Monday, May 27, 2019

Campaign Design - Base Classes: Artificer

Artificer
(adapted from the Eberron Campaign Setting)

To the dwarves, magic and technology are often interchangeable. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of the dwarves running.

Abilities: Charisma is the most important ability for an artificer because several of his infusions relay on his ability to make Use Magic Device checks. Intelligence is also important because it determines the effectiveness of his infusions, but it plays a lesser role than for most spellcasters. A high Dexterity improves the artificer's defensive ability.

Race: Dwarf.
Alignment: Any.

Hit Die: d6.
Luck Die: d6.

Class Skills
  • Skill List: The artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually)(Int), Disable Device (Int), Knowledge: Arcana (Int), Knowledge: Architecture and Engineering (Int), Knowledge: the Planes (Int), Open Lock (Dex), Profession: Any (all skills taken individually)(Wis), Search, Spellcraft (Int), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
All of the following are the class features of the artificer:
  • Base Attack Bonus: Average. An artificer gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. An artificer gains +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Poor. An artificer gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An artificer gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Artificers are proficient with all simple weapons. Artificers are proficient with light and medium armor, and with shields (except tower shields).

  • Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine: They are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. An infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

    An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions: He has access to every infusion on the list that is of a level he can use.

    It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). if this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new information.

    To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. Infusions never allow saving throws. Like spellcasters, an artificer can only use a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score.

    An artificer's infusions can only be imbued into an item or a construct. He cannot simply imbue an ally with bull's strength, he must instead imbue that ability into an item his ally is wearing. That item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such creatures.

    Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 Luck Point to imbue any infusion in 1 round (like a spell that takes 1 full round to cast).

    Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

    An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list.

    Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.

  • Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve: Leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the experience point cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own experience points.

  • Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Intelligence modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time: If the check fails, the artificer can learn no more about that object.

  • Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.

  • Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

    An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

    An artificer who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it (with his party) without disarming it.

  • Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item.

    The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check for that day. If that check also fails, then the creations process fails and the time, money, and experience points expended to craft the item are lost.

    For purposes of meeting item prerequisites, an artificer's caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual class level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher).

    An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a culinary ashe, glyph egg, gris-gris bag, potion, object rune, wand, or scroll.

    An artificer's infusions do not meet spell prerequisites for creating magic items.

  • Bonus Feat: An artificer gains most item creation feats as automatic bonus feats at or near the level at which it becomes available to spellcasters. He gets Create Gris-Gis Bag or Etch Object Rune, or Scribe Scroll as a bonus feat at 1st level, Brew Potion or Culinary Ashe at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, craft Staff at 12th level, and Forge Ring at 14th level. The artificer does not have to meet the prerequisites for any of these automatic bonus feats when he acquires them.

    In addition, an artificer gains a selectable bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Craft Glyph Egg, Craft Greater Glyph Egg, Create Portal, Discreet Poisoner, Economical Charge, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Focus Mastery, Inscribe Magic tattoo, Legendary Artisan, Manufacture Magic Poison, Wand Mastery, or Weave Ward. In addition, an artificer may use their bonus feat to select an item creation feat he bypassed when he made a selection for one of his automatic bonus feats.

    The artificer must meet the prerequisites for any of the selectable bonus feats he selects. An artificer may treat their class level as their caster level for the purpose of feat selection.

  • Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual shilling and experience point costs (though he can spend points from his craft reserve). A artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 shillings and 160 experience points.

    If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Strength, -2 Dexterity, damage increases to 1d6). The homunculus gains 10 extra hit points for being a Small construct. An artificer's homunculus can have as many Hit Dice as its masters Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

  • Retain Essence (Su): At 5th level, an artificer gains the ability to salvage experience points from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the experience points it took to create the item into his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

  • Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. An artificer cannot use this ability when using a spell trigger item that does not have charges, such a prayer beads.

  • Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 x the modified level of the spell). An artificer can use this ability a number of times per day equal to 3 + his Intelligence modifier

  • Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Artificer
Craft
Infusions per Day
LevelSpecialReserve1st2nd3rd4th5th6th
1st
Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Create Gris-Gris Bag or Etch Object Rune or Scribe Scroll
20
2
-
-
-
-
-
2nd
Brew Potion or Culinary Ashe
40
3
-
-
-
-
-
3rd
Craft Wondrous Item
60
3
1
-
-
-
-
4th
Craft Homunculus, Bonus Feat
80
3
2
-
-
-
-
5th
Craft Magic Arms and Armor, Retain Essence
100
3
3
1
-
-
-
6th
Metamagic Spell Trigger
150
3
3
2
-
-
-
7th
Craft Wand
200
3
3
2
-
-
-
8th
Bonus Feat
250
3
3
3
1
-
-
9th
Craft Rod
300
3
3
3
2
-
-
10th
-
400
3
3
3
2
-
-
11th
Metamagic Spell Completion
500
3
3
3
2
1
-
12th
Craft Staff, Bonus Feat
700
3
3
3
2
2
-
13th
Skill Mastery
900
3
3
3
3
2
-
14th
Forge Ring
1,200
4
3
3
3
3
1
15th
-
1,500
4
4
3
3
3
2
16th
Bonus Feat
2,000
4
4
4
3
3
2
17th
-
2,500
4
4
4
4
3
3
18th
-
3,000
4
4
4
4
4
3
19th
-
4,000
4
4
4
4
4
4
20th
Bonus Feat
5,000
4
4
4
4
4
4

