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| zephyrTR08-02-07, 12:33 PM | basic consensus for melee combat in dnd is that it gets a little monotonous. In my attempts to rebalance and revamp the core classes for my players, I made this bard tweak inspired by the Totem system in the Unearthed Arcana. One of my players immediately jumped on barb; this is the first time I've had someone play a barb for me, and that's awesome. Skills: Remove ride from the barbarian skill set Clans: Barbarians must select a totem from below which personalizes their class via a clan system not unlike the ‘totem’ variant in page 48 of Unearth Arcana. Save DC for a frightful presence is always 10 + Intimidate modifier, range of 20 feet instead of 30. Bear Clan (Rage) Barbarians may choose to not acquire Fast Movement, Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge. If they elect to do so, they gain a bearhug special attack. Add Balance to the Barbarian skill set. 01: Improved Grab, Constrict 1d6 + STR (1d4 for small creatures), may constrict creatures of equal size. 02: Improved Grapple 05: Constrict 1d6 + 1.5xSTR 06: Frightful Presence: ‘Constrict’ 09: Constrict 1d8 + 1.5xSTR Bull Clan (Rage) Barbarians may choose to not acquire Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge. If they elect to do so, they learn to charge into their opponents for massive damage. Add Balance to the Barbarian skill set. 02: Stability (if racially acquired, increase bonus to +6 from +4) 03: Improved Bull Rush 05: Powerful Charge [monster feat] 06: Frightful Presence: Powerful Charge 09: Improved Powerful Charge [monster feat] (Make a bull rush check alongside your attack, if you would've pushed your opponent more than 5 feet they're knocked into the air and fall prone.) Gorilla Clan (Rage) Barbarians may choose to not acquire Fast Movement, Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge. If they elect to do so, they learn to climb and leap at their opponents. Add Tumble but remove Listen from the Barbarian skill set. 01: Climb speed ½ normal land speed, +8 Climb, Take 10 on climb 02: Jump Attack [monster feat] (DC15 jump check for +2 damage, must fall or leap 10 feet) 03: Dash (running start for jump checks reduced to 10 feet, no -2 penalty on a charge that covers only 10 feet) 05: Improved Jump Attack [monster feat] (DC25 jump check for +4 damage, must fall or leap 20 feet) 06: Frightful Presence: Jump Attack 09: Climb speed equal to normal land speed Lion Clan (Frenzy) Barbarians may choose to not acquire Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge. If they elect to do so, they learn to pounce on their opponents. Add Hide to the Barbarian skill set. 02: Dash (running start for jump checks reduced to 10 feet, no -2 penalty on a charge that covers only 10 feet) 03: Improved Overrun 05: Pounce [monster feat] 06: Frightful Presence: Pounce 09: Improved Pounce [monster feat] (Overrun attempt with two successful hits on a pounce) Lynx Clan (Frenzy) Barbarians may choose to not acquire Trap Sense. If they elect to do so, they learn to get the jump on their opponents. Add Move Silently & Hide but remove Swim from the Barbarian skill set. 03: Woodland Stride 06: Frightful Presence: Attack out of Hide or Move Silently 13: Camouflage 17: Hide in Plain Sight Wolf Clan (Rage or Frenzy) Barbarians of the Wolf Clan are the unmodified Barbarian found in the Players Handbook. Add Search to the Barbarian skill set. |
| zephyrTR08-02-07, 02:03 PM | See? Nobody cares about barbarian. Please do take a look and at least tell me this is fair if not making you think twice about the class. |