Barbarian V2: Difference between revisions

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:'''Hit Die''': d12 (12 HP per Level)
:'''Hit Die''': d12 (12 HP per Level)
:'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, Martial)
:'''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Simple, Martial)
:'''Skill Points per Level (*4 at 1st level)''': 6
:'''Skill Points per Level''': 6
:'''Skills''': All
:'''Primary Saving Throw(s)''': Fortitude
:'''Primary Saving Throw(s)''': Fortitude


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|-
|-
|8
|8
|  
|[[#Uncanny_Dodge_III|Uncanny Dodge III]]
|-
|-
|9
|9
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|-
|-
|10
|10
|[[#Archetypes|Archetype Feature III]], [[#Uncanny_Dodge_III|Uncanny Dodge III]]
|[[#Archetypes|Archetype Feature III]]
|}
|}


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=== '''Uncanny Dodge''' ===
=== '''Uncanny Dodge''' ===
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.  
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.  
=== '''Robust Defense''' ===
The character's physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour's maximum dexterity bonus (or 10, if unarmoured).


=== '''Rage''' ===
=== '''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:
A Barbarian may enter a ''Rage''. They may use this ability once per rest per class level plus their Constitution modifier, and the ''Rage'' lasts one minute per use. The Barbarian regains a use of ''Rage'' for every 4 non-minion foes slain. ''Rage'' activates automatically without consuming a feat use upon the barbarian's hit points being reduced to the Grazed, Bloodied, or Injured states.  
 
By manually activating the ''Rage'' feat whilst already in ''Rage'' , the barbarian instead consumes 3 uses to both refresh the ''Rage'' duration and gain an amount of [[#Grit|''Grit'']] equal to half their maximum hit points. Using ''Rage'' in this way carries a cooldown of one round.
 
''Rage'' increases the Barbarian's attack damage, and will saving throws. This ''Rage'' increases in power with the Barbarian's class level:  


{| class="wikitable"
{| class="wikitable"
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|'''Class Level'''
|'''Class Level'''
|'''Damage'''
|'''Damage'''
|'''Temp HP per Round'''
|'''Will Saves'''
|'''Will Saves'''
|-
|-
|3
|3
| +2
| +1d6
|Con Mod / 2 (Rounded Up)
| +1
| +1
|-
|-
|6
|6
| +4
| +2d6
|Con Mod
| +2
| +2
|-
|9
| +2d10
| +3
|}
|}


=== '''Grit''' ===
=== '''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.
The barbarian possesses a pool of ''Grit'', a measure of their tenacity and physical endurance beyond ordinary limits. 25% of the damage dealt to the barbarian is converted into ''Grit'', with a maximum capacity equal to their maximum hit points.
 
''Grit'' is consumed to regenerate the barbarian's hit points at a rate dependent on their current damage state, Constitution modifier, and level - as detailed below. Each hit point regenerated consumes one point of ''Grit''. The Barbarian cannot perish whilst they have ''Grit'' remaining.


{| class="wikitable"
{| class="wikitable"
|+
|-
|-
|'''Class Level'''
! Health Category !! Regeneration Rate
|'''Grit Conversion'''
|-
| Scratched || [CON] per 6 seconds
|-
| Grazed || [CON] per 2s
|-
| Bloodied || [CON + Level] per 1s
|-
| Injured || [(CON + Level) * 4] per 1s
|}
 
=== '''Grudge''' ===
By toggling the [[#Grit|''Grit'']] feat, a barbarian may enter the ''Grudge'' state. Instead of regenerating hit points, the barbarian consumes their [[#Grit|''Grit'']] meter to deal an additional instance of damage on a successful attack. This may only occur once per attack 'flurry'.
 
An amount is consumed dependent on the amount of [[#Grit|''Grit'']] currently held (detailed below), rounded down to the nearest multiple of 10.
Every 10 points of [[#Grit|''Grit'']] consumed deals 1d6 physical damage, with a minimum consumption of 10 [[#Grit|''Grit'']].
 
