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The way I think it reads in the book is it doubles and in the stance proper it gives examples of how it looks. The stance also seems to just take in standard modifiers.

I read it as x4 because overhand chop CHANGES the modifier while two handing to 2x and the stance then doubles it.

But if RAW comes out to x6, more power to it.


What kind of strength bonus is that?

Asking for a potential mythic build.


Insain Dragoon wrote:
showzilla wrote:
so, is the part where we start giving fixes or are we still going to mock the athletically challenged designed a game where you are SUPPOSED to emulate beings who super human prowess makes top athletes look like table top rpg designers by comparison?

The problem is any reasonable fix to martials (barring a nerf to casters) would make them "too wuxia" since wuxia essentially means fantastic. Martials in Pathfinder are not allowed to be fantastic.

Except Barbs, but have you ever seen how much people complain about them?

so what? new thread or what? or would that be retreading old ground again?


so, is the part where we start giving fixes or are we still going to mock the athletically challenged designed a game where you are SUPPOSED to emulate beings who super human prowess makes top athletes look like table top rpg designers by comparison?


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Squiggit wrote:
The Archive wrote:


There's an issue with that complaint. Why should an adventurer that hasn't specifically trained for running match or beat an olympic runner? A top weight lifter isn't going to match a top runner simply on the virtue of being a top athlete and vice versa. It's not much of an issue when special training beats the lack of special training.

Special training should make you faster, but so should training in general. Yeah, a weight lifter won't be faster than a sprinter, but should a master thief really be no faster than an overweight noble who's never had to exert himself in his entire life?

An archetype defined entirely by swiftness and agility. Fat guy who's literally never even gone for a jog in his entire life. No difference in speed whatsoever.

That goes to another issue where characters like rogues and swashbucklers are horrible at battlefield movement despite having that be a core part of the imagery associated with them too. It's kind of hilarious how bad they are at fighting while moving.

So I'd add mobile combat to the list of things that are unnecessarily hard too.

How does this sound as a fix.

A) full attack on standard action

B) spring attack as a mechanic

C)you can move before, after and between attacks.

Well?


Melkiador wrote:

It's a little easier to think of the multiplying rules as additional percents.

x2 is 100% more damage
x3 is 200% more damage
x4 is 300% more damage

So, x2 + x2 is 200% more damage or x2 + x3 is 300% more damage.

I'm going by the stances example.

1 handed weapon uses strenght mod, it doubles to 2x strength mod.

2 handed weapons use 1.5 strength mod, it doubles to times 3 strength mod.

Dragon style does not say "double strength bonus", it says "use 1 1/2 your strength bonus" with ferocity adding another 1/2. Its not a doubling effect stacked on another doubling effect.

Put it another way, would the two handed fighter archetype still use triple his strength bonus?


Hmmm, what if you could perform a combat manuevers as part of an attack?

Like, at bab +1 (or lvl 1 for rogues and such) you can hit someone and trip or bull rush them as a free action. At bab+3 you can perform two manuvers, three at +6 and so on.


Orfamay Quest wrote:
Frosty Ace wrote:


As for the original intent of the topic, well I already think the term wuxia is kind of stupid and completely arbitrary. I honestly feel like there are a lot of options to make a high level Fighter look and feel badass, with options for skills. I just wish skills trivialized skills less.
All right, how would your group of martials attack a high-level optimized wizard and his entourage?

Outside of the antimagic barbarians?

Ninjas, most likely goblin ninjas


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honestly a lot of those feats in this whole game need to be turned into the game mechanics instead. Combat reflexes, combat expertise, weapon finesse, power attack and such. Another thing that could be done is to let martials emulate spells as extarordinanry abilities "superhuman skill/strength/dex/ect. I aint gotta explain s@~@"


Bob Bob Bob wrote:
showzilla wrote:
hmmmm, a bit late to the party, but how well would you guys say hellcat stealth with Goblins be? just going over an idea step by step.
Too wuxia. Honestly, I'm pretty sure at least one person thinks that. It's just Hide in Plain Sight with a different set of requirements, lots of things already get that (HiPS). I'm guessing you're thinking Shadowdancer too to hide in dim light as well? The system hates you, mages can always beat your skill checks. Seriously, that spell is crazy, thankfully it's only given to partial casters. Of course, it's a buff, so it's not that hard to hand out to friends (and slapped on the druid I think we hit +50 by level 10).

actually, you can hide in dim light without penalty, tho it would also help to probably be an unchained ninja goblin or something like that. by level 10, we'd have a easy +64 to stealth rolls.


hmmmm, a bit late to the party, but how well would you guys say hellcat stealth with Goblins be? just going over an idea step by step.


Kahel Stormbender wrote:
Ah, yeah, don't have that book yet. And most of it's not PFS legal. So I'd basically be buying it to get the classes, which I'm not that enthusiastic about.

well, it's online. either way, its pummelling strike meets dragon style meets iron hide stance. we calced my damage afterwards sans magic items, the tarrasque was still doomed......but it was fun. a by stander stated the tarrasque exploded into atoms.


