of bones bleaching in the sun.

The Barbarian epitomizes all the strength and fury of these "lesser people", taking their skills, their strength, their lives and their world into themselves. It is compressed over and over until it becomes diamond hard, formed into a terrible, bloody jewel that welcomes any fool who would attempt to subjugate or break it.


Alignment: Any.

Hit Dice: d12

Class skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str)
Skills: 4+Intelligence Modifier per level



LevelBABFortRefWillSpecialSavage Talent
1st+1+2+2+2Child of Fury, Thick Skinned, Wild Blow +1d62
2nd+2+3+3+32
3rd+3+3+3+3Wild Blow +2d63
4th+4+4+4+43
5th+5+4+4+4Wild Blow +3d64
6th+6/+1+5+5+54
7th+7/+2+5+5+5Wild Blow +4d65
8th+8/+3+6+6+65
9th+9/+4+6+6+6Wild Blow +5d66
10th+10/+5+7+7+76
11th+11/+6/+1+7+7+7Wild Blow +6d67
12th+12/+7/+2+8+8+87
13th+13/+8/+3+8+8+8Wild Blow +7d68
14th+14/+9/+4+9+9+98
15th+15/+10/+5+9+9+9Wild Blow +8d69
16th+16/+11/+6/+1+10+10+109
17th+17/+12/+7/+2+10+10+10Wild Blow +9d610
18th+18/+13/+8/+3+11+11+1110
19th+19/+14/+9/+4+11+11+11Wild Blow +10d611
20th+20/+15/+10/+5+12+12+12Immortal Fury12


Weapon and Armor Proficiency
Barbarians are proficient with all simple, martial and improvised weapons. Barbarians are not proficient with any form of armor, but are proficient with shields (except tower shields).


Child of Fury (Ex)

A barbarian may enter a state of focused battle rage, referred to as a "fury" as a free action. The barbarian gains half their barbarian level as a morale bonus on attack and damage rolls, as well as Strength checks (minimum +1). The barbarian also gains an amount of temporary hit points equal to six times their barbarian level. While in a "fury" the barbarian is not able to use any Intelligence or Charisma based skills (except Intimidate) and may not cast spells, use spell-like abilities, or manifest powers. The barbarian may remain in a state of "fury" for a number of rounds equal to their Constitution modifier, at which point they are fatigued for twice that length. While a barbarian can enter a "fury" while fatigued, when they exit it they are exhausted for one hour, plus one additional hour per five rounds they were in a "fury". A barbarian cannot enter a "fury" if exhausted.



Savage Talent

Starting at 1st level, a barbarian selects two Savage Talents (listed below), gaining the features associated with it. They gain an additional Savage Talent every odd level (and an additional one at level 20). Savage Talents are considered Extraordinary abilities, unless noted otherwise. Any Savage Talent with a Fury tag are only able to be used while a barbarian is currently in a state of "fury"; the exception to this are bonus feats granted by the Savage Talent, which the barbarian always has access to. If a barbarian would gain a bonus feat that they already possess, they may instead select another feat they qualify for.

A barbarian is able to learn Savage Talents beyond their normal allotment gained by taking levels in this class through spending a currency called Savagery. Learning a new Savage Talent costs 1,000 Savagery plus 1,000 Savagery for each Savage Talent previously purchased. A barbarian can accrue Savagery in the follow manner:

When a barbarian kills an enemy they gain a number of points of Savagery equal to 10 x the enemy's CR. This only occurs for creatures with a CR no less than the barbarian's level minus two.
When a barbarian destroys an enemy's gear, they gain a number of points of Savagery equal to its value in gold pieces. Gear is defined as any weapon, armor or magic item that has not been out of the enemy's possession for more than one minute.
When a barbarian survives a critical hit or death effect, they gain a number of points of Savagery equal to 10 x the damage they received.
The barbarian may cultivate a domicile that they own completely and in which they house trophies of their adventures and exploits. For every gold piece they spend on building and maintaining such a living space, as well as spent on and maintaining trophies from their trials and accomplishments, is gained as an equal amount of Savagery.

A barbarian can not accrue Savagery or spend it to purchase Savage Talents if less than half their total class levels are in this class.


Thick Skinned (Ex)

As long as the barbarian is wearing no armor (including any armor made light enough to no longer be considered armor for such purposes), they gain a Natural Armor bonus to their Armor Class equal to 3 + their Constitution modifier. This natural armor bonus increases by one for every three levels, to a maximum of 9 + their Constitution modifier at 18th level. This natural armor stacks with other sources of natural armor the barbarian possesses. The barbarian may also enchant their body as if it was armor and any natural weapons they possess as if they were manufactured weapons.


