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    Default The Barbarian (3.5 Base Class, PEACH)

    The Barbarian


    Alignment: Any nonlawful

    HD: d12
    Class Skills: The barbarian's class skills are Balance, Climb, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival, Swim, and Tumble
    Skill Points: 4+Int per level (x4 at 1st level)

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+1|+2|+0|+0|Rage, Illiteracy, Totem Animal, DR 2/Silver

    2nd|+2|+3|+0|+0|Nature Sense, Totem Rage

    3rd|+3|+3|+1|+1|Totem Power

    4th|+4|+4|+1|+1|Totem Companion, DR 4/Silver

    5th|+5|+4|+1|+1|Totem Shape 1/day

    6th|+6/+1|+5|+2|+2|Totem Power

    7th|+7/+2|+5|+2|+2|DR 6/Silver

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

    9th|+9/+4|+6|+3|+3|Totem Power

    10th|+10/+5|+7|+3|+3|Totem Shape 2/day, DR 8/Silver

    11th|+11/+6/+1|+7|+3|+3|Totem Empathy

    12th|+12/+7/+2|+8|+4|+4|Totem Power

    13th|+13/+8/+3|+8|+4|+4|DR 10/Silver

    14th|+14/+9/+4|+9|+4|+4|Primitive Mind, Mighty Rage

    15th|+15/+10/+5|+9|+5|+5|Totem Power, Totem Shape 3/day

    16th|+16/+11/+6/+1|+10|+5|+5|DR 12/Silver

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

    18th|+18/+13/+8/+3|+11|+6|+6|Totem Power

    19th|+19/+14/+9/+4|+11|+6|+6|DR 14/Silver

    20th|+20/+15/+10/+5|+12|+6|+6|Master of the Wild, Rage of the Avatar

    [/table]


    Class Features: The following are the barbarian's class features.

    Weapon and Armor Proficiency: Barbarians are proficient with all simple and martial weapons, as well as the double-sword and the lynxpaw (Races of the Wild). A barbarian is proficient with light and medium armor, and all shields (except tower shields).

    Illiteracy: A barbarian does not automatically know how to read and write. He may, at any point, spend 2 skill points to learn to read and write every language he can speak. A character who multiclasses to barbarian does not lose the ability to read or write, and a barbarian who gains levels in any non-illiterate class automatically gains literacy.

    Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like 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 his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution 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. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, or Ride), the Concentration skill, or any ability that requires patience or concentration.

    A barbarian can end his rage as a free action and is 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 or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.

    Totem Animal (Ex): At 1st level, a barbarian chooses a single animal from the following list to be his "totem animal", a creature which he draws power from throughout his career. Once he makes this selection, he may not change it. At 1st level, he gains a bonus feat based on the animal he chose. He need not meet the prerequisites for this feat.

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    Ape: An ape totem barbarian gains the Toughness feat as a bonus feat.

    Bear: The bear totem barbarian gains the Great Fortitude feat as a bonus feat.

    Boar: The boar totem barbarian gains the Diehard feat as a bonus feat.

    Eagle: The eagle totem barbarian gains the Born Flyer feat (Races of the Wild) as a bonus feat.

    Horse: The horse totem barbarian gains the Run feat as a bonus feat.

    Lion: The lion totem barbarian gains the Lightning Reflexes feat as a bonus feat.

    Serpent Totem: A Serpent totem barbarian gains the Improved Grapple feat as a bonus feat.

    Wolf: The wolf totem barbarian gains the Track feat as a bonus feat.


    Damage Reduction/Silver (Ex): Even from the beginning of his career, the barbarian's true nature slowly starts to show through. His wounds start healing almost instantly, and yet...for some odd reason...he cries out in true pain when struck with a silver weapon. A barbarian gains Damage Reduction 2. This damage reduction is overcome by silver weapons. At 4th level, and every 3 levels after that, the damage reduction increases by another 2, to a maximum of DR 14/Silver at 19th level.

    Nature Sense (Ex): A barbarian is in tune with nature, and his understanding of nature allows him to easily identify its many inhabitants through instinct rather than research. Starting at 2nd level, a barbarian treats the Knowledge (Nature) skill as if it were a Wisdom-based skill, rather than an Intelligence-based skill. He adds his Wisdom modifier to all Knowledge (Nature) checks rather than his Intelligence modifier, and may make Knowledge (Nature) checks while raging. Additionally, he receives a +2 bonus to all Knowledge (Nature) and Survival checks.

    Totem Rage (Ex): Also starting at 2nd level, a barbarian is able to take on the features of his chosen totem while he rages. He gains one of the following effects for the duration of his rage.

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    All natural weapons gained as part of this class feature are treated as primary natural weapons for the barbarian. The damage listed is for a Medium barbarian.

    Ape Totem: While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.

    Bear Totem: While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.

    Boar Totem: While raging, you receive an additional +2 to your Constitution score, and you grow a pair of tusks. These tusks can be used as a gore attack, and deal 1d6 damage.

    Eagle Totem: While raging, you receive an additional +2 to your Dexterity score, and you grow a pair of sharp talons on your feet. You gain two natural talon attacks that deal 1d4 points of damage.

    Horse Totem: While raging, you receive an additional +2 to your Constitution score, and your feet harden together to make a pair of hooves. You gain 2 natural hoof attacks that deal 1d4 damage.

