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AOKost
2023-01-17, 01:51 PM
I know this has been beaten to death, and that most 'super heroes' are epic level characters, but I still wanted to try my hand at 'building' a wolverine prestige class... I take mostly from the following sources:

https://dnd-wiki.org/wiki/Wolverine_(3.5e_Prestige_Class)

https://dnd.arkalseif.info/classes/osteomancer/

https://dndtools.net/classes/bloodclaw-master/

https://srd.dndtools.org/srd/classes/prestigeMH/warHulk.html

I'm using most of the Wolverine Prestige Class that's already given, and increasing it to 15 levels from 10 so all the Special Abilities aren't so seemingly crammed together.. I've also posted a few of the Rage variants that might be more beneficial or thematically appropriate, but that's part of what this is for, asking for help to make this not so world breaking OP since it's meant to be basically purely a melee brawler / frontliner This is what I've come up with thus far:

Osteo-wolverine

Requirements
Base Attack Bonus: +4
Features: Rage 1 / day
Skills: Concentration 4 ranks, Heal (https://dnd.arkalseif.info/skills/heal/index.html) 4 ranks , Knowledge (arcana) (https://dnd.arkalseif.info/skills/knowledge-arcana/index.html) 4 ranks , Knowledge (nature) (https://dnd.arkalseif.info/skills/knowledge-nature/index.html) 4 ranks
Feats: Great Fortitude, Toughness (https://dnd.arkalseif.info/feats/players-handbook-v35--6/toughness--2948/index.html)

Hit die: d12
Skill points: 4 + Int
Class Features
Advancement



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Retractable Claws, Healing Factor 1, Rage 1 / day, Rage Powers, Primal Defense, two-weapon fighting


2nd
+2
+3
+0
+0
Healing Factor 2, Enhanced Senses, Skeletal Shift, Superior Two-weapon Fighting, Cleave


3rd
+3
+3
+1
+1
Healing Factor 3, Rage 1 / day, Tireless, Darkvision 60 ft, Supreme Health, Great Swing, Pouncing Strike, Rage Power


4th
+4
+4
+1
+1
Healing Factor 4, Blood draught, Silvered Cold Iron Bones, Enlarge / Reduce


5th
+5
+4
+1
+1
Healing Factor 5, Enhanced Senses, Rage 1 / day, Supreme Body, Rend, Rage Power


6th
+6
+5
+2
+2
Healing Factor 6, Supreme Health, Great Rage, Aligned Bones, Mountain Rage, Mighty Swing


7th
+7
+5
+2
+2
Healing Factor 7, Thicker than water, Rage 1 / day, Supreme Body, Adamantine Bones, Rage Power


8th
+8
+6
+2
+2
Improved Healing Factor 8, Enhanced Senses, Sap Life


9th
+9
+6
+3
+3
Improved Healing Factor 9, Rage 1 / day, Supreme Body, Infusion, Rage Power


10th
+10
+7
+3
+3
Improved Healing Factor 10


11th
+11
+7
+3
+3
Improved Healing Factor 11, Enhanced Senses, Rage 1 / day, Massive Swing, Rage Power


12th
+12
+8
+4
+4
Improved Healing Factor 12, Timeless Body, Improved Power Attack


13th
+13
+8
+4
+4
Improved Healing Factor 13, Rage 1 / day, Mighty Rage, Rage Power


14th
+14
+9
+4
+4
Improved Healing Factor 14, Deathless, Supreme Power Attack


15th
+15
+9
+4
+4
Improved HealingFactor 15, Rage 1 / day, Unstoppable, Rage Power




Weapon and Armor Proficiency: Osteomancers gain no additional proficiency with any weapon or armor.
Retractable Claws: One of the first things a Wolverine learns to do is to form their skeleton into claws that can burst from their skin and barbs that protrude from their body, exactly like armor spikes, and stack with armor spikes.
These claws are considered a masterwork weapon as a pair, and as such can be enchanted like any other weapon, except that both sets of claws are enchanted as a single weapon. A Wolverine may also use the claws for the purposes of taking and using two-weapon fighting feats, and when doing so, the Wolverine may add his entire strength bonus to all offhand attacks. A Wolverine also gains a +4 bonus on rolls to confirm critical hits with his claws.
If the Wolverine takes levels in classes that increase ‘unarmed strike,’ that also increases the damage of the claws by one category for each unarmed strike damage improvement.
“Large” versions of these weapons may be implanted, if the character has ‘powerful build’.




Name
Market
Value
Small
Damage
Medium
Damage
Large
Damage
Critical
Weight





Dmg Type
Hardness
Hit Points


Claws
3,000 gp
1d6
1d8
1d10
18-20 X 3
6 lbs
Any*
20
40 (each hand)


*The claws can be used to do slashing damage with the sharpened bottoms of the claws, piercing with the front points of the claws, or bludgeoning with the broad blunt tops of the claws (like backhanding).




