Barbarian: Difference between revisions

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A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.


While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
While in rage, a barbarian gains a +4 rage bonus to her Strength and Constitution, as well as a +2 rage bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.


A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
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; Greater Rage (Ex)
; Greater Rage (Ex)
At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
At 11th level, when a barbarian enters rage, the rage bonus to her Strength and Constitution increases to +6 and the rage bonus on her Will saves increases to +3.




; Indomitable Will (Ex)
; Indomitable Will (Ex)
While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
While in rage, a barbarian of 14th level or higher gains an untyped +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the rage bonus on Will saves she also receives during her rage.




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; Mighty Rage (Ex)
; Mighty Rage (Ex)
At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
At 20th level, when a barbarian enters rage, the rage bonus to her Strength and Constitution increases to +8 and the rage bonus on her Will saves increases to +4.




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; Mightier Rage [Rage]  
; Mightier Rage [Rage]  
Beginning at 27th level, when you rage, your bonus to Strength and Constitution increases to +10 each and your morale bonus to Will saves increases to +6.
Beginning at 27th level, when you rage, your bonus to Strength and Constitution increases to +10 each and your rage bonus to Will saves increases to +6.




; Mightiest Rage [Rage]
; Mightiest Rage [Rage]
Beginning at 33rd level, when you rage, your bonus to Strength and Constitution increases to +12 each and your morale bonus to Will saves increases to +8.
Beginning at 33rd level, when you rage, your bonus to Strength and Constitution increases to +12 each and your rage bonus to Will saves increases to +8.





Revision as of 19:35, 9 March 2014

Go back to the Epic Path page.

DIE! DIE! DIE! RARH!!!

Description

Barbarians are awesome. They're so awesome they're nearly unchanged from base Pathfinder rules. They get Rage, a huge combat buff which turns an already tough and hard-hitting melee character into an utter monster. Plus, Barbarians have attitude to burn. They get rage powers that let you fine-tune what your character is like, they have flat-out the most hit points of anybody, period, they are fast on their feet, although nothing compared to a prowler, or a monk, and they just love themselves some really big, huge, two handed weapons. What's not to love?

Barbarians get a nice bump in combat power from the new weapons rules, and frankly, they were always pretty darn awesome. Try one! With the new rules, they're better than ever!


Alignment: Any non-lawful

Hit Die: d12

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills: The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.


Table: Barbarian

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Rage power, uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Rage power
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Rage power, trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Rage power
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power

Class Features

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and light and heavy shields.


Fast Movement (Ex)

A barbarian's land speed is faster than the norm for her 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. This bonus stacks with any other bonuses to the barbarian's land speed.


Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 rage bonus to her Strength and Constitution, as well as a +2 rage bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.


Rage Powers (Ex)

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

  • d20pfsrd list of Rage Powers. Please see below for new rage powers exclusive to this campaign.


Uncanny Dodge (Ex)

At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Trap Sense (Ex)

At 3rd level, a barbarian 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 increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, 18th, 21st, 24th, 27th, 30th, and 33rd level). Trap sense bonuses gained from multiple classes stack.


Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Damage Reduction (Ex)

At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, 19th, 22nd, 25th, 28th, 31st and 34th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.


Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the rage bonus to her Strength and Constitution increases to +6 and the rage bonus on her Will saves increases to +3.


Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains an untyped +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the rage bonus on Will saves she also receives during her rage.


Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.


Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the rage bonus to her Strength and Constitution increases to +8 and the rage bonus on her Will saves increases to +4.


Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.


Rage Powers Changes

Beast Totem, Lesser

Removed from game.


Beast Totem

Removed from game.


Beast Totem, Greater

Removed from game. (Play a druid, you hippy. Sheesh.)


Berserk Charge

While raging, the barbarian may make two attacks at full BAB against the target of their charge, instead of one. However, doing so reduces their AC by -6 instead of -2 for normal charges. (Min level 8)


Reckless Strike

Once per rage, you can roll 2d20 to hit, but your target gets to roll 2d20 to attack you on its next attack. (Min level 4)


Building Frenzy

While raging, if you miss with an attack, you gain 1d4 damage on each attack thereafter until the encounter ends or your rage ends. This effect can stack (each time you miss) up to 4 times. (Min level 8) These dice are considered to be bonus damage, and thus are not multiplied on a critical strike.

New Barbarian Feats

Improved Reckless Strike

Prereq: Reckless Strike

When using reckless strike, you threaten if both dice rolled are 11+ (in addition to normal threat rules).


