Difference between revisions of "Barbarian"

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(Summary Table)
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==Expertise==
 
==Expertise==
 
===Rager===
 
===Rager===
====Rager 1====
 
Ragers are known for their fury on the battlefield. They may enter a rage for a number of rounds equal to 4 + half their Barbarian level. While raging, they receive +2 to Strength or Dexterity, and +2 to Constitution. They may not make Social or Education skill checks while raging, and also suffer disadvantage to Adventuring skills. They may end their rage at will. When the rage ends, they are Fatigued for a number of minutes equal to the number of rounds they raged for.
 
 
Rage does not have to be continuous. If the Rager runs out of Rage, it ends at the start of their next turn.
 
 
====Rager 2====
 
Ragers' attribute bonus increases to +3. They are fatigued for a number of rounds equal to the number of rounds spend enraged, instead of minutes.
 
 
====Rager 3====
 
Ragers' attribute bonus increases to +4, and they may rage for 8 + half their Barbarian level rounds. They no longer suffer disadvantage to Physical skill checks, and may use Social and Education skills with disadvantage.
 
 
====Rager X====
 
Ragers' attribute bonus increases to +5, and they may rage for 8 + their Barbarian level rounds.
 
 
 
===Dervish===
 
===Dervish===
====Dervish 1====
 
Dervishes are a whirlwind on the battlefield. They gain a +1 Class bonus to attack rolls for each target beyond the first. Additionally, their basic attacks can target up to 2 enemies. If they are allowed a basic attack as part of a trigger, one of the two targets must be the triggering enemy.
 
 
====Dervish 2====
 
A Dervish is well equipped to take on multiple combatants. When they improve a Power's Target for the first time, it adds two levels of Improvement. For instance, Lacerate normally targets one enemy. A 3PP Lacerate power with a single point of improvement in Target would hit up to 3 targets. Spending another 2PP on improving the Target further would lead to 4 targets.
 
 
====Dervish 3====
 
Dervishes can inflict pain en masse. They gain a +2 Class bonus to their damage rolls for each target beyond the first.
 
 
====Dervish X====
 
A master Dervish is never still in combat. When they attack as a full round action, they may move up to 10ft/2sq before or after each target, until they have moved a distance equal to their appropriate Movement Speed. For instance, a Lacerate with 4PP spent on Target has 4 targets. A Dervish X with 30ft of land movement may move 10ft, strike a target, move 10ft, strike 2 targets, then move 5ft, strike a final target, and move another 5ft. These movements do incur Attacks of Opportunity when appropriate, but the first one that connects does not stop their movement. Any further attacks of opportunity that land disable this ability until the start of the Dervish's next turn.
 
 
===Animist===
 
====Animist 1====
 
Animists are fabled to gain the attributes of wild beasts. They receive access to the Enhance and Improve Self powers. Enhance may only target the Animist unless he receives it from another source. They also receive +1 PP Limit and +1 free PP for these powers.
 
 
====Animist 2====
 
Animists start to learn the way of the animals. They receive advantage on all skill checks to interact with animals, advantage on wilderness Survival checks, and a +2 Class bonus to Reflex and Fortitude defences.
 
 
====Animist 3====
 
Animists learn to physically borrow features from the beasts. They gain access to the Polymorph ritual, but may only use it on themselves. It takes them 1/2 the normal time to perform the ritual, and they have advantage to the skill checks required. Natural weapons gained via this ritual are considered one size category bigger than is appropriate for the Animist, when beneficial.
 
 
====Animist X====
 
Masterful Animists represent paragon creatures. By spending half as much PP again while performing a Polymorph ritual, they may add a template to themselves that has a level adjustment of +2 or less. Additionally, whenever the Animist uses Enhance or Improve Self on themselves, their natural weapons gain a +1 Magic bonus for every 5 points spent.
 
 
 
===Relentless===
 
===Relentless===
====Relentless 1====
 
A Relentless is incredibly hard to slow down. They can move over rough terrain without penalty, even when running and charging. Additionally, they are never stopped by being damaged by the first successful Attack of Opportunity each turn.
 
 
====Relentless 2====
 
Once a Relentless gains momentum, it's hard to stop them. Any Power that grants movement gains +1 PP Limit and +1 free PP.
 
 
====Relentless 3====
 
Expert Relentless learn to shake off what would stop a normal warrior. If they have suffered from a Condition that they are able to save against 3 times in a row, they automatically succeed their next save. They may be inflicted by the same condition immediately, starting the ticker again. Additionally, they have advantage on Death saves.
 