My Self wrote:

That sounds somewhat... unnecessary. Skill Focus will get you a ridiculous to-hit modifier, and some skill boosters will make it practically impossible to fail to hit. Also, this still means that 1/2 BAB classes will have full BAB for one weapon group, which is a bit broken. Consider that a shapechanging wizard who maxes out their natural weapons group will have a much better hit bonus than a barbarian of the same level. Also, this favors high-skill classes with no appreciable benefit for full-martial classes who are not terribly skilled.

It favors skill classes, nerfs martial classes, and greatly buffs low to mid BAB classes (wizard, cleric, etc.) who don't need buffing. I'd say the biggest winners from this are the Wizard, Arcanist, and Investigator. Biggest loser is definitely the Fighter, who doesn't have a lot of skills to throw around, and isn't very good at skill checks.

"also, as for martial classes not really having enough skill points to throw around, but I have a fix. Fast progression classes who expend one skill point into weapon skills may spread it to 3 weapons skills;medium progression can spread to 2 and slow progression is stuck at 1."

but yeah, this was just a random idea that kinda popped into my head and figured see how it sounds to the community.


Kahel Stormbender wrote:
What feats and rules were you using anyway?

combat stamina +dragon style +dragon ferocity

I was spending stamina on dragon style to make each hit 1-1/2 strength mod, then dragon ferocity makes those hits double strength mod as it normally does for the first hit. after that, we doubled the strength bonus to quadruple.

edit:

we thought

one handed= double

two-handed= triple=1.5x2

my punch=2x2=quadruple


ok, so I had an idea to basically turn BAB into a skill. The first thing is that the skill isn't just one, it'd be spread amongst the weapon groups as the fighter's class has them and dividing that into three categories:simple, martial and exotic. proficiency is converted over to treating weapons of those groups as class skills and weapon focus replaced by skill focus. among other changes, feat based increases to the skills are treated as "bonus ranks" and these open up combat tricks and advanced skills. at 6+ ranks, you can use a standard action to attack twice at a -5 penalty to the second attack and no penalties as a full round action;I could use a little help with other combat tricks. Also, classes that previously possessed fast BAB progressions gain skill focus a bonus feat that could only be used for a weapon group skill.

also, as for martial classes not really having enough skill points to throw around, but I have a fix. Fast progression classes who expend one skill point into weapon skills may spread it to 3 weapons skills;medium progression can spread to 2 and slow progression is stuck at 1.

thoughts?


just checking, I made a build for a one shot where a guy I knew said you cant go toe to toe with the tarrasque as a martial and I made character, long story short, monk+war lord+dragon fury+barb (alignment change towards the end) plus the right style feats and a certain stance equaled tarrasque chunks.

I need to know if I did it right though. okay, I used combat stamina + dragon style and dragon ferocity to get double my strength mod on each hit and was in iron hide stance to double that, so was to I use quadruple my strength or not?


GhanjRho wrote:

+20 and +30. 3xSTR, not 3xSTR-and-a-half.

Also, calm down. One hour is hardly grounds to panic that no one will answer you.

you sure. it read that you double your strength bonus to damage and tripled your strength bonus to damage with two-handed weapons. I read that as the standard strength bonus for two-handed weapons. is there a faq or something for this?


seriously, answers?


so, I was reading Iron hide stance.

it says you double your strength damage bonuse or triple if you are weilding a two-handed weapon.

just trying to figure out if my math is right.

so, we have a strength score of 30 for a mod of +10 to damage and +15 damage with a two handed weapon. If I'm in this stance, do I now add +20 and +30 or +20 and +45?


LoneKnave wrote:

There's no reason cleaving finish wouldn't work.

Pummeling charge specifies that you need to take the specific charge action ("you can charge") not that it works on any charge (not "when you charge"). For this reason I'd say it does not stack with Charge of the Ravager (not even sure if it'd be worth it, as you are charge-pouncing anyway).

well, I was just looking through some stuff. Think of a MoMS+Brawler or Warpriest combo that basically falcon punches groups into little pieces. Basically, dragon style feats+ pummeling style feats..anything else to help?


JonGarrett wrote:
No. Pummeling Style relies on you using a full round action, meaning that Cleave (a standard action) and Charge of the Ravager (full round action) can't be combined with it.

even with Pummeling charge?

what about Pummeling Charge+improved cleaving finish?


so, having read over pummeling style and pummeling charge, if that was paired up with improved cleaving finish or charge of the ravager, do you hit everybody with the haymaker of hell?


what would the rules be for an amulet with a continuous "moment of greatness" enchantment? is it a constant effect and if so who would let a bloodrager wear it.


and would it be pushing if I asked to swap out the "Barbarian" part of the rage domain for "blood rager"?


a Super smiting, super raging, super smashing paladin who is nigh-invulnerable to a magic user....damn. Now, I wonder which rage powers would work best? Now I'm wondering if there is a way I could swap out paladin for cavalier....probably not.

also, do spell resistance/moral bonuses stack?


