So, I'd just like some opinions on this. I've recently been asked to play a Barbarian in a game I've been invited to, and I've always been turned off by the amount of crap in the Barbarian's class. Uncanny Dodge? So that the Barbarian can be immune to backstabs? Alright, I guess that makes some sense. Trap Sense? Why would a Barbarian need to do a thief really poorly? Damage reduction, okay that's kind of nice. But it doesn't stack with armor? What's the point then!?
I always thought the Barbarian should encapsulate the joy and fun of wanton violence. The Barbarian smashes and crushes and kills. Gore should rain down from the heavens in his wake. And this is what I came up with.
I decided to dive heavily into the gore idea. I wanted to make your criticals make everyone at the table POOP their PANTS. The enemies too, they should be pooping their pants as their allies are liquefied and annihilated, and extra guts fly out of them a la Fist of the North Star. Above all, the Barbarian should be pure, unadulterated fun. You get mad and CRUSH. EVERYTHING.
I realize it's overpowered and ridiculous. I'd like it to remain ridiculous, but tips on how to scale back the power while retaining the crazy would be helpful. This is the first class I've ever created. Hopefully it at least gets a laugh out of a few of you. It was fun to write, and if I can play it with my DM's approval after I get it more balances, it will hopefully by a the fun, hilarious class I envision it to be.
Without further adu, the Gorebarian:
Table: The Gorebarian
Hit Die: d12
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Comprehend Weaknesses, Illiteracy, Rage 1/Day|
|Splatter Strike (1d6)|
|Spray of Gore|
|Pinpoint Weakness, Splatter Strike(2d6)|
|Shower of Gore|
|Caked in Entrails|
|Rage 3/Day, Splatter Strike(3d6)|
|Storm of Gore|
| Weakness Precision|
|Greater Rage, Splatter Strike(4d6)|
|Rage 4/day, Hurricane of Gore|
|Encrusted with Entrails|
|Indomitable Will, Splatter Strike(5d6)|
|Incite Weakness, Rage 5/Day|
|Tireless Rage, Splatter Strike(6d6)|
|Shell of Entrails|
|Might Rage, Rage 6/Day, Whispering Weaknesses, Splatter Strike(7d6) |
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str).
All of the following are class features of the Gorebarian.
Weapon and Armor Proficiency: A Gorebarian is proficient with all blunt weapons, light armor, medium armor, and shields (except tower shields).
Comprehend Weaknesses (Ex):
A Gorebarian becomes what he is because he loves watching his enemies explode in a shower of blood, and he has inherent knowledge of the squishy parts that trigger that explosion. Knowing where those buttons are and how to push them are what bring him joy in his violent rages, and as such the Gorebarian starts out with an increased critical threat range for blunt weapons of 1 when he is enraged.
Gorebarians are the only characters who do not automatically know how to read and write. A Gorebarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A Gorebarian who gains a level in any other class automatically gains literacy. Any other character who gains a Gorebarian level does not lose the literacy he or she already had.
A Gorebarian can fly into a rage a certain number of times per day. In a rage, a Gorebarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Gorebarian’s 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 Gorebarian 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 character’s (newly improved) Constitution modifier. A Gorebarian may prematurely end his rage. At the end of the rage, the Gorebarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Gorebarian, at which point this limitation no longer applies; see below).
A Gorebarian 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 Gorebarian can do it only during his action, not in response to someone else’s action.
Splatter Strike (Ex):
At 2nd level the Gorebarian gains the ability to splatter his enemies on a critical strike when he becomes enraged. Critical hits deal an extra 1d6 damage which is multiplied by the damage bonus. This increases another 1d6 every 3 levels after this ability is acquired. An enemy killed in this fashion is “splattered” coating the Gorebarian with gore and blood. A creature killed in this fashion can only be resurrected using True Resurrection or a Miracle spell. Only living creatures can be splattered.
Spray of Gore (Ex):
At third level, when an enemy explodes from a Gorebarian’s Splatter Strike, blood and gore rain down on the Gorebarian’s enemies. Up to three enemies per splatter are showered in this fashion must make a Will Save (DC 10 + (Half of Barb Level) + (Str Modifier)) or be sickened. Sicken opponents will remain so for the rest of the encounter as they try to wipe the gore off of themselves.
Pinpoint Weakness (Ex):
At fifth level the Gorebarian can almost see his enemy’s weak points glowing before his eyes while enraged. The critical threat range with all blunt weapons wielded by the Gorebarian is increased by one when the Gorebarian is enraged.
