It has, fortunately or unfortunately, evolved beyond the standards set out by the first of the kind. Currently, the standard for a barbarian hero is that they can give in to an uncontrolled battle fury. Other standards involve the ability to climb walls, impressive endurance, and a hatred of casters.
What I wanted to do with this class, though, was open it to other archetypes. Why should a battle fury be limited to just rage? Why not a more intellectual "barbarian", who slides into cold analysis? (In the original stories, Conan was actually a pretty smart guy.) Why not a religiously-motivated "barbarian", who smites the wicked with the fury of the righteous? What about a stoic "barbarian", who ignores wounds? Combining this with the idea of katas, I decided that I would represent this by allowing barbarian heroes (and barbarian villains) to learn trance katas.
Of course, there's more to a barbarian than just rage. The original Conan was in the habit of, as one Escapist commenter put it, "going around the landscape slaying gods like a sword-wielding Richard Dawkins", so it would make sense for a barbarian to have some sort of resistance to magic.
Barbarian
Skill Points per Level: 4+Int modifier
Investment Points per Level: 4+Wis modifier
Hit Die: d12
Class Features
Proficiencies: You are proficient with three heavy weapons and one armor.
Trance: You are able to enter trances. At first level, and every four levels thereafter, you learn a new non-Mystical Trance kata.
All-Out Attack (Ex): At second level,you may give an attack your all. You may reduce your AC by up to 1 to give yourself a bonus to Attack checks of twice that. Every even-numbered level, the cap on your AC reduction is increased by 1.
Hardiness (Ex): At third level, and every three levels thereafter, you gain a cumulative +1 competence bonus on Defend checks.
Magic Denial (Ex): At fourth level, you may reduce a spell's margins of success by one, as long as you are a target or in the spell's affected area. If the spell is reduced while not having any margins of success, the spell fails. Nothing happens if a failed spell's margins of success are reduced. Every four levels thereafter, an additional margin of success is removed.
Second Wind (Ex): Once per day at seventh level, and an additional time per day for every four levels thereafter, you may reduce your fatigue by five factors.
 
 
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