Not-So-Reckless Strike

Prereq: Reckless Strike

Your opponent's roll to hit you cannot crit you.


Improved Building Frenzy

Prereq: Building Frenzy

The Building Frenzy rage power now grants d6's instead of d4's.

Barbarian Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!

Human, base stats: Str 20, Dex 13, Con 16, int 10, Wis 10, Chr 8.

Example Feats

1st Level: Exotic Weapon Proficiency:Imperial Axe, Weapon Focus:Imperial Axe. The biggest axe there is.

3rd Level: Power Attack. Oh man, you hit like an anvil!

5th Level: Cleave. You're fast on your feet, find clusters of bad guys and cleave them.

7th Level: Combat Reflexes. You're going to be in the thick of things, and your attacks of opportunity are huge. Get more of them!

9th Level: Extra Rage power:DR . Be tougher!

11th Level: Extra Rage power:DR . Be Even TOUGHER!

13th Level: Extra Rage power:DR . HELL YEAH.

15th Level: Dodge. Some more armor class.

17th Level: Mobility. Let's you wander around the battlefield.

19th Level: Great Cleave. Cleave, and then CLEAVE SOME MORE.


Example Rage powers

2nd Level: Scent. You can smell the fear on'em.

4th Level: Renewed Vigor. You shake off some damage.

6th Level: Regenerative Vigor. You become even tougher to stop.

8th Level: Renewed Life. Ignore that pesky life drain crap.

10th Level: Renewed Vitality. Ability Damage? YOU LAUGH.

12th Level: Come and Get Me. Ahh, here it is. THIS is why you've taken all those defensive abilities all this time.

14th Level: Unexpected Strike. Moar damage! Only once a rage, but hey, it's good for when you want to put in a finisher.

16th Level: Flesh Wound. Getting a little low on hit points? Pick a reasonably sized attack. Make save. IGNORE IT.

18th Level: Fearless Rage. Fear is for lesser killing machines than you, my friend.

20th Level: Good For What Ails You. Drink booze, reroll some saving throws.


This build is a high toughness, moderate defense Barbarian. He'll be doing more than okay damage, but the maxed-out DR and defensive feats means he'll be in the fight a good long time.


Epic Barbarian

Table: Epic Barbarian

Level BAB Fort Ref Will Special
21st +21/+16/+11/+6 13 7 7 Trap sense +7,
22nd +21/+16/+11/+6 13 7 7 Rage power, DR 6/—
23rd +22/+17/+12/+7 14 8 8 Epic Bonus Feat
24th +22/+17/+12/+7 14 8 8 rage power, trap sense +8
25th +23/+18/+13/+8 15 9 9 DR 7/—
26th +23/+18/+13/+8 15 9 9 Epic bonus Feat, rage power
27th +24/+19/+14/+9 16 10 10 Trap sense +9, Mightier Rage
28th +24/+19/+14/+9 16 10 10 Rage power, DR 8/—
29th +25/+20/+15/+10 17 11 11 Epic Bonus Feat
30th +25/+20/+15/+10 17 11 11 Rage power, trap sense +10
31st +26/+21/+16/+11 18 12 12 DR 9/—
32nd +26/+21/+16/+11 18 12 12 Epic Bonus Feat, Rage power
33rd +27/+22/+17/+12 19 13 13 Mightiest rage, trap sense +11
34th +27/+22/+17/+12 19 13 13 DR 10/—, Rage power,
35th +28/+23/+18/+13 20 14 14 Epic Bonus Feat
36th Apotheosis!

Epic Class Features

Mightier Rage [Rage]

Beginning at 27th level, when you rage, your bonus to Strength and Constitution increases to +10 each and your rage bonus to Will saves increases to +6.


Mightiest Rage [Rage]

Beginning at 33rd level, when you rage, your bonus to Strength and Constitution increases to +12 each and your rage bonus to Will saves increases to +8.


Rage

A barbarian continues to increase the number of rounds per day they can rage by 2 for every level beyond 20th A barbarian may select a Barbarian Rage Power in lieu of an epic bonus class feat.

Epic Rage Powers

Epic Auspicious Mark
  • Prerequisite: Auspicious Mark, Barbarian level 21

The Barbarian may use Auspicious Mark once per round while raging.


Epic Body Bludgeon
  • Prerequisite: Body Bludgeon, Barbarian level 21

The Barbarian may make two attacks with his pinned opponent, and all rolls made to maintain the grapple gain a +4 circumstance bonus.