Wild Blow (Ex)

At 1st level, when making an attack action, a barbarian may decide to impart it with significant force, designating it as a "Wild Blow". This decision must be made prior to any dice are rolled to confirm if the attack hit and affects all attacks made as part of that action and/or routine. If the attack is successful, the barbarian deals additional damage as designated on the table above. This extra damage is of the same type of the weapon being wielded and is not multiplied on a critical hit.

Regardless of whether or not the attack is successful, the barbarian takes a penalty to their Armor Class, and any Reflex saves they make, equal to half their barbarian level (minimum -1) until the end of their next turn.


Immortal Fury (Ex)

The barbarian has become an incarnation of pure, unbridled anger and rage, transforming into an example of both the irresistible force and the immovable object. At 20th level, while in a "fury", the barbarian acts as if they are at peak capacity, regardless of how much damage they've taken or effects they've failed the save against. Such things still accrue normally and take their normal effects as soon as that specific "fury" ends for the barbarian.

Tanuki Tales
2016-07-12, 05:43 PM
Savage Talents


Brave the Raging River
Prerequisite: 1 rank in Swim
Benefit: The barbarian gains their Strength modifier or their Barbarian level (which ever is higher) as a competence bonus on Swim checks.

At 6th level, the barbarian gains a swim speed equal to their base land speed.

At 8th level, the barbarian can hold their breath for a number of hours equal to their Constitution modifier.


Cleanse the Augean Stables
Prerequisite: -
Benefit: The barbarian is able to complete mundane tasks in half the time it would normally take one person to complete. Such mundane tasks cannot directly involve combat or the crafting of magical items. Examples could be cleaning a farm from top to bottom, building a monument to a goodly king, or redirecting the flow of a river. The barbarian is exhausted for twenty four hours after using this Savage Talent.

At 6th level, the barbarian is able to complete task in one quarter the normal amount of time. Additionally, they subtract their Constitution modifier from the length of time they're exhausted (minimum one hour).

At 8th level, the barbarian is able to complete tasks in one tenth the normal amount of time. Additionally, they subtract their Constitution score from the length of time they're exhausted (minimum one hour).


Demolisher [Fury]
Prerequisites: -
Benefit: The barbarian gains Power Attack as a bonus feat. When attacking an object or creature of the construct type, the barbarian gains a bonus on the damage dealt equal to their Barbarian level. Attended objects and constructs can make a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's strength modifier) to reduce this damage by half.

At 6th level, the Barbarian can ignore a number of points of hardness possessed by an object equal to their barbarian level. Attended objects and constructs can make a Fortitude save (DC 10 + 1/2 the barbarian's level + the barbarian's strength modifier) to ignore this effect.

At 8th level, once per day, the Barbarian can treat an attack against an object as if it was a confirmed critical hit. Attended objects and constructs can make a Fortitude save (DC 10 + 1/2 the barbarian's level + the barbarian's strength modifier) to ignore this effect. The barbarian can do this an additional time per day for every four levels after level eight.


Elephant in the Room
Prerequisite: -
Benefit: As a move action, the barbarian makes a display that entices their enemies to select them over any other potential target. Any creature that has line of sight to the barbarian or can hear them must make a Will save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) to resist. Creatures that fail this save take a -2 penalty to attack rolls when not targeting the barbarian and the save DC for their abilities are considered two lower for creatures other than the barbarian. This effect ends when the barbarian falls unconscious or the affected creatures moves 100 feet away from the barbarian.

At 6th level, the penalty and reduction in save DCs is increased to -4 and the creature must move at least one mile away to dispel the effect.

At 8th level, the penalty and reduction is save DCs is increased to -6 and the effect remains as long as the affected creature believes the barbarian to be alive.


Eyes of Hatred
Prerequisites: 1 rank in Intimidate
Benefit: The barbarian can make an Intimidate check against an adjacent creature as a move action. Additionally, the Barbarian uses their Strength modifier in place of their Charisma modifier when making Intimidate checks.

At 6th level, the barbarian can make an Intimidate check as a swift action and can target any creature they see within sixty feet.

At 8th level, the barbarian gains the Frightful Presence special quality, which functions out to sixty feet. The barbarian uses their Strength modifier in place of their Charisma modifier when determining its save DC and can exclude any creatures from its area of effect.


Failure is for the Weak
Prerequisite: Barbarian level 6
Benefit: When the barbarian uses a barbarian class skill, they roll twice and take the higher of the two results.


Feast on Cowardice
Prerequisites: -
Benefits: If the barbarian would be affected by a fear effect, they automatically downgrade it to the next lowest condition.