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Friday, May 24, 2019

Campaign Design - Calendars in the Freeholds

Calendars

In the Three Worlds, every year is exactly 365 days long. The beginning of the year is marked by the midwinter solstice. The years are divided into twelve months that are each thirty days long. There are five intercalendary days that are not part of any month, between the second and third, fourth and fifth, sixth and seventh, eighth and ninth, and tenth and eleventh months, and which most cultures dedicate to Füllar and one or more of the other Lords of Heaven for astrologically significant reasons

There are two primary means by which the years are counted.

Reckoning of the High Kings

The most commonly used calendar in the Freeholds is that used in the Rhadynnic Sky Empire before its collapse into endless civil war. This calendar dates to the year Ghilchrist of House Llud was crowned Ymerawdwr Ghilchrist I and united the Rhadynnic Sky Empire and the Kastillian Empire. Years in this calendar are marked "by Imperial Reckoning" and abbreviated "IR". It is currently the year 542 IR.

The months of the calendar are named after the Lords of Heaven, with the five intercalendary days shown falling throughout the year. The months and intercalendary days are named as follows:

Wodamonaþ
Tiwasmonaþ

- Diwedd Rhew: Dedicated to Heim, Forseti, Tiwas, Rùadan and Füllar.

Forsetimonaþ
Syfamonaþ

- Gwanwyn Gwyrdd: Dedicated to Füllar and Syfa.

Valimonaþ
Heimonaþ

- Canol Haf: Dedicated to Füllar and Yng.

Yngmonaþ
Bridmonaþ

- Cynhaeafmath: Dedidcated to Füllar and Eiur.

Eiurmonaþ
Þunormonaþ

- Rhew Cyntaf: Dedicated to Füllar and Þunor.

Hlermonaþ
Ainemonaþ

Reckoning of the Dwarves

Most sages and historians use the older calendar used by the dwarves. The dwarves date their current calendar to the fall of Hjertehjem. Dwarves call their calendar the Count of the Exiles, and years in this calendar are marked as being "in the year of our exile" and abbreviated "YE". It is currently the year 1818 YE.

Before the fall of Hjertehjem, the dwarves use a different calendar that they dated to the founding of the ancient dwarven kingdom. The calendar recorded years as being "by the Count of Tarvelig", and abbreviated this as "CT". When Hjertehjem fell to the Hallitsijainen, it was the year 2370 CT.

The months of the calendar are named after Tarvelig, the mythic hero-leader of the dwarven people, Frar, recognized as the founding koenig of Hjertehjem, the dwarven deities Hlín and Wünd, and a variety of craft materials. Although it is not an official designation, many dwarves refer to Monat-Eisen as Monat-Hœnir. The five intercalendary days fall between Monat-Hlín and Monat-Wünd. The months of the calendar are named as follows:

Monat-Tarvelig
Monat-Feuerstein
Monat-Bronzen
Monat-Granit
Monat-Eisen
Monat-Hlín
Monat-Wünd
Monat-Silber
Monat-Goud
Monat-Marmor
Monat-Kupfer
Monat-Frar

Home     Three Worlds     Freeholds

Thursday, May 23, 2019

Campaign Design - Base Classes: Monk

Monk
(adapted from the Player's Handbook and Unearthed Arcana)

Dotted across the landscape are monasteries -  small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.

An individual monk is unlikely to care passionately about championing commoners or amassing wealth. She cares primarily for the perfection of her art and thereby, her personal perfection. Her goal is to achieve a state that is beyond the mortal realm.

Abilities: Wisdom powers the monk's special capabilities. Dexterity provides the unarmored monk with a better defense and with bonuses in some class skills. Strength helps a monk's unarmed combat ability.
Alignment: Any lawful.
Hit Die: d8.
Luck Die: d2.

Class Skills
  • Skill List: The monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft: Any (all skills taken individually) (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Perform: Any (all kills taken individually) (Cha), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A monk gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A monk gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Good. A monk gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.
  • Base Will Save Bonus: Poor. Good. A monk gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.
  • Weapon and Armor Proficiency: Monks are proficient with the blade boot, butterfly sword, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nekode, nunchaku, quarterstaff, sai, shuriken, siangham, sling, tiger claw, tonfa, three-section staff, and war fan. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her Armor Class bonus, as well as her fast movement and flurry of blows abilities.

