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Thread: Zman's Barbarian Fix(3.5)
- Join Date
- Apr 2012
Zman's Barbarian Fix(3.5)
This is part of a larger project aimed at bringing the classes to Tiers 2-4. See my Homebrew signature for the rest of the classes. This project is still very much a WIP aimed at gradually moving the classes into better balance.
The Barbarian is already a T4 class capable of dealing large amounts of damage, especially with Lion Totem. People also like to dip Barbarian for Pounce. I'm working on increasing versatility and class options while still remaining true to the core class's feel and limiting abuse by dipping Barbarian.
Summary of ChangesSpoiler
The Barbarian will see an improved skill list, and ability to use Intimidate along with improved DR, Pounce as a class feature, an improved Rage and some additional new class features.
1st|+1|+2|+0|+0|Rage 1/day, Fast Movement, Illiteracy, Savage Glare
3rd|+3|+3|+1|+1|Damage Reduction, Moment of Clarity 1/day, Trap Sense +1
5th|+5|+4|+1|+1|Improved Uncanny Dodge
6th|+6/+1|+5|+2|+2|Pounce, Trap Sense +2
7th|+7/+2|+5|+2|+2|Moment of Clarity 1/Rage
9th|+9/+4|+6|+3|+3|Toughened Rage, Trap Sense +3
10th|+10/+5|+7|+3|+3|Moment of Refusal
12th|+12/+7/+2|+8|+4|+4|Rage 4/day, Trap Sense +4
15th|+15/+10/+5|+9|+5|+5|Trap Sense +5
18th|+18/+13/+8/+3|+11|+6|+6|Trap Sense +6
20th|+20/+15/+10/+5|+12|+6|+6|Rage 6/day, Mighty Rage
Hit Die: 1d12
Balance(Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide(Dex), Intimidate (Cha or Str), Jump (Str), Knowledge Nature(Wis), Listen (Wis), Move Silently(Dex), Ride (Dex), Spot(Wis), Survival (Wis),and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 4 + Int modifier
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.
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.
The Barbarian uses Strength or Charisma for Intimidate Checks.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a Ė2 penalty to Armor Class. 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 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 a number of rounds equal to 3 + the characterís (newly improved) Constitution 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 a number of rounds equal to the Rage's duration(unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elseís action.
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.
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.
Damage Reduction (Ex): At 3rd level, a barbarian gains Damage Reduction equal to 1/2 his Barbarian class level. Subtract 1/2 the Barbarian's class level from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
Moment of Clarity
At 3rd level the Barbarian can find a Moment of Clarity while raging, for one round the Barbarian can act normally and does not face the normal rage restrictions. At 7th level the Barbarian an use Moment of Clarity during each rage once.
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.
At 6th level when the barbarian charges he can follow up with a Full Attack.
At 9th level while Raging a Barbarian's DR is equal to his Barbarian level.
Moment of Refusal
At 10th level a Barbarian can resist any one effect which can be an attack, spell, or special ability delaying its effects momentarily. The Barbarian gains an immediate action attack targeted against the offender with a bonus to hit and damage equal to the Barbarian's Level. If the opponent is not within Melee range the Barbarian, he may charge them, though the Barbarian only ever makes a single attack. The Barbarian suffers AoOs as normal during a Moment of Refusal. Once the attack is resolved the Barbarian is affected as normal. This ability is usable once per day.
Greater Rage (Ex): At 11th 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. The penalty to AC Decreases to -1.
At 13th level if the Barbarian succeeds on a will save against a Mind Affecting spell he immediately enters a rage. If the Barbarian fails his will save against a Mind Affcting spell he make make an additional attempt the following round with any bonus to his will save he would have while raging. If successful the Barbarian immediately enters a Rage. Instigate Rage allows a Barbarian to enter a Rage even if the Barbarian has none remaining for the day.
Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves. 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 and gains the ability to enter multiple rages in the same encounter.
At 19th level gains Ferocious Mettle, while Raging the Barbarian benefits from Mettle. On any Fortitude or Will save which allows a save for half damage or effect the Barbarian suffers no damage or effect on a successful save.
As an added bonus Ferocious Mettle allows the Barbarians Instigate Rage ability to function on any Will save.
Mighty Rage (Ex): At 20th 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. The penalty to AC is eliminated.
A barbarian who becomes lawful
loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).
Rage cannot voluntarily be activated, but automatically activates when the Barbarian's HP drop below 50% of their starting total. Alternatively, if the Wound/Vitality Point System is being used the Barbarian's Rage activates automatically when Wound damage is taken. During a Rage the Barbarian is not Fatigued from Wound Damage and can Run and Charge as normal. In addition the Barbarian is counted as having passed its Fortitude Test for the wound Damage taken.
Loses: Damage Reduction, Toughened Rage.
Gains: Dodge Bonus equal to 1/4 Barbarian Level, must be wearing light or no armor. Ferocious Rage replaces Toughened Rage, Dodge Bonus equals 1/2 Barbarian Level while raging.