At 6th level, the barbarian is immune to fear effects.

A 8th level, if the barbarian would normally be affected by a fear effect, they instead gain an insight bonus on attack and damage rolls equal to one quarter their level. The duration of this bonus is the same as the duration of the fear effect they were targeted by.


Forevermore a Humanoid Juggernaut
Prerequisite: -
Benefit: The barbarian gains Diehard, Endurance and Toughness as bonus feats.

At 6th level, the barbarian gains DR/- equal to their barbarian level; this damage reduction doubles against nonlethal damage.

At 8th level, if the barbarian makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, they instead completely negate the effect. An unconscious or sleeping barbarian does not gain this benefit.


Form of the Beast [Fury]
Prerequisites: -
Benefit: As a move action, the barbarian gains two claw attacks and a bite attack that deal damage as appropriate for a creature of their size category. While manifested, the barbarian also is treated as if they possessed they had the Multiattack feat. Retracting these natural weapon also requires a move action.

At 6th level, the barbarian is treated as if one size category larger than they are, for the purpose of determining the damage dealt by their natural weapons.

At 8th level, the barbarian is treated as if they were two size categories larger than they are, for the purpose of determining the damage dealt by their natural weapons. Additionally, the increase the critical threat range of their natural weapons by one.


Ghostcleaver [Fury]
Prerequisite: -
Benefit: The barbarian gains Blind-fight as a bonus feat. Additionally, any weapon they wield is treated as if it was a Ghost Touch weapon.

At 6th level, the barbarian gains Improved Blind-fight as a bonus feat.

At 8th level, the barbarian gains Greater Blind-fight as a bonus feat.


Grazing pass of the Reaper
Prerequisite: -
Benefit: The barbarian gains Combat Reflexes, Cleave and Improved Initiative as bonus feats.

At 6th level, the barbarian can use their Strength modifier in place of their Dexterity modifier when determining their Initiative modifier and when using the Combat Reflexes feat.

At 8th level, if the barbarian misses an attack roll, any creatures that were targeted must make a Reflex save (DC 10+ 1/2 the barbarian's level + the barbarian's strength modifier) or take untyped damage equal to the barbarian's level.


Grievous Harm with a Body [Fury]
Prerequisite: Skinned Knuckles
Benefit The barbarian gains Improved Grapple and Greater Grapple as bonus feats.

At 6th level, the barbarian gains Chokehold and Body Shield as bonus feats.

At 8th level, if the barbarian successfully pins a target, they may wield them as a two-handed improvised weapon. A creature wielded in this manner deals 1d8 points of bludgeoning damage and benefits from any class features or Savage Talents that alter a weapon wielded by the barbarian. Whenever the barbarian deals damage with a creature wielded in this manner, the creature takes the exact same amount of damage that the barbarian's target took. A creature can be wielded in this manner for as long as the barbarian maintains the pin, until the barbarian chooses to drop them or until they are killed.

A barbarian wielding a creature in this manner may maintain the grapple as a swift action.


Hemorrhaging Bash
Prerequisite: Barbarian level 3
Benefit: When the barbarian performs a successful Wild Blow they deal an additional 1d4 bleed damage. This bleed damage does not stack with itself but does stack with other sources of bleed damage.

At 7th level, the bleed damage increases to 1d6.

At 11 level, the bleed damage increases to 1d8.


Herculean Improvement
Prerequisite: Barbarian level 6
Benefit: When choosing this Savage Talent, the barbarian selects Strength, Dexterity or Constitution and gains a +2 enhancement bonus to that score.
Special: This Savage Talent can be purchased multiple times, choosing a different ability score each time. Once the barbarian reaches the thirteenth level in this class, they can purchase it again for a previously selected score, increasing the enhancement bonus to +6.


Hunt the Waking Dream[/b]
Prerequisite: Primal Hunter
Benefit: When the barbarian passes within twenty feet of an active magical aura or effect, they receive a Perception check to notice it. The DC for this check is 10 + the caster level of the originator of the effect. If it is present on a creature with an intelligence score of 3 or higher, they instead make an opposed Bluff check against the barbarian's Perception check.

At 6th level, the barbarian gains the scent special quality, but this only allows them to track magical auras and effects.

At 8th level, the barbarian is treated as if under a constant True Seeing spell. This is a supernatural effect.


I am Indestructible [Fury]
Prerequisite: Barbarian level 8, Forevermore a Humanoid Juggernaut, I will not Fall
Benefit: The point at which the barbarian dies from hit point damage is increased by an amount equal to their barbarian level. Additionally, whenever the barbarian reduces an enemy to zero or less hit points and are themselves at zero or less hit points, they gain a number of temporary hit points equal to their barbarian level. These temporary hit points stack with those gained from being in a "fury", but not with themselves.