  • Fighting Style: The combat styles and aptitudes of a monk depend greatly on where she was trained. A 1st level monk (regardless of character level) may select one of the eight fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains a 1st, 2nd, and 6th level. In addition, at 1st level she gets a +2 bonus on checks involving a skill related to her fighting style. Finally, she gains a bonus ability at 6th level if she has met the listed prerequisites by that time. The fourteen known fighting styles are:

    • Cobra Strike: Monks of this school specialize in agility and defense. By making herself hard to pin down, the Cobra strike monk forces the enemy to fight on her terms.

    • Denying Stance: Monk's of this style seek to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.

    • Hand and Foot: Students of this style learn to use their appendages for both offense and defense.

    • Invisible Eye: Monks using this style rely on their senses, particularly hearing, to aid them in combat.

    • Overwhelming Attack: A monk trained in this style always presses the advantage, preferring a showy display of all-out offense to any form of defense.

    • Passive Way: This style focuses on making your opponent overreach himself or underestimate your skill.

    • Sacred Crusader of Forseti: Monks devoted to Forseti are untiring in their faith and relentless in hunting down demons and demon worshippers.

    • Sacred Hammer of Wünd: The strength and faith in dwarves is such that most dwarven monks follow this path. Only dwarves may become Sacred Hammers of Wünd.

    • Sacred Inquisitor of Belial: Belial inspires a tuhlessness in his inquisitors that frightens even the faithful.

    • Sacred Justicar of Tiwas: The justicars of Tiwas dedicate themselves to swift and decisive retribution.

    • Sacred Protector of Heim: Heim's role as the lord of guardians sees his Sacred Protectors serving as roaming wardens among their communities.

    • Sacred Slayer of Tunar: Slayers of Tunar use magical power to slay the living for their dread mistress. Only women may become Slayers of Tunar.

    • Sleeping Tiger: This style mixes smooth motions with powerful strikes. It favors a quick, first-strike approach, preferably from a position of ambush.

    • Undying Way: Monks trained in this style believe in patience above all else. They work to outlast their opponents by means of superior endurance.

    A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level from the array of bonus feats available from the other fighting styles for that level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting style (even if she later meets the prerequisites).

    Note: For reference, the "standard" monk from the Player's Handbook is trained in either the Denying Stance fighting style or the Hand and Foot fighting style.

  • Armor Class Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her Armor Class. In addition, a monk gains a +1 bonus to Armor Class at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to Armor Class apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

  • Monk Combat Form: Monks have unique combat forms. Some monks make a furious array of attacks, while others concentrate their strikes into methodical and devastating attacks. At 1st level, a monk must choose between these two combat forms, and the choice may not be changed thereafter.

    • Decisive Strike (Ex): When unarmored, as a full-round action, a monk with the decisive strike ability may make one attack with an unarmed strike or special monk weapon, using her highest base attack bonus but taking a -2 penalty on this attack roll. If the attack hits, it deals double damage as does any other attack you make before the start of your next turn. If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2.

      At 5th level, the penalty on the attack roll lessens to -1, and at 9th level it disappears.

    • Flurry of Blows (Ex): When unarmored, a monk with the flurry of blows ability may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

      When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (blade boot, butterfly sword, kama, nunchaku, quarterstaff, sai, shuriken, siangham, tiger claw, tonfa, and war fan). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Strength bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

      In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

  • Monk Unarmed Damage
    Level
    Damage
    Damage
    Damage
    Small Monk
    Medium Monk
    Large Monk
    1st - 3rd
    1d4
    1d6
    1d8
    4th - 7th
    1d6
    1d8
    2d6
    8th - 11th
    1d8
    1d10
    2d8
    12th - 15th
    1d10
    2d6
    3d6
    16th - 19th
    2d6
    2d8
    3d8
    20th
    2d8
    2d10
    4d8
  • Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    A monk also deals more damage with her unarmed strikes than a normal person would, as shown on the Monk Unarmed Damage Table to the right.

  • Fighting Style Skill Bonus: At 1st level, a monk gains a +2 bonus to skill checks made with a skill associated with her fighting style. The exact skill depends upon the monk's chosen fighting style:

    • Cobra Strike: Escape Artist.

    • Denying Stance: Tumble.

    • Hand and Foot: Balance.

    • Invisible Eye: Listen.

    • Overwhelming Attack: Intimidate.

    • Passive Way: Bluff.

    • Sacred Crusader of Forseti: Survival.

    • Sacred Hammer of Wünd: Balance.

    • Sacred Inquisitor of Belial: Intimidate.

    • Sacred Justicar of Tiwas: Diplomacy.