    Lion Totem: While raging, you receive an additional +2 to your Dexterity score and you grow a pair of claws. Your claws deal 1d4 damage.

    Serpent Totem: While raging, you receive an additional +2 to your Constitution score and you grow two sharp, small fangs. Your natural bite attack deals 1d4 points of damage.

    Wolf Totem: While raging, you receive an additional +2 to your Dexterity score and you grow some powerful canine teeth. Your natural bite attack deals 1d6 points of damage.


    Totem Power (Ex): At 3rd level, and every 3 levels after that, a barbarian gains a single special bonus from his totem animal.

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    Ape:
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    At 3rd level, an ape totem barbarian gains a natural climb speed, equal to one half his natural land speed, rounded down. He may always take 10 on Climb checks, even when threatened or under stress, retains his Dexterity modifier to his Armor Class while climbing, and receives a +8 racial bonus on all Climb checks.

    At 6th level, an ape totem barbarian gains the Powerful Build ability, which lets him treat himself as if he were one Size category larger than he is whenever it would be beneficial to him. He may use weapons one size category larger than himself without penalty, and gains an increased Size bonus to his opposed Strength checks. This bonus is lost when the barbarian becomes an ape through the Totem Shape ability.

    At 9th level, while an ape totem barbarian is raging, he gains a natural rend attack (in all forms). If he hits with both of his claws in a single full attack action, he immediately latches on to his target and rips them apart. The creature takes damage equal to twice his natural claw damage plus 1 1/2 times his Strength modifier (no attack roll needed). If the ape totem barbarian is raging while in dire ape form, his rend attack's damage is doubled. (4d6+3x his Strength modifier)

    At 12th level, the ape totem barbarian adds 1 1/2 times his Strength modifier to his damage rolls with one-handed weapons (including natural weapons), and twice his Strength modifier to damage rolls with two-handed weapons.

    At 15th level, while the ape totem barbarian is raging, he gains the benefits of the Rapidstrike feat (Draconomicon) as a bonus feat. He applies this feat to his natural claw attack in all forms.

    At 18th level, while an ape totem barbarian is raging, he grows one Size category. His gear grows with him unless it is already oversized. He receives a +2 Size bonus to his Strength score, and a -2 Size penalty to Dexterity. The ape totem barbarian cannot grow larger than Colossal with this feature. This is a non-magical extraordinary size increase that stacks with magical or psionic Size increases. An ape totem barbarian who has grown in Size does not gain the benefits of Powerful Build.


    Bear:
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    A 3rd level bear totem barbarian gains a natural swim speed equal to his land speed. He can take 10 on all Swim checks even when under stress or threatened, and gains a +8 racial bonus on Swim checks. This does not give him the aquatic subtype or allow him to breathe water.

    A 6th level bear totem barbarian gains the Improved Grab ability. To use this ability, a bear totem barbarian must successfully strike a creature up to one Size category larger than himself with a melee attack. He may then start a grapple as a free action without a touch attack or provoking an attack of opportunity.

    A 9th level bear totem barbarian gains advantages against a pinned foe. He receives a cumulative +2 bonus on his grapple checks made against a creature every round he maintains the pin, but if the pin is broken this bonus is lost. He receives the same bonus to any melee damage he deals to a creature he has pinned (the melee bonus damage is also cumulative)

    A 12th level bear totem barbarian gains the Improved Multiattack feat as a bonus feat. He need not meet the prerequisites for this feat.

    A 15th level bear totem barbarian can easily dispatch his opponents. Whenever he strikes the same opponent at least twice in one round, the creature must immediately make a Reflex save (DC 10+1/2 the bear totem barbarian's class level+the bear totem barbarian's Strength modifier) or be knocked prone. The bear totem barbarian receives a +2 bonus to the DC of this saving throw if he is raging.

    An 18th level bear totem barbarian finishes opponents quickly. While he is raging, whenever he starts a grapple against a prone creature (even through his Improved Grab ability) the bear totem barbarian receives a +4 bonus on all grapple checks made against that creature for 1 minute, and can immediately attempt to pin the creature that round (rather than having to successfully grapple it first)


    Boar:
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    A 3rd level boar totem barbarian gains 2 bonus hit points per class level. (This bonus is retroactive)

    A 6th level boar totem barbarian delivers powerful attacks at the end of a charge. The boar totem barbarian deals an extra +1d6 points of damage at the end of a charge if he is Medium or smaller, or 1d6 points of damage per Size category the barbarian is larger than Small if Large or larger.

    A 9th level boar totem barbarian grows thick hide all over his body. He receives a natural armor bonus in both his true form and his boar form equal to his amount of DR/Silver. This bonus stacks with the boar totem barbarian's animal form's natural armor (but it is not an enhancement bonus) but does not stack with any natural armor the boar totem barbarian might have in his true form.

    A 12th level boar totem barbarian never goes down. He gains Fast Healing equal to 1/4th his class level, or 1/2 his class level while raging.

    At 15th level, the boar totem barbarian's charge attack is even deadlier. While the boar totem barbarian is raging, when he successfully strikes an enemy at the end of a charge, that creature must make a Fortitude save (DC 10+1/2 the boar totem barbarian's class level+his Strength modifier) or be stunned for 1 round.

    At 18th level, the boar totem barbarian's defensive power improves. His Fast Healing ability becomes Regeneration instead. The boar totem barbarian takes normal damage from silver weapons.


