| Post/Author/DateTime | Post |
|---|---|
| kadeity02-26-07, 01:02 PM | A common complaint in the Fighter threads is that no one is really trying to fix the other melee classes.... well i think ive done a bit to repair barbarians. let me know what you think, BUT DONT FLAME. if you criticize, offer a solution. ======================================== Table: The Barbarian Hit Die: d12 Level BAB FS RS WS Special 1st +1 +2 +0 +0 Fast Movement, Fury points x1 2nd +2 +3 +0 +0 Uncanny Dodge 3rd +3 +3 +1 +1 Rage Damage +1d6 4th +4 +4 +1 +1 Fury Points x2 5th +5 +4 +1 +1 Improved Uncanny Dodge 6th +6/+1 +5 +2 +2 Rage Damage +2d6 7th +7/+2 +5 +2 +2 Rage DR 1/-, Fast healing 1 8th +8/+3 +6 +2 +2 Fury Points x3 9th +9/+4 +6 +3 +3 Rage Damage +3d6 10th +10/+5 +7 +3 +3 Rage DR 2/-, Fast healing 2 11th +11/+6/+1 +7 +3 +3 Greater Rage 12th +12/+7/+2 +8 +4 +4 Rage Damage +4d6, Fury Points x4 13th +13/+8/+3 +8 +4 +4 Rage DR 3/-, Fast healing 3 14th +14/+9/+4 +9 +4 +4 Indomitable Will 15th +15/+10/+5 +9 +5 +5 Rage Damage +5d6 16th +16/+11/+6/+1 +10 +5 +5 Rage DR 4/-, Fast healing 4, Fury Points x5 17th +17/+12/+7/+2 +10 +5 +5 Tireless Rage 18th +18/+13/+8/+3 +11 +6 +6 Rage Damage +6d6 19th +19/+14/+9/+4 +11 +6 +6 Rage DR 5/-, Fast healing 5 20th +20/+15/+10/+5 +12 +6 +6 Mighty Rage, Fury Points x6 Class Skills The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at 1st Level (4 + Int modifier) ×4. Skill Points at Each Additional Level 4 + Int modifier. Class Features All of the following are class features of the barbarian. 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 (Ex) A 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. Fury Points (Ex) At 1st level barbarian gains a maximum store of Fury Points equal to Three plus his Rage improved Constitution Modifier multiplied by one.(3 + Raging Con mod x 1). The Fury Points multiplier increases at 4th level and every four levels after. Whenever a Barbarian Drops the first opponent in a round of combat he gains Fury points equal to his Rage Multiplier. A Barbarian gains one fury point any time he hits but fails to damage an opponent to damage reduction. Fury points are used to trigger the functions of the Rage ability, and the total number of fury points stored may not exceed the maximum store of fury points. When a barbarian rests for eight hours, his store of fury points refills. Rage (Ex) A barbarian can fly into a rage by spending one fury point. 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 fit of rage lasts lasts until the barbarian cannot afford to pay the Fury point to maintain the rage. A barbarian may prematurely end his rage by not paying the fury point to maintain it. 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 can fly into a rage only once per encounter. 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. Rage Damage Reduction (Ex) At 7th level, a barbarian gains Damage Reduction that applies only while he is raging. 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. Rage Damage (Ex) Starting at 3rd level, a barbarian gains the ability to spend a Fury point to add an additional 1d6 damage on a successful attack made while raging.You may only add this damage once to each attack. If you make a full attack, to gain the extra damage you must spend a Fury point for each attack. This damage is of the same damage type as whatever weapon the barbarian is wielding. This bonus damage rises by +1d6 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). (this extra damage is NOT precision based and applies to creatures immune to critical hits. However, like precision based damage, this extra damage is NOT multiplied on critical hits.) Uncanny Dodge (Ex) At 2nd 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. Fast Healing (Su) Starting at 3rd level, a barbarian gains the ability to Heal health points at a rate of 1 per round whenever he is not raging.The fast healing rate rises by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). 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 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 (Ex) At 11th 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 (Ex) While in a 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 he also receives during his rage. 