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Monday, December 5, 2011

D20 3.root(-36): Classes: Barbarian

One of the standard fantasy archetypes is the sword-swinging hero who cares not for more "civilized" folk. Whether it's Conan or Grignr, this one is a classic.
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


Level
Fort
Ref
Will
Pow
Ins
Ana
Special
1
0
0
0
0
0
0
Proficiencies, trance
2
0
0
0
0
0
0
All-out attack 1
3
0
0
0
0
0
0
Hardiness +1
4
1
1
0
1
1
0
All-out attack 2, magic denial 1
5
1
1
1
1
1
1
Trance
6
1
1
1
1
1
1
All-out attack 3, hardiness +2
7
2
2
1
2
2
1
Second wind 1/day
8
2
2
1
2
2
1
All-out attack 4, magic denial 2
9
2
2
2
2
2
2
Trance, hardiness +3
10
3
3
2
3
3
2
All-out attack 5
11
3
3
2
3
3
2
Second wind 2/day
12
3
3
2
3
3
2
All-out attack 6, hardiness +4, magic denial 3
13
4
4
3
4
4
3
Trance
14
4
4
3
4
4
3
All-out attack 7
15
4
4
3
4
4
3
Hardiness +5, second wind 3/day
16
5
5
3
5
5
3
All-out attack 8, magic denial 4
17
5
5
4
5
5
4
Trance
18
5
5
4
5
5
4
All-out attack 9, hardiness +6
19
6
6
4
6
6
4
Second wind 4/day
20
6
6
4
6
6
4
All-out attack 10, magic denial 5
Class Skills: Attack (heavy), Balance, Climb, Craft (any one), Defend (all), Handle Animal, Heal, Jump, Perception, Stubbornness, Survival, Swim.
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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