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BelGareth
2012-12-02, 04:15 AM
Barbarian

Class skills (4 + Int Modifier per level): The barbarianís class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), Spot (Wis), and Swim (Str).

Alignment: Any non lawful

Hit Dice: 2d6


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st +1 +2 +0 +0 Fast Movement, Rage, Combat style, Tough Skin
2nd +2 +3 +0 +0 Damage Reduction 1/-, Talent, Uncanny dodge
3rd +3 +3 +1 +1 Powerful Vigor
4th +4 +4 +1 +1 Damage Reduction 2/-, Talent
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Damage Reduction 3/-, Talent
7th +7/+2 +5 +2 +2 Improved Rage
8th +8/+3 +6 +2 +2 Damage Reduction 4/-, Talent
9th +9/+4 +6 +3 +3 Raging Soul
10th +10/+5 +6 +3 +3 Damage Reduction 5/-, Talent
11th +11/+6/+1 +7 +3 +3 Strength of the Fury
12th +12/+7/+2 +8 +4 +4 Damage Reduction 6/-, Talent
13th +13/+8/+3 +8 +4 +4 Greater Rage
14th +14/+9/+4 +9 +4 +4 Damage Reduction 7/-, Greater Talent
15th +15/+10/+5 +9 +5 +5 Indomitable Will
16th +16/+11/+6/+1 +10 +5 +5 Damage Reduction 8/-, Greater Talent
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Damage Reduction 9/-, Greater Talent
19th +19/+14/+9/+4 +11 +6 +6 Mighty Rage
20th +20/+15/+10/+5 +12 +6 +6 Damage Reduction 10/-, Greater Talent


Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and 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.

Rage (Ex): A barbarian can fly into a rage when provoked by combat, as a free action 1/combat a barbarian can fly into a rage, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves. The increase in Constitution increases the barbarianís hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution 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 fit of rage lasts for the duration of the combat.

A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for an amount of rounds equal to the duration of the encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A Barbarian may not fly into a rage if he is fatigued or exhausted.

Combat style: At 1st level the Barbarian may choose a combat style, once chosen it may not be changed.


Unarmed

The Barbarian prefers to use his hands to mett out his punishment to his foes, better to look them in the eye when they die.

He receives the following benefits at the listed levels.


LevelSpecialUnarmed damage
1Improved Unarmed Strike1d6
21d6
31d6
4Fists of Fury (Magic)1d6
51d8
61d8
71d8
8Bonus Feat1d8
91d10
101d10
111d10
12Improved Grab1d10
131d12
141d12
151d12
16Fists of Fury (Adamantium)1d12
172d8
182d8
192d8
20Bonus Feat2d8


Improved Unarmed Strike: The Barbarian receives Improved Unarmed strike as a bonus feat even if he does not qualify for it.

Fists of Fury: The Barbarians fists are considered magical for purposes of overcoming damage reduction.

At 16th level, this ability improves to include Adamantium.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Superior Unarmed Strike, Snap Kick, Improved Initiative, Versatile Unarmed Strike, Clever Wrestling, Defensive Throw, Eagle Claw Attack, Earth's Embrace, Improved Grapple, Fists of Iron, Roundabout Kick, or Water Splitting Stone.

Improved Grab: The Barbarian gains the Improved Grab ability, when he succesfully hits a creature he may attempt to start a grapple as a free action without provoking an attack of opportunity.

2 Weapon fighting

The Barbarian knows that more weapons on the battlefield equals more bloodshed and so the logical choice is to wield more weapons!

He receives the following benefits at the listed levels.


LevelSpecial
1Two Weapon Fighting
2
3
4Weapon Aptitude
5
6
7
8Bonus Feat
9
10
11
12Ambidexterity
13
14
15
16Power of the Whirlwind
17
18
19
20Bonus Feat


Two Weapon Fighting: The Barbarian gains the ability to fight with two weapons, he gains an extra attack with his off hand. Each time the barbarian gains an extra iterative attack from his BAB increasing, he receives another bonus off hand attack at the same bonus. Attacking this way incurs a penalty to hit, if the off hand weapon is a light weapon the penalty to hit is -2 to all attacks, if it is not light it is -4. All off hand attacks receive half the barbarians strength modifier as damage instead of the full amount.

At 1st level the barbarian is considerd to have the Two weapon fighting feat, at 6th level he is considered to have the Improved Two-Weapon Fighting feat, at 11th level he is considered to have the Greater Two-Weapon Fighting and at 16th the Perfect Two-Weapon Fighting feat.

Weapon Aptitude: When a barbarian fights with two weapons, he can apply the effects of certain feats from one weapon to the other weapon as well, as long as the effects can be appied legally.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Anvil of Thunder, Bear Fang, Crescent Moon, Double Hit, Dual Strike, Greater Two-Weapon Defense, Hammer's Edge, High Sword Low Axe, Improved Two-Weapon Defense, Lightning Mace, Net and Trident, Oversized Two-Weapon Fighting, Quick Staff, Spinning Halberd, or Two-Weapon Defense.