Upon toggling either to or from ''Grudge'', one round must pass before the barbarian may change state again.
 
The inability to perish granted by [[#Grit|''Grit'']] is disabled whilst in the ''Grudge'' state.
 
{| class="wikitable"
|-
|-
|3
! [[#Grit|''Grit Gauge'']] !! Consumed
|10%
|-
|-
|5
| <34% || 10%
|15%
|-
|-
|7
| 35%+ || 20%
|20%
|-
|-
|9
| 75%+ || 30%
|25%
|}
|}


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|4
|4
|'''Berserk'''
|'''Berserk'''
| While [[#Rage|raging]], you may consume another use of [[#Rage|''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 2d10 damage. You must have been in the [[#Rage|''Rage'']] state for at least one round before you may use this ability. This ability will also activate upon receiving injury like the [[#Rage|''Rage'']] feature.
| You now also enter [[#Rage|''Rage'']] if you slay a non-minion enemy. One round after entering [[#Rage|''Rage'']] through any means, you become ''Berserk''.
 
Whilst ''Berserk'':
* You gain a bonus attack per round.
* Your [[#Rage|''Rage'']] damage bonus is doubled.
* Your [[#Grudge|''Grudge'']] attacks consume 50% less [[#Grit|''Grit'']].
|-
|-
|7
|7
|'''Frenzy'''
|'''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.
| [[#Grudge|''Grudge'']] attacks now begin or refresh the duration of your [[#Rage|''Rage'']]. Making a [[#Grudge|''Grudge'']] attack whilst under the effects of [[#Rage|''Rage'']] grants you one bonus attack per round for the remaining duration of your [[#Rage|''Rage'']]. In addition, you regain hitpoints when making [[#Grudge|''Grudge'']] attacks equal to the amount of [[#Grudge|''Grudge'']] damage rolled.
|-
|-
|10
|10
|'''Further Beyond'''
|'''Apoplexy'''
|You become truly apoplectic. Activating [[#Rage|''Rage'']] again while already ''Berserk'' drives you ''Further Beyond'', consuming another use of [[#Rage|''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). Their movement is also slowed by 50%. ''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|''Rage'']]. You must have been in the ''Berserk'' state for at least one round before you may use this ability.
| You push yourself even further beyond. Once under the effects of both ''Berserk'' and ''Frenzy'', you may become truly apoplectic, pushing your body beyond its limits.
 
 
By use of this feat, you may gain one additional attack per round, at a cost of 40 Internal damage dealt to yourself every 2 seconds.
 
This feature disables automatically if your health is reduced to 1, or upon using this feat a second time. Once disabled, this feature cannot be used again for one minute.
|-
|-
|}
|}
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|4
|4
|'''Meaty'''
|'''Meaty'''
| You convert an additional +15% of incoming damage into [[#Grit|''Grit'']].
| The amount of hit point regeneration you receive from [[#Grit|''Grit'']] is doubled, without an increase in cost. Your [[#Rage|''Rage'']] now begins upon taking any damage at all.
|-
|-
|7
|7
|'''Seasoned'''
|'''Seasoned'''
| While [[#Rage|raging]], when using [[#Grit|''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|''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.
| Upon gaining [[#Grit|''Grit'']] from the reactivation of [[#Rage|''Rage'']], you also receive temporary hitpoints (THP) equal to half the [[#Grit|''Grit'']] received. These THP last for a duration of one minute, and can stack with further applications.
|-
|-
|10
|10
|'''Tenderized'''
|'''Tenderized'''
| While [[#Rage|raging]], you may expend another use of [[#Rage|Rage]] to grant yourself a physical damage immunity effect with a magnitude equal to your last [[#Grit|''Grit'']] roll. This effect lasts for a number of rounds equal to your Constitution modifier.
| The amount of hit point regeneration you receive from [[#Grit|''Grit'']] is now tripled, with no increase in cost. In addition, your [[#Grudge|''Grudge'']] attacks now apply their rolled damage value to you as temporary hitpoints that last for 1 minute.
|-
|-
|}
|}
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|4
|4
|'''Instigator'''
|'''Instigator'''
| You project an aura while under the effects of [[#Rage|''Rage'']]. Allies within this aura also gain the effects of your [[#Rage|''Rage'']].
| You project a 10m aura while under the effects of [[#Rage|''Rage'']]. Allies within this aura gain the effects of your [[#Rage|''Rage'']].
 