    Eagle:
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    A 3rd level eagle totem barbarian receives a +2 bonus on his Spot checks. This bonus increases by +2 every time the eagle totem barbarian gains another Totem Power class feature (this bonus is in addition to the actual Totem Powers), to a maximum of +12 at level 18.

    A 6th level eagle totem barbarian can grow wings once per day. This process takes one minute, and lasts for 30 minutes per class level. These wings grant the eagle totem barbarian an extraordinary flight speed equal to the eagle totem barbarian's land speed, with average maneuverability.

    A 9th level eagle totem barbarian gains the Flyby Attack and Hover feats as bonus feats. He need not meet the prerequisites.

    A 12th level eagle totem barbarian can swoop down from the sky in a devastating attack that will crush his opponents. This is similar to a charge, except the eagle totem barbarian must descend at least 10 feet and move forward at least 30 feet in order to gain the benefits. If the eagle totem barbarian makes a dive attack while wielding a piercing weapon, he deals double damage with that attack.

    A 15th level eagle totem barbarian's dive attack is even more ferocious than it was before. When the eagle totem barbarian successfully strikes a creature with his dive attack while raging, that creature must make a Will save (DC 10+1/2 the eagle totem barbarian's class level+his Strength modifier) or be dazed for 1 round.

    An 18th level eagle totem barbarian's wings become permanent. His fly speed is now equal to twice his base land speed, and his maneuverability improves to good.


    Horse:
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    A 3rd level horse totem barbarian gains the Mounted Combat feat as a bonus feat. He need not qualify for the prerequisites. Every time he gains the Totem Power class feature after that, he gains an additional feat as a bonus feat. He need not meet any prerequisites. (The bonus feat will be listed in paranthises after the ability)

    A 6th level horse totem barbarian can use the Mounted Combat feat when he is struck while mounted, in addition to when his mount is struck. The feat works the same way, allowing the horse totem barbarian to substitute his Armor Class with a Ride check. (Ride-By Attack)

    A 9th level horse totem barbarian deals double damage with a lance while using his Ride-By Attack feat. (Spirited Charge)

    A 12th level horse totem barbarian who strikes a creature with his lance at the end of a mounted charge shocks every creature who sees his brutality. All enemies within 30 feet who can see him must make a Will save (DC 10+1/2 class level+Str mod) or be shaken for the duration of the encounter. If he is raging when he makes the attack, he receives a +2 bonus to the DC, which improves to +4 if his mount is also raging via the Share Rage class feature. (Improved Overrun)

    While a 15th level horse totem barbarian is raging, he treats his mount as if it were a Gargantuan creature for the purposes of Overrun checks. If he is raging, the mount is instead treated as if it were a Colossal creature. (Trample)

    An 18th level horse totem barbarian is able to finish off any creature with a single charge. If he successfully strikes a creature at the end of a mounted charge during a rage, his mount may make an Overrun attempt against the creature as a free action without provoking an attack of opportunity. If it succeeds, the mount's free attack from the Trample feat automatically threatens a critical hit (if the mount's attack is successful). (Cavalry Charger [Complete Warrior])


    Lion:
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    A 3rd level lion totem barbarian retains his ability to make Dexterity-based skill checks while enraged. Additionally, his base land speed improves by 10 feet.

    A 6th level lion totem barbarian gains the Pounce ability, allowing him to make a full attack at the end of a charge. Additionally, while raging, his fangs sharpen and transform into a natural bite attack. This is a secondary natural weapon that deals 1d6 points of damage.

    A 9th level lion totem barbarian gains the Camouflage and Hide in Plain Sight class features, as a ranger, while in forested or jungle terrain.

    A 12th level lion totem barbarian is able to work together with his allies, or when he is hunting his prey alone, and finish them off more quickly. He gains the Sneak Attack extraordinary ability, and deals an additional +1d6 points of damage per 4 class levels (max +5d6 at 20th) when the appropriate conditions are met (this ability stacks with Sneak Attack he has from other classes). A lion totem barbarian may only use his Sneak Attack ability with melee attacks.

    A 15th level lion totem barbarian may sacrifice any number of Sneak Attack dice when it successfully Sneak Attacks a creature. If he does so, that creature instead takes a -2 penalty per dice sacrificed to its checks made to resist grapple, for a number of rounds equal to twice the number of dice sacrificed. This penalty stacks with itself.

    An 18th level lion totem barbarian is a deadly hunter who can finish his foes off in a single pounce. While he is raging, when he Sneak Attacks a creature at the end of a Pounce, if he successfully grapples the creature and establishes a hold, his rake attacks all automatically add his Sneak Attack damage for the duration of the grapple or his rage, whichever ends first.


    Serpent:
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    A 3rd level serpent totem barbarian gains a +2 bonus to all grapple checks. This bonus increases by +2 every time the serpent totem barbarian gains the Totem Power class feature, to a maximum of +12 at 18th level.

    A 6th level serpent totem barbarian gains a constrict attack. This attack deals 1d8 points of bludgeoning damage (for a Medium serpent totem barbarian) plus 1 1/2 times the serpent totem barbarian's Strength modifier with a successful grapple check. If the serpent totem barbarian already has a constrict attack (such as by being in constrictor snake form), his constrict attack deals damage as if he were one Size category larger (no maximum, stacks with similar effects) and adds twice his Strength modifier to the constrict's damage instead of 1 1/2 times.

