Difference between revisions of "Barbarian"
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− | |[[Feats#Maneuver_Knockdown|Maneuver: Knockdown]] | + | |[[Feats#Maneuver_Knockdown|Maneuver: Knockdown]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]] |
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=== '''Maneuver: Knockdown''' === | === '''Maneuver: Knockdown''' === | ||
The Barbarian receives the [[Feats#Maneuver_Knockdown|Knockdown Maneuver]] for free. | The Barbarian receives the [[Feats#Maneuver_Knockdown|Knockdown Maneuver]] for free. | ||
+ | |||
+ | === '''Simple Weapon Mastery''' === | ||
+ | The Barbarian receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free. | ||
=== '''Uncanny Dodge''' === | === '''Uncanny Dodge''' === |
Revision as of 13:08, 24 December 2020
Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They posses the highest base HP of every class, and their core abilities either trigger automatically or build up resources as they take damage. Their various archetypes allow them to supplement their basic frontline warrior foundation with increased damage, more efficient and effective tanking, or support abilities.
- Maximizing Strength or Dexterity is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
- A high Constitution is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save. It also contributes to core class features and some optional retributive fighting styles.
- Dexterity contributes to Armor Class depending on armor type and your Reflex save.
- Intelligence contributes to your maximum maneuver pool and Reflex save.
- Wisdom contributes to your Will save.
- Charisma contributes to certain archetype features, support maneuvers such as "Commander Strike", and your Will save.
Vitals
- Hit Points per level: 12
- Proficiencies: Armor (Light,Medium), Shields, Weapons (Simple, Martial)
- Skill Points per level: 6
- Skills: Alchemy, Athletics, Deception, Influence, Knowledge, Medicine, Perception, Survival, Tinkering
- Primary Saving Throw(s): Fortitude
Level | Feature |
1 | Maneuver: Knockdown, Simple Weapon Mastery |
2 | Uncanny Dodge |
3 | Rage, Grit I |
4 | Archetype Feature I |
5 | Uncanny Dodge II, Bonus Feat: Maneuver, Grit II |
6 | Rage II |
7 | Archetype Feature II, Grit III |
8 | |
9 | Grit IV |
10 | Archetype Feature III, Uncanny Dodge III |
Barbarian Core Mechanics
Maneuver: Knockdown
The Barbarian receives the Knockdown Maneuver for free.
Simple Weapon Mastery
The Barbarian receives the Simple Weapon Mastery feat for free.
Uncanny Dodge
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Rage
A Barbarian may enter a Rage. They may use this ability once per rest per class level, and the Rage lasts one minute per use. Rage activates automatically without consuming a feat use upon the barbarian's hit points being reduced to the Injured, Badly Wounded, or Near Death states. The Barbarian also regains a use of Rage when slaying an enemy of Elite rating or higher. Rage increases the Barbarian's attack damage, will saving throws, and grants a number of temporary HP at the start of each combat round. This Rage increases in power with the Barbarian's class level:
Class Level | Damage | Temp HP per Round | Will Saves |
3 | +2 | Con Mod / 2 (Rounded Up) | +1 |
6 | +4 | Con Mod | +2 |
Grit
The Barbarian has a Grit pool with a capacity equivalent to their class level multiplied by 5. This capacity is filled on rest. The Barbarian may activate this feat to roll 1d4 for each Barbarian class level and gain temporary HP equal to this amount, deducting the total from their Grit. This temporary HP has a duration in rounds equal to the Barbarian's Constitution modifier. When a Barbarian takes damage, their Grit feature also gains a number of HP equal to a portion of the damage received, scaling with class level as detailed below.
Class Level | Grit Conversion |
3 | 10% |
5 | 15% |
7 | 20% |
9 | 25% |
Uncanny Dodge II
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.
This feat also grants a +1 bonus on reflex saving throws made to avoid traps.
Bonus Feat: Maneuver
The character receives a bonus feat that may be used to learn a Maneuver of their choice.
Uncanny Dodge III
The character gains an additional +1 bonus to reflex saving throws made to avoid traps.
Archetypes
Berserker
"BLEEEUUUAAARRRGGGHHH!"
Class Level | Feature | Details |
4 | Berserk | While raging, you may consume another use of Rage to enter a Berserk state. While Berserk, you deal an additional 1d6 damage with all attacks. If wielding a Great-Weapon, you instead deal an additional 2d6 damage. If Dual Wielding, you instead deal an additional 3d6 damage. You must have been in the Rage state for at least one round before you may use this ability. This ability will also activate upon receiving injury like the Rage feature. |
7 | Frenzy | Once per round while Berserk, if you hit with at least two attacks in a round, you gain an additional attack. Each extra attack gained through this feature lasts 2 rounds. |
10 | Further Beyond | You become truly apoplectic. Activating Rage again while already Berserk drives you Further Beyond, consuming another use of Rage and granting an additional 1d6 damage to all attacks. In addition, once per round upon making a successful attack, the force of your blow also strikes each enemy near your target. Any enemy within 10m witnessing your activation of Further Beyond must roll a successful Will save (DC 20 + Charisma modifier) or suffer the effects of Fear for a number of rounds equaling your Charisma modifier (minimum 1). Further Beyond lasts a number of rounds equivalent to your Constitution modifier, and if no enemies remain in your vicinity when this effect ends, you regain a use of Rage. You must have been in the Berserk state for at least one round before you may use this ability. |
Unyielding
"I'll give you the first hit. Better make it count."
Class Level | Feature | Details |
4 | Meaty | You convert an additional +15% of incoming damage into Grit. |
7 | Seasoned | While raging, when using Grit to grant yourself temporary HP, apply the roll total as a Damage Reduction shield with a threshold equal to Your Constitution modifier, an absorption limit equal to the Grit roll, and a duration in rounds also equal to your Constitution modifier. Successive uses of this ability add hit points to this absorption limit if its effect already exists. |
10 | Tenderized | While raging, you may expend another use of Rage to grant yourself a physical damage immunity effect with a magnitude equal to your last Grit roll. This effect lasts for a number of rounds equal to your Constitution modifier. |
Rouser
"Let's do 'em, lads!"
Class Level | Feature | Details |
4 | Instigator | You project an aura while under the effects of Rage. Allies within this aura also gain the effects of your Rage. |
7 | Stoking the Coals | You gain Grit when allies within your aura receive damage. When you expend Grit while your aura is active, all allies within the aura receive the temporary hitpoints. |
10 | Mob Rule | While under the effects of Rage, you expend a use of Rage to further inspire your allies. Allies currently within your aura gain one extra attack and +1 damage per ally within the aura at the time of activation, to a maximum of +5 damage. This effect lasts a number of rounds equal to the total Charisma modifier of all allies within the aura, to a maximum of ten rounds. |