Barbarian

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In a new setting I am working on for my group, I've greatly tweaked the basic assumptions regarding magic. Four of the Core magic using classes (Cleric, Druid, Paladin, and Wizard) are unavailable to PCs, one (Ranger) is only available as a non-spellcasting variant, and I'm planning on Summoner and Witch being available, but with some minor adjustments.

The only change that I know for sure that I want is that the casting time for all of their actual spells to be doubled. I'm hoping for a focus more onto magical abilities and less on traditional spell-casting. The problem is I have no idea what to change in order to keep the classes balanced. Can anyone help?


I have 2 character concepts that I want to try out but aren't sure how to go about making them.

The first one is heavily based off of Tyrion Lannister from A Game of Thrones, or in his own words: "I'm not good at violence, but I'm quite good at getting others to be violent for me." Essentially a character without magical abilities or martial skill but still able to kick ass and take names by mere choice words.

The second character is for want of a better analogy a mix of Daredevil and Batman. Again non-magic using, but this time a close-combat specialist who uses fear and terror as a weapon and also happens to be blind.

High charisma for the first, maxed out Intimidate ranks and the Skill Focus (Perception) and Blind Fight feats along with permanent blindness for the second one are obvious, but any other suggestions?


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I'm working on a sci-fi version of the pathfinder rules for my group, due to a personal dislike of the class/occupation system of D20 Modern/Future, and wanted to see if anyone would be interested in assisting me in this project.

The setting that I'm making this for is a pre-First Contact one so humans only, but there are four "races" to choose from based on what kind of world you grew up in. There's one each for heavy (+2 Str, -2 Dex, +2 Int), normal (unchanged), and low gravity (-2 Str, +2 Dex, +2 Wis) worlds and then a fourth for characters who've lived on starships their entire lives (no ability score modifiers but the free bonus feat has been replaced with the Zero-G Training feat and +2 Repair).

The classes is where I'm having trouble. Fighter and Rogue are obviously in with minor modifications (adjusting the class skill list and weapon proficiencies), the Barbarian I'm modifying to be enhanced with cybernetics (temporarily calling it the Cyber-Rager). The Expert NPC class would work well for those who want to be more tech-oriented (hackers, engineers, etc.) but I'm currently out of ideas on what to do for the rest.

The setting is fairly hard science, no psionics, no mystical powers, nothing like that. Hypothetically I'd be able to fit in the Wizard as a tech character if it had something like an omni-tool from Mass Effect, but unfortunately the setting that I'm using doesn't have anything like those.

Could I also get some advice on equipment? Specifically power-armor, guns (no lasers, still projectile based), cybernetics, etc.