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Nero24200
2009-11-18, 12:59 PM
Hello all. Like my soldier, I'm hoping this will have upped the versatility of the class to roughly tier 3. Any suggestions and changes welcome.

As a side note, you'll notice the barbarian isn't rage-based at all. The reason for this is because well...I always wanted barbarians to be a little more seamless. It's hard to take many fantasy figures that should use the class and apply it simply because they don't relay on a form of berserker frenzy to win fights. This class idea portrays barbarians as simply untrained or savage warriors (making them also appropriate for non-savage characters who simply haven't had proper martial training).

THE BARBARIAN
Each warrior has their own strength in battle. For some, it's their training and equipment. For others, it's their knowledge of their foes and their team-work. But for the barbarian, their strength comes from intuition and sheer talent and skill with a weapon.

Game Rule Information
Barbarians have the following game rule statistics.
Abilities: As with most martial classes, barbarians have a heavy focus on Strength, Dexterity and Constitution.
Alignment: Any, though usually chaotic
Hit Die: D12

Class Skills
The barbarian's class skills (and their key ability modifier) are Climb (Str), Craft (Int), Heal (Wis), Jump (Str), Knowledge (One of the following: Geography, Local or Nature) (Int), Perception (Wis), Profession (Wis), Survival (Wis) and Swim (Str)
Skill Points at 1st Level: 4 + Int Modifier × 4
Skill Points at Each Additional Level: 4 + Int Modifier

{table=head;width=100%]
Level |
Base
Attack |
Fort
Save |
Ref
Save |
Will
Save |
Special

1st | +1|
+2 |
+0 |
+0 | Power Attack, Savage Strike (Aggression)

2nd | +2 |
+3 |
+0 |
+0 | Battle Vigor (1 Ability, +1 Attack)

3rd | +3 |
+3 |
+1 |
+1 | Animal Totem (1 Ability)

4th | +4 |
+4 |
+1 |
+1 | Savage Strike (Knockback)

5th | +5 |
+4 |
+1 |
+1 | Battle Vigor (2 Abilities, +2 Attacks)

6th | +6/+1 |
+5 |
+2 |
+2 | Rough (Nausea or Sickened)

7th | +7/+2 |
+5 |
+2 |
+2 | Animal Totem (2 Abilities)

8th | +8/+3 |
+6 |
+2 |
+2 | Savage Strike (Winded)

9th | +9/+4 |
+6 |
+3 |
+3 | Battle Vigor (3 Abilities, +3 Attacks)

10th | +10/+5 |
+7 |
+3 |
+3 | Greater Strike, Rough (Exhaustion)

11th | +11/+6/+1 |
+7 |
+3 |
+3 | Animal Totem (3 Abilities)

12th | +12/+7/+2 |
+8 |
+4 |
+4 | Savage Strike (Render)

13th | +13/+8/+3 |
+8 |
+4 |
+4 | Battle Vigor (4 Abilities, +4 Attacks)

14th | +14/+9/+4 |
+9 |
+4 |
+4 | Rough (Fatigue)

15th | +15/+10/+5|
+9 |
+5 |
+5 | Animal Totem (4 Abilities)

16th | +16/+11/+6/+1 |
+10 |
+5 |
+5 | Savage Strike (Far Strike)

17th | +17/+12/+7/+2 |
+10 |
+5 |
+5 | Battle Vigor (5 Abilities, +5 Attacks)

18th | +18/+13/+8/+3 |
+11 |
+6 |
+6 | Rough (Massive Damage)

19th | +19/+14/+9/+4 |
+11 |
+6 |
+6 | Animal Totem (5 Abilities)

20th | +20/+15/+10/+5 |
+12 |
+6 |
+6 | Savage Strike (Shatter), Mighty Strike [/table]

Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: Barbarians are proficient in all simple and martial weaponry as well as light and medium armours and shields.

Power Attack: At 1st level, the barbarian gains the Power Attack feat for free, even if he/she does not meet the prerequisites.

