OGC:Barbarian of the North (3.5e Class)

Barbarian of the North

Making a Barbarian of the North

Alignment: Any nonlawful.

Starting Age: Simple.

Table: The Barbarian of the North

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+0 Illiteracy, northland life (survival), northland rage 1/day
2nd+2+3+0+0 Uncanny dodge
3rd+3+3+1+1 Resist cold 3
4th+4+4+1+1 Northland rage 2/day
5th+5+4+1+1 Improved uncanny dodge, northland life (stealth)
6th+6/+1+5+2+2 Resist cold 6
7th+7/+2+5+2+2 Damage reduction 1/—
8th+8/+3+6+2+2 Northland rage 3/day
9th+9/+4+6+3+3 Resist cold 9
10th+10/+5+7+3+3 Northland life (swift tracker)
11th+11/+6/+1+7+3+3 Damage reduction 2/—
12th+12/+7/+2+8+4+4 Northland rage 4/day, resist cold 12
13th+13/+8/+3+8+4+4 Greater northland rage
14th+14/+9/+4+9+4+4 Indomitable will
15th+15/+10/+5+9+5+5 Resist cold 15, northland stride
16th+16/+11/+6/+1+10+5+5 Damage reduction 3/—, northland rage 5/day
17th+17/+12/+7/+2+10+5+5 Tireless rage
18th+18/+13/+8/+3+11+6+6 Resist cold 18
19th+19/+14/+9/+4+11+6+6 Mighty northland rage
20th+20/+15/+10/+5+12+6+6 Improved northland stride, northland rage 6/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Class Features

All of the following are class features of the barbarian of the north.

Weapon and Armor Proficiency: A barbarian of the north is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Illiteracy: Barbarians of the north 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 he is able to speak.

Northland Life (Ex): Due to the extreme nature of his native environment, the barbarian of the north is a tough survivor capable of thriving amidst the harshest of climates. At 1st level, he gains a +4 insight bonus to all Survival skill checks made in any cold environment. At 5th level, the barbarian of the north’s familiarity with his native land is so attuned that he gains a +2 insight bonus to all Hide, Listen, and Move Silently checks made in cold terrain. By the time he reaches 10th level, the barbarian learns how to move swiftly through his homeland while tracking. He can move at his normal speed while following tracks in any cold environment without taking the normal -5 penalty. Furthermore, he only takes a -10 penalty (instead of the normal -20) when moving at up to twice his normal speed while tracking in such terrain.

Northland Rage (Ex): Like most barbarians, the savages from the north can fly into a fit of rage a number of times per day. Their frenzy, however, is quieter and more controlled. Indeed, the men from the far north also learned to keep their voice and emotions in check during their outbursts. While raging, a barbarian of the north gains extraordinary physical power and strength of will. In a rage, the barbarian gains a temporary +4 enhancement bonus to Strength as well as a +4 morale bonus to all Will saving throws. In addition, they do not suffer an AC penalty while enraged.

Additionally, the northland rage produces a fear effect. Any foe with fewer Hit Dice than the barbarian within 30 ft. of him must succeed at a Will save (DC 15 + barbarian’s level) or become shaken for 1d4 rounds. Those who have witnessed this rage before gain a +2 bonus to their Will saving throw. An opponent who successfully saves against the fear effect of the northland rage cannot be affected by the same barbarian’s rage for a period of 24 hours.

A fit of rage lasts for 4 rounds plus the character’s Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, he loses the rage modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, unable to charge or run) for the duration of the current encounter. A barbarian can fly into a fit of rage only once per encounter. At 1st level, he can use his rage once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (up to a maximum of six times per day at 20th level). Entering a rage is a free action, but the barbarian must do so on his own initiative action.