You also add your Charisma modifier to your Constitution modifier for the purposes of hitpoints regenerated via [[#Grit|''Grit'']], and [CHA * Class Level] to your total [[#Grit|''Grit'']] capacity.
 
Finally, you now add your Charisma modifier to your maximum [[#Rage|''Rage'']] capacity, and as a number of rounds to the duration of your [[#Rage|''Rage'']].
|-
|-
|7
|7
|'''Stoking the Coals'''
|'''Stoking the Coals'''
| You gain [[#Grit|Grit]] when allies within your aura receive damage. When you expend [[#Grit|Grit]] while your aura is active, all allies within the aura receive the temporary hitpoints.
| By use of this feat, you may toggle a mode wherein your healing from [[#Grit|''Grit'']] instead applies to the ally with the lowest hitpoints within your aura, rather than yourself (unless you are the ally with the lowest hitpoints).
 
 
If you are in [[#Grudge|''Grudge'']] mode, upon making a [[#Grudge|''Grudge'']] attack you grant one extra attack per round to allies within your aura for one round. Further [[#Grudge|''Grudge'']] attacks extend the duration.
 
Your [[#Grit|''Grit'']] healing also increases in efficiency, granting +10% hitpoints per Charisma modifier without an increase in cost.
|-
|-
|10
|10
|'''Mob Rule'''
|'''Mob Rule'''
| While under the effects of [[#Rage|''Rage'']], you expend a use of [[#Rage|''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.
| When you manually expend [[#Rage|''Rage'']] while [[#Rage|''Rage'']] is active, allies currently within your aura gain +1 damage per point of Charisma modifier of allies within the aura at the time of activation, to a maximum of +10 damage. This effect lasts a number of rounds equal to 10 + the total Charisma modifier of all allies within the aura, to a maximum of 5 minutes.  
|-
|-
|}
|}

Latest revision as of 15:14, 6 June 2025

Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They possess the highest base hit points 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 Die: d12 (12 HP per Level)
Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Martial)
Skill Points per Level: 6
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
6 Rage II
7 Archetype Feature II
8 Uncanny Dodge III
9 Rage III
10 Archetype Feature 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.

Robust Defense

The character's physical endurance can supplement lacking agility, if necessary. They may combine their Dexterity and Constitution modifiers when calculating their AC, the total of which remains subject to their armour's maximum dexterity bonus (or 10, if unarmoured).

Rage

A Barbarian may enter a Rage. They may use this ability once per rest per class level plus their Constitution modifier, and the Rage lasts one minute per use. The Barbarian regains a use of Rage for every 4 non-minion foes slain. Rage activates automatically without consuming a feat use upon the barbarian's hit points being reduced to the Grazed, Bloodied, or Injured states.

By manually activating the Rage feat whilst already in Rage , the barbarian instead consumes 3 uses to both refresh the Rage duration and gain an amount of Grit equal to half their maximum hit points. Using Rage in this way carries a cooldown of one round.

Rage increases the Barbarian's attack damage, and will saving throws. This Rage increases in power with the Barbarian's class level:

Class Level Damage Will Saves
3 +1d6 +1
6 +2d6 +2
9 +2d10 +3

Grit

The barbarian possesses a pool of Grit, a measure of their tenacity and physical endurance beyond ordinary limits. 25% of the damage dealt to the barbarian is converted into Grit, with a maximum capacity equal to their maximum hit points.