Savage Strike: At 1st level, the barbarian’s aggressive nature enables him/her to strike foes with extra power, which can allow for some devastating and unusual effects. The barbarian gains access to savage strike abilities which function whenever the barbarian uses Power Attack. The barbarian can only gain the benefits of a single savage strike ability at any one time. The barbarian gains the following savage strike abilities at the appropriate level.
Level 1 – Aggression (Ex): The barbarian lunges forward, throwing caution to the wind. The barbarian takes the penalty associated with power attack to his/her defense instead of his/her attack rolls for that round.

Level 4 – Knockback (Ex): The barbarian is able to barge into his foes, knocking them back and hurting them at the same time. Whenever the barbarian strikes a foe whilst power attacking, the barbarian may also make a free bullrush attempt against a single foe he/she strikes. The attempt does not provoke attacks of opportunities and the barbarian need not move with the foe with a successful bullrush (though the foe can only be moved up to 10 ft if the barbarian chooses not to follow).

Level 8 – Winded (Ex): The barbarian’s hard strike is able to knock the wind right out of a foe, draining them of strength. Whenever the barbarian strikes a foe whilst power attacking, the barbarian may select a single foe struck that round to make a Fortitude saving throw or become staggered for 1 round. Foes that are fatigued become exhausted. The DC to resist this effect is equal to 10 + half the barbarian's level + the barbarian's constitution modifier.

Level 12 – Render (Ex): The barbarian’s attacks strike in such a way as to make it harder for wounds to close and heal naturally. When the barbarian hits an foe with Power Attack, the target must succeed on a Fortitude saving throw of DC 10 + half the barbarian's level + the barbarian's Strength modifier or take 1d6 damage every round for a number of rounds equal to the barbarian's Strength modifier + 2.

Level 16 – Far Strike (Ex): The barbarian is able to lash out and lunge at foes, striking them where others might not. Whilst power attacking the barbarian’s reach increases by 5 ft.

Level 20 – Shatter (Ex): The barbarian’s strikes have so much force behind them that they can cut through solid objects as if it was warm butter. Whilst power attacking the barbarian’s attacks ignore object hardness.

Battle Vigor (Ex): At 2nd level the barbarian’s aggressive approach to combat allows him/her to find more exploits in any foe’s defense. The barbarian gains 1 additional attack of opportunity per round and one ability chosen from the list below. At 5th level and every four levels thereafter, the barbarian gains another additional attack of opportunity per round and another ability chosen from the list, for a total of 5 additional attacks per round and 5 abilities chosen. The additional attacks of oppertunity gained via this ability stack with the feat Combat Reflexes.
Defensive Expertise: Whenever a foe provokes an attack of opportunity due to making a bullrush, disarm, feint, overrun, sunder, or trip attempt, a successful attack of opportunity from the barbarian causes the attempt to automatically fail.

Double Strike: Whenever the barbarian wields two weapons, he/she may attack with both weapons whenever a foe provokes an attack of opportunity. The barbarian still takes any normal two-weapon fighting penalties.

Guardian Strike: Whenever a foe attacks an ally adjacent to the barbarian, that foe provokes an attack of opportunity from the barbarian. A successful attack of opportunity made in this manner also interrupts the foes attack.

No Escape: Foes using the withdraw action provoke attacks of opportunity from the barbarian. A successful attack of opportunity made in this manner also stops the foes movement, causing the target to stay in the same spot.

Pack Fighter: Whenever an ally makes a successful bullrush, disarm, feint, overrun, sunder, or trip attempt or scores a critical hit against a foe that the barbarian threatens, that foe immediately provokes an attack of opportunity from the barbarian.

Quick Step: Whenever a foe threatened by the barbarian takes a 5 ft step, that foe provokes an attack of opportunity from the barbarian. A successful attack of opportunity made in this manner also prevents the foe from taking the 5 ft step, forcing the foe to remain in place.

Skirmisher: The barbarian is able to threaten areas around him/her whilst using a ranged weapon. He/She threatens in the same manner as a reach weapon (i.e. the barbarian threatens areas up to 10ft away, but not adjacent areas).

Slippery Step: Whenever a foe attempts to grapple the barbarian the barbarian gains a free attack of opportunity against the foe. This applies even if the foe has Improved Grapple or is attempting the ability via the Improved Grab ability. A successful attack of opportunity made in this manner also interrupts the grapple attempt, causing it to automatically fail.

