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

Home     Base Classes

No comments:

Post a Comment