Ambidexterity: A barbarians ability to wield two weapons at once increases to surpass the innate difficulty to do so, the penalty to attacks is lessened by 2. (so a light off hand weapon is +0 and a regular weapon is -2)

Power of the Whirlwind: A barbarian of 16th level is able to apply his full strength modifier to his off hand damage rolls.

Throwing

The Barbarian has chosen a more esoteric option of combat, preferring to either throw axes, javelins or daggers.

He receives the following benefits at the listed levels.


LevelSpecial
1 Throw Anything
2
3
4 Throw Anything
5
6
7
8Bonus Feat
9
10
11
12 Power Throw
13
14
15
16 Improved Range
17
18
19
20Bonus Feat


Throw Anything: The barbarian receives the throw anything feat as a bonus feat even if he does not qualify for it.

Brutal Throw: The barbarian is capable of putting all his strength behind his throws, at 4th level the barbarian gains brutal throw as a bonus feat.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Point blank shot, Precise Shot, Rapid Shot, Improved Rapid Shot, Shot on the Run, Coordinated Shot, Far Shot, Improved Precise Shot, Manyshot, Penetrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, or Sharp-Shooting.

Power Throw: The barbarian has keyed into the power and style of throwing weapons, at 4th level the barbarian gains Power throw as a bonus feat.

Improved Range: At 16th level the barbarian doubles the range increment of all thrown weapons. This ability stacks with the far shot feat.

Archery

The Barbarian strays from the path of the foaming melee fighter and has transfered his prowess to the bow.

He receives the following benefits at the listed levels.


LevelSpecial
1 Raging Tempest
2
3
4 Deadly Aim
5
6
7
8Bonus Feat
9
10
11
12 Bowstaff
13
14
15
16 Ranged promise
17
18
19
20Bonus Feat


Raging Tempest: The barbarian has learned to channel his emotional rage into a different sort, instead of swelling with rageful strength, the barbarian instead gains the bonus to dexterity that he would gain to strength while raging.

Deadly Aim: The barbarian has learned to place devesating blows with the bow, this ability is identicial to the Power Attack feat except with ranged weapons within 30ft.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Point blank shot, Precise Shot, Rapid Shot, Improved Rapid Shot, Shot on the Run, Coordinated Shot, Far Shot, Improved Precise Shot, Manyshot, Penetrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Combat Archery, or Sharp-Shooting.

Bowstaff: The barbarian is able to use any bow he uses as a club of equivalent size (as an elvecraft bow), if he is wielding an elvencraft bow it deals damage as if one size larger.

Ranged Promise: The barbarian threatens attacks of opportunities while wielding a bow out to 5ft, if he has the Combat Archery feat he instead threatens out to 10ft with his bow.

2 Handed weapon

The Barbarian adheres to the classic forward approach of hitting everything with the biggest weapon he could find.

He receives the following benefits at the listed levels.


LevelSpecial
1 Overhand Strike (standard)
2
3
4 Anvil strike
5
6
7
8Bonus Feat
9
10
11
12 Improved Power Attack
13
14
15
16 Overhand Strike (full)
17
18
19
20Bonus Feat


Overhand Strike: The barbarian learns how to empower his overhand strikes with his full fury, at 1st level he is able to add double his strength modifier to damage rolls when attacking as a standard action.

This ability improves at 16th level allowing the barbarian to add double his strength modifier to damage on a full attack action.

Anvil Strike: The barbarian is capable of delivering devestating blows to objects, the barbarian deals double damage to all objects.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Brutal Strike, Brute Fighting, Combat Brute, Cometary Collision, Flay, Flying Kick, Great Cleave, Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Knockback, Leap Attack, Pushback, Shock Trooper, Power Attack, or Reckless Offensive.

Improved Power Attack: When using the power attack option with his attacks, the barbarian receives +3 bonus to damage with 2 handed weapons instead of normal +2 bonus.

Mounted Rager

Finding solace in the bestial nature of animals is not only for the druid, Barbarians the world over find this connection, and some even stir the beasts inner rage, igniting a tornado of raging claws and steel.

He receives the following benefits at the listed levels.


LevelSpecial
1 Mount
2
3
4 Share Rage
5
6
7
8Bonus Feat
9
10
11
12 Bonus Feat
13
14
15
16 Bonus Feat
17
18
19
20Bonus Feat


Mount: A Mounted Rager gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druidís animal companion, using the barbarianís level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium barbarian can select a camel or a horse. A Small barbarian can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A barbarian does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained. A barbarianís mount does not gain the share spells special ability.

A barbarianís bond with his mount is strong, with the pair learning to anticipate each otherís moods and moves. Should a barbarianís mount die, the barbarian may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the barbarian gains a level.