Invade the Keep
Prerequisite: 1 rank in Climb
Benefit: The barbarian gains their Strength modifier or their Barbarian level (which ever is higher) as a competence bonus on Climb checks.

At 6th level, the Barbarian gains a climb speed equal to their base land speed.

At 8th level, the Barbarian can use the run action while climbing a surface.


Irresistible Force, Immovable Object [Fury]
Prerequisite: -
Benefit: The barbarian gains a bonus on saving throws against any effect that would decrease or impede their movement equal to their Strength modifier or barbarian level, whichever is higher. Additionally, they add their Constitution modifier as an insight bonus to their combat maneuver defense.

At 6th level, once per "fury", the barbarian may ignore an effect that would decrease or impede their movement for a number of rounds equal to their Strength modifier. Additionally, they gain the previous ability granted by this Savage Talent even when not in a "fury".

At 8th level, while in a "fury", the barbarian acts as if under the effect of the Freedom of Movement spell; this is a supernatural effect. Additionally, the barbarian gains the previous ability granted by this Savage Talent, even when not in a "fury", usable once an hour.


I will not fall [Fury]
Prerequisite: -
Benefit: Once per "fury", as a standard action, the barbarian can heal 1d8 + their Constitution modifier hit point damage. The amount healed by this increases by another 1d8 per four barbarian levels the barbarian possesses.

At 6th level, the barbarian can ignore a number of points of ability damage equal to their barbarian level while in a "fury". They may also ignore temporary negative levels, with each equivalent to five points of ability damage. After ending their current "fury" the Barbarian may make another save to remove the ability damage/negative levels, at the original Save DC. If successful, they remove one of each.

At 8th level, the barbarian gains Fast Healing 1 while in a "fury". This increases by one for every three levels after the eighth. The barbarian can reattach severed limbs and destroyed (but not completely gone) organs will revive themselves as long as this fast healing functions.


Kneebreaker [Fury]
Prerequisite: When a barbarian makes a successful Wild Blow, they may forego doing the extra damage. The target of the attack must then make a Fortitude save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be sickened for 1d4 rounds.

At 6th level, the barbarian may forgo the extra damage from a successful Wild Blow to make the target staggered for one round.

At 8th level, the barbarian may forgo the extra damage from a successful Wild Blow to make the target stunned for one round.


Large and in Charge
Prerequisite: -
Benefit: The barbarian can use a Bull rush, Drag, Overrun or Sunder combat maneuver in place of a melee attack.

At 6th level, the barbarian gains Improved Bull rush, Improved Drag, Improved Overrun and Improved Sunder as bonus feats.

At 8th level, the barbarian gains Greater Bull rush, Greater Drag, Greater Overrun and Greater Sunder as bonus feats.


Mage Hewer
Prerequisite: -
Benefit: The barbarian gains a competence bonus on saving throws against spells, spell-like abilities and supernatural abilities equal to half their barbarian level (minimum +1). Additionally they gain Disruptive as a bonus feat.

At 6th level, the barbarian gains spell resistance equal to 11 + their barbarian level. The barbarian may allow spells of their choosing to affect them as a free action.

At 8th level, any spells that fail to penetrate the barbarian's spell resistance are reflected back on the caster, as if the barbarian was under a spell turning effect. The barbarian can reflect a number of spell levels per round in this manner equal to half their barbarian level plus their strength modifier.


Marked by the Spirits [Fury]
Prerequisites: -
Benefit: Once per "fury", when the barbarian is required to make a d20 roll, they may choose to reduce the duration of their current "fury" by one round. If they do so, they can make that d20 roll twice and take the higher of the two results. They may do this an additional time each "fury" for every five levels they possess, reducing the duration of their current "fury" by one each time.


Mount the Pale Steed
Prerequisites: -
Benefit: The barbarian gains a morale bonus on saving throws against poison and disease equal to their Strength modifier or their Barbarian level (which ever is higher).

At 6th level, the barbarian gains immunity to poison and disease, including those of magical or supernatural origins.

At 8th level, if the barbarian would be targeted by a poison or disease they are immune to, roll the initial damage as if the barbarian failed their save against it. The barbarian heals five hit points for every point of ability damage or drain they would normally have suffered.


Mountain Hide [Fury]
Prerequisite: -
Benefit: The barbarian's natural armor increases by two. Additionally, any creature making a melee attack against the barbarian must make a reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or take damage equal to the barbarian's Constitution modifier; this damage is untyped and ignores hardness and damage reduction. If the creature is wielding a manufactured weapon, this damage is dealt to it, instead of the creature.