    • Sacred Protector of Heim: Jump.

    • Sacred Slayer of Tunar: Use Magic Device.

    • Sleeping Tiger: Hide.

    • Undying Way: Concentration.


  • First Fighting Style Feat: At 1st level, a monk gains the first bonus feat of their fighting style.

    • Cobra Strike: Dodge.

    • Denying Stance: Improved Grapple.

    • Hand and Foot: Stunning Fist.

    • Invisible Eye: Combat Reflexes.

    • Overwhelming Attack: Power Attack.

    • Passive Way: Combat Expertise.

    • Sacred Crusader of Forseti: Track; Crusaders of Forseti are proficient with spiked gauntlets and may treat them as special monk weapons.

    • Sacred Hammer of Wünd: Improved Sunder; Hammers of Wünd are proficienct with warhammers and may treat them as speical monk weapons.

    • Sacred Inquisitor of Belial: Endurance; Inquisitors of Belial are proficient with tridents, and may treat them as special monk weapons.

    • Sacred Justicar of Tiwas: Endurance; Justicars of Tiwas are proficient with longswords and may treat them as special monk weapons.

    • Sacred Protector of Heim: Improved Initiative; Protectors of Heim are proficient with shields and shield spikes, and may treat shield spikes as special monk weapons.

    • Sacred Slayer of Tunar: Improved Initiative; Slayers of Tunar are proficient with whips and whip-daggers, and may treat them as special monk weapons.

    • Sleeping Tiger: Weapon Finesse.

    • Undying Way: Toughness.


  • Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

  • Second Fighting Style Feat: At 2nd level, a monk gains the second bonus feat of their fighting style.

    • Cobra Strike: Mobility.

    • Denying Stance: Combat Reflexes.

    • Hand and Foot: Deflect Arrows.

    • Invisible Eye: Lightning Reflexes.

    • Overwhelming Attack: Improved Bull Rush.

    • Passive Way: Improved Trip.

    • Sacred Crusader of Forseti: Skill Augmentation (Listen and Spot).

    • Sacred Hammer of Wünd: Cleave.

    • Sacred Inquisitor of Belial: Skill Augmentation (Bluff and Intimidate).

    • Sacred Justicar of Tiwas: Skill Augmentation (Diplomacy and Sense Motive).

    • Sacred Protector of Heim: Weapon Finesse.

    • Sacred Slayer of Tunar: Skill Focus (Use Magic Device).

    • Sleeping Tiger: Improved Initiative.

    • Undying Way: Endurance.


  • Level
    Unarmored Speed Bonus
    1st - 2nd
    + 0 feet
    3rd - 5th
    +10 feet
    6th - 8th
    +20 feet
    9th - 11th
    +30 feet
    12th - 14th
    +40 feet
    15th - 17th
    +50 feet
    18th - 20th
    +60 feet
  • Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on the Unarmored Speed Bonus table to the right. A monk in armor or carrying a medium or heavy load loses this extra speed.

  • Monk's Mind: A monk of 3rd level gains one of the following abilities. Once made, the choice may not be changed later.

    • Still Mind (Ex): A monk with this ability gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    • Unwavering Dedication (Ex): Only a monk who has taken one of the sacred combat paths may select this ability. A monk with this ability may treat the blackguard, cleric, favored soul, and paladin classes as additional favored classes (depending on their alignment). A monk with must take levels as a blackguard, cleric, favored soul, or paladin devoted to their divine patron to gain the benefit of this ability.

  • Monk Strike: At 4th level, a monk's attacks are empowered as if by magical means. A monk must select from one of the following options. Once made, this choice may not be changed thereafter.

    • Ki Strike (Su): A monk with his ability has their unarmed attacks empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

    • Divine PatronSworn Enemies
      BelialAll good creatures
      ForsetiAll evil creatures
      HeimAll evil creatures
      TiwasAll chaotic creatures
      TunarAll living creatures
      WündAll chaotic creatures
    • Sacred Strike (Su): Only a monk who has taken one of the sacred combat paths may select this ability. A monk with this ability does not gain improved evasion. When a monk with this ability attacks with their divine patron's favored weapon, they may make a smite attack against the sworn enemies of their faith a number of times per day equal to 1 + their Wisdom bonus (minimum once per day). They add their Charisma bonus (if any) to their attack roll and deal 1 extra point of damage per monk level. If they smite a creature that is not an enemy of their faith, the smite has no effect, and that use of the ability is spent.

      The sacred strike improves as the monk gains levels. At 10th level, the sacred strike deals damage as listed above, and stuns an enemy of the monk's faith for 1 round (Will save negates, DC 10 + ½ the monk's class level + the monk's Wisdom modifier). At 16th level, the sacred strike can stun an enemy of the monk's faith for 1 round (Will save negates, DC 10 + ½ the monk's class level + the monk's Wisdom modifier) and blinds that enemy for 1d8 rounds (no save for the blindness effect). Creatures immune to critical hits are immune to the stunning and blinding effects.


  • Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

  • Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

  • Third Fighting Style Feat: At 6th level, a monk gains the third bonus feat of their fighting style.

    • Cobra Strike: Spring Attack.

    • Denying Stance: Improved Disarm.

    • Hand and Foot: Improved Trip.

    • Invisible Eye: Blind-Fight.

    • Overwhelming Attack: Improved Overrun.

    • Sleeping Tiger: Improved Sunder.

    • Passive Way: Improved Feint.

    • Sacred Crusader of Forseti: Power Attack.

    • Sacred Hammer of Wünd: Diehard.

    • Sacred Inquisitor of Belial: Weapon Focus (Trident).

    • Sacred Justicar of Tiwas: Weapon Focus (Longsword).

    • Sacred Protector of Heim: Improved Shield Bash.

    • Sacred Slayer of Tunar: Blind-Fight.

    • Undying Way: Diehard.


  • Fighting Style Special Ability: At 6th level, a monk gains the special ability of their fighting style provided they meet the prerequisites. If the character has not yet met the prerequisites, she does not gain the bonus ability, even if she meets the prerequisites at some later time.

    • Cobra Strike: The dodge bonus to Armor Class granted by your Dodge feat increases to +2. Prerequisites: Balance 4+ ranks, Escape Artist 9+ ranks.

    • Denying Stance: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts. Prerequisites: Combat Expertise, Tumble 9+ ranks.

    • Hand and Foot: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Prerequisites: Balance 9+ ranks, Tumble 4+ ranks.

    • Invisible Eye: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Skill Augmentation (Balance and Escape Artist), Listen 9+ ranks.

    • Overwhelming Attack: If you have used Intimidate to demoralize an opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent. Prerequisites: Intimidate 4+ ranks, Perform: Dance 4+ ranks.

    • Passive Way: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class. Prerequisites: Skill Focus (Bluff), Bluff 4+ ranks, Sense Motive 4+ ranks.

    • Sacred Crusader of Forseti: Whenever you roll a natural 20 on an attack roll (regardless of whether the attack eventually becomes a critical hit), you strike a blow with such precision that it leaves a small mark on your target. A target bearing this mark takes a -1 penalty on saving throws and a -1 penalty to its Armor Class for a number of rounds equal to one-half your monk level. Prerequisites: Survival 4+ ranks, Spot 9+ ranks.

    • Sacred Hammer of Wünd: When you make a sunder attack with a warhammer, you deal extra damage equal to half your monk level. Prerequisites: Power Attack, Balance 9+ ranks.

    • Sacred Inquisitor of Belial: When you are making a decisive strike or flurry of blows attack with a trident, you are treated as if you had the feat Weapon Specialization (Trident). Prerequisites: Bluff 9+ ranks, Intimidate 4+ ranks.

    • Sacred Justicar of Tiwas: When you are making a Decisive strike of flurry of blows attack with a longsword, you are treated if you had the feat Weapon Specialization (Longsword). Prerequisites: Diplomacy 4+ ranks, Sense Motive 9+ ranks.

    • Sacred Protector of Heim: Whenever you attack with a decisive strike or flurry of blows you gain a +1 bonus on all saving throws until the beginning of your next turn. Prerequisites: Dodge, Jump 9+ ranks.

    • Sacred Slayer of Tunar: You gain a bonus on Use Magic Device checks equal to one-half your monk level. Prerequisites: Use Magic Device 4+ ranks, Knowledge: Religion 9+ ranks.

    • Sleeping Tiger: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with an unarmed strike or light weapon. Any creature immune to sneak attacks is immune to this ability. Prerequisites: Power Attack, Hide 9+ ranks.

    • Undying Way: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2/-. Prerequisites: Concentration 9+ ranks.


  • Wholeness: At 7th level, a monk gains the ability to heal himself or to heal others. The monk must select one of the following abilities. Once made, this choice may not be changed thereafter.

    • Wholeness of Body (Su): A monk with this ability can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. Each use is a standard action.

    • Wholeness of Body (Su): A monk with this ability can heal the wounds of others with a touch. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses and recipients. Each use is a standard action. She may not heal herself with this ability.

  • Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

  • Greater Monk Combat Form: When a monk reaches 11th level, her monk combat form improves.

    • Greater Decisive Strike: A monk with the decisive strike special ability can now make two attacks as a full-round action when using this class feature, though no more than one attack can target a single creature. Both attacks use the monk's highest base attack bonus.

