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    Aug 2010

    Default Barbarian Variant (actually OVERHAUL): Martial Barbarian [PEACH]

    Well, I've been a barbarian player for years. However, despite it being my favorite class (or maybe because of it) I examine it very closely, and draw a lot of nitpicking and actual opinions about most things. I've always been able to simply ignore the lack of good prestige classes and variants of barbarian for the longest time by playing rangers and druids - I've even been converting the Magma Druid as discussed here on this very forum into a pathfinder class with my own personal spin. Now, in the past, I've DM'ed many games, almost all 3.5, and have had no trouble homebrewing or tweaking with my friends. However, earlier this week I finally faced my gripes about the barbarian after starting Pathfinder about a month ago; I noticed how they didn't add much in; they just gave him a lot of not-so-great Rage Powers. So, finally, I took my frustrations of so many good years and put them to use.

    It's essentially 3.5 barbarian in an overhaul, and CMB and CMD are terms borrowed from Pathfinder essentially representing the checks and saves for and against a combat maneuver like a bullrush or grapple.

    EDIT: This has become part of my idea of Expanded Classes, in which full and average-BAB classes receive a major expansion.

    Hit Die: d12

    Barbarian Variant: Martial Barbarian
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Fast Movement, Martial Trance

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Uncanny Dodge

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Martial Training

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Martial Knowledge

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Improved Uncanny Dodge

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Martial Training

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Damage Reduction 1/-

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |I Break My Mortal Chains

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Greater Martial Trance, Martial Training

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Damage Reduction 2/-

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    |Indomitable, Titanic Grip

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Martial Training

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    |Damage Reduction 3/-

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |One with the Titans

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |Martial Training

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |Damage Reduction 4/-

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Truly Fearless

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Martial Training

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Damage Reduction 5/-

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Mighty Martial Trance[/table]


    Fast Movement - 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.

    Martial Trance (Ex) - Some barbarians are vicious warriors by blood, as a terrible strength of battle fills their veins and compels them to fight beyond the mortal means - and can cause themselves to fall into Martial Trances, where they become totally in tune with the pure ferocity of combat. A barbarian may enter a martial trance for 2 rounds + his Con modifier. At 2nd level, and other every level after, he may stay in it an additional 3 rounds per day. Temporary increases to Constitution, such as those gained from rage and spells like bearís endurance, do not increase the total number of rounds that a barbarian can enter a martial trance per day. A barbarian can enter a martial trance as a move action any number of times per day. When in a Martial Trance, a Barbarian's strength modifier on attack and damage rolls is counted as double the base modifier (ex. a +3 to an attack roll becomes +6 for the purpose of the roll) as well as receiving a Dodge Bonus equal to their Dexterity modifier x 2 (ex. a dexterity of 16 provides a +6 dodge bonus to AC).This bonus stacks with any other bonuses, dodge or otherwise, received. They also gain +2 to all CMB and CMD (+2 against being tripped, +2 to bullrushing, etc). A barbarian in a martial trance cannot be fatigued affected by similar affects until their hit points are dropped to 0. While in a Martial Trance, a barbarian cannot use any Intelligence or Charisma-based checks beyond Intimidate checks. A barbarian may end their Martial Trance whenever they wish, but afterwards they are rendered Disabled for a number of rounds equal to the number of rounds spent in the Trance, but instead of lapsing into dying upon exacerbating their condition, they merely drop Unconscious. If a successful Heal Check is attempted, they are roused, but Fatigued for the same amount of time.


    Martial Training (Ex) - A Martial barbarian gains certain talents over the course of their lives, ancient wrath and prowess in combat of their ancestors that manifests over time from their extended use of the Martial Trance. A barbarian automatically receives Furious Blow at 3rd level, and every third level after, they may select one Training Trait. Some Training requires a minimum level marked by [x+]

    {table=head]Martial Training|Description
    Furious Blow|A barbarian gains Power Attack if they did not already possess it. In addition, a barbarian in a Martial Trance with Furious Blow may subtract from their AC instead of their Attack roll.

    Guts of Lead|A barbarian becomes immune to being sickened. At 10th level, they also become immunity to being nauseated.[6th+]

    Body of Steel|A barbarian cannot be rendered exhausted. If they would be subjected to exhaustion, they are instead fatigued. Barbarians are no longer subject to a save against massive damage. [9th+]

    Blood of Fire|A barbarian gains Cleave if they did not already possess it; if they already possesses Cleave, they gain Improved Cleave. While in a Martial Trance, they may utilize [Improved] Cleave on a successful critical hit, even if it does not kill the initial target.