At 6th level, the barbarian's natural armor increases by four and their natural armor applies to their Touch Armor Class.

At 8th level, the barbarian's natural armor increases by eight and they gain light fortification. If the barbarian already has similar resistance to critical hits, it is increased by twenty five percent. For the purpose of Savagery, if the barbarian resists the critical hit, roll the critical hit damage to determine how much Savagery they would have gained. If the barbarian already has immunity to critical hits, they instead gain 200% Savagery when they normally would be subject to one.


My Flesh is Strong [Fury]
Prerequisite: Barbarian level 8
Benefit: Once per "fury", when a barbarian would take lethal damage from any source, they make a Fortitude save with a DC equal to the damage dealt. If the barbarian's Fortitude save is successful the damage is converted to an equal amount of non-lethal damage and the duration of the barbarian's current "fury" is reduced by one round. For each four levels past the eighth, the barbarian can use this Savage Talent an additional time, reducing their current "fury" by another round of duration.



No time to pause, no time for thought
Prerequisite: 1 rank in selected Barbarian class skill
Benefit: When the barbarian chooses this Savage Talent, they select one barbarian class skill that they have invested skill ranks in. These ranks are automatically refunded and can be spent the next time that the barbarian levels up. After twenty four hours have passed from gaining this Savage Talent the barbarian automatically gains one rank in the selected skill. This process repeats every twenty four hours, until the barbarian has the maximum allowed ranks for their hit dice in the selected skill. This process will continue each time that maximum is raised.
Special: This Savage Talent can be chosen multiple times, selecting a different barbarian class skill each time.


Outrun the Wind
Prerequisite: -
Benefit: The barbarian gains an enhancement bonus to their base land speed, equal to their Strength score (rounded up to the nearest derivative of 5).

At 6th level, this enhancement bonus is doubled while in a "fury".

At 8th level, this enhancement bonus is tripled while in a "fury".


Primal Hunter
Prerequisite: 1 rank in Perception
Benefit: The barbarian gains their Strength modifier or their Barbarian level (which ever is higher) as a competence bonus on Perception checks. Additionally they gain low-light vision and Darkvision out to sixty feet. If the barbarian already has low-light vision or Darkvision, their range is doubled.

At 6th level, the barbarian gains blindsight out to a number of feet equal to their barbarian level, rounded down to the nearest five foot interval.

At 8th level, as a free action, the barbarian can see the energy that all living things radiate. Medium size or smaller creatures give off sufficient light to illuminate a sixty foot radius, illuminating themselves and any nearby objects. This light behaves as normal light, so the barbarian can not see through objects or walls. The radius of light given off doubles for each size category above medium the creature is.


Ride the Dragon
Prerequisite: 1 rank in Acrobatics
Benefit: The barbarian gains their Strength modifier or their Barbarian level (which ever is higher) as a competence bonus on Acrobatics checks when making a jump.

At 6th level, when making an Acrobatics check to jump, the DC for the check doesn’t double if the barbarian fails to move 20 feet in a straight line prior to jumping. If the Barbarian does move 20 feet in a straight line before attempting a jump, they double the competence bonus to the check given by this Savage Talent.

At 8th level, the barbarian no longer takes falling damage.


Rocks fall, Everything dies [Fury]
Prerequisite: -
Benefit: While in a "fury", in place of an attack, the barbarian can lift and hurl an object (within reach) up to one size category smaller than themselves with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength modifier. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.

At 6th level, the range increment increases to twenty feet and increases the size of the hurled object by one size category. Additionally, the barbarian may use this Savage Talent as part of a charge.

At 8th level, the range increment increases to forty feet and increases the size of the hurled object by two size categories. Additionally, the barbarian may use this Savage Talent as part of a full attack routine.


Shatter the fragile [Fury]
Prerequisite: Barbarian level 8
Benefit: Once per "fury", the barbarian can choose to automatically confirm a critical hit. If they do so, they reduce the duration of their current "fury" by one round. The barbarian may use this Savage Talent an additional time during their current "fury" for every four levels after the eighth, reducing the duration of their current "fury" by one each time.


Shrug it off [Fury]
Prerequisite: -
Benefit: Once per "fury", if the barbarian fails a save, they may re-roll it and take the second result (even if it is worse). Doing this reduces the duration of the barbarian's current "fury" by one round. The barbarian may do this an additional time per "fury" for every additional four levels, reducing the duration of their current "fury" by one each time.