    • Greater Flurry: A monk with the flurry of blows ability gains the ability to make more attacks. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

  • Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

  • Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

  • Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

  • Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

  • Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

  • Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

  • Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

  • Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Monk
Flurry of Blows
LevelSpecialAttack Bonus
1thFighting Style, First Fighting Style Feat, Monk Combat Form, Unarmed Strike
-2/-2
2ndEvasion, Second Fighting Style Feat
-1/-1
3rd
Fast Movement, Monk's Mind
+0/+0
4thMonk Strike, Slow Fall (20 feet)
+1/+1
5thPurity of Body
+2/+2
6thThird Fighting Style Feat, Fighting Style Special Ability, Slow Fall (30 feet)
+3/+3
7th
Wholeness
+4/+4
8thSlow Fall (40 feet)
+5/+5/+0
9thImproved Evasion
+6/+6/+1
10thSlow fall (50 feet)
+7/+7/+2
11th
Diamond Body, Greater Monk Combat Form
+8/+8/+8/+3
12thAbundant Step, Slow Fall (60 feet)
+9/+9/+9/+4
13thDiamond Soul
+9/+9/+9/+4
14thSlow Fall (70 feet)
+10/+10/+10/+5
15thQuivering Palm
+11/+11/+11/+6/+1
16thSlow Fall (80 feet)
+12/+12/+12/+7/+2
17thTimeless Body, Tongue of the Sun and Moon
+12/+12/+12/+7/+2
18thSlow Fall (90 feet)
+13/+13/+13/+8/+3
19thEmpty Body
+14/+14/+14/+9/+4
20th
Perfect Self, Slow Fall (any distance)
+15/+15/+15/+10/+5

Home     Base Classes

Wednesday, May 22, 2019

Campaign Design - Base Classes: Barbarian

Barbarian
(adapted from the Player's Handbook and Unearthed Arcana)

From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These "barbarians" however, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proved their cunning, resourcefulness, persistence, and mercilessness.

Barbarians dedicate themselves to a totem animal, and draw their powers from the association. Many barbarian tribes dedicate themselves to a single totem animal and train their members in the ways of their chosen totem, though there are some lone barbarians who walk their own path and find inspiration in the wilds and learn their skills without such guidance.

Note: For reference, the standard barbarian from the Player's Handbook is a jaguar-totem barbarian with the brutal strikes rage ability.

Alignment: Any nonlawful.
Hit Die: d12.
Luck Die: d4.

Class Skills
  • Skill List: The barbarian's class skills (and the key ability for each skill) are Climb (Str), Craft: Any (all skills taken individually)(Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Good. A barbarian gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A barbarian gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A barbarian gains a +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A barbarian gains a +13 base Will save bonus per class level.

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

    • Option - City Brawler: At 1st level, a barbarian can choose to lose their proficiency with martial weapons, medium armor, and shields and instead gain Improved Unarmed Strike as a bonus feat as well as the benefits of the Two-Weapon Fighting feat when fighting unarmed. This choice may not be changed thereafter. At 6th level, a barbarian that has chosen this option gains the effects of the Improved Two-Weapon Fighting feat when fighting unarmed, and at 11th level they gain the benefits of the Greater Two-Weapon Fighting feat when fighting unarmed. A barbarian who selects this option only takes a -2 penalty when using improvised weapons (instead of the usual -4 penalty).

  • First Totem Ability: At 1st level, a barbarian must choose a totem animal and gain their first totem ability. The choice of totem animal cannot be changed later. The exact ability they gain depends upon which totem animal they have chosen.

    • Ape: An ape-totem barbarian gains a climb speed equal to one-half his base land speed (rounded down to the nearest 5-foot interval).

    • Bear: A bear-totem barbarian gains Toughness as a bonus feat.

    • Boar: When raging, a boar-totem barbarian is treated as if he had the Diehard feat, even if he does not meet the prerequisites.

    • Eagle: An eagle-totem barbarian's keen vision grants him a +2 bonus to Spot checks.

    • Horse: Fast Movement (Ex) A horse-totem barbarian’s 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 barbarian’s speed because of any load carried or armor worn.

    • Jaguar: Fast Movement (Ex) A jaguar-totem barbarian’s 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 barbarian’s speed because of any load carried or armor worn.

    • Lion: A lion-totem barbarian gains Run as a bonus feat.

    • Serpent: A serpent-totem barbarian gains a +2 bonus to all Fortitude saves against poison.

    • Sûl: A sûl-totem barbarian gains Blind-Fight as a bonus feat.

    • Wolf: Fast Movement (Ex) A wolf-totem barbarian’s 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 barbarian’s 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.

  • Rage (Ex): A barbarian can fly into a rage a certain number of times per day. 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 character’s (potentially 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 (-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 barbarian, at which point this limitation no longer applies).

    A barbarian must select what type of rage he will enter into. This choice must be made at 1st level and may not be changed thereafter. The two types of rage are as follows:

    • Brutal Strikes: The 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 -2 penalty to Armor Class. The increase in Constitution increases the barbarian’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.) .