Superstitious: Foes cannot cast defensively whilst threatened by the barbarian. Additionally, foes struck whilst casting by the barbarian’s attack of opportunity automatically lose the spell being cast.

Stay Down: Whenever a foe provokes an attack of opportunity due to movement (such as by standing up from prone or moving past a barbarian’s threatened area) a successful attack of opportunity from the barbarian ends their action immediately, causing the target to stay in the same spot.

Animal Totem: At 3rd level the barbarian’s connection with nature manifests, granting him/her subtle changes to his/her physical form. The barbarian gains one ability from the list below and another every 4 levels, to a maximum of 5 abilities at 19th level. Unless stated otherwise, all abilities can be taken multiple times.
Bear Totem: The barbarian gains Damage Reduction 4/- against nonlethal and precision damage. Each additional time this ability is taken the damage reduction gained increases by +4 points.

Bull Totem: Whenever the barbarian successfully bull-rushes a foe, he/she automatically deals 1d4+1 points of damage. Each additional time this ability is taken, the damage increases by another 1d4+1 points. This benefit does not apply when used with knockback.

Cat Totem: The barbarian gains a +5 enhancement bonus to his/her base land speed. Each additional time this ability is taken the barbarian’s base land speed increases by another 5 ft.

Eagle Totem: Whenever the barbarian strikes a flat-footed foe, his/her attacks deal +1d6 points of precision damage. The amount of precision damage dealt increases by +1d6 each additional time this ability is taken. The barbarian must be within 30 ft of the foe to gain this benefit.

Fox Totem: The barbarian gains a +1 bonus to initiative and his/her flat-footed armor class. The bonus to his/her flat-footed armor class cannot bring its total above his/her normal armor class. Each additional time this ability is taken both bonuses increase by +1 point.

Otter Totem: The barbarian gains a swim speed of 10 ft and can hold his/her breath as if his/her Constitution score was two points higher. Each additional time this ability is taken the swim speed increases by 5 ft and the barbarian’s constitution score counts as being another 2 points higher for the purposes of holding his/her breath.

Owl Totem: The barbarian gains Darkvision out to 30ft and a +1 bonus on saving throws to resist sight-based effects (such as Medusa’s gaze). Each additional time this ability is taken the range of Darkvision increases by +15ft and the bonus to resist sight-based effects increases by +1 point.

Snake Totem: Whenever the barbarian makes a successful grapple check against a foe, the foe instantly takes 1d4+1 points of damage. Each additional time this ability is taken, the damage increases by another 1d4+1 points.

Spider Totem: The barbarian no longer risks poisoning him/herself when applying poison to a weapon. Additionally, poisons used by the barbarian gain a +1 bonus to their DC to resist. Each additional time this ability is taken the bonus to the poison’s DC increases by +1 point.

Wolf Totem: Whenever the barbarian flanks a foe, his/her attacks against that foe deal +1d6 points of precision damage. The amount of precision damage dealt increases by +1d6 each additional time this ability is taken.

Rough (Ex): At 6th level, the barbarian’s exposure to a rough life style slowly allows him/her to shrug off certain effects more easily. The barbarian becomes immune to the effects of the sickened and nauseated condition.
At 10th level, this ability improves, making the barbarian immune to the effects of the exhausted condition. When the barbarian would normally be exhausted, he/she is instead simply fatigued. At 14th level, the barbarian becomes immune to the effects of the fatigued condition, and at 18th level the barbarian can no longer be killed due to massive damage.

Greater Strike (Ex): At 10th level the barbarian is better able to master his/her skills and ability to fight aggressively. The barbarian may use two savage strikes per round instead of one.

Mighty Strike (Ex): At 20th level the barbarian is a master of aggressive fighting. The barbarian may use three savage strikes per round instead of two.

Temotei
2009-11-19, 12:28 AM
Hello all. Like my soldier, I'm hoping this will have upped the versitility of the class to roughly tier 3. Any surgestions and changes welcome.

Versatility. Suggestions.


As a side note, you'll notice the barbarian isn't rage-based at all. The reason for this is because well...I always wanted barbarians to be a little more seemless. It's hard to take many fantasy figures that should use the class and apply it simply because they don't relay on a form of berserker frenzy to win fights. This class idea portrays barbarians as simply untrained or savage warriors (making them also appropriate for non-savage characters who simply havn't had proper martial training).