    A 9th level serpent totem barbarian gains a natural bite attack. This attack deals 1d6 points of piercing, bludgeoning, and slashing damage (for a Medium barbarian) plus the serpent totem barbarian's Strength modifier. While he is raging, a serpent totem barbarian's natural bite attack (in all forms) has a venomous toxin that deals 1d6 points of Constitution damage, and repeats in 1 minute. The DC to negate the damage is 10+1/2 the barbarian's class level+his Constitution modifier. While a serpent totem barbarian is raging, his bite attack deals 1d8 damage (if Medium) instead, and this overlaps the Totem Rage natural bite.

    A 12th level serpent totem barbarian is able to slowly squeeze the life out of his prey. A creature who is constricted by the barbarian for 2 consecutive rounds begins to suffocate. A creature who is constricted by the barbarian for 3 consecutive rounds must make a Fortitude save or be dazed for 1 round. A creature who is constricted by the barbarian for 4 or more consecutive rounds must make a Fortitude save (each round) or fall unconscious for 1 hour.

    A 15th level serpent totem barbarian becomes even more venomous. While he is raging, his natural bite attack (in all forms) forces three different Fortitude saves against three different venoms. One deals 1d6 Con/1d6 Con, one deals 1d6 Dex/1d6 Dex, and one deals 1d6 Str/1d6 Str. The DC for each poison is equal to 10+1/2 the barbarian's class level+his Constitution modifier. (These poisons replace the 9th level poison).

    An 18th level serpent totem barbarian goes right in for the kill. He gains the Improved Grab special attack in all forms, which allows him to immediately start a grapple whenever he strikes a creature with his natural bite attack as a free action without requiring a touch attack or provoking an attack of opportunity. Additionally, when the serpent totem barbarian is in snake form, his natural bite attack overcomes all forms of damage reduction.


    Wolf:
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    A 3rd level wolf gains the scent extraordinary quality. He also gains a +2 bonus on all Survival checks, which increases by an additional +2 every time he gains the Totem Power class feature, to a maximum of +12 at 18th level.

    A 6th level wolf totem barbarian gains a natural bite attack, which deals 1d6 points of bludgeoning, piercing and slashing damage (if the wolf totem barbarian is Medium) plus his Strength modifier (or 1 1/2 times his Strength modifier if it his only natural weapon). Additionally, a wolf totem barbarian's natural bite attack (in all forms) receives a +1 enhancement bonus to attack and damage rolls per 4 class levels (maximum of +5 at level 20) and is treated as magical for the purposes of overcoming damage reduction. While the wolf totem barbarian is raging, his natural bite attack deals damage as if it were one Size category larger, and this benefit overlaps the Totem Rage feature.

    A 9th level wolf totem barbarian gains the Trip extraordinary special attack in all forms. When the wolf totem barbarian hits a creature with his natural bite attack, he may make a Trip attempt against the creature as a free action without a touch attack or provoking an attack of opportunity.

    A 12th level wolf totem barbarian can severely weaken a creature who is already down. When the wolf totem barbarian successfully attacks a creature who is prone, that creature must make a Fortitude save (DC 10+1/2 the wolf totem barbarian's class level+his Strength modifier) or be slowed, as the spell, for 1 round per 2 class levels. This is an extraordinary ability, and is not considered a spell or a transmutation effect.

    A 15th level wolf totem barbarian can maul his enemies to death, especially when he comes out of nowhere. A wolf totem barbarian receives a +4 bonus to Trip checks made at the end of a charge in all forms, and is also treated as one Size category larger than he actually is for the purposes of Trip checks (to a maximum of Colossal).

    An 18th level wolf totem barbarian is a mighty creature. Any creature he trips with his Trip extraordinary special attack must spend a full-round action in order to stand up from being prone. If the creature cannot spend a full-round action (for example, if the creature is slowed), it may not stand up from prone at all.




    Totem Companion (Ex): Starting at 4th level, a barbarian may gain an animal companion, similar to a druid's animal companion. The companion must be the same type of animal as his totem animal. A barbarian selects his totem companion from the druid's animal companion list. A barbarian treats his druid level as if it were equal to his barbarian level+3 for the purposes of his animal companion's statistics and his options for higher level companions. (So a 4th level wolf totem barbarian could get a wolf as a 7th level druid, or a dire wolf as a 1st level druid, while a 4th level lion totem barbarian would be forced to take a lion as a 1st level druid)

    The barbarian's totem companion improves as his druid level improves, see the table below:

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    {table]Class Level | Bonus HD | Natural Armor Adj. | Str/Dex Adj. | Bonus Tricks | Special
    1st-2nd | 0 | 0 | 0 | 1 | Link, Share Rage
    3rd-5th | +2 | +2 | +1 |2 | Evasion
    6th-8th | +4 | +4 | +2 | 3 | Devotion
    9th-11th | +6 | +6 | +3 | 4 | Multiattack
    12th-14th | +8 | +8 | +4 | 5 |
    15th-17th | +10 | +10 |+5 | 6 | Improved Evasion
    18th-20th | +12 | +12 | +6 | 7 |
    21st-23rd | +14 | +14 | +7 | 8 | Legendary Companion
    [/table]

    The features of this totem companion are the same as the druid's, with the following changes:

    Share Rage: When a barbarian rages, if his totem companion is within 30 feet of him, it may also enter a rage with the same penalties, bonuses, and restrictions as the barbarian's rage. If the distance between the totem companion and the barbarian exceeds 30 feet at any time, or when the barbarian stops raging, the totem companion stops raging and becomes fatigued.