Healing Factor (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): A Wolverine regains hit points at an exceptionally fast rate, starting at 1 hit points per round at first level, which they call a "Healing Factor". A Healing Factor is just like natural healing. At the beginning of each of the Wolverine's turns, he heals the amount of hit points shown on the table above. A Wolverine that has taken both nonlethal and lethal damage heals the nonlethal damage first. This Healing Factor does not restore hit points lost from starvation, thirst or suffocation, and it does not allow him to regrow lost body parts and it does not allow lost body parts to be reattached. The Healing Factor does not increase the number of hit points regained when the Wolverine polymorphs. If reduced to below Constitution Score negative HP, they still die. If somehow made undead or otherwise turned into a being that would normally not heal, they still retain their Healing Factor.
Rage (Ex (https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Extraordinary-Abilities-Ex-)): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-) modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-), such as those gained from rage and spells like bear’s endurance (https://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance), do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-) and Constitution (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-), as well as a +2 morale bonus on Will (https://www.d20pfsrd.com/gamemastering/combat#TOC-Will) saves. In addition, she takes a –2 penalty to Armor Class (https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class). The increase to Constitution (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-) grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points (https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points). While in rage, a barbarian cannot use any Charisma (https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Charisma-Cha-)-, Dexterity (https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dexterity-Dex-)-, or Intelligence (https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Intelligence-Int-)-based skills (except Acrobatics (https://www.d20pfsrd.com/skills/acrobatics), Fly (https://www.d20pfsrd.com/skills/fly), Intimidate (https://www.d20pfsrd.com/skills/intimidate), and Ride (https://www.d20pfsrd.com/skills/ride)) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued) after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued) or exhausted (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted) but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious), her rage immediately ends, placing her in peril of death.
Shock Trooper (Ex): You gain Shock Trooper as a bonus Feat, even if you don’t meet the prerequisites.
Rage Powers (Ex (https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Extraordinary-Abilities-Ex-)): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power (https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers). She gains another rage power (https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers) for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers (https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers) only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).


A complete list of rage powers can be found here: Rage Powers (https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers)