Skinned Knuckles [Fury]
Prerequisites: -
Benefits: The barbarian gains Improved Unarmed Strike and Two-Weapon Fighting as bonus feats.

At 6th level, the barbarian is treated as if one size category larger than they are, for the purpose of determining the damage dealt by their unarmed strikes. Additionally they gain Improved Two-Weapon Fighting as a bonus feat.

At 8th level, the barbarian is treated as if two size categories larger than they are, for the purpose of determining the damage dealt by their unarmed strikes. Additionally they gain Greater Two-Weapon Fighting as a bonus feat.


There is no Escape
Prerequisite: -
Benefit: When an adjacent foe uses the withdraw action, the barbarian can pursue them as an immediate action. The barbarian can move up to twice their movement speed in this manner, but must end their movement adjacent to their foe.

At 6th level, the barbarian may use this in reaction to an adjacent foe using a move action to move out of a square the barbarian threatens.

At 8th level, the barbarian may use this in reaction to a five foot step, but does so as a free action.


They're all Soft Inside [Fury]
Prerequisite: Character level 6
Benefit: The barbarian doubles the critical threat range of any weapon they wield. This does not stack with the keen weapon enchantment, but stacks with the Improved Critical feat and any Savage Talent.

At 8th level, if the barbarian successfully confirms a critical hit, the target must make a Fortitude save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or take 1d6 points of Constitution damage. If successful, the creature is sickened for 1d4 rounds.


Third Eye of the Storm [Fury]
Prerequisite: -
Benefit: The barbarian gains a competence bonus against mind-affecting effects equal to their Strength modifier or their Barbarian level (which ever is higher).

At 6th level, the barbarian is immune to mind-affecting effects and gains the competence bonus even when not in a "fury".

At 8th level, if another creature uses a mind-affecting effect on the barbarian or attempts to read their thoughts or emotional state, that creature must make a Will save (DC 10 + 1/2 the barbarian's level + their Strength modifier) or be stunned for one round. A creature, regardless if they pass or fail this save, can only be affected once every 24 hours.


Vicious Wind
Prerequisite: Barbarian level 6
Benefit: As a full-round action, the barbarian can move their full movement speed and make a single attack at any point during it.

At 8th level, the barbarian may instead make a full-attack at any point during their movement.


Wander the Planes [Fury]
Prerequisite: -
Benefit: When selecting this Savage Talent, the barbarian chooses one energy type (Fire, Cold, Electricity, Acid or Sonic) and can resist five points of damage of the selected energy type.

At 6th level, the barbarian can resist an amount of the selected energy equal to their barbarian level.

At 8th level, the barbarian halves any damage from the selected energy type, after applying the resistance given by this Savage Talent.
Special: This Savage Talent can be selected multiple times, choosing a different energy type each time.


Witch Eater [Fury]
Prerequisite: Mage Hewer
Benefit: The Barbarian gains a bonus on damage against creatures capable of casting spells, using spell-like abilities, manifesting powers or who have supernatural abilities equal to their barbarian level.

At 6th level, once per "fury", the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make their combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if they exceeded the CMD by 5 to 9. If they exceed the CMD by 10 or more, the effect is dispelled. Using this effect reduces the duration of the barbarian's current "fury" by one round. The barbarian can use this an additional time per "fury" for every four levels after the sixth, reducing the duration of the current "fury" by one round each time.

At 8th level, the barbarian gains Spellbreaker as a bonus feat.


Wounded Gazelle Gambit [Fury]
Prerequisite: Elephant in the Room, Grazing pass of the Reaper, Barbarian level 8
Benefit: The barbarian, as a free action, leaves themselves open until the beginning of their next turn. Any creature that attacks the barbarian gains a +4 on attack and damage rolls, but provokes an attack of opportunity for each attack. The barbarian resolves these attack of opportunities before the enemy attacks that provoked them, but the barbarian is still limited to how many they get per round.


Wrecker [Fury]
Prerequisite: Demolisher, Barbarian level 6
Benefit: When the barbarian attacks an object, the damage affects out to five feet from the point of contact in all directions. If the barbarian attacks the ground, the square they occupy it and all adjacent squares become difficult terrain. If a creature other than the barbarian attempts to move through these squares, they must make a DC 15 Reflex save or fall prone.

At 8th level, the range of effect increases to five times the barbarian's level in feet. Additionally, when generating difficult terrain the save DC is increased to 10 + 1/2 the barbarian's level + their Strength modifier.


You wouldn't like me when I'm angry [Fury]
Prerequisite: Barbarian level 6
Benefit: While in the midst of a "fury" whenever the barbarian deals weapon damage to a creature that dealt damage to them since the end of their last turn, they add one round to the duration of their current "fury". They can gain no more than one extra round of "fury" each round.

