Barbarian In The Dungeon (3.5e Class)

Barbarian

<-general description->.

Making a Barbarian

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Barbarian

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+0 Fast Movement, Illiteracy, Rage 1/day
2nd+2+3+0+0 Uncanny Dodge
3rd+3+3+1+1 Savage Nature, Trap Sense +1
4th+4+4+1+1 Invigorating Passion 2, Rage 2/day
5th+5+4+1+1 Improved Uncanny Dodge
6th+6/+1+5+2+2 Trap Sense +2
7th+7/+2+5+2+2 Damage Reduction 1/-
8th+8/+3+6+2+2 Invigorating Passion 3, Rage 3/day
9th+9/+4+6+3+3 Trap Sense +3
10th+10/+5+7+3+3 Damage Reduction 2/-, Furious Resistance 10
11th+11/+6/+1+7+3+3 Greater Rage
12th+12/+7/+2+8+4+4 Rage 4/day, Trap Sense +4
13th+13/+8/+3+8+4+4 Damage Reduction 3/-, Invigorating Passion 5
14th+14/+9/+4+9+4+4 Indomitable Will
15th+15/+10/+5+9+5+5 Trap Sense +5
16th+16/+11/+6/+1+10+5+5 Damage Reduction 4/-, Rage 5/day
17th+17/+12/+7/+2+10+5+5 Tonic Passion, Tireless Rage
18th+18/+13/+8/+3+11+6+6 Furious Resistance 15, 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 6/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)

Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Class Features

<-fluff about class features->. All of the following are class features of the <-class name->.

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 its race by +10 feet (3 meters). This benefit applies only when it 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.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages it is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy it already had.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. 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 it 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 its 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 it 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. It can use any feat it has except Combat Expertise, item creation feats, and metamagic feats.

A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end its rage. 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 it is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level it can use his rage ability once per day. At 4th level and every four levels thereafter, it can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during its action, not in response to someone else's action.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, it automatically gains improved uncanny dodge (see below) instead.

Savage Nature (Ex): At the 3rd level, a barbarian gains a +3 bonus on Intimidate checks and imposes a -2 to Bluff, Diplomacy and Intimidate checks made against it. This values increase, or decrease, by one every subsequent three barbarian's levels.

Whenever the barbarian rages this bonuses increase, or decrease, by one.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Invigorating Passion (Ex): By level 4th a barbarian gains fast healing 2 when raging. It increases to 3 at 8th level and to 5 at 13th 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 it, 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 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.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time it 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.

Furious Resistance (Ex): At level 10th, a barbarian may choose, when it enters its rage, to gain spell resistance 10 + its Constitution modifier, for the duration of the rage. This spell resistance increases to 15 + Constitution modifier at level 18th.

Greater Rage (Ex): At 11th level, a barbarian's bonuses to Strength and Constitution during its rage each increase to +6, and its 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 it also receives during its rage.

Tonic Passion (Ex): At the 17th level, the barbarian's fast healing, during rage, is equal to its Constitution modifier or increases by one, whichever is higher.

Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of its rage.

Mighty Rage (Ex): At 20th level, a barbarian's bonuses to Strength and Constitution during its rage each increase to +8, and its morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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