    Multiattack: Same as the animal companion feature, except if a totem companion already has the Multiattack feat when it gains this feature, it instead gains the Improved Multiattack feat.

    Legendary Companion: The animal companion is a monster of legend among its kind. It gains the Legendary Animal template (MM II).


    Totem Shape (Su): Beginning at 5th level, a barbarian finds that not only can he fight similarly to his totem animal, he can actually transform his body into his totem animal. This ability functions like the alternate form supernatural ability, except as noted here.

    The effect lasts for 1 hour per barbarian level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time he uses totem shape, the barbarian regain lost hit points as if he had rested for a night.

    Any gear worn or carried by the barbarian melds into the new form and becomes nonfunctional. When the barbarian reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the barbarian's feet.

    The form chosen must be that of the barbarian's totem animal. This includes the ability to change into the dire or legendary forms of that animal.

    A barbarian loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.

    The new form’s Hit Dice can’t exceed the barbarian's class level.

    A barbarian is able to Totem Shape once per day at 5th level, and one additional time per day at 10th and 15th level.

    Greater Rage (Ex): Starting at 8th level, a barbarian's bonuses to Strength and Constitution from his rage increase to +6 each. His bonus to Will saves increases to +3. The penalty to his AC remains at -2.

    Totem Empathy (Ex): Beginning at 11th level, the barbarian is able to communicate with his totem animals and their dire forms as if he shared a language with them. Additionally, the barbarian receives a +4 bonus on Charisma-based skill checks made when interacting with his totem animals and their dire forms.

    Primitive Mind (Ex): Starting at 14th level, a barbarian is treated as an animal while raging or when using the Totem Shape ability. This prevents him from being affected by spells that target humanoids such as dominate person or hold person, however, it makes him vulnerable to spells that target animals, such as charm animal. However, his inner animal also is able to meld with his fury, and so when the barbarian is simultaneously Totem Shaped and raging, his morale bonus to Will saves granted by his rage doubles.

    Mighty Rage (Ex): Starting at 14th level, the barbarian's bonuses to Strength and Constitution while raging increase to +8 each, and his morale bonus to Will saves increases to +4. His AC penalty remains at -2.

    Tireless Rage (Ex): Beginning at 17th level, the barbarian no longer becomes fatigued after raging.

    Master of the Wild (Ex): At 20th level, the barbarian has finally gotten in complete touch with his true animal self, and awakened powers that lay dormant within him. If the barbarian is a humanoid or giant, he gains the lycanthropy template for his totem animal (he may choose to either be a lycanthrope or a lycanthrope lord, as long as he meets the appropriate size requirements [A lycanthrope lord is a lycanthrope with the dire version of an animal used as the base animal]). Unlike the normal lycanthrope template, a barbarian receives no Level Adjustment, nor does he gain any racial hit dice. He gains all other bonuses the natural lycanthrope template grants, including an additional 10 damage reduction/silver when in animal or hybrid form, that stacks with his class-based damage reduction. A barbarian is able to control his shape perfectly as a natural lycanthrope, and is never at risk of changing his alignment due to his lycanthropy.

    Rage of the Avatar (Ex): At 20th level, a barbarian is a truly vicious beast who epitomizes the harsh nature of the wild. His bonuses to Strength and Constitution while raging increase to +10, and the morale bonus to his Will saves increases to +5. The AC penalty remains at -2.

    Ex-Barbarians: A barbarian whose alignment becomes lawful loses all of his barbarian class features and may no longer gain levels in the barbarian class. He immediately recovers his class features and may continue to progress in the barbarian class if he ceases to be lawful.



    Extra Rage
    Prerequisites: Rage class feature
    Benefits: You receive a number of extra rounds of rage per day equal to 2+your barbarian level. If you have the Greater Rage class feature, the amount increases to 4+your barbarian level. If you have the Mighty Rage class feature, the amount increases to 6+your barbarian level. If you have the Rage of the Avatar class feature, this feat no longer provides any direct benefits. Instead, a barbarian with the Extra Rage feat and the Rage of the Avatar class feature is able to rage for a number of minutes per day equal to the number of rounds per day that he would have normally been able to rage, without the Extra Rage feat (42+his Constitution modifier).
    Last edited by NeoSeraphi; 2012-04-04 at 04:38 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    I just recently attempted my own barbarian fix, so it should be interesting what kind of approach you've taken. Let's see.

    Quote Originally Posted by NeoSeraphi View Post
    Illiteracy:
    I personally am against any base class penalizing you for taking it, and would prefer to have this as a flaw. But then, I suppose some people see it as iconic, so eh.

    Rage (Ex):
    Interesting. You get a lot more control over your rage, and it eliminates the issue of "1st level- take Extra Rage. Have sufficient rage for all encounters in a normal day for the rest of the class."

    Totem Animal (Ex):
    Ok then. Cool idea, but a lot of the feats here are dramatically worse than others. I know they're bonus feats, but... Ape gives you Power Attack, Horse gives you Run? That seems kind of harsh.

    Nature Sense (Ex):
    Neat and flavorful. Approve.