Seamless. Haven't.


THE BARBARIAN
Each warrior has their own strength in battle. For some, it's their training and equipment. For other's, it's their knowledge of their foes and their team-work. But for the barbarian, their strength comes from intiuition and sheer talent and skill with a weapon.

Others. Intuition.


Game Rule Information
Barbarians’ have the following game rule statistics.
Abilities: As with most martial classes, barbarians have a heavy focus on Strength, Dexterity and Constitution.
Alignment: Any, though usually chaotic
Hit Die: D12

Barbarians.


Class Skills
The barbarians’ class skills (and their key ability modifier) are Climb (Str), Craft (Int), Heal (Wis), Jump (Str), Knowledge (One of the following: Geography, Local or Nature) (Int), Perception (Wis), Profession (Wis), Survival (Wis) and Swim (Str)
Skill Points at 1st Level: 4 + Int Modifier × 4
Skill Points at Each Additional Level: 4 + Int Modifier

Barbarian's, without that capital letter I'm obligated to use by the rules of the English language. For this section, I've got a couple of questions. Perception isn't a normal skill...maybe you should break that down into the multiple skills I imagine it holds (Listen, Spot, Search). I also think you should just make the barbarian have Knowledge (nature), but not Knowledge (local). Knowledge (geography) is debatable. There also shouldn't be any capitals on the subcategories of Knowledge.


Class Features
All of the following are class features of the Barbarian.
Weapon and Armor Proficiency: Barbarians are proficient in all simple and marital weaponry as well as light and medium amours and shields.

Barbarian in the first sentence shouldn't be capitalized. Also...whoo! Barbarians are proficient with flower bouquets and ring pillows! Change marital to martial. "Amours" should be "armors" or "armours" if you're going to use the British spelling.



Power Attack:: At 1st level the barbarian gains the Power Attack feat for free, even if he/she does not meet the prerequisites.

There should be a comma after level.


Savage Strike: At 1st level the barbarian’s aggressive nature enables him/her to strike foes with extra power, which can allow for some devastating and unusual effects. The barbarian gains access to Savage Strike abilities which function whenever the barbarian uses Power Attack. The barbarian can only gain the benefits of a single Savage Strike ability at any one time. The barbarian gains the following savage strike abilities at the appropriate level. The DC to resist the Winded and Render abilities equal to 10 + half the barbarian’s level + the barbarian’s constitution modifier.

There should be a comma after level. In the description of the ability, savage strike shouldn't be capitalized. Also, I think the difficulty classes of winded and render should be under their own sections.


Level 4 – Knockback (Ex): The barbarian is able to barge into his foes, knocking them back and hurting them at the same time. Whenever the barbarian strikes a foe whilst power attacking, the barbarian may also make a free bull-rush attempt against a single foe he/she strikes. The attempt does not provoke attacks of opportunities and the barbarian need not move with the foe with a successful bull-rush (though the foe can only be moved up to 10ft if the barbarian chooses not to follow).

Bull rush doesn't have a hyphen. Why ten feet? No one else can move something ten feet without moving with them, and that's normally bull rushing.


Level 8 – Winded (Ex): The barbarian’s hard strike is able to knock the wind right out of a foe, draining them of strength. Whenever the barbarian strikes a foe whilst power attacking, the barbarian may select a single foe struck that round to make a fortitude saving throw or become staggered for 1 round. Foes already fatigued instead become exhausted.

Fortitude should be capitalized. I also recommend changing the last sentence to say "Foes that are fatigued become exhausted."


Level 12 – Render (Ex): The barbarian’s attacks strike in such a way as to make it harder for wounds to close and heal naturally. Whilst power attacking, the barbarian may select a single foe struck. That foe must pass a fortitude saving throw or take 1D6 points of bleed damage for a number of rounds equal to the barbarian’s constitution modifier +2.