Share Rage: At 4th level the Mounted rager learns how to instill his rage into his mount, the barbarian receives the Shared Fury feat as a bonus feat even if he does not meet the prerequisites.

Bonus Feat: At 8th, 12th, 16th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Mounted Combat, Cavalry Charger, Improved Mounted Archery, Mounted Archery, Mounted Mobility, Ride-By Attack, Celestial Mount, Legendary Rider, Spirited Charge, Trample, Coordinated Strike, Exalted Companion, or Tunnel Riding.



Tough Skin (Ex): At 1st level, a barbarians skin toughens from all the scars and battle bruises, the barbarian gains a natural armor bonus equal to half his constitution modifier.

Damage Reduction (Ex): At 2nd 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 4th level, and every two barbarian levels thereafter (6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

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.

Barbarian Talent: At 2nd level, a barbarian learns a talent from the below list, he gains another Talent every 2 levels thereafter. All Talents are Extraordinary unless otherwise noted.



TalentPrerequisitesBenefits
Trap Sense-The barbarian gains a 6th sense regarding traps, he gains a +1 bonus to saves & AC vs Traps/5 levels.
Bonus Feat-The barbarian gains a bonus feat for which he meets the prerequisites for.
Improved Damage ReductionDR 3/-The barbarians Damage reduction improves by +1. You may only take this once.
Reckless Rage-The barbarian gains an additional +4 Str while raging, but loses the bonus to Will saves.
Giant Rage-The barbarian grows one size when raging, all equipment grows to fit his new size and he gains the reach appropriate for his new size.
Raging Leaper-The barbarian can add his constitution modifier to his jump checks in addition to his strength modifier.
Surge of Strength-The barbarian gains the ability to ignore fatigue and fly into a rage. 1/day he can ignore his fatigued status and fly into a rage. You may take this Talent more than once, if you do, each additional time you take it increases the amount of uses per day by 1.[/td][/tr]
Intimidating vigor-The barbarian can add his constitution modifier to his intimidate checks in addition to his charisma modifier.
Child of the Tundra-The barbarian gains the ability to exist comfortably in harsh environments, he gains a permanent Endure elements effect as the spell. This is a supernatural ability.
Child of Winter-The barbarian is able to move through snow bluffs and ice with ease. He ignores any penalties to movement in any cold environment.
Child of the Jungle-The barbarian is able to move through thick undergrowth and vegetation with ease. He ignores any penalties to movement in any jungle environment.
Improved Natural armor-The barbarian gains a +1 natural armor. This Talent may be taken more than once.
Evasion-The barbarian gains the evasion ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the barbarian is wearing light armor or no armor. A helpless barbarian does not gain the benefit of evasion.




Powerful Vigor (Ex): At 3rd level, a barbarians rage fuels his body with such vigor he refuses to bleed from puny wounds. While raging the barbarian gains Fast Healing equal to half his DR value.

Improved uncanny dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Improved Rage (Ex): At 7th level, a barbarianís bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3.

Raging Soul (Ex): At 9th level, a barbarians rage knows no bounds, allowing him to deliver such pain and woes to his enemies. While raging he may add his constitution modifier in to his melee damage in addition to his strength modifier.

Strength of the Fury (Ex): At 11th level, a barbarians strikes are fueled with such intense rage and fury that they are able to penetrate even the hardiest materials. The barbarian can ignore an amount of DR & hardness equal to his own damage reduction, he ignores any type except Epic.

Barbarian Greater Talent: At 14th level the barbarian learns a Greater Talent, he gains another Greater Talent every 2 levels thereafter. All Greater Talents are Extraordinary unless otherwise noted.



TalentPrerequisitesBenefits
Pounce-The barbarian gains the ability to make a full attack at the end of a charge attack.
Stunning Hit-The barbarian hits with such force that it can stun his opponents. As a standard action the barbarian can attack with a stunning strike, if the attack hits the target must succeed on a Fort save (DC = 10 + 1/2 barbarian level + Str modifier) or be stunned for 1 round.
Titanic RageGiant RageThe barbarian grows two sizes when raging, all equipment grows to fit his new size and he gains the reach appropriate for his new size.
Improved EvasionEvasionThe barbarian gains the Improved evasion ability. This ability works like evasion, except that while the barbarian still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless barbarian does not gain the benefit of improved evasion.
Supreme Power AttackPower Attack featThe barbarian gains +3 damage for each -1 to hit he chooses to take when using the power attack feat with a two handed weapon.
Greater Damage ReductionImproved Damage ReductionThe barbarians Damage reduction improves by +1. You may only take this once.
Celeritous AngerChild of Winter or Child of the JungleThe barbarian gains a constant Freedom of movement effect as the spell while raging. This ability is a supernatural ability.
Heraclean AvatarIndomitable WillThe barbarian can add the bonus from Indomitable Will to all his saves.
Font of life-The barbarian gains a constant deathward effect as the spell. This ability is a supernatural ability.
Refuse DeathFont of lifeThe barbarian cannot die from Hit point loss while raging.



