The idea is blatantly and admittedly ripped from D20 Modern (a source of brilliance so far gone mostly untouched IMO). But here is a snippet of the Barbarian Class I've been writing, incorporating some of the things for the Barbarian from Pathfinder Alpha 3(yes, it has section for Defense Bonus and Reputation, the most direct inspiration for how that works comes from 2econd World Simulations, btw). Big parts sniped for various reasons:
Barbarian (Totemic)
Many of the civilizations that produce barbarians worship the Anima. The barbarians produced by these peoples draw their strength from patron animal spirits, called Totems. These Totems grant abilities that make the barbarians more like themselves.
The following are examples; every member of the Anima is capable of empowering a Totemic Barbarian with abilities that reflect its own.
Alignment: Any non-lawful
Hit Dice: d12
Defense Bonus: Average
Reputation Bonus: Poor
Action Points: 5+½ character level
Class Skills: The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Key Ability Scores: Strength, Constitution
Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage.
In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action.
Rage points are renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage
the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, when a barbarian enters rage, she can choose to enter a greater rage. The bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. A barbarian must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex): At 20th level, when a barbarian enters rage, she can choose to enter mighty rage. The bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. A barbarian must spend 4 rage points to enter mighty rage, and must expend
4 rage points per round to maintain her rage.
Every Barbarian chooses (or is chosen by) a Totem spirit of the Anima. Below are a list of Totem options. Other Totem spirits are possible. Each Totem grants certain Rage Powers to their chosen barbarian.
Bear Totem Talent Tree
A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
->A 1st-level bear-totem barbarian gains Toughness as a bonus feat.
->At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
->A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.
->Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging. In addition, the Bear Barbarian may inflict damage equal to his Strength modifier each round the grapple is maintained.
->Rage Powers: Animal Fury, Increased Damage Reduction, Knockback, Mighty Swing, Powerful Blow, Strength Surge, Terrifying Howl
Horse Totem Talent Tree
A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
->At 2nd level, a horse-totem barbarian gains Run as a bonus feat.
->A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses or horse-like creatures, and a +2 bonus on Ride checks made to ride a such creatures.
->At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.
->Rage Powers: Increased Damage Reduction, Knockback, Renewed Vigor, Strength Surge, Swift Foot
Jaguar Totem Talent Tree
A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features.
->At 1st level, a jaguar-totem barbarian’s base speed increases by +10 when wearing no armor, light armor, or medium armor and no carrying a heavy load.
->At 2nd level, a jaguar-totem barbarian gains the Uncanny Dodge ability.
->At 3rd level, a jaguar-totem barbarian gains the Trap Sense ability.
->At 5th level, a jaguar-totem barbarian gains the Improved Uncanny Dodge ability.
->Rage Powers: Animal Fury, Guarded Stance, Intimidating Glare, Low-Light Vision, Powerful Blow, Quick Reflexes, Surprise Accuracy, Unexpected Strike
Serpent Totem Talent Tree
A barbarian dedicated to the serpent totem does not gain the standard fast movement, and trap sense barbarian class features, and instead gains the following abilities.
->At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.
->At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
->A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.
->Rage Powers: Animal Fury, Clear Mind, Guarded Stance, Intimidating Glare, Low-Light Vision, Moment of Clarity, Night Sight, Quick Reflexes, Rolling Dodge, Surprise Accuracy, Unexpected Strike
Wolverine Totem Talent Tree
A barbarian dedicated to the wolverine totem does not gain the standard uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
->A 1st-level wolverine-totem barbarian gains the Toughness feat
->A 2nd level wolverine-totem barbarian gains the ability to deal 1d4+Str slashing damage when fighting unarmed.
->A 3rd level wolverine-totem barbarian gains Trap Sense as the Core barbarian
->A 4th level wolverine-totem barbarian suffers no ill-effects from natural cold
->A 5th level wolverine-totem barbarian gains Indomitable Will as the Core barbarian
->Rage Powers: Animal Fury, Increased Damage Reduction, Mighty Swing, Powerful Blow, Renewed Vigor, Roused Anger, Unexpected Strike
Obvious this isn't field-tested, I put this particular version together over the course of last night after having read Pathfinger RPG Alpha 3. But the main idea here is breaking up class abilities into talent trees. I have a huge project in the works breaking up Monks into Martial Art style talent tress which, if I can ever finish the frigging thing, I think is going to be pretty sharp if I do say so myself.
So, thoughts, opinions, whatnot? I agonized over posting this, it being part of a campaign setting I've been designing since like 1990 off and on with the intent to publish, but if someone on the Pathfinder team likes the idea, all the better.