    Totem Power (Ex): At 3rd level, and every 3 levels after that, a barbarian gains a single special bonus from his totem animal.
    I see what you're doing here. Nifty, and makes different barbarians feel pretty different, with the range of abilities.

    Totem Companion (Ex):
    All very good and flavorful, but... why do you count as a higher level druid? The druid's animal companion is already both silly-good and an in-game problem in that it's basically a second character that you control, doubling the length of your turn. It's not as bad with a barbarian, since he's not a spellcaster, but... I'd leave it at barbarian level = druid level.

    Totem Shape (Su):
    Huh. On the one hand, this is a nifty ability. On the other hand... barbarians are traditionally anti-magic. Having an explicitly magical ability in the class feels wrong to me, somehow. Perhaps present an ACF that trades this in for a more mundane ability?

    (oh, and it also has the wild shape problems of lasting all day and making physical stats irrelevant, although the limit to one specific animal makes it less overbearing)

    [b]Damage Reduction/Silver (Ex):
    Ok. Fits with the flavor.

    Greater Rage (Ex):
    Nice to see this come online earlier, although I think you could still move it up.

    Totem Empathy (Ex):
    Excellent.

    Primitive Mind (Ex):
    Awesome, and very fitting with the tone of the class.

    Mighty Rage (Ex):
    Meh... the bonuses seem almost irrelevant at such a high level.

    Master of the Wild (Ex):
    Cool capstone, but the fact that you got a very similar ability back at level five makes it a lot less exciting. Lycanthropy is easier to mesh with the classic barbarian than wildshaping, somehow, so that's good.


    Everything is very solid, but... you still don't have many options in combat. You can power attack, and you can turn into one specific animal, and... well... power attack. Some of the totems grant nifty powers, but you'll still be a fairly low-trick pony. Sorry if that seems harsh, but the Tome of Battle casts a long shadow over all other melee classes. Not so much in power, but in options-- being really good at one thing is generally much less fun than being able to do many things, or even just that one thing in different ways.

    My recommendation would be to... well... you can look at my own fix and see what my options are. I would encourage you to look at something like the Pathfinder rage powers, though-- in addition to adding options and customization, they make rage (the iconic barbarian ability) a vital part of the class, rather than just a generic self-buff.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    Ok then. Cool idea, but a lot of the feats here are dramatically worse than others. I know they're bonus feats, but... Ape gives you Power Attack, Horse gives you Run? That seems kind of harsh.
    Most barbarians will be taking Power Attack at 1st level either way. The ape gets to choose his first level feat, while everyone else gets theirs chosen for them, essentially.

    Neat and flavorful. Approve.
    Thank you.

    I see what you're doing here. Nifty, and makes different barbarians feel pretty different, with the range of abilities.
    Indeed.

    All very good and flavorful, but... why do you count as a higher level druid? The druid's animal companion is already both silly-good and an in-game problem in that it's basically a second character that you control, doubling the length of your turn. It's not as bad with a barbarian, since he's not a spellcaster, but... I'd leave it at barbarian level = druid level.
    Because I wanted the ability to come online at 4th level and lions are a -6 level adjustment animal.


    Huh. On the one hand, this is a nifty ability. On the other hand... barbarians are traditionally anti-magic. Having an explicitly magical ability in the class feels wrong to me, somehow. Perhaps present an ACF that trades this in for a more mundane ability?
    I don't think so. It's really just a connection with the wild. My barbarian is much more half-animal/jungle than the traditional barbarian. It's just my chosen flavor/direction.

    (oh, and it also has the wild shape problems of lasting all day and making physical stats irrelevant, although the limit to one specific animal makes it less overbearing)
    Those aren't problems for a character who won't be contributing out of combat, in my opinion. Let him relax in animal form all day if he likes. He's perfectly capable of destroying creatures in either form.

    Nice to see this come online earlier, although I think you could still move it up.
    Since it stacks with totem shape, it's actually a lot more powerful than it used to be.

    Cool capstone, but the fact that you got a very similar ability back at level five makes it a lot less exciting. Lycanthropy is easier to mesh with the classic barbarian than wildshaping, somehow, so that's good.
    Er...they're actually quite different. Have you seen the lycanthrope template? Rather than replacing your existing stats, you take your real stats and add the animals stats -10 to them. So a werebear lord barbarian would change his Strength score to 31 with Totem Shape, but he would increase his base Strength score by +20 with Alternate Form. (And that stacks with Mighty Rage, of course)

    Plus, you get a hybrid form that can use manufactured weapons and wear armor. You also get scent, DR 20/Silver, +2 Wisdom, blah blah blah.

    Everything is very solid, but... you still don't have many options in combat. You can power attack, and you can turn into one specific animal, and... well... power attack. Some of the totems grant nifty powers, but you'll still be a fairly low-trick pony. Sorry if that seems harsh, but the Tome of Battle casts a long shadow over all other melee classes. Not so much in power, but in options-- being really good at one thing is generally much less fun than being able to do many things, or even just that one thing in different ways.