I might be thinking of another western hero on the cannon part, but I thought Roland was the one who did it, I know the guy knocked down a damn mountain in the attempt to break his sword.


cools, so I could knock down mountains, hurdle several ton cannons across a lake and pitch cows like baseballs?


can someone help me out....I'd like to build a martial who can replicate everything Roland the paladin pulled off.


so how does this affect master craftsman?


I'd say give them the ability to stack attacks together like with the gunslingers dead shot (based more on the mysterious stranger than another gun slingers) like this

Single strike (ex): when a monk makes a single attack, it is treated as a single strike.

The Monk's BAB becomes equal to his class level with this strike (helps on power attack). The attack adds the monk's wisdom modifier to damage. The monk rolls all attacks, and for each one that hits, his single attack deals an additional unarmed damage. this attack counts a flurry of blows for qualifying for feats,prc and the such.

a monk with 1d8 unarmed strike damage that "hits" with three attacks deals 3d8 + str+wis

a monk may spend a ki point and add his wisdom modifier to all the extra damage rolls.

so it becomes 3d8+str+3xwis

so, assuming all attacks hit at level 20 or so.

a single hit deals 8d10+4xwisdom+str

this strike may be used in conjunction with the vital strike feat try.


Zhayne wrote:
A paladin. That explains everything.

the Paladin cast date rape....I wish I was making that up.


Vamptastic wrote:
LazarX wrote:

CMB maneuvers describe what is possible in game.

This is a dice based wargame, not a real life simulator.

Luckily this is the homebrew and house rule section, so we can turn it into a real life simulator.

jawesome...so how would you handle it? obviously you need to be able to lift someone as a heavy load if you want to body slam them. I'm thinking about some knight getting grappled by an orc from behind and the knight reverses the situation with a suplex or something of the sort.


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how would you guys handle a body slam?

current method I've got so far is as such:

grapple cmb=succeed

damage=unarmed damage (considered one size category larger), treated as a two-handed attack for damage/feat purposes.

effects=enemy "falls prone", provoking attacks of opportunity as normal.

keep in mind, this applies to real martial art slams like the kind you mostly see in western unarmed martial arts.


Orich Starkhart wrote:

Showzilla,

As Mudfoot wrote, it's a bit good; moreover, none of three abilities granted have any association with armor, they all have to do with movement/reflexes.

I figured armor specialization would grant increased protection (increased armor bonus or added DR) and/or reduced penalties (increasing maximum DEX, reducing/eliminating ACP, reducing encumbrance).

In a system where this feat exists, the unmodified Dodge feat becomes worthless, except for the classes that don't get Light Armor Proficiency free, and for them the benefits probably often appear worth spending the feat to get the prerequisite as well.

I find the idea of scaling feats attractive, but introducing them does alter the feat economy, as does adding into a single feat additional abilities. Both together makes a dramatic change.

all changes taken togehter as their own context, sooner or later I'll post all this s+#* as single document (with all the corrections).


Orich Starkhart wrote:

Continuing along the theme of my comments to your Light Armor specialization feat, the abilities here seem to address agility in combat rather than proficiency with armor.

I think Improved proficiency should take further what the base proficiency provides, and maybe make the armor more effective - the way the shield proficiencies work. So that might be eliminate ACP for STR and DEX skill checks, increase AC by 1, and maybe increase AC further by 1 for each 3, 4, or 5 Bab - or leave the scaling to Light Armor Specialization, make Improved a prereq for Specialization, and have the AC increases for Improved and Specialization stack. Perhaps include an increase to Fortitude saves as well.

I don't see how improving proficiency with armor provides an "Insight bonus" on a DEX skill check, or a take 20 on a reflex save, or all those improvements to acrobatics at Bab/level 16, wearing the armor or not. I think those improvements could be another feat tree and apply when unarmored and unencumbered, then the armor proficiency or specialization feat grants the character those abilities while wearing the armor.

all these benefits are used so long as they are wearing nothing heavier than light armor and is not carrying more than a light load. The insight bonus is due to the mentality that has come with such training, so an insight bonus seemed most plausible.


Orich Starkhart wrote:

I do find the idea of armor specialization intriguing. However, as proposed, it seems that the proposed light armor specialization feat provides abilities in connection with armor that associate with avoiding being hit altogether rather than increasing the effectiveness of the armor.

I'm feeling that there ought to be ways that the unarmored character gets the dodge bonuses, reflex saves, and additional five foot moves, and the light armor specialization would allow getting the same bonus - or, better, only most of it - while wearing light armor.

Please describe your rationale for the numbers:

  • multiples of 3 Bab for earning dodge bonuses,
  • +2 dodge at each of those multiples
  • bab +6 for applying dodge to the reflex save,
  • bab+11 for the additional 5 foot moves.

Regarding those additional five foot moves:
showzilla wrote:
a number of times

is that times per round, encounter, day?

Regarding

showzilla wrote:
You may combine total defense or fighting defensively with combat expertise.