    • Whirling Frenzy: The barbarian temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and a +2 bonus to Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack per round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

    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 else’s action.

    Alternatively, a barbarian may choose to gain the berserker strength special ability. A barbarian with this ability does not gain the usual agility to rage and does not gain the later improvements to that class feature. Whenever a barbarian with berserker strength has a hit point total less than (5 x their current barbarian level), the ability automatically activates. They gain a +4 bonus to Strength, a +2 bonus to all saving throws, damage reduction 2/-, and suffers a -2 penalty to their Armor Class. The damage reduction granted by this ability stacks with any similar kind of damage reduction.

    There is no limit to the number of times per day the berserker strength can activate. While berserker strength is active, the barbarian has the same limitations on actions as a barbarian in rage. The barbarian cannot voluntarily end their berserker strength, although they automatically drop out of it while unconscious, helpless, or when they receive healing to bring their current hit point total above the threshold. Any effect that would normally apply only while a barbarian was raging also applies whenever berserker strength is active.

  • Second Totem Ability: At 2nd level, a barbarian gains their second totem ability. The exact ability they gain depends upon which totem animal they have chosen.

    • Ape: An ape-totem barbarian gains a +2 bonus to Intimidate checks.

    • Bear: A bear-totem barbarian gains Improved Grapple as a bonus feat, even if he does not meet the normal prerequisites.

    • Boar: A boar-totem barbarian does not gain any special ability at this level.

    • Eagle: Uncanny Dodge (Ex) An eagle-totem barbarian retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    • Horse: A horse-totem barbarian gains Run as a bonus feat.

    • Jaguar: Uncanny Dodge (Ex) A jaguar-totem barbarian retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    • Lion: A lion-totem barbarian gains a +2 bonus to Hide checks.

    • Serpent: A serpent-totem barbarian gains a +2 bonus on Move Silently checks.

    • Sûl: A sûl-totem barbarian gains a +2 bonus to saves against sleep and paralysis effects.

    • Wolf: A wolf-totem barbarian gains Improved Trip as a bonus feat, even if he does not meet the normal prerequisites.

  • Third Totem Ability: At 3rd level, a barbarian gains their third totem ability. The exact ability they gain depends upon which totem animal they have chosen.

    • Ape: An ape-totem barbarian gains Power Attack as a bonus feat, even if he does not meet the normal prerequisites.

    • Bear: A bear-totem barbarian gains Great Fortitude as a bonus feat.

    • Boar: A boar-totem barbarian's rage now lasts for a number of rounds equal to 5 + the character’s (potentially newly improved) Constitution modifier.

    • Eagle: An eagle-totem barbarian gains Lightning Reflexes as a bonus feat.

    • Horse: A horse-totem barbarian gains a +2 bonus to Handle Animal and Ride checks made to handle or ride horses.

    • Jaguar: A jaguar-totem barbarian must choose between one of the following two options as their third totem ability. Once made, this choice made not be changed thereafter:

      • Dashing Step (Ex) A jaguar-totem barbarian with this ability does not take a -2 penalty to Armor Class when charging. Furthermore, they add one-third of their barbarian level to their Armor Class against attacks of opportunity when charging.

      • Trap Sense (Ex) A jaguar-totem barbarian with this ability gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class 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.

    • Lion: A lion-totem barbarian must choose between one of the following two options as their third totem ability. Once made, this choice made not be changed thereafter:

      • Dashing Step (Ex) A lion-totem barbarian with this ability does not take a -2 penalty to Armor Class when charging. Furthermore, they add one-third of their barbarian level to their Armor Class against attacks of opportunity when charging.

      • Trap Sense (Ex) A lion-totem barbarian with this ability gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class 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.

    • Serpent: A serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he does not meet the normal prerequisites.

    • Sûl: A sûl-totem barbarian does not gain any special ability at this level.

    • Wolf: A wolf-totem barbarian does not gain any special ability at this level.

  • Fourth Totem Ability: At 5th level, a barbarian gains their fourth totem ability. The exact ability they gain depends upon which totem animal they have chosen.

    • Ape: An ape-totem barbarian's climb speed now equals his base land speed.

    • Bear: A bear-totem barbarian gains a +4 bonus on grapple checks made while raging.

    • Boar: A boar-totem barbarian does not gain any special ability at this level.

    • Eagle: An eagle-totem barbarian must choose between one of the following two options as their fourth totem ability. Once made, this choice made not be changed thereafter:

      • Improved Uncanny Dodge (Ex) An eagle-totem barbarian with this ability 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.

      • Unshakeable (Ex) An eagle-totem barbarian with this ability is immune to fear effects.