Greater Rage (Ex): At 13th level, a barbarianís bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4.

Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist spells and spell like abilities. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

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

Mighty Rage (Ex): At 19th level, a barbarianís bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +5.


~~~

Comments

So I've seen a deluge of players using Chambers Heroic base classes and so I took a peek and thought they were all kinds of awesome.

I've always liked the Barbarian, but thought it lacked the oomph and options to make it a fun class. And I detest what PF did to it. So seeing the Heroic base classes I took a look at his redone Barbarian class, and while its a step in the right direction I thought I would put out an option of my own (ultimately this will be for my homebrew campaign).

I wanted it to be stronger than the original and do lots of damage.

First thing was Rage, I changed it to match the ToB mechanic (or kinda like it) whereas the barbarian wasn't limited on how many times per day, but got to use it at least 1/encounter.

I also took the -2 AC penalty, one because I took away medium armor and gave a natural armor bonus, and due to the rage granting a boost to con, it was a redundant bonus/penalty. So I Ixnayed it, plus, on a purely fluff POV, a barbarian raging isn't necessarily easier to hit, but ignores the hits. and so the Natural AC represents this (in addition to the fast healing).

Everything else is an attempt to make the Barbarian a big beef cake that can deal a prodigious amount of damage.

Which is what I was aiming for.

PEACH, but please realize, I was looking for this level of power.


Change log

12/2/12 - posted class.
12/11/12 - Added Combat styles
12/12/12 - Add spot, knowlege (Nature), Move Silently and Hide as class skills, changed Celeritous anger to raging only.
6/5/14 - Updated tables

4th number
2012-12-03, 06:08 AM
Once per encounter means that he's basically always raging in combat, doesn't it? That's a lot.

BelGareth
2012-12-05, 05:18 AM
Once per encounter means that he's basically always raging in combat, doesn't it? That's a lot.

Yeah, thats the point though, it's the barbarians main power, and I wanted a more robust/powerful class.

They still get tired after, which just means they get more tired, more often.

Cardea
2012-12-05, 09:45 AM
This fix is a bit flat.

These talents are either strictly numbers or the effects of a spell. None of these really add new things overall, and I can't see much variation in how someone makes their H. Barbarian using this.

It gets add its constitution to a couple things, bypass some DR and get some fast healing, but its still not interesting. This is basically a Barbarian with the innate ability to self-sustain with some extra things it can get.

You're still just a guy who gets angry for a little bit and hits stuff better for a short duration, nothing more - which is what Chambers' H. Classes focused a lot on. This fix doesn't add any utility or flexibility.

BelGareth
2012-12-05, 10:13 AM
This fix is a bit flat.

These talents are either strictly numbers or the effects of a spell. None of these really add new things overall, and I can't see much variation in how someone makes their H. Barbarian using this.

It gets add its constitution to a couple things, bypass some DR and get some fast healing, but its still not interesting. This is basically a Barbarian with the innate ability to self-sustain with some extra things it can get.

You're still just a guy who gets angry for a little bit and hits stuff better for a short duration, nothing more - which is what Chambers' H. Classes focused a lot on. This fix doesn't add any utility or flexibility.

Thanks, that is exactly what I was going for, a more powerful version of the original, granted a few more abilities to add a little bit of option, but flexibility wasn't a concern, but power and resiliency.

I was focusing on making him a guy who hits really hard, nuff said. Ultimately this is going to be for my campaign setting, and I wanted to differentiate this class from the fighter class on the idea that one does damage and tanks while the other is more cerebral and skillful.

On a side note, what would you suggest to add utility or flexibility?

Also, thanks for commenting!

Cardea
2012-12-05, 10:27 AM
Thanks, that is exactly what I was going for, a more powerful version of the original, granted a few more abilities to add a little bit of option, but flexibility wasn't a concern, but power and resiliency.

I was focusing on making him a guy who hits really hard, nuff said. Ultimately this is going to be for my campaign setting, and I wanted to differentiate this class from the fighter class on the idea that one does damage and tanks while the other is more cerebral and skillful.

On a side note, what would you suggest to add utility or flexibility?
Except he's kinda not going to deal much more significant damage, unless you still stick with similar routes to power that have already been figured out, for the most part, by high levels.