    My recommendation would be to... well... you can look at my own fix and see what my options are. I would encourage you to look at something like the Pathfinder rage powers, though-- in addition to adding options and customization, they make rage (the iconic barbarian ability) a vital part of the class, rather than just a generic self-buff.
    I appreciate your suggestion, but I have no interest in adding other options to the class. This entire remix has only one purpose, and that is to cement the barbarian as having very specific flavor, that being a wild savage warrior who draws upon the power of an animal as he releases his anger in combat. Adding non-animal abilities would be detrimental to my original goal.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    I really like this Barbarian fix. This is a lot like the Barbarian I've always wanted to write but never really had the drive to complete. This is the perfect Barbarian class for a high-magic setting like Forgotten Realms.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Ziegander View Post
    I really like this Barbarian fix. This is a lot like the Barbarian I've always wanted to write but never really had the drive to complete. This is the perfect Barbarian class for a high-magic setting like Forgotten Realms.
    Why thank you very much, Ziegander.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Putting this as an enemy into a game I'm DMing right this moment.. We shall see how they contend.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    With the excpetion of the rage class feature, this seems more like a native-american or jungle dwelling aborigine rather than the classic nordic fighter that most people think of when they hear "barbarian". It's not necessarily a bad thing, just a comment on how you seem to be mixing flavor from 2 different classic stereotypes.


    P.S. I like the animal totems, any chance you would consider adding a few magical-beast totems? Maybe as LA+ versions, like a dragon-totem barbarian, or perhaps just upgraded alternate versions of other totems; the horse becomes a unicorn, the lion becomes a displacer beast, etc.
    Last edited by Deepbluediver; 2012-01-26 at 11:41 AM.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Deepbluediver View Post
    With the excpetion of the rage class feature, this seems more like a native-american or jungle dwelling aborigine rather than the classic nordic fighter that most people think of when they hear "barbarian". It's not necessarily a bad thing, just a comment on how you seem to be mixing flavor from 2 different classic stereotypes.
    I'm just following the flavor that WotC created. The rage is more a "release the inner animal" type of thing, this barbarian is not supposed to be based on a nordic pillager in any way. (Really, as you pointed out, there's only one class feature that represents it, compared to the 12 different ones that represent the animal, so I wouldn't call that "mixing")

    P.S. I like the animal totems, any chance you would consider adding a few magical-beast totems? Maybe as LA+ versions, like a dragon-totem barbarian, or perhaps just upgraded alternate versions of other totems; the horse becomes a unicorn, the lion becomes a displacer beast, etc.
    That doesn't really fit the flavor I was going for. Plus, you can't become a lycanthrope using a magical beast as the base animal, and without lycanthropy the DR/Silver doesn't make sense, so I'd end up with quite a few dead levels to fill in, in addition to having to write six new totem powers for each magical beast and figuring out their Level Adjustment for companions mentally.
    Last edited by NeoSeraphi; 2012-01-26 at 11:52 AM.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    I'm just following the flavor that WotC created. The rage is more a "release the inner animal" type of thing, this barbarian is not supposed to be based on a nordic pillager in any way. (Really, as you pointed out, there's only one class feature that represents it, compared to the 12 different ones that represent the animal, so I wouldn't call that "mixing")
    Perhaps you could add some more features to tie Rage into your animal totem? Growing natural weapons while raging, having some Totem powers only work while raging, that sort of thing? While it does make the barbarian more limited in terms of daily encounters, I think the unification of flavor would have a net positive effect.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    I did notice the "toten" abilities are the ACFs from various fonts, added as choosable powers. I like how it turned out. I tried it myself once, but didn't have enough dedication to balance them well with the levels.

    I'm just not sure if I like the rest of the totem powers (companion, DR/silver, turning into totem's animal,etc) as that's more ranger/druid-ish, and start going into more magicy territory, but mechanically, they fit well.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    That doesn't really fit the flavor I was going for. Plus, you can't become a lycanthrope using a magical beast as the base animal
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    Perhaps you could add some more features to tie Rage into your animal totem? Growing natural weapons while raging, having some Totem powers only work while raging, that sort of thing? While it does make the barbarian more limited in terms of daily encounters, I think the unification of flavor would have a net positive effect.
    There. Added the Totem Rage feature at 2nd level, and changed some of the totem powers around to only work while raging or grant additional bonuses while raging.

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    Indeed, unfortunately, it really doesn't fit with this class's flavor and I'm trying to stick closely to it. The reason I wanted to fix the barbarian in the first place was because I didn't like his bland lack of flavor. Moving away from it just for some cool ideas isn't the answer. The barbarian is a savage tribal warrior who hunts with his close animal companion and slowly awakens to the beast within, eventually becoming a half-man half-animal monstrosity. Nothing magical about it (the fluff, not the mechanics).
    Last edited by NeoSeraphi; 2012-01-26 at 12:25 PM.

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    I didn't bother to optimize it any, but the spellshape champion is currently dealing more damage and taking more as well.. Though PA'ing was kinda sweet.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by mrcarter11 View Post
    I didn't bother to optimize it any, but the spellshape champion is currently dealing more damage and taking more as well.. Though PA'ing was kinda sweet.
    What totem did you pick? Is his pet crushing people as well?

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    Using Boar.. I'll say now, that the pet joins in the next round.. He is raging though and charged.. And I haven't shifted him into his alternate form.. I don't think I will.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Using Boar.. I'll say now, that the pet joins in the next round.. He is raging though and charged.. And I haven't shifted him into his alternate form.. I don't think I will.
    Well, note the changes I made to the class, he should gain a primary tusk natural attack while raging, even when he's not in alternate form.

    Still, boar has always been one of my favorite totems. Really helps the barbarian become an unkillable monster, and its not in the normal "tank" way, it's pure unbridled endurance, rather than just high AC and control. A solid choice for a BBEG.

