So after being disappointed by the Pathfinder Barbarian in the core rulebook and underwhelmed by the attempt to make the Pathfinder Barbarian better with the Advanced Players guide, I decided to try making one that makes advancing in Barbarian worthwhile and comparable with the fighter. (While keeping them very distinct. ).. So please take a look at what ive done and help me out with suggestions, balance issues. ect. I kept the framework of the barbarian similar to what it was and to how the much better Rogue is built. I took the damage reduction progression that one of the Barbarian archetypes from the APG has (no uncannny dodge, or improved uncanny dodge ) for a new damage reduction progression. Kept trap sense though I feel like it should be bravery but I didn't want to step on the fighters toes. Also I took a concept from Tome Of Battle: Book of Nine Swords crusader...a delayed damage pool and increase damage damage based on the damage in the pool (no + to hit so that it would keep the idea of a bit more reckless attack but same damage progression that the fighter has with weapon mastery)..
I also tried to rework rage powers and create new ones that worked similar to the Rogue ones... Rage Powers and Advanced Rage powers.. less lvl requirements and less rage power trees. I would like to get more out of combat and out of Rage...rage powers (does that make sense?) Just cause its a rage power doesn't mean it cant be something else.
Anyways... heres my Barbarian... advice and suggestions Please take a look.
Level BaB | Fort Ref Will Special
1st +1 | +2 +0 +0| Fast Movement, Rage, Damage, Dr 1/-
2nd +2 | +3 +0 +0| Rage power, Trap Sense +1
3rd +3 | +3 +1 +1| Damage Reduction 2/-
4th +4 | +4 +1 +1| Rage power, Furious counter Strike 10
5th +5 | +4 +1 +1| Damage Reduction 3/-,
6th +6/+1 | +5 +2 +2| Rage power, Trap Sense +2
7th +7/+2 | +5 +2 +2| Damage Reduction 4/-
8th +8/+3 | +6 +2 +2| Rage power, /-,Furious counter Strike 15
9th +9/+4 | +6 +3 +3| Damage Reduction 5/-
10th +10/+5 | +7 +3 +3| Advanced Rage powers, Trap Sense +3
11th +11/+6/+1 | +7 +3 +3| Damage Reduction 6/-,Greater rage
12th +12/+7/+2 | +8 +4 +4| Rage power, Furious counter Strike 20
13th +13/+8/+3 | +8 +4 +4| Damage Reduction 7 /-,
14th +14/+9/+4 | +9 +4 +4| Rage power, Trap Sense +4
15th +15/+10/+5 | +9 +5 +5| Damage Reduction 8/-
16th +16/+11/+6/+1| +10 +5 +5| Rage power, Furious counter Strike 25
17th +17/+12/+7/+2| +10 +5 +5| Damage Reduction 9 /-,
18th +18/+13/+8/+3| +11 +6 +6| Rage power, Trap Sense +5
19th +19/+14/+9/+4 | +11 +6 +6| Damage Reduction 10 /-
20th +20/+15/+10/+5| +12 +6 +6| Mighty rage, rage power, Counter strike 30
Fast Movement: Exactly like it is in the core rule book.
Rage: Everything is the same with the exception that when you go unconcious, you stay in rage and continue to expend rage rounds... no one should die using their class ability... cant rage in Heavy Armor.
Damage reduction: With the lower AC then other melee characters, the barbarian has to focus on shrugging off damage. While Raging, the barbarian gains damage reduction X/- during the combat. If the Barbarian wears Heavy Armor then he loses the damage reduction
Trap Sense: At 2nd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every four barbarian levels thereafter (6th, 10th, 14th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Furious Counter Strike: The barbarian gains a delayed damage pool which begins at 0 at the start of every encounter. When you are attacked, any hit point damage you take is added to your delayed damage pool. At the end of your next turn, you take the damage in the pool and the pool resets to 0. When healed you can choose to heal your current hit point total, damage in your pool, or split the healing up between the two. At 4th level the maximum amount of damage you can delay is 10. at 8th level and every 4 levels your damage pool increases in size by 5 (15 at 8th, 20 at 12th, 25 at 16th, and 30 at 20th level).
Besides delaying damage, for every 5 points of damage in the pool the barbarian can add +1 to damage rolls. For instance if a barbarian has 12 points of damage in his delayed damage pool he would be able to deal an additional +2 points of damage on all of his attacks that round. Ultimately the barbarian with full delayed pools can add +2 at 4th level, +3 at 8th, +4 at 12th, +5 16th, and +6 at 20th level.