    Prowess of the Predator|While in a Martial Trance, a barbarian gains Pounce as an extraordinary ability, useable a number of times per day equal to 1 + 1/4 their barbarian level + their Con modifier[12th+]

    Mind of Iron|A barbarian gains Iron Will if he did not already possess it; during a Martial Trance, they receive a bonus to any will save made equal to their constitution modifier (stacking with a bonus from a high wisdom ability score)for a maximum of +6 for one round per five barbarian levels per day. This ability stacks with any other bonus they would receive.

    Juggernaut At Arms|A barbarian gains Improved Critical if they did not already possess it; during a Martial Trance, he may apply it to any non-improvised weapon wielded. [12+]

    Savage Reflexes|A barbarian gains Lightning Reflexes if he did not already possess it; during a Martial Trance, they receive a bonus to any reflex save made equal to their strength modifier (stacking with a bonus from a high dexterity ability score) for a maximum of +6 for one round per five barbarian levels a day. This ability stacks with any other bonus they would receive.

    Rend them Asunder|During a Martial Trance, any weapon wielded by the barbarian increases its die by one step (1d6 to 1d8) up to a maximum of d12.

    Omnislayer|A martial barbarian may utilize a full attack option as an equivalent of a standard and move action as outlined in the martial barbarian ability,I Break My Mortal Chains, but may take such an action outside of a Martial Trance. [12+]

    Skills of War|Select one feat from the fighter bonus feat list that you meet the prerequisites for.[/table]

    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 (see below) instead.

    Martial Knowledge - A barbarian adds half her class level (minimum 1) to all Knowledge skill checks related to identifying a monsterís abilities and weaknesses, as well as identifying or studying combat-related subjects, heroes and objects; they may make all Knowledge skill checks untrained.

    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 (see above) 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.

    I Break My Mortal Chains - A barbarian in a Martial Trance may utilize a full attack option as an equivalent of a standard and move action, as well as ignore the maximum dexterity bonus of any armor they are wearing, and at all times any armor they are wearing has its effective skill check penalty reduced by half, rounded down - this also reduces the land speed penalty.

    Greater Martial Trance (Ex) - A barbarian within a Greater Martial Trance may enter a Martial Trance as a swift action, instead of a move action. The bonus to all CMB & CMD is increased to +4. Additionally, a barbarian in a Martial Trance cannot be staggered or stunned. If a barbarian in the midst of a Greater Martial Trance is reduced to 0 or less hit points, they may continue fighting as if their hit points were still positive. However, once their hit points reaches at least -1, the barbarian must make a fortitude save equal to their current negative hit points or die; otherwise, they may fight as if they were in positive hit points. If a barbarian ends their trance in negative hit points, they drop immediately, unconscious, and are considered dying. In addition, once their Trance ends normally (that is, in positive hit points), they are no longer disabled, and instead simply fatigued.


    Titanic Grip (Ex) - A barbarian may wield a weapon one size category larger then they usually would with none of the penalties associated with using a weapon one size category larger than they. In addition, any weapon wielded by a barbarian is considered magical for overcoming damage reduction. At 20th, they are considered epic as well.


    Indomitable (Ex) - While in a Martial Trance, a barbarian is immune to all Fear effects; in addition, cannot be shaken or panicked even outside of a Martial Trance.

    One with the Titans (Ex) - A barbarian in a Martial Trance is treated as one size category larger than their own while in a Martial Trance for all rolls and checks. This effect stacks for creatures with Powerful Build.

    Truly Fearless (Ex) - A barbarian gains immunity to all Fear effects, even outside of a Martial Trance.

    Mighty Martial Trance (Ex) - A barbarian within a Mighty Martial Trance treats his Strength and Dexterity modifier as triple the base modifier for all attack and damage rolls and Armor Class (ex a +4 for attack rolls becomes a +12, a +3 to armor class for dex bonus becomes +9). Their bonus to CMB & CMD increases to +6, and when a barbarian in a Mighty Martial Trance successfully strikes an opponent with a critical hit, they must make a fortitude save or take double the final damage result of the critical, equal to 10 + the martial barbarian's CL + the barbarian's Martial Trance-improved strength bonus. Enemies immune to critical hits are not immune to a Martial Trance's massive damage. They no longer suffer fatigue after a trance.


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    Last edited by DrWeird; 2010-09-14 at 04:45 PM.