I would suggest giving them other attack options. Ranged or Dual Wielding. I always loved the Whirling Frenzy ACF over Rage.

Take a look at Pathfinder for inspiration; Chambers took from there to get inspiration for the Rogue Talents for his H. Rogue. A lot of the stuff for Barbarians borders on mysticism and some delve with straight up pact-level things.

You could also look towards utility from having a high strength score. Sundering, Bull Rush, Overrun. Give him some flexibility with those that isn't straight +X to +Z.

Also, thanks for commenting!
Uh. You're welcome...?

Zman
2012-12-06, 10:07 PM
I have to agree with Cardea, it is a bit flat.

Two things that I'm not a huge fan of are the Giant Rage and Titanic rage, they just don't feel righ to me. How does him getting angry and swinging really hard increase his size?



I just had an idea for a talent... May not be the most effective, but it'd be fun.

Reckless Throw: In lieu of a standard action charge the Barbarian throws his weapon as if a melee attack with all bonuses and a range no greater than his base movement. The Barbaian then follows up the attack by moving into melee and grappling the enemy. If the Barbarian uses the power attack feat for his throw he gains a bonus to his grapple check as the enemy is thrown off balance by the attack irregardless if it hits. The Barbarian is not subject to an AoO for this attack.

vasharanpaladin
2012-12-06, 10:32 PM
Two things that I'm not a huge fan of are the Giant Rage and Titanic rage, they just don't feel righ to me. How does him getting angry and swinging really hard increase his size?


Think Hulk. Goliaths have an ACF for the core barbarian that does this too.

Zman
2012-12-06, 10:46 PM
Think Hulk. Goliaths have an ACF for the core barbarian that does this too.

True, i forgot it does describe them getting larger. Goliaths have Powerful Build which is why it feels Better. I guess I have less trouble with Giant Rage, and more with Titan Rage.

BelGareth
2012-12-12, 07:50 AM
Ok, so I have added some combat styles.


Combat style: At 1st level the Barbarian may choose a combat style, once chosen it may not be changed.


Unarmed

The Barbarian prefers to use his hands to mett out his punishment to his foes, better to look them in the eye when they die.

He receives the following benefits at the listed levels.

{table=head]Level|Special|Unarmed damage
1|Improved Unarmed Strike|1d6
2||1d6
3||1d6
4|Fists of Fury (Magic)|1d6
5||1d8
6||1d8
7||1d8
8|Bonus Feat|1d8
9||1d10
10||1d10
11||1d10
12|Improved Grab|1d10
13||1d12
14||1d12
15||1d12
16|Fists of Fury (Adamantium)|1d12
17||2d8
18||2d8
19||2d8
20|Bonus Feat|2d8
[/table]

Improved Unarmed Strike: The Barbarian receives Improved Unarmed strike as a bonus feat even if he does not qualify for it.

Fists of Fury: The Barbarians fists are considered magical for purposes of overcoming damage reduction.

At 16th level, this ability improves to include Adamantium.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Superior Unarmed Strike, Snap Kick, Improved Initiative, Versatile Unarmed Strike, Clever Wrestling, Defensive Throw, Eagle Claw Attack, Earth's Embrace, Improved Grapple, Fists of Iron, Roundabout Kick, or Water Splitting Stone.

Improved Grab: The Barbarian gains the Improved Grab ability, when he succesfully hits a creature he may attempt to start a grapple as a free action without provoking an attack of opportunity.

2 Weapon fighting

The Barbarian knows that more weapons on the battlefield equals more bloodshed and so the logical choice is to wield more weapons!

He receives the following benefits at the listed levels.

{table=head]Level|Special
1|Two Weapon Fighting
2|
3|
4|Weapon Aptitude
5|
6|
7|
8|Bonus Feat
9|
10|
11|
12|Ambidexterity
13|
14|
15|
16|Power of the Whirlwind
17|
18|
19|
20|Bonus Feat
[/table]

Two Weapon Fighting: The Barbarian gains the ability to fight with two weapons, he gains an extra attack with his off hand. Each time the barbarian gains an extra iterative attack from his BAB increasing, he receives another bonus off hand attack at the same bonus. Attacking this way incurs a penalty to hit, if the off hand weapon is a light weapon the penalty to hit is -2 to all attacks, if it is not light it is -4. All off hand attacks receive half the barbarians strength modifier as damage instead of the full amount.

At 1st level the barbarian is considerd to have the Two weapon fighting feat, at 6th level he is considered to have the Improved Two-Weapon Fighting feat, at 11th level he is considered to have the Greater Two-Weapon Fighting and at 16th the Perfect Two-Weapon Fighting feat.

Weapon Aptitude: When a barbarian fights with two weapons, he can apply the effects of certain feats from one weapon to the other weapon as well, as long as the effects can be appied legally.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Anvil of Thunder, Bear Fang, Crescent Moon, Double Hit, Dual Strike, Greater Two-Weapon Defense, Hammer's Edge, High Sword Low Axe, Improved Two-Weapon Defense, Lightning Mace, Net and Trident, Oversized Two-Weapon Fighting, Quick Staff, Spinning Halberd, or Two-Weapon Defense.