Greater Rage: +6 Morale Bonus to Strength and Con, +3 Morale Bonus to Will Saves. While raging the Barbarian takes a -3 to AC... This ability Replaces the bonuses and minuses for Rage. The rule about going unconcious remains the same as written earlier.
Mighty Rage : +8 Morale Bonus to Strength and Con, +4 Morale Bonus to Will Saves. While raging the Barbarian takes a -4 to AC... This ability Replaces the bonuses and minuses for Rage. The rule about going unconcious remains the same as written earlier.
Rage powers I changed around and used some from the core rule book ( marked with a * and remain unchanged from the book) and those from the Advanced Players Guide (marked with a @ and remain unchanged). At 10th Level the barbarian gets access to Advanced Rage powers but may still select Basic Rage powers. Besides this difference in Advanced Rage powers and Rage powers.. there are no Level requirements for rage powers.
Rage Powers:
Animal Fury*
Intimidating Glare*
Knockback*
Moment of Clarity*
No Escape* (Instead of once per rage... I dont like that term cause it implies you can shut off rage and restart and be able to do this.. change it to once per combat)
Powerful Blow*
Roused Anger*
Scent: The barbarian gains the scent ability at all times, even when not in rage.
Strength Surge* ( Once per combat rather then Once per rage)
Superstition*
Surprise Accuracy* (Once per combat or Once per day?)
Swift Foot*
Unexpected Strike*
Energy Resistance@: Energy resistance to one energy chosen when the power is taken equal to 1/2 the barbarians class level.
Natural Armor: +1 natural Armor for every 4 levels the barbarian has of his class. (not sure how I feel about this... don't want the barbarian to have a higher AC then a fighter and DR.)
Claws: The barbarian gains claw attacks while raging.. damage is equal to 1d6 + str (1d4 + str for small size barbarians).
Guarded Life@: If the barbarian is reduced below 0 hit points while raging, 1 hit point of lethal damage per barbarian level is converted to sub dual damage. If the barbarian is at negative hit points due to lethal damage she immediately stabilizes.
Hurling Charge@: When Charging the barbarian may throw a thrown weapon in the middle of the charge, gaining a +2 to attack from the charge as well as gaining the +2 bonus on the attack at the end. The barbarian must move 10 ft for the throw, then 10 feet for the melee attack minimum. (the difference here is the removal of a hurling rage power that has nothing to do with this.)
Knockdown@: Knock someone prone and deal damage equal to your strength modifier rather then deal a melee attack.
Witch Hunter@: While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power. (straight out of the APG)
Overhand Chop: When a Barbarian makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Combat Feat: Gain a combat feat in place of a rage power. (pretty much just like what a rogue gets)
Improved Rage: increase your strength during your rage by an additional +2 however the penalty to your ac increases by an additional -1.
Improved Constitution: while raging, your con increases by an addition +2.
Weathered: You are inured to either Hot or Cold climates (choose one) as though you are under the effect of endure elements for the chosen element... you may choose this power once.
Advanced Rage Powers: Available at level 10 and after.
Tireless Rage: After you end your rage, you are no longer fatigued.
Slippery Mind: This ability represents the Barbarians ability to wriggle free from magical effects that would otherwise control or compel her. If a Barbarian with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. (think of the hulk and anyone who attempt mind control him... too much rage going on there).
Mighty Swing*: Once per day.
Terrifying How* (I put this here cause too low level it can be too powerful.. at higher level it can still be powerful and useful just not as game winning at 4th level)
Come and Get Me@: While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Pounce: gain the ability to make a full attack at the end of a charge.
Energy Absorption@: While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian’s rage. The barbarian must have the Energy Resistance power@.
Flesh Wound: Once Per combat, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.
Greater Power Attack: when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).
Backswing: when a barbarian makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.
Devastating Blow@: as a standard action, a Barbarian may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. Does not work with Mighty Swing... must have mighty swing to take this rage power.
OK. theres what I have for the changes in the barbarian. I really didn't want to give the barbarian too much that took away from what the Fighter does. I tried to keep the fighter the King of hitting but adding more power behind the barbarian hits with 2 hand weapons. Also I didn't want the damage reduction to be too much if the barbarian gives himself a high ac...
Thoughts, Advice, and comments on balance and other Rage Power suggestions Thanks!