(emphasis mine) I believed the benefit of Total Defense was in return for choosing not to attack at all, so I don't see that the dodge bonuses from the feat Combat Expertise and the action Total Defense can combine. Is there any official/published material that supports this combination?

N.B.- I question only the suggestion of combining Total Defense with Combat Expertise; I already thought the dodge bonuses of fighting defensively complemented those of Combat Expertise. Is there a ruling somewhere that they should not combine by default?

I find sudden jumps in capability...

"you may only gain these benefits when wearing light or no armor and carrying no more than a light load."

now, some classes will be allowed to use there level in place of BAB for determining what perks they get from this feat. that little caveat was posted elsewere in my improved light armor profiency post.

the BAB jumps were based on the TWF feat tree. these feats


scrap this. it needs to be reworked and BAAAAAAAAAAAAAAD!!!!


adds flexibility, so it's good.


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Improved heavy armor proficiency

prereqs: heavy armor proficiency, con or str 13

benefits:You gain the benefits of this feat so long as you are wearing heavy armor. At BAB+3 and every +3 there after, all weapons that strike you have their weapon dice downgraded by one step. sleeping in heavy armor has no negative effects.

at BAB+8,reduce your armor check penalty by an amount equal to your strength bonus. Also, reduce arcane spell failure by 5% per point of strength bonus.

at BAB +12,add your armor bonus to your CMB and CMD for trips,bull rushes, grapples, and disarm attempts.

at BAB+16,a number of times per day equal to your constitution bonus, you may make a fortitude save DC 10+1/2 attackers level+str, if you succeed this save, you may negate a critical or sneak attack.

yeah, for both this feat and heavy armor specialization, certain types of natural armor count as heavy. thinks things like metal/stone constructs, earth elements, dragons, the tarrasque, generally creatures that are know for being bullet proof and nigh-invulnerable.


christos gurd wrote:
It kind bugs me that this makes people with light armor more "nimble" than those not wearing armor at all.

oops!!!! I meant to put in the description that you gain these benefits while wearing light or no armor and carrying no more than a light load.


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Improved light armor proficiency

prereq: light armor proficiency, dex 13

benefits:You gain the benefits of this feat when wearing light or no armor at all and carrying no more than a light load.when using combat expertise, you gain a +2 to AC instead of a +1 for every -1.

at BAB+8, once per day, you may take 20 on a reflex save. you gain an additional use of this ability per day for every +4 BAB beyond that.

at BAb +12, as a swift action, you may gain an insight bonus equal to your HD to one dexterity based skill for a number of rounds equal to your dexterity bonus. you may apply this bonus to an additional skill at BAB+16 and BAB+20.

at BAB +16, when using acrobatics to move through a threatened area, you may move at full speed with no penalty.This acrobatic's check also allows you to rise from prone as part of a movement. You add any dodge bonuses you may have to this check.

Special: Ninjas,Rogues, and Bards use their level instead of BAB for determing when they get these benefits.

same goes for light armor specialization.


pretty cool


Kelazan wrote:

With the double up on rage round cause by the new ability and the danger (relatively low) of attacking near ally, I think you succeeded to avoid to go too far in the OP with your aspect idea. One question, does the frightful presence affect your allies if you fail the confusion saving throw?

You added a lot of adaptability with the different aspect (energy resist, smite, speed bonus, a f&&$!@" fly speed, etc), but i'm not sure about the flavour of giving all of these options to the barbarian at the same time. A character can't be a psychotic rager, a hatefull brute, a bestial metamorph and an elemental avatar at the same time. Look a the totem limitation in barbarian rage powers : this was created like this for a reason. This can become even more confusing if someone use odd combinations with the rage powers (celestial totem + psychotic aspect ?).

Furthermore, what aspects do is essentially buffing what the barbarian is already good at (raging and hitting hard : the three first aspect improved the martial prowess of the barbarian). This is not necessary and doesn't improve the overall utility of your barbarian since he lacks the same tools as before. He still sucks outside combat and don't have a lot of tactical opportunities. Yes, he can now turns himself into a living fireball, but it stills is damage, and you can read my discomfort about the flavor of these aspect above.

The frightful presence is nice and gives your barbarian a little boost of badass-ness, but I fear the Terrifying Howl combo that can emerge from this.

Overall, the main idea is nice, but the aspect details aren't very balanced or polished to fit the class. The elemental ones in particular are a little bit to supernatural for me. Even the sorcerer's bloodline powers never go this far in term of control over the elements.

Sorry if my sentences can sound strange. I'm tired and English isn't my native language.

ok, good to know I didn't go too overboard.

I understand, that's why a barbarian can't have it all, he is stuck with one aspect that will reach it's supreme level as a capstone and one that will be meh. I used Cu Cuchulain as an example, his primary aspect would be that of the Beast to represent his Riastrad and his secondary would be desert. Though I am going to change the insta fail abilities to caster check vs caster check to see if it wins out and even give some spells bonuses and penalties to caster checks inside the aura. and I know some weird combos might arise, like a psycho celestial...which makes for a good zealot.

out of combat utility: flight, the ability to cow people and teleport....some of the aspect powers might be used outside of combat for a price.....oh,s@$@....thank you!!!!! spend your rage rounds per day to use some aspect powers and some lesser powers stick with you outside of rage.