Ambidexterity: A barbarians ability to wield two weapons at once increases to surpass the innate difficulty to do so, the penalty to attacks is lessened by 2. (so a light off hand weapon is +0 and a regular weapon is -2)

Power of the Whirlwind: A barbarian of 16th level is able to apply his full strength modifier to his off hand damage rolls.

Throwing

The Barbarian has chosen a more esoteric option of combat, preferring to either throw axes, javelins or daggers.

He receives the following benefits at the listed levels.

{table=head]Level|Special
1|Throw Anything
2|
3|
4|Brutal Throw
5|
6|
7|
8|Bonus Feat
9|
10|
11|
12|Power Throw
13|
14|
15|
16|Improved Range
17|
18|
19|
20|Bonus Feat
[/table]

Throw Anything: The barbarian receives the throw anything feat as a bonus feat even if he does not qualify for it.

Brutal Throw: The barbarian is capable of putting all his strength behind his throws, at 4th level the barbarian gains brutal throw as a bonus feat.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Point blank shot, Precise Shot, Rapid Shot, Improved Rapid Shot, Shot on the Run, Coordinated Shot, Far Shot, Improved Precise Shot, Manyshot, Penetrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, or Sharp-Shooting.

Power Throw: The barbarian has keyed into the power and style of throwing weapons, at 4th level the barbarian gains Power throw as a bonus feat.

Improved Range: At 16th level the barbarian doubles the range increment of all thrown weapons. This ability stacks with the far shot feat.

Archery

The Barbarian strays from the path of the foaming melee fighter and has transfered his prowess to the bow.

He receives the following benefits at the listed levels.

{table=head]Level|Special
1|Raging Tempest
2|
3|
4|Deadly Aim
5|
6|
7|
8|Bonus Feat
9|
10|
11|
12|Bowstaff
13|
14|
15|
16|Ranged Promise
17|
18|
19|
20|Bonus Feat
[/table]

Raging Tempest: The barbarian has learned to channel his emotional rage into a different sort, instead of swelling with rageful strength, the barbarian instead gains the bonus to dexterity that he would gain to strength while raging.

Deadly Aim: The barbarian has learned to place devesating blows with the bow, this ability is identicial to the Power Attack feat except with ranged weapons within 30ft.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Point blank shot, Precise Shot, Rapid Shot, Improved Rapid Shot, Shot on the Run, Coordinated Shot, Far Shot, Improved Precise Shot, Manyshot, Penetrating Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Combat Archery, or Sharp-Shooting.

Bowstaff: The barbarian is able to use any bow he uses as a club of equivalent size (as an elvecraft bow), if he is wielding an elvencraft bow it deals damage as if one size larger.

Ranged Promise: The barbarian threatens attacks of opportunities while wielding a bow out to 5ft, if he has the Combat Archery feat he instead threatens out to 10ft with his bow.

2 Handed weapon

The Barbarian adheres to the classic forward approach of hitting everything with the biggest weapon he could find.

He receives the following benefits at the listed levels.

{table=head]Level|Special
1|Overhand Strike (standard)
2|
3|
4|Anvil strike
5|
6|
7|
8|Bonus Feat
9|
10|
11|
12|Improved Power Attack
13|
14|
15|
16|Overhand Strike (full)
17|
18|
19|
20|Bonus Feat
[/table]

Overhand Strike: The barbarian learns how to empower his overhand strikes with his full fury, at 1st level he is able to add double his strength modifier to damage rolls when attacking as a standard action.

This ability improves at 16th level allowing the barbarian to add double his strength modifier to damage on a full attack action.

Anvil Strike: The barbarian is capable of delivering devestating blows to objects, the barbarian deals double damage to all objects.

Bonus Feat: At 8th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Brutal Strike, Brute Fighting, Combat Brute, Cometary Collision, Flay, Flying Kick, Great Cleave, Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Knockback, Leap Attack, Pushback, Shock Trooper, Power Attack, or Reckless Offensive.

Improved Power Attack: When using the power attack option with his attacks, the barbarian receives +3 bonus to damage with 2 handed weapons instead of normal +2 bonus.

Mounted Rager

Finding solace in the bestial nature of animals is not only for the druid, Barbarians the world over find this connection, and some even stir the beasts inner rage, igniting a tornado of raging claws and steel.

He receives the following benefits at the listed levels.

{table=head]Level|Special
1|Mount
2|
3|
4|Share Rage
5|
6|
7|
8|Bonus Feat
9|
10|
11|
12|Bonus Feat
13|
14|
15|
16|Bonus Feat
17|
18|
19|
20|Bonus Feat
[/table]

Mount: A Mounted Rager gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druidís animal companion, using the barbarianís level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium barbarian can select a camel or a horse. A Small barbarian can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A barbarian does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained. A barbarianís mount does not gain the share spells special ability.