Constitution should be capitalized...and probably replaced with Strength. I'm confused as to how having good health and stamina make it easier to cause bleeding in large amounts. Also, the "whilst power attacking" sentence should probably be changed to something like "When the barbarian hits an foe with Power Attack, the target must succeed on a Fortitude saving throw of DC or take 1d6 damage every round for a number of rounds equal to the barbarian's [insert modifier (I think Strength, but it is your creation)] + 2." Oh, and the "1D6" should be "1d6."


Level 16 – Far Strike (Ex): The barbarian is able to lash out and lunge at foes, striking them where others might not. Whilst power attacking the barbarian’s reach increases by +5ft.

You're missing the italics symbol before level 16 in the beginning.


Battle Vigor (Ex): At 2nd level the barbarian’s aggressive approach to combat allows him/her to find more exploits in any foe’s defense. The barbarian gains 1 additional attack of opportunity per round and one ability chosen from the list below. At 5th level and every four levels thereafter, the barbarian gains another additional attack of opportunity per round and another ability chosen from the list, for a total of 5 additional attacks per round and 5 abilities chosen.

Does this stack with Combat Reflexes?


Defensive Expertise: Whenever a foe provokes an attack of opportunity due to making a bull-rush, disarm, feint, overrun, sunder or trip attempt, a successful attack of opportunity from the barbarian causes the attempt to automatically fail.

Bull rush shouldn't have a hyphen. Also, there should be a comma after sunder.


Pack Fighter: Whenever an ally makes a successful bull-rush, disarm, feint, overrun, sunder or trip attempt or scores a critical hit against a foe that the barbarian threatens, that foe immediately provokes an attack of opportunity from the barbarian.

Bull rush has no hyphen, and there should be a comma after sunder.


Quick Step: Whenever a foe threatened by the barbarian takes a 5ft step, that foe provokes an attack of opportunity from the barbarian. A successful attack of opportunity made in this manner also prevents the foe from taking the 5ft-step, forcing the foe to remain in place.

"5ft step" should be "5 ft. step," and below that, "5ft-step" should be the same as the other correction.


Slippery Step: Whenever a foe attempts to grapple the barbarian the barbarian gains a free attack of opportunity against the foe. This applies even if the foe has Improved Grapple or is attempting the ability via the Improved Grab ability. A successful attack of opportunity made in this manner also interrupts the grapple attempt, causing it to automatically fail.

Why is this called slippery step? Aside from that, I think there's a feat that does exactly this. I'll look for it later, if I remember to.


Superstitious: Foes cannot cast defensively whilst threatened by the barbarian. Additionally, foes struck whilst casting by the barbarian’s attack of opportunity automatically lose the spell being cast.

I'm thinking you should allow a Concentration check.


Bear Totem: The barbarian gains Damage Reduction 4/- against non-lethal and precision damage. Each additional time this ability is taken the damage reduction gained increases by +4 points.

Nonlethal doesn't have a hyphen. This ability is interesting, since it's sort of like uncanny dodge, just...instead of dodging, you take reduced damage. And it protects against nonlethal damage. Is that damage reduction only in combat, or can you avoid nonlethal damage from a forced march (etc.)?


Bull Totem: Whenever the barbarian successfully bull-rushes a foe, he/she automatically deals 1D4+1 points of damage. Each additional time this ability is taken, the damage increases by another +1D4+1 points. This benefit does not apply when used with Knockback.

Knockback shouldn't be capitalized. Bull rush does not have a hyphen. "1D4+1" should be "1d4 + 1." Same with the other formula, except on that one, the plus is extraneous, because you already have "another" there to let readers know that it's adding more damage.


Cat Totem: The barbarian gains a +5 enhancement bonus to his/her base land speed. Each additional time this ability is taken the barbarian’s base land speed increases by another +5ft.


Dash sucks. This provides an alternative. You should word it like Dash, though. Separate the five and the "ft."


Eagle Totem: Whenever the barbarian strikes a flat-footed foe, his/her attacks deal +1D6 points of precision damage. The amount of precision damage dealt increases by +1D6 each additional time this ability is taken. The barbarian must be within 30ft of the foe to gain this benefit.

Again, the capital "D" should be a "d." In both cases. Separate the thirty and the "ft."