Grit is consumed to regenerate the barbarian's hit points at a rate dependent on their current damage state, Constitution modifier, and level - as detailed below. Each hit point regenerated consumes one point of Grit. The Barbarian cannot perish whilst they have Grit remaining.

Health Category Regeneration Rate
Scratched [CON] per 6 seconds
Grazed [CON] per 2s
Bloodied [CON + Level] per 1s
Injured [(CON + Level) * 4] per 1s

Grudge

By toggling the Grit feat, a barbarian may enter the Grudge state. Instead of regenerating hit points, the barbarian consumes their Grit meter to deal an additional instance of damage on a successful attack. This may only occur once per attack 'flurry'.

An amount is consumed dependent on the amount of Grit currently held (detailed below), rounded down to the nearest multiple of 10. Every 10 points of Grit consumed deals 1d6 physical damage, with a minimum consumption of 10 Grit.

Upon toggling either to or from Grudge, one round must pass before the barbarian may change state again.

The inability to perish granted by Grit is disabled whilst in the Grudge state.

Grit Gauge Consumed
<34% 10%
35%+ 20%
75%+ 30%

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 You now also enter Rage if you slay a non-minion enemy. One round after entering Rage through any means, you become Berserk.

Whilst Berserk:

  • You gain a bonus attack per round.
  • Your Rage damage bonus is doubled.
  • Your Grudge attacks consume 50% less Grit.
7 Frenzy Grudge attacks now begin or refresh the duration of your Rage. Making a Grudge attack whilst under the effects of Rage grants you one bonus attack per round for the remaining duration of your Rage. In addition, you regain hitpoints when making Grudge attacks equal to the amount of Grudge damage rolled.
10 Apoplexy You push yourself even further beyond. Once under the effects of both Berserk and Frenzy, you may become truly apoplectic, pushing your body beyond its limits.


By use of this feat, you may gain one additional attack per round, at a cost of 40 Internal damage dealt to yourself every 2 seconds.

This feature disables automatically if your health is reduced to 1, or upon using this feat a second time. Once disabled, this feature cannot be used again for one minute.

Behemoth

"I'll give you the first hit. Better make it count."

Class Level Feature Details
4 Meaty The amount of hit point regeneration you receive from Grit is doubled, without an increase in cost. Your Rage now begins upon taking any damage at all.
7 Seasoned Upon gaining Grit from the reactivation of Rage, you also receive temporary hitpoints (THP) equal to half the Grit received. These THP last for a duration of one minute, and can stack with further applications.
10 Tenderized The amount of hit point regeneration you receive from Grit is now tripled, with no increase in cost. In addition, your Grudge attacks now apply their rolled damage value to you as temporary hitpoints that last for 1 minute.

Agitator

"Let's do 'em, lads!"

Class Level Feature Details
4 Instigator You project a 10m aura while under the effects of Rage. Allies within this aura gain the effects of your Rage.

You also add your Charisma modifier to your Constitution modifier for the purposes of hitpoints regenerated via Grit, and [CHA * Class Level] to your total Grit capacity.

Finally, you now add your Charisma modifier to your maximum Rage capacity, and as a number of rounds to the duration of your Rage.

7 Stoking the Coals By use of this feat, you may toggle a mode wherein your healing from Grit instead applies to the ally with the lowest hitpoints within your aura, rather than yourself (unless you are the ally with the lowest hitpoints).


If you are in Grudge mode, upon making a Grudge attack you grant one extra attack per round to allies within your aura for one round. Further Grudge attacks extend the duration.

Your Grit healing also increases in efficiency, granting +10% hitpoints per Charisma modifier without an increase in cost.

10 Mob Rule When you manually expend Rage while Rage is active, allies currently within your aura gain +1 damage per point of Charisma modifier of allies within the aura at the time of activation, to a maximum of +10 damage. This effect lasts a number of rounds equal to 10 + the total Charisma modifier of all allies within the aura, to a maximum of 5 minutes.