Primal Defense (Ex): While wearing no armor (https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus), (or anything that is generally considered not to be armor or otherwise states it doesn’t act like armor due to special materials) the berserker gains an armor bonus equal to her Constitution modifier (minimum 0).
Two-weapon Fighting (Ex): You are considered to have the two-weapon fighting or multiweapon fighting feat (whichever is most benificial) when using unarmed attacks, or natural attacks.
Tireless (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 2nd level and higher, a Wolverine reduces the effects of exhaustion and fatigue by one step. He cannot become exhausted. If he is exposed to an effect or condition that would normally make him exhausted (such as the spell waves of exhaustion). he becomes fatigued instead. If an effect or condition (such as the end of a Barbarian's rage) would normally make you fatigued, that effect is negated completely. As such a Wolverine no longer becomes fatigued (https://dnd-wiki.org/wiki/SRD:Fatigued) at the end of his rage (https://dnd-wiki.org/wiki/Wolverine_(3.5e_Prestige_Class)#Rage).
Superior two-weapon Fighting (Ex): At 2nd level, when fighting with unarmed attacks or natural attacks, ignore any attack penalties due to making natural attacks with multiple claw attacks or unarmed strikes.
Cleave (Ex): At 2nd level, the character gains the Cleave feat, even if they don’t have the prerequisites.
Pouncing Strike (Ex): At 3rd level, when this character makes a charge (https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge) special attack, it can make a full attack (including rake attacks if the creature also has the rake ability).
Format: pounce; Location: Special Attacks.
Skeletal Shift (Ex): As a standard action,3rd-level osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks. This also gives a bite attack for a character of their size.
Enhanced Senses (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 3rd level Wolverine's Healing Factor immediately starts improving the biological functions of his body. Starting at first level a Wolverine's senses become very enhanced granting him enhanced sight, hearing, smell, taste and touch. This grants the Wolverine a bonus equal to half his level on all acrobatics, and perception checks. In addition, he is aware all times of subtle changes in the air like temperature and wind direction and can always discern north at will, even underground. A Wolverine can also taste when any food he's eating is poisoned. For some poisons (based on composition at DM's discretion) he may even be able to smell poisons in food before eating them. The wolverine gaines low-light vision if they do not already have it. If they have it, its range doubles. The range doubles every level increment divisible by 5.
At level 5, their senses are so honed, they gain the benefits of Blind-fight feat.
At level 8, they gain the benefits of the Great Blind-fight feat.
At 11th level, their perception of their surroundings are so honed, they gain blindsense out to 10 feet in any environment that has some form of atmosphere or pressure.
Darkvision (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): Starting a 3rd level, a Wolverine's sight improves, and he gains Darkvision allowing him to see in complete darkness (https://dnd-wiki.org/wiki/SRD:Darkness) within 60 feet as if it were bright light (https://dnd-wiki.org/wiki/SRD5:Bright_Light), or if they already have darkvision, the distance increases by 30 feet.. This allows the Wolverine to see with no light source at all. This does allow them to read. His Darkvision is black and white and shades of gray only (colors cannot be discerned). It does not allow him to see anything that he could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, Darkvision subjects the Wolverine to gaze attacks normally. The presence of light does not spoil Darkvision.
At 11th level, the Wolverine can see in magical darkness.
Scent (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): A Wolverine's sense of smell improves and allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A Wolverine gains the scent ability and can detect all opponents within 30 feet by sense of smell. He can identify familiar odors just as Humans do familiar sights including identifying some, they know by smell nearby without even seeing them or if they are in disguise.
If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When he detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Wolverine can take a move action to note the direction of the scent. Whenever a Wolverine comes within 5 feet of the source, he can pinpoint the source’s location.
A Wolverine with the Track feat can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. A Wolverine tracking by scent ignores the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for the Wolverine. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Supreme Health (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 3rd level, a Wolverine gains immunity to all normal diseases (https://dnd-wiki.org/wiki/SRD:Disease). A Wolverine is fully aware when his body is fighting off a disease.
At 6th level, Wolverine can determine if he wants to take on the qualities of Lycanthropic creatures or not, and can even take on the best qualities of each without rejection, but is otherwise immune to all supernatural and magical diseases.
Great Swing (Ex): Starting at 3rd level, a war hulk is able to make a great, sweeping swing with a melee weapon. As a full-round action, the war hulk can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally.
Walls and similar obstacles can block a great swing. Start with one square that the war hulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a great swing. The war hulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the war hulk can choose those three squares for the great swing but strike only the two enemies. If a war hulk drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.
Silvered Cold Iron Bones (Su): A 4th-level osteomancer's bone spurs act as magical silver and cold iron weapons for the purpose of overcoming damage reduction.
Enlarge/Reduce (Ex): Beginning at 4th level, once per day per three character levels, the character may use an extraordinary version of enlarge person or reduce person on himself as cast by at the character’s level.
Blood Draught (Ex): At 4th level, a blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat (see page 89 of the Player’s Handbook) using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once “brewed,” a blood draught remains in circulation within a magus’s body. The maximum number of draughts he can store at one time is equal to his blood magus level + his Con score, but if he is ever slain, they are all immediately ruined—even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus’s blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.
Supreme Body (Su (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Supernatural)): At 5th level, a Wolverine's healing factor improves and heals so quickly that he gains immunity to poisons of all kinds, regardless of delivery method or type of effect it's supposed to have on him. A Wolverine is fully aware when his body is fighting off a poison.
At 7th level, Wolverines bones gain a hardness equal to their character level, with twice as many HP / inch of thickness. Both factors can be increased with Feats. For every 5 points of Hardness, the character gains +1 natural armor.
At 9th level, Wolverines gain maximum HP for every HD they possess.
Rend (Ex): At 5th level, if it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature’s Strength (https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-) bonus.
Format: rend (2 claws, 1d8+9); Location: Special Attacks.