JNAProductions
2016-07-12, 05:44 PM
Why all good saves?

Tanuki Tales
2016-07-12, 05:45 PM
Another Reserved Post

inuyasha
2016-07-12, 06:24 PM
Why all good saves?

My guess is the following:

Fortitude because they're physically rugged and that's important

Reflex because they have amazing reflexes from lots of adrenaline

And Will because the rage they experience overpowers other things that could control them.

I could be completely off though.

Tanuki Tales
2016-07-12, 08:04 PM
My guess is the following:

Fortitude because they're physically rugged and that's important

Reflex because they have amazing reflexes from lots of adrenaline

And Will because the rage they experience overpowers other things that could control them.

I could be completely off though.

That is a wonderful fluff explanation, but it's mostly because all good saves is par for the course with the Mythos Project (http://www.giantitp.com/forums/showthread.php?335295-Mythos-Compendium). It's some of my favorite homebrew ever and really has influenced my current approach on class design.

Anywho, I have 13 Savage Talents currently up, making the class playable as is. I'll be making more based on the Barbarian's Rage Powers and maybe the archetypes as well, but for the time being, I'm taking a break.

Tanuki Tales
2016-07-12, 10:21 PM
Added some more Savage Talents.

Tanuki Tales
2016-07-13, 12:19 PM
Added some more Savage Talents.

Second verse, same as the first.

Tanuki Tales
2016-07-13, 05:24 PM
There are the 33 Savage Talents I plan to have for the class. If anyone would like to request further ones, such as adapting specific archetypes that cannot be replicated currently, please do speak up.

Tanuki Tales
2016-07-14, 11:01 PM
Nerfed Child of Fury to half level and added two new Savage Talents (Clean the Augean Stables and Primal Hunter) to diversify the class from just being combat. I could have added some initiating to solve that quandary, but I don't like how slapping spells, powers or manuevers on a class gives it more tier oomph.

lade
2016-07-22, 04:36 PM
Can you make a fighter class.I like the barbarian , it feels like a truly primal class.

Amechra
2016-07-22, 04:46 PM
I really dislike Child of Fury. Like, a lot. Really a lot.

I hated similar "I can't get this to play nice with the rest of the system so I'm not bothering" abilities that Mythos classes get, but at least those only cover buying extra Mythos/Excellencies via MP.

It makes me that you're being lazy - now, this is a baseless accusation, given that you've put the rest of the work in, but... Emotions, man, can't explain 'em.

=---=

I don't see anything else wrong with it, I just thought I'd share.

Tanuki Tales
2016-07-22, 10:41 PM
Can you make a fighter class.I like the barbarian , it feels like a truly primal class.

To be honest, these days, I tend to homebrew up things I personally want to playtest (which I will be with either this class or my Youxia through Rise of the Runelords). Maybe someday I'll do a Fighter one, but not in the near future.

Thank you for the praise though. :smallsmile:


I really dislike Child of Fury. Like, a lot. Really a lot.

I hated similar "I can't get this to play nice with the rest of the system so I'm not bothering" abilities that Mythos classes get, but at least those only cover buying extra Mythos/Excellencies via MP.

It makes me that you're being lazy - now, this is a baseless accusation, given that you've put the rest of the work in, but... Emotions, man, can't explain 'em.

That's honestly mildly insulting. :smallconfused:

I don't personally like them either, but a long time ago I got sick of complaints that my stuff was always too dippable and I'm loathe to gate stuff towards the middle to back end of the class just so the wizard or CoDzilla doesn't have another stick to beat the mundane martials down with.




I don't see anything else wrong with it, I just thought I'd share.

How would you rank it tier wise? I fear it's tier 4 or 5.

Tanuki Tales
2016-07-23, 07:32 PM
Added three more Savage Talents (I am Indestructible; No time for pause, no time for thought; Third Eye of the Storm). Looking to fill obvious holes and add logical, missing extensions for other Savage Talents/the barbarian archetype.

Amechra
2016-07-23, 10:19 PM
I apologize for being brusque - I find that it's worse when I mince words. Though I would say you could drop it without trouble, even if you want to prohibit dips - if you were to dip, say, two levels into the class, Fury would only give you 12 THP and +1 attack/damage/strength checks.

The one thing I would say is a problem is the massive Natural Armor they get through Thick Skinned - pretty much any starting Barbarian is going to be looking at an AC of 20-ish without any trouble. That's just Str 18, Con 18, and a shield - if you actually pick a race with bonuses to either one... Something like the Monk's "+Wis, with level-based scaling" would honestly work better.