I wanted to give them some shock and awe powers, bring the martials up to super human, it's not gandalf vs conan, it's supposes to be gandalf vs Slain.

but, thank you for your feed back.


Aspect of the Storm(Su): The raging storm within has been let out. a barbarian with this aspect channels the fury of gail force winds and searing lightning bolts. she gains electricity resistance 10, is wreathed in an at will aura of lightning that extends out 10 feet from her dealing 1d6 to all creatures within said aura(except the barbarian herself), she gains a constant frightful presence with a DC of 10+1/2 her Barbarian level+ her charisma bonus, gains a line breath weapon that deals 1d6 electricity damage per two barbarian levels with a range equal to 5 ft per point of constitution bonus with a DC 10+1/2 barbarian level+constitution bonus, gain a flight speed of 30 feet( good maneuverability) that she may apply her fast movement speed to and is immune to bleed damage.

Improved aspect of the storm: Dark cloud's herald the arrival of a barbarian with this aspect. The Barbarian gains immunity to electricity, her fire aura now extends out to 40 ft, all creatures within 10 ft are subject to a bull rush attempt by the winds surrounding her that allow her make a bull rush attempt as a swift action against all such targets using her constitution in place of her strength. She may fly up into the sky as a full round action and cast teleport using her barbarian level as her caster level, she may make an additional attack at her highest BAB on a full attack action, she may now fly up to 300 ft per turn in a straight line and detonate a massive explosion akin to a lightning bolt when she stops moving that uses her Barbarian level as her caster level.

Greater aspect of the Storm:eat thunder, piss lightning. any time you would take damage from electricity, it now heals you by 1 point per every 3 damage you would normally take. Any creature with electricity immunity must now make a fortitude save DC 10+1/2 barbarian levels+con bonus, if they fail, they take half damage and none if they succeed. Creatures with electricity resistance have their resistance lowered by 1/2 barbarian levels+con bonus. A number of times per day equal to your constitution bonus, you treat any target of your electricity damage as though they had electricity vulnerability

Supreme Aspect of the storm: The barbarian's roar terrifies sailors, her anger boils seas and her hate scatters cities. A barbarian with this supreme aspect is considered an elemental of the air subtype for the purposes of spells, spell-like abilities and other such effects, but only if she so chooses. she may cast chain lightning a number of times per day equal to her con bonus, she uses her Barbarian levels as her caster level. She may also cast control weather as a druid of her level a number of times per day equal to her con bonus. She also gains the ability to control her aura, selecting what creatures are struck and what creatures are spared.Her aura now extends up to 40 ft per point of con bonus and any spells with air descriptor cast in or into her aura must make a caster check against her or they fail if she so chooses.

I might be changing Desert and Tundra slightly as well. Aspect of earth soon enough.


Kelazan wrote:

Extraodinary ability are generally more mundane. Weapon Training, Rage, Flurry of blow, etc.

Supernatural ability look like spells, or are way too crazy to come from «natural» causes. According to Paizo, even small things such as growing claw (lesser Beast Totem rage power) are supernatural abilities. Flying, burning and spitting fire is supernatural, not doubt. For the purpose of comparison here, I recommand you to look at the different rage powers to see what is extraordinary and what is supernatural.

alright, so aspects are now a supernatural ability and I'll be posting the two new aspects now.

BTW, what tier would you put this new Barbarian in anyways?


Kelazan wrote:
Aspect of the tundra and of aspect the desert are too similar. Maybe you can fuse them into a Aspect of the Elements and make the barbarian choose fire, cold or even electricity (Thor !) as his base element. Also...these aspects are not Extraordinary. This is Supernatural, so much.

thank you, I kinda expected to catch flack from aspect of the beast turning you into something akin to the Tarrasque.

on the aspect of the desert and tundra.....maybe I could do that, but what is the thematic opposite of electricity? earth?

well then...."aspect of the storm" and "aspect of earth" are on their way. they might remain separate for the purposes of secondary aspects and so as to keep the whole "I'm so cold your heat doesn't work here" thing. though thank you for the thought on this.

extraordinary vs supernatural.....hmmmmm, I don't want them to be "magical", but is there a mechanical reason to make them supernatural? they fit with supernatural, so yeah. but hey, at least you can play as Cu Cuchulain now.


ah, a class after my own wrought iron heart...lets see if we can pump him up a tier or two.

Barbarian:

HD:D12 mutha f&%@A!!
BAB:Full
Fort:good
ref:bad
will:bad

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.