Replaces: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge
Gains: Heavy Armor Proficiency, Barbarian is not slowed while wearing medium or heavy armor or carrying a medium or heavy load.
At 2nd level the Barbarian counts as one size larger when performing a Bull Rush or Overrun.
At 5th level the Barbarian receives Imoroved Toughness as a Feat.
Loses: Martial Weapon Proficiency, Medium Armor Proficiency, Rage, Moment of Clarity, Toughened Rage, Greater Rage, Instigate Rage, Indomitable Will, Tireless Rage, Ferocious Mettle, and Mighty Rage.
Gains: Good Reflex Save, 6+ Int Skill Points, Tumbling as a Class Skill, and Proficiency Throwing Axe, Hand Axe, and Short Bow..
1st: Skirmish, Savage Instinct
9th: Blind Sense 30ft
19th: Blind Sight 30ft
Savage Instinct: A Savage receives a bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Spot, Swim, and Tumble equal to 1/2 their Savage Level rounded down.
Skirmish (Ex): A Savage relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the Savage's turn. This extra damage increases by 1d6 for every four levels (2d6 at 4th, 3d6 at 8th, 4d6 at 12th, 5d6 at 16th, and 6d6 at 20th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Savage must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 4th level, a Savage gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Savage has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
Replaces: Trap Sense
Gains: Spell Resistence equal to Barbarian Level +1. This increases by one for every five barbarian levels after 3rd to a maximum of SR 4+Barbarian Level at 18th level.
Loses: Martial Weapon Proficiency, Light and Medium Armor Proficiency, Shield Proficiencies.
Gains: Good Wild Shape Progression as a Druid of the Same level. Rage Abilities can only be used while under the effects of Wild Shape. Does not gain Wild Shape(Plant, Small Elemental, Medium Elemental, Large Elemental, Huge Elemental, Greater Elemental, Elder Elemental)
Replaces Trap Sense
Gains: Trapfinding(Use Search or Survival at a -5)
May attempt to disarm Mechanical Traps with an Attack Roll, failure Springs the Trap.
Loses: Rage, Greater Rage, Mighty Rage, Toughened Rage
Gains: Whirling Frenzy, Greater Whirling Frenzy, Mighty Whirling Frenzy, Evasion
Whirling Frenzy: A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Dexterity and a +2 bonus to Will Saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but all attacks made that round suffer a -2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. This effect stacks with Haste effects.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Dexterity bonus increases to +6, and the Will bonus increases to +3. The Barbarian also gains a +2 bonus to Strength. At 20th level (when a standard barbarian gains mighty rage), the Dexterity bonus increases to +8, the Strength Bonus increases to +4, and the Will save increases to +4.
A barbarian using this variant doesn't gain Toughened Rage at 9th level. Instead, he gains evasion, but only while in a whirling frenzy.
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
For any applicable ability or feat replace "Rage" with Whirling Frenzy.
Most ACFs are still applicable, subject to DM approval, with the following exceptions.
Lion Totem is no longer an ACF. Ie no 1st level dips for Pounce.
- Join Date
- Apr 2012
Re: Zman's Barbarian Fix(3.5)
Intimidate can use Cha or Str
Added Description for Moment of Clarity
Reworded and Clarified Moment of Refusal
Added Instigate Rage
Added Ferocious Mettle
Added Bulwark and Spell Hardened ACF's
Added Whirling Frenzy ACF
Added Berserk ACF
Modified Hulking ACF
Added Ferocious ACF
Added Trapkiller ACF
Modified Berserker ACF for Wound/Vitality System
Added Savage ACF
Added Totem Warrior ACF
- Join Date
- Jun 2006
Re: Zman's Barbarian Fix(3.5)
Good tweaks, some points:
Savage Glare could use can - rarely, but there can be situation when Barbarian would rather use Charisma, after all.
Moment of Refusal :
What happens when Barbarian cannot attack said offender? Because he cannot reach it, for simplest example. Clarification is needed here - generally, it seems to me that stated as written, it doesn't really allow character to be really more useful against all kinds of spell and spell-like abilities, and that's main problem with balance in 3.5....
And it seems that there's nothing about Moment of Clarity.Avatar by KwarkpuddingThe subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogsóI was a man before I was a king.
Whoever makes shoddy beer, shall be thrown into manure - town law from Gdańsk, XIth century.
- Join Date
- Apr 2012
Re: Zman's Barbarian Fix(3.5)
I agree, Moment of refusal isnt very clear. I'm having difficulty describing it well. Possible an immediate single attack charge? Im looking for an ability that gives the barbarian one attack before being effectively removed etc. or possibly used at an opportune moment.
Moment of clarity is allowing a single round of normal action during a rage, meaning the Barbarian can take all of the prohibited actions.
I'll fix these points later when I have time.
- Join Date
- Apr 2012