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So I was working on the barbarian for the past couple days, and I've got a pretty solid outline. The only thing I haven't gotten yet is what the barbarian should get at 16th level. What do you think? d20r Barbarian Hit die: d10 Skill Points at 1st level: (4 + Intelligence modifier) x 4 Skill Points at other levels: 4 + Intelligence modifier Class Skill sets: Athlete, Druid, Medic, Scout, Trapper, Warrior Prowess Points: 6 per level Level BAB Fort Ref Will Speed Special 1 1 +2 +1 +0 +10’ Illiteracy, Power Attack, Rage 2 2 +3 +1 +0 +10’ Intensified Rage 3 3 +3 +2 +1 +10’ Uncanny Dodge 4 4 +4 +2 +1 +10’ Bonus Racial Feat 5 5 +4 +3 +1 +15’ Intensified Rage 6 6/1 +5 +3 +2 +15’ -- 7 7/2 +5 +3 +2 +15’ Improved Uncanny Dodge 8 8/3 +6 +4 +2 +15’ Intensified Rage 9 9/4 +6 +4 +3 +15’ Bonus Racial Feat 10 10/5 +7 +5 +3 +20’ Greater Rage 11 11/6/1 +7 +5 +3 +20’ Intensified Rage 12 12/7/2 +8 +6 +4 +20’ -- 13 13/8/3 +8 +6 +4 +20’ Indomitable Will 14 14/9/4 +9 +6 +4 +20’ Intensified Rage, Bonus Racial Feat 15 15/10/5 +9 +7 +5 +25’ Instantaneous Rage 16 16/11/6/1 +10 +7 +5 +25’ ??? 17 17/12/7/2 +10 +8 +5 +25’ Intensified Rage 18 18/13/8/3 +11 +8 +6 +25’ -- 19 19/14/9/4 +11 +9 +6 +25’ Bonus Racial Feat 20 20/15/10/5 +12 +9 +6 +30’ Intensified Rage, Mighty Rage Class Features Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Fast Movement A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit increases according to the table above and 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. Power Attack A barbarian is focused on dealing enormous amounts of damage. He gains the Power Attack feat at 1st level. Rage A barbarian can fly into a rage a certain number of rounds per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -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.) 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 barbarian may enter a rage as a free action on his turn for a number of rounds per encounter equal to 3 + his Hero Value. A barbarian may end his rage as a swift action. 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 a number of minutes equal to the number of rounds he spent raging. A barbarian cannot enter a rage as long as he is fatigued or exhausted. Intensified Rage At 2nd level a barbarian’s personality starts to show during his Rage. While all barbarians can enter a Rage, each is a separate and unique ferocity or focus. Select one of the following augmentations. It becomes a part of your Rage, modifying it to best reflect the barbarian. You may select an additional augment at 5th, 8th, 11th, 14th, 17th, and 20th levels. * As long as you're Raging you can temporary hit points equal to your Constitution modifier each round. * As long as you're Raging you have Pounce. * As long as you’re Raging you have Evasion. You may select this augment an additional time. If you do you have Improved Evasion. * As long as you’re Raging you have Mettle. * As long as you’re Raging you have Improved Grab. You may select this augment multiple times. Each additional time you select it you gain a +4 bonus to all grapple checks. * You gain an extra 2 Strength and 2 Constitution whenever you Rage. You may select this augment multiple times. * You are immune to fatigue and exhaustion as long as you are Raging and are no longer fatigued once a Rage ends. You may select this augment multiple times. Each time you do select two of the following conditions, you are now immune to those as well while you are Raging: Cowering, Dazed, Fascinated, Frightened, Nauseated, Panicked, Shaken, Sickened, Stunned. * As long as you are Raging your bonus speed from Fast Movement is doubled. * As long as you are Raging you gain a +1 morale bonus to all saving throws and rolling a 1 is no longer an automatic failure (this stacks with the morale bonus normally provided by Rage). You may select this augment multiple times. Each additional time you select it the bonus increases by 1. * As long as you are Raging, double the Prowess invested in all of your [Investing] feats. * As long as you are Raging extend your reach by 5'. * Whenever you are Raging you may spend a swift action to add twice the number or rounds remaining in your Rage to all your attack and damage rolls for the rest of the turn and your Rage ends at the end of that turn. You are exhausted for 1 minute after ending your Rage in this fashion. * As long as you're Raging your melee attacks deal an extra 1d6 damage. You may select this augment multiple times. * As long as you're Raging you get 1 additional attack at your highest base attack bonus whenever you do a full attack. * As long as you're Raging all allies within 30' gain a +1 morale bonus to attack and damage rolls and saves against fear effects. You may select this augment multiple times. Each additional time you select it the morale bonus increase by 1 and extend the range by 10'. * As long as you're Raging you ignore up to 5 points of damage reduction and hardness. You may select this augment multiple times. Each additional time you select it increase the damage reduction and hardness ignored by 5. * As long as you're Raging you may spend a Swift action to bellow fearsomely. Every enemy that can hear you must make a Will save (DC 10+1/2 your class level+charisma modifier) or be shaken for 1d6 rounds. You may select this augment multiple times. Each time you do increase the DC by 2. * Whenever you Rage you do not get a bonus to your Constitution but instead get a bonus to your Dexterity. * Whenever you Rage you may spend a Swift action to designate an opponent you can see. You gain a +2 morale bonus to attack and damage rolls and saving throws against the selected opponent. You take an additional penalty to your AC against the designated opponent equal to the morale bonus. You may only designate one opponent at a time. You may select this augment multiple times. Each additional time you select it increase the morale bonuses by 2. Uncanny Dodge At 3rd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. Bonus Racial Feat At 4th level a barbarian has gotten in touch with his ancestors. He gains a bonus feat with his racial description. He gains another bonus racial feat at 9th, 14th, and 19th levels. Improved Uncanny Dodge At 7th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge 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. Greater Rage At 10th level, a 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 AC remains at -2. Indomitable Will A barbarian’s mind becomes incredibly focused while he rages. At 13th level you may reroll any 1 Will save per rage and use the higher result. Instantaneous Rage At 15th level a barbarian can enter a rage at a moment’s notice. You may enter a rage at any time, even when it’s not your turn or you’re surprised. You can activate your rage as a response to another’s action. ??? At 16th level the barbarian gains ??? Mighty Rage At 20th level, a 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 AC remains at -2.
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