Proficiency:A barbarian is proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).

fast movement(ex): a barbarian can move 10 ft as a swift action at level 1, this movement speed increases to 20 ft at level 11 and 30 ft at level 20. a Barbarian may not benefit from this if she is wearing heavy armor or is carrying more than a medium load.

rage(ex):A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier.Temporary constitution boosts do not increase rage rounds. At each level after 1st, she can rage for 2 additional rounds. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her 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. Finally, a Barbarian may use her fast movement while carrying a heavy load.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers(ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

instincts(ex): at 3rd level, a Barbarian is gifted with an uncanny ability to tell when there is something wrong with a given situation. a Barbarian may make a perception check anytime she is being observed to notice her observer or is within 10 feet of the area of effect of spells, spell-like abilities,traps or extraordinary abilities to determine where it is.This check adds half her Barbarian levels as bonus to the check.

Aspect of rage(ex): at 4th level,as a free action once enraged, a barbarian can dig deeper and deeper into her raging spirit to manifest more and more primal power. When a barbarian enters into an aspect of rage, she burns through two rounds of rage per round and her furious mind finds it harder to differentiate friend from foe as she must make a DC 10+1 per rounds she has raged to keep herself from attacking the nearest target, she must also make such a will save if she wishes to release herself from the deep embrace of her aspect. she may choose from the following aspects.

Aspect of the beast(ex): he who makes a beast out of himself, gets rid of the pain of being a man. a Barbarian who manifests this aspect of her fury can become a horrifying monster. Most Barbarian's transform into a humanoid bear-like beast with bony ridges on there brow and back, though exact details can very, though all are reduced to beastial sounds as their only means to communicate. The barbarian is granted toughness, an additional +4 bonus to strength and constitution while she is enthralled in her beastly form, as well as gain an appropriately sized bite and claw attacks, though she still possesses the martial knowledge and dexterity to wielded manufacture weapons. She also gains a +2 natural armor bonus, and gains a constant frightful presence with DC equal to 10+1/2 her barbarian levels+ her charisma.
special:if she possesses the lesser beat totem, her claws are sized for one size category larger than she is.

Aspect of Psychosis[/b](ex):When the senses are shaken, and the soul is driven to madness, Who can stand? a Barbarian with this aspect has let her mad power run wild with her, turning her into an inescapable, undying psychopath. a Barbarian with this aspect is granted the die hard feat and increases her fast movement speed by 20 feet,gains a +2 to attack and will saves against mind affecting effects for every round she slips farther into madness, gains a constant frightful presence with DC equal to 10+1/2 her barbarian levels+ her charisma, she doubles her constitution for the purposes of determining when she dies,regains a round of rage when every she slays a foe and is immune to fear affects.

[i]Aspect of Malice(ex):To the pain.....a Barbarian who chooses this aspect of rage has allowed hatred to rouse her to new heights of wrath. A barbarian with this aspect gains intimidating prowess as a bonus feat,the ability to smite a foe, gains a frightful presence with a DC equal to 10+1/2 her level+her strength, she regains a round of rage when ever she slays a foe, and can cast see invisibility with her barbarian levels as her caster level.

aspect of the desert(ex): I side with those who favor fire. A barbarian's rage truly bursts forth when she selects this aspect. she gains fire resistance 10, is wreathed in an at will aura of flames that extends out 10 feet from her dealing 1d6 to all creatures within said aura(except the barbarian herself), she gains a constant frightful presence with a DC of 10+1/2 her Barbarian level+ her charisma bonus, gains a line breath weapon that deals 1d6 fire damage per two barbarian levels with a range equal to 5 ft per point of constitution bonus with a DC 10+1/2 barbarian level+constitution bonus, gain a flight speed of 30 feet( good maneuverability) that she may apply her fast movement speed to and is immune to bleed damage.

aspect of the tundra(ex): Ice would suffice. the barbarian with aspect shows the world just how unfeeling and cold she can be.she gains cold resistance 10, is wreathed in an at will aura of cold that extends out 10 feet from her dealing 1d6 to all creatures within said aura(except the barbarian herself), she gains a constant frightful presence with a DC of 10+1/2 her Barbarian level+ her charisma bonus, gains a line breath weapon that deals 1d6 cold damage per two barbarian levels with a range equal to 5 ft per point of constitution bonus with a DC 10+1/2 barbarian level+constitution bonus, gains a fly speed of 30 feet (good maneuverability) that she may apply her fast movement speed to and is immune to bleed damage.

Improved uncanny dodge(ex):At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction(ex):At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she 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.

Improved aspect of Rage(ex):at the 8th level, the aspect that the barbarian has chosen has now grown even stronger.

Improved aspect of the Beast(ex):The Barbarian's monstrous form grows even more terrifying as the barbarian swells in size. The beast gains powerful build, her strength and constitution are now increased by +8, her natural armor becomes a +6, her fast movement increases by 10 feet again, she gains low-light vision (or dark vision 60 feet if she already possessed low-light vision), scent,grab,pounce,SR 10+1/2 her level+her constitution bonus(she may choose to allow a spell to effect her regardless) and she may make an additional attack at her highest BAB on a full attack action.