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 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. Ex-Barbarians A barbarian who becomes lawful loses the ability to rage, as well as fast healing, and cannot gain fury points or more levels as a barbarian. He retains all the other benefits of the class (fast movement, and uncanny dodge). ======================================== Basically you lose illiteracy and Trap sense and Rage per day. Now you use a point system to determine how many rounds you can spend in rage. You can spend those points to increase damage. Damage reduction also only applied while you are raging. You have fast healing out of rage, which some dm's might not like, especially if they dont keep up with rounds when they arent in combat. for those DM's the rate is Fast healing 1/round = Fast healing 10/ minute, 100 per hour. Fast healing 2/round = Fast healing 20/ minute, 200 per hour. Fast healing 3/round = Fast healing 30/ minute, 300 per hour. Fast healing 4/round = Fast healing 40/ minute, 400 per hour. Fast healing 5/round = Fast healing 50/ minute, 500 per hour. basically it means the Barbarian will likely have healed by the next encounter, especially if its an hour since the last one. Also, the time when the barbarian is fatigued hell be healing up. |
| kadeity02-26-07, 03:16 PM | FEATS most of these are found in Complete Warrior... and this section explains how they work with the new rage rules. Channeled Rage from races of destiny Functions exactly the same. Destructive Rage from complete warrior Functions exactly the same. Dragon Rage from Eberron Campaign Functions exactly the same. Extend Rage from complete warrior you gain an extra Five Fury points to your maximum fury points. you can take this multiple times and its effects stack. Extra Rage from complete warrior Your Fury Multiplier increases By 1. you can take this multiple times and its effects stack. Instantaneous Rage from complete warrior you can spend a Fury point to enter rage as a free action, even when its not your turn. Intimidating Rage from complete warrior Functions exactly the same. Reckless Rage from races of stone Functions exactly the same. Righteous Wrath from book of exalted deeds Functions exactly the same. Stone Rage from races of stone Functions exactly the same. |
| benstundze02-26-07, 03:22 PM | i have a format for you. blahh Prerequisite: Benefit: use this to make feats and the class looks cool |
| kadeity02-26-07, 03:32 PM | i have a format for you. blahh Prerequisite: Benefit: use this to make feats and the class looks cool i didnt make any feats. i listed published feats, and what books they were from, and how they interacted with the new rules. i cant put down prereq.s because of the board rules. ;/ thanks for being sarcastic but helpful. |
| Nivek Loneshadow02-26-07, 03:38 PM | The fast healing seems very very strong to me. I think the rage damage is far too string too. Many feel the barbarian can dish out a great deal of damage already. Now you add +Xd6 to every attack in a rage that already boosts str a lot? I think it's way way too much. Mind if I ask where you got the idea for Fury Points from? Iron Heroes has a Berserker which is a barbarian for a world with very very low magic. It might give you some ideas. |
| kadeity02-26-07, 03:48 PM | considering you have to spend a fury point to add the damage, i dont think its really so strong. all it does is ensure the barbarian is gonna get that damage in there... and its no where near as much damage as a rogue can do if he gets off a fullattack-sneak attack......or near as much damage as an improved-skirmishing-greater-manyshot splitting-bow scout can do. Basically every time the Barbarian adds that extra damage hes losing a round he could be spending in rage, becuase he has to spend a fury point to get it. Mostly the extra damage is just to make sure the Barbarian actually deals some damage when he overcomes that DR. As for the fast healing being overpowered....healing between encounters is not overpowered at all. alot of classes can do it. Like Clerics. The Dragon shamans Vigor aura can fast heal EVERYONE to half their total hp. So a barbarian being able to heal ONLY HIMSELF to full hp doesn't seem so strong. all it means is that at the start of every encounter, your tank will be able to tank... and that he is one less guy for the cleric to use up all those heals on. as for where i fot the Fury points idea...lol... watching a friend play world of warcraft. |
| kadeity02-27-07, 04:23 AM | :bump: |