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    Well, he's using THF, and with armor, I just thought not changing forms would be a better idea. He's also level 8.
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    Would I be allowed to use this in my campaign setting (Blades of Keran) NeoSeraphi?
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    All right, I have been searching the site and the FAQs for the last 15 minutes. What does PEACH mean? it is everywhere, and this is the most recent active thread. I know it is off topic, but I didn't think this deserved its own topic either, since everyone here is doing fine. Could someone please tell me?

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Ravellion View Post
    All right, I have been searching the site and the FAQs for the last 15 minutes. What does PEACH mean? it is everywhere, and this is the most recent active thread. I know it is off topic, but I didn't think this deserved its own topic either, since everyone here is doing fine. Could someone please tell me?
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Ravellion View Post
    All right, I have been searching the site and the FAQs for the last 15 minutes. What does PEACH mean? it is everywhere, and this is the most recent active thread. I know it is off topic, but I didn't think this deserved its own topic either, since everyone here is doing fine. Could someone please tell me?
    Please evaluate and criticize honestly.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Thanks for the explanation.

    This barbarian has a lot more flavour than the standard barb, so you did great on that account.

    The rage worries me on a bookkeeping account. People tend not to track number of rounds in a combat very well, and since you give a lot of control to the player, the barb might just end up not quite so fatigued as often and as long as he should.

    The other slight worry I share with a previous poster: the animal companion. I think it might be too strong. This could be made worse in a party with a druid and a barbarian, with the druid buffing both animal companions. I have few alternatives ready if you insist on having a lion available at level 6 though. Possibly you could reduce the high level problems by making your druid level half your barbarian level +6 instead. That, or design a lesser lion to fill this gap.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    The other slight worry I share with a previous poster: the animal companion. I think it might be too strong. This could be made worse in a party with a druid and a barbarian, with the druid buffing both animal companions. I have few alternatives ready if you insist on having a lion available at level 6 though. Possibly you could reduce the high level problems by making your druid level half your barbarian level +6 instead. That, or design a lesser lion to fill this gap.
    It's not up to me to account for party member interaction. It's up to me to make the class stand on its own just fine. The barbarian's animal companion does not have the Share Spells feature that the druid's animal companion does, making it vastly weaker for teamwork abilities. Additionally, the barbarian may only select from a handful of creatures (and the rest of his class features are based on them too, so he might take a weaker creature like a snake so he can get Snake Totem features)

    The barbarian's animal companion should certainly not be weaker than a druid's, as you suggested. The barbarian class is so inferior to the druid class in pretty much every way that his pet shouldn't suffer for it.

    To reassure you, though, I based this class feature on the Totem Druid variant animal companion (Dragon Magazine something or other), which the totem druid gets at level 1 and gives him a +3 bonus to his AC level as well, though he may only select his totem animal as a companion.

    Would I be allowed to use this in my campaign setting (Blades of Keran) NeoSeraphi?
    Absolutely
    Last edited by NeoSeraphi; 2012-01-26 at 10:19 PM.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Ravellion View Post
    That, or design a lesser lion to fill this gap.
    The leopard and the cheetah are both possible options at level 4, but I think Seraphi really has his heart set on using that lion :P
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Deepbluediver View Post
    The leopard and the cheetah are both possible options at level 4, but I think Seraphi really has his heart set on using that lion :P
    Indeed. Those aren't "lions". They're just cats. If I were to set loose rules like that, you could grab a riding dog instead of a wolf or a pet Neanderthal instead of an ape.

    I don't see why everyone's so worried anyway. The only animals that are available with absolutely no LA are the wolf, eagle, horse and Medium snake. The +3 bonus to your level is to offset the fact that most totem barbarians won't have a choice and will have to take a creature with a -3 LA.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Those totem feats...

    Power Attack =/= Track =/= Run. Please find different ones. I don't even know what, but horse is NEVER going to be a totem with the run feat.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by Just to Browse View Post
    Those totem feats...

    Power Attack =/= Track =/= Run. Please find different ones. I don't even know what, but horse is NEVER going to be a totem with the run feat.
    Er... The feat isn't the only feature of the totems.
    The horse totem actually looks rather shiny for a mounted combatant.
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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    There just aren't that many feats that properly represent an animal. I suppose I could just change the ape's to something weaker. I'll do that now.

    Edit: There we go. Now the ape totem barbarian gets Toughness as a bonus feat at 1st. So the feats are all pretty equal in usefulness, save Diehard (which only helps you if you're dying) and Improved Grapple (which only helps you against creatures up to one Size category larger than you)
    Last edited by NeoSeraphi; 2012-01-26 at 11:38 PM.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Just two nitpicks:

    Since this is a sort of Barbarian-ShapeshiftRanger hybrid, I would use the name "Beastheart".

    You got the Ape Totem wrong. Primates don't have claws.

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    Default Re: The Barbarian (3.5 Base Class, PEACH)

    Quote Originally Posted by nonsi View Post
    Just two nitpicks:

    Since this is a sort of Barbarian-ShapeshiftRanger hybrid, I would use the name "Beastheart".
    It's really not. It's got a shapeshifter aspect, but that's where the similarities end. Rangers draw their power from nature, not animals or lycanthropy. Barbarians, on the other hand, have always drawn their power from emulating animals.

    You got the Ape Totem wrong. Primates don't have claws.
    Tell it to WotC.

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