    • Jaguar: A jaguar-totem barbarian must choose between one of the following two options as their fourth totem ability. Once made, this choice made not be changed thereafter:

      • Improved Uncanny Dodge (Ex) A jaguar-totem barbarian with this ability 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.

      • Unshakeable (Ex) A jaguar-totem barbarian with this ability is immune to fear effects.

    • Lion: A lion-totem barbarian gains a +2 bonus to damage rolls made whenever he charges.

    • Serpent: A serpent-totem barbarian gains Improved Initiative as a bonus feat.

    • Sûl: Frightful Presence (Su): A sûl-totem barbarian gains the frightful presence ability. The save against this ability is equal to 10 + ½ the barbarian's level + the barbarian's Charisma modifier.

    • Wolf: A wolf-totem barbarian gains Track as a bonus feat.

  • Barbarian Defense: At 7th level, a barbarian gains improved defenses, either the ability to shrug off some damage or a greater resistance to effects that require saving throws. Once the choice between these two options is made, it may not be changed thereafter.

    • Damage Reduction (Ex): A barbarian that chooses this ability gains Damage Reduction 1. 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. A boar-totem barbarian gains Damage Reduction 2 at 7th, and gains the normal increases to Damage Reduction at every third barbarian level thereafter.

    • Devil's Luck (Ex): A barbarian that gains this ability gains a +1 luck bonus to all saving throws. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this luck bonus increases by an additional +1. Boar totem barbarians gain no special benefit over and above the normal bonuses provided by this ability if they choose this option.

  • Greater Rage (Ex): At 11th level, a barbarian’s rage or berserker strength improves:

    • Berserker Strength: The barbarian's bonus to Strength improves to +6. the bonus to saves improves to +3, and they gain damage reduction 3/- (or their existing damage reduction of the same kind improves by 3).

    • Brutal Strikes: The barbarian's 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 Armor Class remains at -2.

    • Whirling Frenzy: The barbarian's bonus to Strength increases to +6, and the dodge bonus to Armor Class and the bonus to Reflex saves each increase to +3.

  • Indomitable (Ex): While in a rage, a barbarian of 14th level or higher gains special abilities depending upon which form of rage he selected at 1st level:

    • Brutal Strikes: The barbarian 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. The barbarian only gains this bonus to Will saves while raging.

    • Fearsome Gaze: A barbarian with the rage ability can choose this ability instead of the normal bonus on Will saves granted by the brutal strikes rage ability or the evasion ability granted by the whirling frenzy rage ability. The barbarian gains a +4 bonus on Intimidate checks and can use Strength instead of Charisma as their key ability for Intimidate checks. The barbarian and their target must be within 60 feet and must be able to see one another.

    • Whirling Frenzy: The barbarian gains the evasion ability, but only while raging.

  • 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, a barbarian’s bonuses while raging or under the influence of berserker strength increase still further. Alternatively, a barbarian can forego these benefits to gain the ability to stun their foes:

    • Berserker Strength A barbarian with the berzerker strength ability can select this ability. The barbarian's bonus to strength improves to +8, their bonus on saves improves to +4, and they gain damage reduction 4/- (or their existing damage reduction of the same kind improves by 4).

    • Brutal Strikes: A barbarian with the brutal strikes rage ability can select this ability. The barbarian's 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 Armor Class remains at -2.

    • Relentless Smash: Any barbarian can select this ability. if a barbarian with this ability makes a successful critical hit against an opponent or strikes him at least three times in the same round, the opponent is stunned for 1d3 rounds. Furthermore, if the opponent is the barbarians size of smaller, they must succeed on a Fortitude save (DC 10 + the total damage the barbarian dealt to them in this round) or be knocked prone.

    • Whirling Frenzy: A barbarian with the whirling frenzy rage ability can select this ability The barbarian's bonus to Strength increases to +8, and the dodge bonus to Armor Class and the bonus to Reflex saves increase to +4.
Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage or benefit from berserker strength and cannot gain more levels as a barbarian. He retains all the other benefits of the class.

Barbarian
LevelSpecial
1thFirst Totem, Illiteracy, Rage once per day or berserker strength
2ndSecond Totem
3rdThird Totem
4thRage twice per day
5thFourth Totem
6th-
7thDR 1/- (DR 2/- for boar-totem barbarians) or devil's luck +1
8thRage three times per day
9th-
10thDR 2/- (DR 3/- for boar-totem barbarians) or devil's luck +2
11thGreater Rage
12thRage four times per day
13thDR 3/- (DR 4/- for boar-totem barbarians) or devil's luck +3
14thIndomitable
15th-
16thRage five times per day, DR 4/- (DR 5/- for boar-totem barbarians) or devil's luck +4
17thTireless rage
18th-
19thDR 5/- (DR 6/- for boar-totem barbarians) or devil's luck +5
20thRage six times per day, Mighty Rage

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