Fox Totem: The barbarian gains a +1 bonus to initiative and a +1 bonus to his/her flat-footed armor class. The bonus to his/her flat-footed armor class cannot bring its total above his/her normal armor class. Each additional time this ability is taken both bonuses increase by +1 point.

You should just change the first sentence to "...gains a +1 bonus to initiative and flat-footed armor class." It shortens it quite a bit.


Otter Totem: The barbarian gains a swim speed of 10ft and can hold his/her breathe as if his/her constitution score was two points higher. Each additional time this ability is taken the swim speed increases by +5ft and the barbarian’s constitution score counts as being another +2 points higher for the purposes of holding his/her breathe.

Separate ten and "ft." "Breathe" should be "breath." Constitution is capitalized. Always separate the numbers from "ft."


Owl Totem: The barbarian gains Darkvision out to 30ft and a +1 bonus on saving throws to resist sight-based effects (such as Medusa’s gaze). Each additional time this ability is taken the range of Darkvision increases by +15ft and the bonus to resist sight-based effects increases by +1 point.

The "+" before "15ft" is not needed.


Snake Totem: Whenever the barbarian makes a successful grapple check against a foe the foe instantly takes 1D4+1 points of damage. Each additional time this ability is taken, the damage increases by another +1D4+1 points.

There should be a comma after the first "foe." Never capitalize "D" when it's in a dice roll. Get rid of that "+" before "1D4+1 points."


Wolf Totem: Whenever the barbarian flanks a foe, his/her attacks against that foe deal +1D6 points of precision damage. The amount of precision damage dealt increases by +1D6 each additional time this ability is taken.

Get rid of the "+" before the second "1D6."


Rough (Ex): At 6th level the barbarian’s exposure to a rough life-style slowly allows him/her to shrug off certain effects more easily. The barbarian becomes immune to the effects of the sickened and nauseated condition.

There should be a comma after level. Lifestyle doesn't have a hyphen. Condition is plural in this case.


At 10th level this ability improves, making the barbarian immune to the effects of the exhausted condition. When the barbarian would normally be exhausted, he/she is instead simply fatigued. At 14th level the barbarian becomes immune to the effects of the fatigued condition, and at 18th level the barbarian can no longer be killed due to massive damage.

There should be a comma after level. Both of them. When you say "he/she is instead simply fatigued," it sounds weird. I'd say get rid of the "simply" and it'll sound better.

-Baldur-
2009-11-19, 12:44 AM
If you haven't noticed.

Tem is a huge stickler for grammar and spelling. *laughs*

Temotei
2009-11-19, 12:47 AM
And I win at it too! :smallbiggrin:

Nero24200
2009-11-19, 06:48 AM
Probably just as well, I can be pretty bad for spelling/grammer. For some strange reason though...my spellchecker didn't pick up a single spelling mistake. Or grammer...in fact, I'm starting to question if Word actually has a spellchecker and it's not just a button designed to say "No spelling or grammer errors" when pressed.

Though to address some things.

Perception is listed as a skill because it is a class designed to go with one of my groups...who use some of the Pathfinder rules. I might put notes at the bottom listing the changes to make it 3.5.

The distance pushed via the Knockback ability I limited for a reason. It's mostly because I've used the PF version of Knockback IG, and well...it gets silly after a while. A lucky check is all that's needed to send foes over fifty foot, even larger ones (though the reduction in size modifiers also plays a big factor in that). Without having to move with them, it just felt a little silly...it was like my PC was playing golf with monsters. Having said that, I'm considering increasing the maximum distance, just not enough that it reaches the silly zone again.

Anyway, I corrected some of the grammer and spelling areas, but I'm in a bit of a rush just now so I'll need to sort the rest later.

Temotei
2009-11-19, 10:34 PM
The distance pushed via the Knockback ability I limited for a reason. It's mostly because I've used the PF version of Knockback IG, and well...it gets silly after a while. A lucky check is all that's needed to send foes over fifty foot, even larger ones (though the reduction in size modifiers also plays a big factor in that). Without having to move with them, it just felt a little silly...it was like my PC was playing golf with monsters. Having said that, I'm considering increasing the maximum distance, just not enough that it reaches the silly zone again.

I was wondering why you made it ten feet instead of five, which is the normal distance you can bull rush if you don't move with the target.