A barbarianís bond with his mount is strong, with the pair learning to anticipate each otherís moods and moves. Should a barbarianís mount die, the barbarian may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the barbarian gains a level.

Share Rage: At 4th level the Mounted rager learns how to instill his rage into his mount, the barbarian receives the Shared Fury feat as a bonus feat even if he does not meet the prerequisites.

Bonus Feat: At 8th, 12th, 16th and 20th level the barbarian receives a bonus feat from the following list, he must still meet the prerequisites for the feat: Mounted Combat, Cavalry Charger, Improved Mounted Archery, Mounted Archery, Mounted Mobility, Ride-By Attack, Celestial Mount, Legendary Rider, Spirited Charge, Trample, Coordinated Strike, Exalted Companion, or Tunnel Riding.



This will hopefully add some options and depth to the class, let me know what you think...(and yes I am aware of stepping on the Rangers toes, but I have ideas for a ranger fix...)

Zman
2012-12-12, 10:29 AM
Supreme Power Attack and Improved Power Attack appear to be redundant.

I like the Combat Styles, I think they go along way to giving the character options. Overhhand Strike is great.

I think celeritous anger should be Rage only, it's still fantastic.

What this class lacks is not power, you have that in spades. At 14th level this class is incredibly powerful. It will be able to do stock, what the Lion Totem Barbarian already breaks, just more effectively ie more damage. I think this may be the wrong approach. You keep giving it more and more combat options. I think a bit more versatility is needed.

For starters I'd give it Str to Intimidate base. I'd give him Knowledge(Nature), Hide, Move Silently, and Spot as class Siills.

The class has power in spades, maybe too much. I think it needs some versatility outside of pure combat options.

nonsi
2012-12-12, 03:49 PM
BelGareth, feel free to pat yourself on the shoulder.
This is the first time I actually want to play a barbarian.

Other than the points raised by Zman, this is one beautiful Barbarian remake.

BelGareth
2012-12-13, 02:55 AM
Supreme Power Attack and Improved Power Attack appear to be redundant.
well, it allows the none 2 handed weaponers to get it by burning a greater talent, and for those 2 handed weaponers to choose something else.


I like the Combat Styles, I think they go along way to giving the character options. Overhhand Strike is great.
Thanks, Overhand strike is a pull from the 2 handed weapon figther ACF from Pathfinder.


I think celeritous anger should be Rage only, it's still fantastic.
You're right, I'll change that.


What this class lacks is not power, you have that in spades. At 14th level this class is incredibly powerful. It will be able to do stock, what the Lion Totem Barbarian already breaks, just more effectively ie more damage. I think this may be the wrong approach. You keep giving it more and more combat options. I think a bit more versatility is needed.
I'm working on some more talents that will add some out of combat options.


For starters I'd give it Str to Intimidate base. I'd give him Knowledge(Nature), Hide, Move Silently, and Spot as class Skills.
These are solid suggestions, I am adding these class features right now.


BelGareth, feel free to pat yourself on the shoulder.
This is the first time I actually want to play a barbarian.

Other than the points raised by Zman, this is one beautiful Barbarian remake.

Thanks, that's what I was aiming for.:smallbiggrin:

Zman
2012-12-13, 11:22 PM
well, it allows the none 2 handed weaponers to get it by burning a greater talent, and for those 2 handed weaponers to choose something else.


Thanks, Overhand strike is a pull from the 2 handed weapon figther ACF from Pathfinder.


You're right, I'll change that.


I'm working on some more talents that will add some out of combat options.


These are solid suggestions, I am adding these class features right now.



Thanks, that's what I was aiming for.:smallbiggrin:

I didn't catch that a Non Twohanded fighter could get the Superior Power Attack, nice. Actually, I still don't see it.

I think a solid talent would be for Single Handed weapon users to get 2:1 Power Attack. And possibly 3:1 if the Spend a Talent and a Greater talent.

I look forward to seeing your additions.

Durksmurf
2012-12-17, 04:28 PM
I love how I see this after I posted the barbarian for our campaign.

Vadskye
2012-12-18, 12:37 PM
A lot of complaints seem to be focused on the idea that this barbarian fix is "flat". I think that stems from a lack of a huge number of active abilities; the barbarian is full of passive abilities. But the barbarian is supposed to be simple. Not boring, but simple, with mostly passive abilities. That isn't a bug, it's a feature. A "barbarian fix" that added a large number of activated abilities would feel less like barbarian to me.