Mighty Swing (Ex): Starting at 6th level, a war hulk can make a mighty swing. A mighty swing is like a great swing, except that it is an attack rather than a full-round action. Thus, the character can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.
Greater Rage (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 6th level, a Wolverine’s bonuses to Strength (https://dnd-wiki.org/wiki/SRD:Strength) and Constitution (https://dnd-wiki.org/wiki/SRD:Constitution) during his rage (https://dnd-wiki.org/wiki/Wolverine_(3.5e_Prestige_Class)#Rage) each increase to +8, and his morale bonus on Will (https://dnd-wiki.org/wiki/SRD:Saving_Throw) saves increases to +3. The penalty to AC (https://dnd-wiki.org/wiki/SRD:AC) remains at –2. This takes Mountain Rage into account already.
Aligned Bones (Su): At 6th level, an osteomancer's bone spurs take on any nonneutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction. For example, a lawful neutral osteomancer's bone spurs act as lawful weapons. A wholly neutral osteomancer must choose for his bone spurs to be chaotic, evil, good, or lawful for the purpose of overcoming damage reduction. Once chosen, this alignment component cannot be changed.
Mountain Rage (Ex): At 6th level, whenever you rage, your ability score bonuses increase by +2 more than those that normally rage.
Thicker Than Water (Su): At 7th level and higher, a blood magus’s vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus DR ½ level / -..
Adamantine Bones (Su): A 7th-level osteomancer's bone spurs act as adamantine, cold iron, magic and silver weapons for the purpose of overcoming damage reduction, and hardness.
Improved Healing Factor (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 8th level, with this extraordinary ability A Wolverine is very difficult to kill. Any damage dealt to the Wolverine is treated as nonlethal damage. A Wolverine automatically heals nonlethal damage at a fixed rate per round, given in the table above. This ability overwrites and replaces the Wolverine's Fast Healing. Fire and acid deal lethal damage to the Wolverine, which only heals at the standard rates. If a Wolverine is rendered unconscious through nonlethal damage, he can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage. An attack that can cause instant death only threatens a Wolverine with death if it is delivered by weapons that deal him lethal damage.
Attack forms that don’t deal hit point damage ignore a Wolverine's regeneration. His regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Wolverine can regrow lost portions of his body and can reattach severed limbs or body parts. Severed parts that are not reattached wither and die normally.
Sap Life (Su): As a touch attack, an 8th-level osteomancer can cause a malaise to settle into the core of an opponent's bones. This effect deals 2d4 points of Strength damage unless the opponent makes a Fortitude save (DC 10 + level + Charisma modifier). The osteomancer can use this ability a number of times per day equal to 1 plus his Charisma modifier (minimum 1). This ability can only affect living creatures with a skeleton.
Infusion (Ex): Upon reaching 9th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2-point increase to his Constitution score.
Massive Swing (Ex): A 11th-level war hulk can lash out all around himself with a single attack. Massive swing works like mighty swing, except that its effect is not limited to three squares. The war hulk’s swing affects all squares he threatens.
Timeless Body (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): Upon attaining 12th level, a Wolverine's Healing Factor is repairing his body so fast that he no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and they never die of old age.
Improved Power Attack (Ex): Beginning at 12th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every —2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
Supreme Power Attack (Ex): A 12th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every —1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.
Mighty Rage (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 13th level, a Wolverine’s bonuses to Strength (https://dnd-wiki.org/wiki/SRD:Strength) and Constitution (https://dnd-wiki.org/wiki/SRD:Constitution) during his rage (https://dnd-wiki.org/wiki/Wolverine_(3.5e_Prestige_Class)#Rage) each increase to +12, and his morale bonus on Will (https://dnd-wiki.org/wiki/SRD:Saving_Throw) saves increases to +4. The penalty to AC (https://dnd-wiki.org/wiki/SRD:AC) remains at –2. This takes Mountain Rage into account already.
Deathless (Ex (https://dnd-wiki.org/wiki/SRD:Special_Abilities_Overview#Extraordinary)): At 14th level a Wolverine gains the Diehard (https://dnd-wiki.org/wiki/SRD:Diehard) feat as a bonus feat even if he doesn't meet the prerequisites. If the Wolverine already has this feat, he may instead choose any other feat for which he qualifies. In addition, his regeneration improves and while a Wolverine does still die at negative con score hit points, he still keeps track of all hit point damage beyond that. Unlike most creatures with regeneration, if he is left alone, he will continue to heal at the indicated rate while dead and will come back to life and regain consciousness once he is back into positive hit points, and he takes no experience penalty, ability loss or any other negative effect associated with resurrection if he comes back to life in this way. The only way to completely kill a Wolverine is by either decapitation, or by destroying his body beyond the point of repair, such as being submerged in acid or lava for an extended period, or any spell or effect that entirely destroys the body, including bones.
Unstoppable (Ex): At 15th level, nothing can kill the barbarian (https://www.d20pfsrd.com/classes/core-classes/barbarian), though not for lack of trying. The barbarian (https://www.d20pfsrd.com/classes/core-classes/barbarian) gains DR (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-) 3/— or increases the value of any existing damage reduction (https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction) by 3. In addition, she gains energy resistance (https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance) to acid, cold, electricity, and fire equal to her DR (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-)/— value.

AOKost
2023-01-17, 01:53 PM
Ferocity
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.
Class: Barbarian.
Level: 1st.
Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.
Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), 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 item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.
The barbarian can invoke ferocity only once per encounter. At 1st level he can use this 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).
Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).
Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.
In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.)
Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.
Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.

Frenzy (Ex): A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can't use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).When a frenzy ends, the frenzied berserker is fatigued (—2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.Rage Variant: 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 Strength and a +2 dodge bonus (https://www.d20srd.org/srd/theBasics.htm#dodgeBonus) to Armor Class and on Reflex saves (https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex). While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus (https://www.d20srd.org/srd/theBasics.htm#dodgeBonus) to Armor Class and on Reflex saves (https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex) increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.A barbarian using this variant doesn't gain indomitable will at 14th 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).