Epic Clear Mind
  • Prerequisite: Clear Mind, Barbarian level 21

The Barbarian may reroll a failed Will save, before the results are announced. For this roll, the Barbarian rolls 2d20 and takes the one they like better.


Epic Come and Get Me
  • Prerequisite: Come and Get Me, Barbarian level 21

This rage power is exactly like Come and Get Me, and stacks with it. IE, each attack against the Barbarian gains +8 to hit and damage, but provokes two attacks of opportunity, both of which are resolved before the enemy attack.


Epic Crippling Blow
  • Prerequisite: Crippling Blow, Barbarian level 26

As Crippling Blow, except the victim is not allowed a saving throw against the ability damage.


Epic Disruption
  • Prerequisite: Disruptive, Superstition, Barbarian level 21

The DC penalty for defensive casters you threaten increases to 10.


Doodlebug
  • Prerequisite: Superstition, Ghost Rager, Barbarian level 21

Once per Rage, the Barbarian can pronounce a superstition charm as a swift action. This Doodlebug charm allows him to target one foe unerringly. The barbarian ignores cover, concealment, stealth, invisibility, illusions, phase shifts, displacement, spells, and all other effects that would prevent him from accurately targeting the object of his Doodlebug until his rage ends.


Epic Manavore
  • Prerequisite: Eater of Magic, Superstition, Barbarian level 21

As Eater of Magic, except you may reroll all failed saves (once each) while raging.


Epic Energy Absorption
  • Prerequisite: Energy Absorption, Barbarian level 21

As Energy Absorption, except that instead of gaining temp hit points, the Barbarian is healed by the same amount. Note that this stacks with Energy Absorption.


Epic Fearless Rage
  • Prerequisite: Fearless Rage, Barbarian level 26

As Fearless Rage, except the Barbarian is now immune to Panicked and Cowering.


Epic Frenzy
  • Prerequisite: Building Frenzy Feat, Barbarian level 21

As Building Frenzy, and stacks with it. Thus, each time you miss an attack, you gain 2d4 damage on all other attacks made in this encounter as long as your rage continues, to a maximum of 8d4. Note that the Improved Building Frenzy rage feat will improve all of these dice to d6's.


Only a Flesh Wound
  • Prerequisite: Flesh Wound, Guarded Life, Barbarian level 27

Once per rage, the Barbarian may choose, as a swift action, to grant himself a pool of temporary hitpoints equal to his maximum hitpoint total. These temporary hitpoints last only until the beginning of their next round. This choice may be made at any point in the round before any damage against him is resolved.


Epic Hurling
  • Prerequisite: Greater Hurling, Barbarian level 25

As lesser hurling, except that the range increment is 30 feet AND the size of the allowed object is increased by three size categories. (HOLY MOLY!)


Epic Reckless Strike
  • Prerequisite: Reckless Strike, Barbarian level 21

As Reckless Strike, except you may roll 2d20 once per round as long as you are raging. Each time you do so, your enemy may roll 2d20 in turn to strike you back.


Epic Renewed Vigor
  • Prerequisite: Renewed Vigor, Barbarian level 21

As Renewed Vigor, except that the healing dice do not stop at 5d8 and it may be used once per encounter instead of once per day. Note that this is a separate Rage power, and thus the barbarian now has two healing abilities, one usable daily, the other usable in each encounter, while raging.


Raging Vigor
  • Prerequisite: Regenerative Vigor, Renewed Vigor, Barbarian level 21

When the barbarian ends his rage, he may treat the bonus hitpoints he receives from Rage as temp hitpoints. IE, any damage he has sustained is removed from the bonus hitpoints first. This power is only usable once per day.


Epic Smasher
  • Prerequisite: Smasher, Barbarian level 21

As Smasher, except the Barbarian may use this ability once per round.


Epic Spell Sunder
  • Prerequisite: Spell Sunder, Barbarian level 21

The Barbarian may add 10 to all Spell Sunder attempts.


Epic Swift Foot
  • Prerequisite: Swift Foot, Barbarian level 21

As Swift Foot. This power may be taken three times, it's effects stack, both with itself and the bonuses of Swift Foot.


Epic Witch Hunter
  • Prerequisite: Witch Hunter, Barbarian level 21

The barbarian gains another +1 on damage rolls against enemies with spells and spell-like abilities. This stacks with Witch Hunter. In addition, the barbarian gains a +2 bonus on damage rolls against enemies with Supernatural abilities. All these damage bonuses increase by one increment for every four levels the barbarian possesses.