 
====Relentless X====
 
Masterful Relentless are nigh unstoppable. They gain X/All Damage Resistance, where X is their level divided by 3.
 
 
===Discordant===
 
====Discordant 1====
 
A Discordant dances to their own rhythm. They gain 1 free PP to any power they used the turn before. This does not stack. Additionally, they gain a +2 Class bonus to any skill check they make that they attempted the previous turn, or consecutively.
 
 
====Discordant 2====
 
Discordants' rhythm is greatly to their benefit. They gain advantage to attack rolls when attacking the same target(s) with the same power.
 
 
====Discordant 3====
 
Expert Discordants learn to gain strength from the interruption of others' flow. Whenever they successfully hit an opponent with an Attack of Opportunity, they regain 2PP. Additionally, they may make 1 additional Attack of Opportunity each turn.
 
 
====Discordant X====
 
When a Discordant is in the flow, they are very hard to interrupt. If their turn is the same as their last turn, they gain their HD in HP and advantage to the first roll of their next turn.
 
 
Turns are considered the same if they:
 
* Made the same actions
 
* Used the same powers with the same enhancements
 
* Hit the same targets (with the exception of any downed or fleeing enemies, who may be substituted for others)
 
  
 
==Proficiencies==
 
==Proficiencies==

Revision as of 23:21, 21 December 2018

Barbarian is a Martial class which excels in its offensive capabilities. The core of their offensive capability comes from their ability to harness the anger within them and channel it out of their body and into their enemies' bodies.

Power source

Barbarians have access to the Martial power source. They have access to the Rage training, and two of Slashing, Bludgeoning, Piercing, Ranged, and Thrown trainings.

Summary Table

Class Summary Table: Barbarian

HD: d10Skill Points/Level: 2 + [Int]

Level Level Bonus Corporeal Spiritual Visceral Life Gained (avg) PP Gained Special Abilities
1 +0 +2 +0 +2 10 3 Expertise 1.1
2 +1 +3 +0 +3 5 6 Offense
3 +1 +3 +1 +3 6 11 Basic Off-Type Bonus
4 +2 +4 +1 +4 5 15 Expertise 1.2
5 +2 +4 +1 +4 6 20 Offense
6 +3 +5 +2 +5 5 25 Basic Off-Type Bonus
7 +3 +5 +2 +5 6 30 Expertise 1.3
8 +4 +6 +2 +6 5 36 Offense
9 +4 +6 +3 +6 6 41 Basic Off-Type Bonus
10 +5 +7 +3 +7 5 47 Expertise 1.X
11 +5 +7 +3 +7 6 53 Expertise 2.1
12 +6 +8 +4 +8 5 59 Offense
13 +6 +8 +4 +8 6 65 Basic Off-Type Bonus
14 +7 +9 +4 +9 5 71 Expertise 2.2
15 +7 +9 +5 +9 6 77 Offense
16 +8 +10 +5 +10 5 83 Basic Off-Type Bonus
17 +8 +10 +5 +10 6 89 Expertise 2.3
18 +9 +11 +6 +11 5 96 Offense
19 +9 +11 +6 +11 6 102 Basic Off-Type Bonus
20 +10 +12 +6 +12 5 109 Expertise 2.X
21 +10 +12 +7 +12 6 115 Expertise 3.1
22 +11 +13 +7 +13 5 122 Offense
23 +11 +13 +7 +13 6 129 Basic Off-Type Bonus
24 +12 +14 +8 +14 5 135 Expertise 3.2
25 +12 +14 +8 +14 6 142 Offense
26 +13 +15 +8 +15 5 149 Basic Off-Type Bonus
27 +13 +15 +9 +15 6 156 Expertise 3.3
28 +14 +16 +9 +16 5 163 Offense
29 +14 +16 +9 +16 6 170 Basic Off-Type Bonus
30 +15 +17 +10 +17 5 177 Expertise 3.X

Expertise

Rager

Dervish

Relentless

Proficiencies

Skills

Barbarians gain proficiency in Survival, Athletics and Acrobatics. Barbarians may also gain proficiency in a number of other skills equal to their Intelligence Modifier (limit 0). They may chose between:

  • Perception
  • Stealth
  • Sense Motive
  • Intimidate
  • Perform

Weapons and Armor

Barbarians gain proficiency in light and medium armor. They are not proficient with any shields.

Barbarians gain proficiency with all simple weapons, and martial weapons from categories matching their trainings.