View Full Version : Barbarian: Libra [PEACH]

2010-03-10, 10:50 AM

Welcome to the first of my Libra classes, which are updates to the 3.5 base classes we have all come to know and love. The fact you're peaking in means you're either curious or frustrated with how well the base classes from the Player's Handbook aged over the years. My goals with this project were to tweak and balance out the power gaps between the base classes, and to make taking them all the way to 20th level viable and interesting.

The Goal
While I'd like to completely balance the classes from a mechanical standpoint, I don't think that is possible without rewriting the system (at which point its no longer 3.5 D&D). However, I'd like to bring the gap between the tiers down a bit. Basically, I'd like to keep my classes somewhere between the current expectations of a Tier 2 and Tier 3 class.

2010-03-10, 10:52 AM
Barbarian (Libra)
Alignment: Any nonlawful
Hit Die: d12
Class Skills
The barbarianís class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the barbarian.

Table: The Barbarian
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Fast movement +10, illiteracy, rage +2
2nd|+2|+3|+0|+0|Uncanny dodge
3rd|+3|+3|+1|+1|Trap sense +1
4th|+4|+4|+1|+1|Extra rage +1/day
5th|+5|+4|+1|+1|Diehard, rage +4
6th|+6/+1|+5|+2|+2|Trap sense +2, totem
7th|+7/+2|+5|+2|+2|Damage reduction 1/ó
8th|+8/+3|+6|+2|+2|Improved uncanny dodge
9th|+9/+4|+6|+3|+3|Trap sense +3, totem
10th|+10/+5|+7|+3|+3|Damage reduction 2/ó, rage +6
11th|+11/+6/+1|+7|+3|+3|Fast movement +20
12th|+12/+7/+2|+8|+4|+4|Trap sense +4, totem
13th|+13/+8/+3|+8|+4|+4|Damage reduction 3/ó
14th|+14/+9/+4|+9|+4|+4|Extra rage +2/day
15th|+15/+10/+5|+9|+5|+5|Trap sense +5, rage +8, totem
16th|+16/+11/+6/+1|+10|+5|+5|Damage reduction 4/ó
17th|+17/+12/+7/+2|+10|+5|+5|Tireless rage
18th|+18/+13/+8/+3|+11|+6|+6|Trap sense +6, totem
19th|+19/+14/+9/+4|+11|+6|+6|Damage reduction 5/ó
20th|+20/+15/+10/+5|+12|+6|+6|Mighty rage, rage +10

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarianís land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarianís speed because of any load carried or armor worn.

At 11th level, this bonus increases to +20 feet.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): A barbarian can fly into a rage a number of times per day equal to Constitution modifier. In a rage, a barbarian temporarily gains a +2 bonus to Strength and Consitution, but he takes a Ė2 penalty to Armor Class. The increase in Consitution increases the barbarianís hit points by 1 point per hit die, but these hit points go away at the end of the rage when his Consitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), 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 Combat Expertise, item creation feats, and metamagic feats. A barbarianís rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Consitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (Ė2 penalty to Strength, Ė2 penalty to Dexterity, canít charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can only fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elseís action.

At 5th level, and every five levels thereafter, the bonus granted to Strength and Constitution increases by an additional +2. The increase in Constitution also increases the barbarian's hit points as appropriate. The penalty to AC remains at a -2.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead (see the below).

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Extra Rage (Ex): At 4th level, a barbarian can rage an additional time per day than normal. At 14th level, he increases the number of times he can rage again, for a total of two additional rages per day.

Diehard (Ex): At 5th level, a barbarian gains the Diehard feat, even if he does not meet the prerequisites. If a barbarian already has the Diehard feat, he may choose a different feat that he qualifies for.

Totem (Ex): Starting at 6th level and every three levels thereafter, a barbarian chooses a totem from the following list which grants the barbarian extra abilities. These totems may only be chosen once unless otherwise noted. Some totems require a minimum class level or specific alignment before becoming available to a barbarian.

Ape: A barbarian with the ape totem gains the ability to climb up and down structures with great speed. His climb speed becomes equal to half his land speed (excluding the bonuses from his fast movement class feature). He gains a +8 bonus on all Climb checks. The character must still make Climb checks to climb any wall or slope with a DC of more than 0, but can always choose to take 10 on the Climb check, even if rushed or threatened while climbing. The character retains his Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against him. While raging, the barbarianís climb speed becomes equal to his full land speed. If the barbarian already has a climb speed, then his climb speed is increased by +10 feet and can apply his bonuses from his fast movement class feature to his climb speed.

Bear: A barbarian with the bear totem gains incredible resiliency. The damage reduction he has from barbarian class levels increases by 1. Further, he may use his Constitution modifier instead of his Wisdom modifier when attempting Will saves. While raging, his damage reduction increases by an additional 1. This totem may not be taken by a barbarian until 9th level.

Boar: A barbarian with the boar totem becomes difficult to control and relentless. He gains a +2 competence bonus on Will saves to resist Compulsion and Charm effects. In addition, the character does not immediately die while raging when his hit points drop below -10. Instead, he dies at the end of his next turn. If the barbarian gains enough hit points back to put him above -10 prior to the end of his next turn (such as through fast healing or a cure light wounds spell), he does not die. A barbarian with the boar totem whose rage runs out immediately dies if his hit points are less than -10. This ability does not prevent a barbarian from dying from death effects, nor allow him to continue fighting if his body is destroyed (such as through a disintegrate spell).