Improved aspect of psychosis(ex):The madness has continued to grow, spoiling every last corner of the barbarian's mind. The Barbarian gains immunity to mind affecting effects to such a strong degree that any one attempting to use such an effect on her much succeed a will save DC 10+1/2 barbarian levels+cha bonus or be stunned for 4d6 rounds and suffer 3d6 intelligence damage, she also gains an initiative bonus equal to 1/3 her barbarian levels, her fast movement increases by another 10 feet, she may make an additional attack at her highest BAB on a full attack action and she now regains a round of rage on every critical hit.

Improved aspect of Malice(ex):the hatred has taken deep root in her heart and now no one is safe. A Barbarian with this aspect may grant her weapon a enchantment bonus equal to 1/3 her Barbarian level, this bonus stacks with any previous enchantment and may be swapped out for other abilities such as keen or bane, she also gains the ability to cast scrying on any target she has every interacted with while in or out of rage using her Barbarian levels as her caster level, she is also under the constant effect of detect scrying with her barbarian level as the caster level (the very act of scrying on her leaves one open to being scryed upon in return), she gains blind sight out to her con bonus*5 feet, scent and the ability to make an additional attack at her highest Bab on a full round attack.

Improved Aspect of the Desert(ex):The barbarians searing rage is enough to give dragons and elementals reason to pause. The Barbarian gains immunity to fire, her fire aura now extends out to 40 ft, all creatures within 10 ft of her take 1d10+her constitution bonus as damage, she may step into any fire and use it to teleport to any other fire within range using her barbarian level as her caster level, she may make an additional attack at her highest BAB on a full attack action, she may now fly up to 300 ft per turn in a straight line and detonate a massive explosion akin to a fire ball when she stops moving that uses her Barbarian level as her caster level.

Improved Aspect of the Tundra(ex): the barbarian's indifference is a plague that drives even the undead to seek shelter. The Barbarian gains immunity to cold, her cold aura now extends out to 40 ft. all creatures within 10 ft of her take 1d10+her constitution bonus as damage ,she may step into any water (in liquid or ice state) and step out of any other water as if by teleport using her Barbarian levels as her caster level, she may now fly up to 300 ft per turn in a straight line and detonate a massive explosion akin to a fire ball when she stops moving, except that it obviously deals cold damage instead, this uses the barbarian levels as her caster level, and finally, the Barbarian may make an additional attack at her highest BAB on a full round attack action.

Greater Rage:At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomidable 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.

secondary aspect(ex): a barbarian of 12th level may select another aspect, this one starts at it's 1st tier and levels up ever 4 levels as her previous one did. she may activate her secondary aspect as a free action with the expenditure of a rage round, though having two aspects active at the same time burns through 3 rounds of rage per round and doubles the rate at which her will save DC increases.

Greater Aspect of Rage(ex): at level 16, a Barbarian gains the 3rd tier in her selected Aspect and may select another first tier aspect. She must be extremely cautious with this though, she take 4 damage per round in rage if she has two aspects active and the rate at which the DC to control herself increases by 2 per round instead of 1.

Greater aspect of the Beast(ex): it's hard to tell who the monster is, the Tarrasque attacking the city or the barbarian "hero" fighting it. The Beast now gains a +12 to strength and constitution, a +8 natural armor, dark vision 120, her powerful build now treats her as huge instead of large, she has Blind-sight 60 ft, gains trample, fast healing equal to the Barbarian's level and gains improved power attack.

Greater aspect of psychosis(ex): what difference is there between a hero this far gone and a villian? a barbarian with this Greater aspect has lost all grasp of sane though and is no longer subject to the alignment system when being attacked by spells and abilities that target alignment, detect though now stuns the caster for 4d6 rounds and causes 3d6 intellgence damage should the caster fail a save,fear effects, mind affecting effects and divinations also have said consequences and now have the initially effect reflected on their user,her fast movement ability increases by 10 feet, and the psycho now regains a rage round if she deals damage with a melee attack.

Greater Aspect of Malice(ex): hell hath no fury like this barbarian. This barbarian's hatred has manifested itself into a gaze that can crush lesser men as though with a dominate person, the barbarian may also cast dimensional anchor using her Barbarian level as the caster level, she also gains a constant death knell effect,she gains a number of critical feats equal to half her constitution bonus that must be selected at the beginning of rage, and regains a rage round every time she criticals.

Greater Aspect of The Desert(ex): fire itself is scalded by your approach. any time you would take damage from fire, it now heals you by 1 point per every 3 damage you would normally take. Any creature with fire immunity must now make a fortitude save DC 10+1/2 barbarian levels+con bonus, if they fail, they take half damage and none if they succeed. Creatures with fire resistance have their resistance lowered by 1/2 barbarian levels+con bonus. A number of times per day equal to your constitution bonus, you treat any target of your fire damage as though they had fire vulnerability.