Uncanny Dodge (Ex): At 2nd level, a barbarian of the north 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 of the north already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Resist Cold (Ex): At 3rd level, the barbarian of the north become so accustomed to the harsh elements of his native homeland that he gains the extraordinary ability to shrug off some of the damage he receives from cold energy. Effectively, the barbarian gains energy resistance 3 against cold, meaning each time he is subjected to cold damage, whether from natural or magical source, this damage is reduced by 3 points before being applied to his hit points. The value of the cold resistance increases by 3 every three levels thereafter (6 points at 6th level, 9 points at 9th, and so on).

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian of the north 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.

Damage Reduction (Ex): At 7th level, a barbarian of the north gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 11th level, and every five levels thereafter (16), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Northland Rage (Ex): At 13th level, a barbarian of the north’ rage bonus to Strength, as well as his morale bonus on Will saves, increases to +6.

Indomitable Will (Ex): While in a rage, a barbarian of the north 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.

Northland Stride (Ex): Starting at 15th level, a barbarian of the north may move through any sort of snowy and icy terrain at his normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally.

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

Mighty Northland Rage (Ex): At 19th level, a barbarian’s bonuses to Strength during his rage, as well as his morale bonus on Will saves, increase to +8.

Improved Northland Stride (Ex): When he attains 20th level, the north barbarian can move upon any snowy or icy surface unhindered, regardless of whether it is natural or not.

Ex-Barbarian of the North

A barbarian of the north who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian of the north. He retains all the other benefits of the class.



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Barbarian of the North (3.5e Class) from Secrets (AEG), © 2004, Alderac Entertainment Group; Author Alderac Entertainment Group, based on original material by Alderac Entertainment Group. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Secrets (AEG) Transcribed Content
Secrets (AEG)
Races Suffering Orcs (3.5e Race)
Classes Barbarian of the North (3.5e Class)
Feats Arcane Ley Lines (3.5e Feat) Arch Nemesis (3.5e Feat) Avatar (3.5e Feat) Barbaric Past (3.5e Feat) Bardic Lore (3.5e Feat) Beast Line (3.5e Feat) Boundaries of the Past (3.5e Feat) Brew Epic Potion (3.5e Feat) Brew Greater Potion (3.5e Feat) Brew Unstable Potion (3.5e Feat) Co Dependence (3.5e Feat) Damage Reduction (3.5e Feat) Defensive Stance (3.5e Feat) Delusions of Grandeur (3.5e Feat) Destiny Denied (3.5e Feat) Distracting Stance (3.5e Feat) Divine Champion (3.5e Feat) Divine Ley Lines (3.5e Feat) Dwarf Line (3.5e Feat) Elf Line (3.5e Feat) Forgotten Lore (3.5e Feat) Great Destiny (3.5e Feat) Greater Damage Reduction (3.5e Feat) Greater Maiming Strike (3.5e Feat) Greater Stunning Strike (3.5e Feat) Improved Damage Reduction (3.5e Feat) Improved Defensive Stance (3.5e Feat) Improved Maiming Strike (3.5e Feat) Improved Stunning Strike (3.5e Feat) Inspired Past (3.5e Feat) Maiming Strike (3.5e Feat) Monastic Past (3.5e Feat) Multiple Stunning Strike (3.5e Feat) Noble Past (3.5e Feat) Paragon of Beasts (3.5e Feat) Past Life (3.5e Feat) Perfect Body (3.5e Feat) Perfect Flesh (3.5e Feat) Perfect Mind (3.5e Feat) Perfect Self (3.5e Feat) Perfect Soul (3.5e Feat) Sorcerous Past (3.5e Feat) Stunning Strike (3.5e Feat) Superior Damage Reduction (3.5e Feat) Superior Maiming Strike (3.5e Feat) Virtuous Past (3.5e Feat)
Divinity Foresight (3.5e Cleric Domain)
gollark: It might be neat to get void.bz and void.engineering.
gollark: Oh, or even void.engineering.
gollark: Huh, you can buy void.domains to talk about void domains or something.
gollark: void.degree, in case you run a university which offers void courses?
gollark: There are void domains for all sorts of useful things like void.catering.
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