Bull: A barbarian with the Bull totem gains skill in directing and maneuvering his enemies. He immediately gains the Improved Bull Rush feat, even if he does not meet the prerequisites. If he already has that feat, he instead gains an additional +2 bonus on bull rush attempts. While raging his bull rush attempts automatically inflict damage equal to the barbarianís Strength modifier upon impact, regardless of whether or not he succeeded in moving his opponent. In addition, a raging barbarian can choose to move his opponent back in any direction (except towards himself), as long as he does so in a straight line. He may choose to move with the defender as normal if he wishes.

Demon: A barbarian with the Demon totem becomes terrifying and destructive. He may use the Intimidate skill to demoralize an opponent as a move action. If he succeeds, the target is shaken for 1 round plus additional rounds equal to his Charisma modifier bonus (if any). While raging, the barbarian does not take size penalties on his Intimidate checks to demoralize an opponent due to his size. His bonuses still apply as normal. The raging barbarian also gains a +4 bonus to confirm critical hits. A barbarian must be nongood to choose the Demon totem.

Dragon: A barbarian with the Dragon totem develops resistance to the elements and magic like the great beasts of legend. He gains energy resistance 10 to one energy type of his choice (cold, fire, electricity or acid). This energy resistance increases to 20 while raging. While raging, the barbarian also gains a +1 bonus on saving throws against spells and spell-like abilities. A barbarian may choose to take the Dragon totem up to four times (one for each damage type). Each time, he chooses a new energy type to gain resistance to. The bonus on saving throws does not increase until the barbarian has taken the Dragon totem a fourth and final time, at which point it improves to a +2 bonus.

Eagle: A barbarian with the Eagle totem develops incredible sight and mastery of the air. He gains a +4 bonus on Jump and Spot checks. Whenever a barbarian willingly drops down from any height, he treats the distance fallen as being 10 feet shorter than it is. In addition, the range increment of any ranged weapon he uses (natural or manufactured) is increased by 30 feet or doubled, whichever is less. If he has a special attack with a limit on range, such as sneak attack, that range is also increased by 30 feet or doubled, whichever is less.

Horse: A barbarian with the Horse totem gains incredible speed and stamina. He increases his land speed by an additional 10 feet and immediately gains the Run feat. In addition, any effect that would make the barbarian exhausted instead causes him to be fatigued. A barbarian with the Horse totem can still choose to run or charge while fatigued, despite that fatigue would usually prevent him from doing so.

Lion: A barbarian with the Lion totem becomes more courageous and can pounce on foes with brutal results. He gains a +2 competence bonus on saving throws to resist fear effects. Also whenever the barbarian charges and successfully attacks an opponent, he doubles the amount of damage his attack caused. If he critically succeeds on the attack roll and confirms it, instead his critical multiplier is treated as one higher than normal. If the barbarian is entitled to multiple attacks on a charge (such as from a racial feature or class ability), he only doubles the damage of his first attack. Extra damage that is not doubled on critical hit (such as sneak attack) is not doubled by this ability.

Mountain: A barbarian with the Mountain totem develops a presence far more immense than his form would suggest. Whenever he is subject to a size modifier or special size modifier for an opposed check (such as during a grapple check or bull rush attempt), he is treated as one size larger than normal if doing so would be advantageous to him. Further, he is treated as one size larger when determining if a creatureís special attacks (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain the same for his actual size. The benefits of his ability stack with the effects of powers, abilities and spells that change his size.

Shark: A barbarian with the shark totem gains the ability to move through the water with deadly ease. His swim speed becomes equal to half his land speed (excluding the bonuses from his fast movement class feature) and does not have to make Swim checks while doing so. He gains a +8 bonus on all Climb checks to perform some special action or avoid a hazard. The character can always choose to take 10 on the Swim check, even if rushed or threatened while swimming. The barbarian can use the run action while swimming, provided he swims in a straight line. While raging, the barbarianís swim speed becomes equal to his full land speed. If the barbarian already has a swim speed, then his swim speed is increased by +10 feet and can apply the benefits of his fast movement class feature to his swim speed.

Wolf: A barbarian with the Wolf totem develops cunning and becomes adept in bringing down his foes. He immediately gains the Improved Trip feat, even if he does not meet the prerequisites. If the barbarian already has the Improved Trip feat, he instead gains an additional +2 bonus on trip attempts. While the barbarian is raging, if he successfully hits with two attacks in a row he can attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the barbarian.

Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. This damage reduction stacks with any other DR / - a barbarian may have due to his race or class abilities, but not from armor.

Improved Uncanny Dodge (Ex): Starting at 8th level, a barbarian can no longer be flanked, unless the attacker has sneak attack damage greater than half the barbarianís class levels, rounded down. For example, for an attacker to sneak attack a 10th level barbarian would require at least +6d6 sneak attack damage. If the barbarian has uncanny dodge or improved uncanny dodge from another class, those levels stack to determine the minimum amount of sneak attack damage an attacker must have to flank the character.

Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex): At 20th level, any weapon the barbarian wields (natural or manufactured) counts as epic for the purposes of overcoming damage reduction. This ability only applies while the barbarian rages.

A barbarian who becomes lawful cannot gain more levels as a barbarian until his alignment changes back to a non-lawful one.

2010-03-10, 10:55 AM
Edits and Updates

3/10 - Class posted, save the table. Need to insert code still. Made minor edits for consistency.
3/19 - Table added!

2010-03-10, 11:18 AM
In his basic rage, you gave him +2 strength and constitution, but you still said this gives him an extra +2 hitpoints per level.

2010-03-10, 11:32 AM
Whoops. Thanks for pointing that out.