I like several aspects of this fix. It's actually fairly similar, in some ways, to what I use. However, there are some problems. The barbarian talents are very imbalanced compared to each other - Evasion, Giant Rage, Reckless Rage, and Bonus Feat are vastly superior to the other options. This barbarian is incredibly - and unfairly - attractive as a splash. If you take two levels of this barbarian, you can get +8 strength and +4 Con for every encounter? Or +4 Strength, +4 Con, and large size? Not to mention 1/2 con to AC and the weapon style benefit. This is still in definite need of work.

Mousedigits
2014-05-21, 02:37 AM
TwoThree new tables have appeared!



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+2
+0
+0
Fast Movement, Rage, Combat style, Tough Skin


2nd
+2
+3
+0
+0
Damage Reduction 1/-, Talent, Uncanny dodge


3rd
+3
+3
+1
+1
Powerful Vigor


4th
+4
+4
+1
+1
Damage Reduction 2/-, Talent


5th
+5
+4
+1
+1
Improved uncanny dodge


6th
+6/+1
+5
+2
+2
Damage Reduction 3/-, Talent


7th
+7/+2
+5
+2
+2
Improved Rage


8th
+8/+3
+6
+2
+2
Damage Reduction 4/-, Talent


9th
+9/+4
+6
+3
+3
Raging Soul


10th
+10/+5
+6
+3
+3
Damage Reduction 5/-, Talent


11th
+11/+6/+1
+7
+3
+3
Strength of the Fury


12th
+12/+7/+2
+8
+4
+4
Damage Reduction 6/-, Talent


13th
+13/+8/+3
+8
+4
+4
Greater Rage


14th
+14/+9/+4
+9
+4
+4
Damage Reduction 7/-, Greater Talent


15th
+15/+10/+5
+9
+5
+5
Indomitable Will


16th
+16/+11/+6/+1
+10
+5
+5
Damage Reduction 8/-, Greater Talent


17th
+17/+12/+7/+2
+10
+5
+5
Tireless rage


18th
+18/+13/+8/+3
+11
+6
+6
Damage Reduction 9/-, Greater Talent


19th
+19/+14/+9/+4
+11
+6
+6
Mighty Rage


20th
+20/+15/+10/+5
+12
+6
+6
Damage Reduction 10/-, Greater Talent







Talent
Prerequisites
Benefits


Trap Sense
-
The barbarian gains a 6th sense regarding traps, he gains a +1 bonus to saves & AC vs Traps/5 levels.


Bonus Feat
-
The barbarian gains a bonus feat for which he meets the prerequisites for.


Improved Damage Reduction
DR 3/-
The barbarians Damage reduction improves by +1. You may only take this once.


Reckless Rage
-
The barbarian gains an additional +4 Str while raging, but loses the bonus to Will saves.


Giant Rage
-
The barbarian grows one size when raging, all equipment grows to fit his new size and he gains the reach appropriate for his new size.


Raging Leaper
-
The barbarian can add his constitution modifier to his jump checks in addition to his strength modifier.


Surge of Strength
-
The barbarian gains the ability to ignore fatigue and fly into a rage. 1/day he can ignore his fatigued status and fly into a rage. You may take this Talent more than once, if you do, each additional time you take it increases the amount of uses per day by 1.


Intimidating vigor
-
The barbarian can add his constitution modifier to his intimidate checks in addition to his charisma modifier.


Child of the Tundra
-
The barbarian gains the ability to exist comfortably in harsh environments, he gains a permanent Endure elements effect as the spell. This is a supernatural ability


Child of Winter
-
The barbarian is able to move through snow bluffs and ice with ease. He ignores any penalties to movement in any cold environment.


Child of the Jungle
-
The barbarian is able to move through thick undergrowth and vegetation with ease. He ignores any penalties to movement in any jungle environment.


Improved Natural armor
-
The barbarian gains a +1 natural armor. This Talent may be taken more than once.


Evasion
-
The barbarian gains the evasion ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the barbarian is wearing light armor or no armor. A helpless barbarian does not gain the benefit of evasion.






Talent
Prerequisites
Benefits


Pounce
-
The barbarian gains the ability to make a full attack at the end of a charge attack.


Stunning Hit
-
The barbarian hits with such force that it can stun his opponents. As a standard action the barbarian can attack with a stunning strike, if the attack hits the target must succeed on a Fort save (DC = 10 + 1/2 barbarian level + Str modifier) or be stunned for 1 round.


Titanic Rage
Giant Rage
The barbarian grows two sizes when raging, all equipment grows to fit his new size and he gains the reach appropriate for his new size.


Improved Evasion
Evasion
The barbarian gains the Improved evasion ability. This ability works like evasion, except that while the barbarian still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless barbarian does not gain the benefit of improved evasion.


Supreme Power Attack
Power Attack feat
The barbarian gains +3 damage for each -1 to hit he chooses to take when using the power attack feat with a two handed weapon.


Greater Damage Reduction
Improved Damage Reduction
The barbarians Damage reduction improves by +1. You may only take this once.


Celeritous Anger
Child of Winter or Child of the Jungle
The barbarian gains a constant Freedom of movement effect as the spell while raging. This ability is a supernatural ability.


Heraclean Avatar
Indomitable Will
The barbarian can add the bonus from Indomitable Will to all his saves.


Font of life
-
The barbarian gains a constant deathward effect as the spell. This ability is a supernatural ability.


Refuse Death
Font of life
The barbarian cannot die from Hit point loss while raging.