Shower of Gore (Ex):
At sixth level the Gorebarian’s Spray of Gore becomes a shower. It can effect up to six enemies in the Gorebarian’s immediate area who must make the Will Save (DC 10 + (Half of Barb Level) + (Str Modifier)). Failing the Will Save causes the targets to be sickened at a penalty of -4 for the remainder of the encounter. Creatures that are four HD lower than the Gorebarian who fail their will saves are frightened out right at the sight of their comrades being liquefied.
Caked with Entrails(Ex):
At seventh level when the Gorebarian splatters his enemies his body is encrusted with layer upon layer of dried blood and monster bits. Whenever the Gorebarian splatters an enemy they gain a stackable damage reduction of 1 for the remainder of the encounter, to a maximum of 3.
Weakness Precision (Ex):
At tenth level the Gorebarian can see the enemy’s weak points even more clearly when enraged. This ability replaces Pinpoint the Gore. The critical threat range with all blunt weapons wielded is increased by 2 when the Gorebarian is enraged.
Storm of Gore (Ex):
At ninth level the Gorebarian’s Shower of Gore becomes a storm of blood and guts. It can effect up to nine enemies within a 30 ft. cone in front of the Gorebarian when he splatters an enemy. They must make a Will Save (DC 10 + (Half of Barb Level) + (Str Modifier)). Failing the Will Save causes the targets to be sickened at a penalty of -6 for the remainder of the encounter, and all creatures four HD under the Gorebarian who fail their will saves will be frightened outright in disgust.
Hurricane of Gore (Ex):
At twelfth level the Gorebarian’s Shower of Gore becomes a hurricane of unbelievable amounts of entrails and blood. It can effect up to twelve enemies within a 60 ft. cone in front of the Gorebarian when he splatters an enemy. They must make a Will Save (DC 10 + (Half of Barb Level) + (Str Modifier)). Failing the Will Save causes the targets to be sickened at a penalty of -8 for the remainder of the encounter as they become burdened with the thick viscous entrails of their allies, and all creatures four HD under the Gorebarian who fail their will saves will be frightened in mortal terror. Creatures eight HD under the Gorebarian are slain from suffering massive heart attacks brought on by such terror.
Encrusted with Entrails (Ex):
At thirteenth level when the Gorebarian splatters his foe his body almost seems to draw in gore, making itself a living, screaming, monster of terror. For every foe a Gorebarian splatters in battle he gains a damage reduction of two, up to a maximum of eight per battle. This ability replaces Caked in Gore.
Magnetic Weaknesses (Ex):
At fifteenth level the Gorebarian’s weapons are naturally drawn to his enemy’s weak points. The ability replaces Heatsink the Gore. The critical threat range of all blunt weapons wielded by the Gorebarian is increased by 3 when the Gorebarian is enraged.
Incite Weakness (Ex):
At sixteenth level the Gorebarian comes to realize, after slaying countless foes in every land and nation, that some foes do not seem to have weak points or explode when he has confronted them. Thusly, the Gorebarian has learned to see past this arbitrary game mechanic and can call forth a weakness in a foe that did not know it had before. The Gorebarian can now make critical hits against foes that are normally immune to them. They will splatter within accordance to what they are, so a zombie would splatter rotten meat and guts, a mummy would splatter dust and bandages, etc.
Shell of Entrails (Ex):
At eighteenth level when the Gorebarian splatters his foe, the gore seems to fall on his body and harden like the candy shell treat you’d pour all over your ice cream. For every foe a Gorebarian splatters in battle he gains a damage reduction of three, up to a maximum of twelve per battle. This ability replaces Shell of Gore.
At nineteenth level the Gorebarian has perfected his art and draws upon mystic energies from the realms of gore and is able to splatter his foes into a massive crashing wave of innards. It can affect all enemies within a 120 cone in front of the Gorebarian, who must make a Will Save (DC 10 + (Half of Barb Level) + (Str Modifier)). Failing the Will Save causes the targets to be sickened at a penalty of -12 for the remainder of the encounter. Enemies four HD below the Gorebarian will be washed away by the gore and enemy’s eight HD below the Gorebarian will drown entirely.
Whispering Weaknesses (Ex):
A twentieth level the Gorebarian can actually hear the enemy’s weak points calling out to him. This ability replaces Zone into the Gore. The critical threat range of all blunt weapons wielded by the Gorebarian is increased by 4 when the Gorebarian is enraged.
Greater Rage (Ex):
At 11th level, a Gorebarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Willsaves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex):
While in a rage, a Gorebarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. 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 Gorebarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex):
At 20th level, a Gorebarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Willsaves increases to +4. The penalty to AC remains at –2.