I would put this at Tier Fine - it's better (and much less diptastic) than the core Barbarian. If you want to make it even less dippable, just say "oh yeah, you only get Savagery if your current level is Barbarian, and taking Barbarian talents after 1st level means that you get one less than the number on the table."

Tanuki Tales
2016-07-23, 10:27 PM
I apologize for being brusque - I find that it's worse when I mince words. Though I would say you could drop it without trouble, even if you want to prohibit dips - if you were to dip, say, two levels into the class, Fury would only give you 12 THP and +1 attack/damage/strength checks.

And most of the good stuff from Savage Talents is locked behind requiring 6 and 8 levels in the class.

Hrmm...point. And I just remembered I need to go edit a Savage Talent to stack with Child of Fury.


The one thing I would say is a problem is the massive Natural Armor they get through Thick Skinned - pretty much any starting Barbarian is going to be looking at an AC of 20-ish without any trouble. That's just Str 18, Con 18, and a shield - if you actually pick a race with bonuses to either one... Something like the Monk's "+Wis, with level-based scaling" would honestly work better.

The issue with that is assuming sword and board, which makes being a bare handed barbarian not feasible until later levels. If you only get one stat to your AC, you're looking at probably in the neighborhood of what....18ish without a shield? And that's assuming an 18 in Strength playing an Orc, with a Dex of 14/15.

A few temporary hp is not going to keep you up long against a dedicated melee brute.


I would put this at Tier Fine - it's better (and much less diptastic) than the core Barbarian. If you want to make it even less dippable, just say "oh yeah, you only get Savagery if your current level is Barbarian, and taking Barbarian talents after 1st level means that you get one less than the number on the table."

Point on the Savagery.

Amechra
2016-07-23, 10:33 PM
If you're playing a Water Orc, and you let people do point-buy instead of rolling/arrays... that could be AC 21 without a shield.

And who said sword and board? Captain America it up!

Tanuki Tales
2016-07-23, 10:34 PM
If you're playing a Water Orc, and you let people do point-buy instead of rolling/arrays... that could be AC 21 without a shield.

And who said sword and board? Captain America it up!

Alright, how about that change?

Amechra
2016-07-23, 11:36 PM
Other than your math being off, I like it (should be 8 + Con modifier at 20th level).

Tanuki Tales
2016-07-23, 11:41 PM
Other than your math being off, I like it (should be 8 + Con modifier at 20th level).

Ugh. Changed the 4 to 3 for the base, but forgot to change the scaling end amount.

Tanuki Tales
2016-07-24, 07:44 AM
Added three more Savage Talents (Failure is for the Weak; Herculean Improvement; Mountain Hide).

PapaQuackers
2016-07-24, 06:43 PM
Hey man, I think this class is really neat but I think you may have overshot the temporary hit point thing. 6x your Barbarian level far outstrips literally any other class in the game but a huge ass margin. I think the most you can gain from something like Dwarven Defender is 40, with your ability you can get 120. That is huge and probably needs to be toned down considerably.

Tanuki Tales
2016-07-24, 08:10 PM
Hey man, I think this class is really neat but I think you may have overshot the temporary hit point thing. 6x your Barbarian level far outstrips literally any other class in the game but a huge ass margin. I think the most you can gain from something like Dwarven Defender is 40, with your ability you can get 120. That is huge and probably needs to be toned down considerably.

The Dwarven Defender doesn't get temporary hit points, but that's not terribly important as that PrC was terrible anyways.

Let's look at the Quantium Golem, which is a CR 20 beat stick monster. It's attack routine is +46/+41/+36/+31, so unless you're carrying an item granting a miss chance...that's going to hit every single time. It deals 4d8+20 damage on each swing. Average damage on a d8 is 4.5, so that's an average of 38 on each successful hit. Assuming you did take Forevermore a Humanoid Juggernaut, that's still 72 damage on a full attack routine, which eats through over half your temporary hit points. Meaning, on average, against an equal CR beatstick, you're getting bought two rounds in rocket tag for your party.

I'm perfectly fine with this design wise. If you see an issue with the power of that, I personally see the problem in the game's inherent design than Child of Fury.

I do appreciate the feedback, regardless.

Tanuki Tales
2016-07-25, 11:16 PM
So, is there anything I missed from the Christmas Tree that a Savage Talent doesn't cover in some fashion?

Tanuki Tales
2016-07-27, 07:43 PM
Tweaked and improved Rocks fall, Everything Dies and added two new Savage Talents (Irresistible Force, Immovable Object and Hunter of the Waking Dream)