Greater Aspect of the Tundra(ex): the iceman cometh.any time you would take damage from cold, it now heals you by 1 point per every 3 damage you would normally take. Any creature with cold immunity must now make a fortitude save DC 10+1/2 barbarian levels+con bonus, if they fail, they take half damage and none if they succeed. Creatures with cold resistance have their resistance lowered by 1/2 barbarian levels+con bonus. A number of times per day equal to your constitution bonus, you treat any target of your cold damage as though they had cold vulnerability.

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, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Supreme Aspect of Rage(ex):at 20th level, the barbarian has become one with your aspect, she no longer consume 2 rounds of rage for going into one aspect.

supreme aspect of the Beast(ex): foes tremble at your warp spasms. a barbarian in beast form's powerful build ability has her considered gargantuan, she gains a +16 to strength and constitution, and a +10 natural armor bonus. Her fast healing becomes regeneration and the only way that she may die is to be coup de grace by a creature using an epic weapon with a minimum HD total of her Barbarian level-2.She is considered a magical beast for the purposes of spells, spell-like abilities and effects, but only if she so chooses.She may reflect spells, spell-like abilities, breath weapons and the such a number of times per day equal to her constitution bonus, using her barbarian level as the caster level.

Supreme aspect of Psychosis(ex):some people just need a little push, where as you have hurled yourself. The barbarian's mind is far gone that she can ignore effects simply by way of not believing it. She can no longer die no matter how far down her hit points are beaten, even spells like disentigrate only kill her if she fails her saves against them, though massive damage can still end her life should she fail that save. The use of mind affecting effects on her now causes 1d4 hours of unconsciousness and 3d6 damage to intelligence, wisdom and charisma. She may sacrifice one round of rage per target and strike them with he psychotic mind, forcing them to make a save as if they had tried to effect her with a mind affecting effect. Should anyone fail a save against her psychotic back lashing abilities, she may spend a round of rage to control them as though with a dominate monster spell.

Supreme aspect of Malice(ex): you'd be surpised how far you can run on spite and hate. the barbarian may spend a round of rage and the next attack that hits a creature forces that creature to make a fortitude save DC 10+1/2 barbarian levels+ the barbarian's strength bonus or be knocked out for 1d4 hours, paralyzed for 2d6 rounds or slain. she may also spend a round of rage to remove immunity to fear, mind affecting effects, critical hits, precision damage or flanking from a single target, this automatically ignores damage reduction that isn't DR/-, which is cut in half instead before applying feats like penetrating strike. She may also increase her barbarian levels by 50% for determining the save DC's for her actions such as massive damage, coup de grace, and her aspect powers. any creature that comes within 10 feet of her must make a fortitude save equal to 10+1/2 barbarian leve+charisma bonus or be rendered unconscious for 1d4 rounds, she may also select a target she is able to perceive and inflict them with such a save a number of times per day equal to her con bonus.

Supreme aspect of the Desert(ex): they say an fire elemental is the truest embodiment of fire, you beg to differ. A barbarian with this supreme aspect is considered an elemental of the fire subtype for the purposes of spells, spell-like abilities and other such effects, but only if she so chooses. she may cast fire storm a number of times per day equal to her con bonus, she uses her Barbarian levels as her caster level. Her fiery form can drive away cold weather effects, both natural and magical, as if using calm weather with her barbarian levels as the caster level. She also gains the ability to control her aura, selecting what creatures burn and what creatures are spared. She burns with such power that any barbarian with anything less than improved aspect of the tundra loses the offensive powers of their aspect while in her aura. Her aura now extends up to 40 ft per point of con bonus and any spells with cold descriptor cast in or into her aura fail.

Supreme aspect of the Tundra(ex): Your breath is long winter.A barbarian with this supreme aspect is considered an elemental of the cold subtype for the purposes of spells, spell-like abilities and other such effects, but only if she so chooses. she may cast ice storm a number of times per day equal to her con bonus, she uses her Barbarian levels as her caster level. Her frigid form can drive away hot weather effects, both natural and magical, as if using calm weather with her barbarian levels as the caster level. She also gains the ability to control her aura, selecting what creatures freeze and what creatures are spared. She chills with such power that any barbarian with anything less than improved aspect of the desert loses the offensive powers of their aspect while in her aura. Her aura now extends up to 40 ft per point of con bonus and any spells with fire descriptor cast in or into her aura fail.


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Heavy armor specialization

prereqs: heavy armor proficiency, str and con 13.

benefits: you must be wearing heavy armor to gain these benefits. at BAB +3 and every +3 there after, you gain a +2 armor bonus. if you have the stand your ground feat, you gain a +4 damage resistance bonus for every -1 you take to your AC, instead of +3 for -1

at BAB+6, you gain a damage resistance bonus equal to your base fortitude save.

at BAB+11, a number of times per round equal to your strength or constitution bonus (which ever is higher), you may make a fortitude save with a DC equal to 10+1/2 level+stat+attack bonuses from feats like weapon focus, if you succeed, there damage is halved before any other defenses are applied. (ex. if you have damage resistance 15 and a foe strikes you for 2d8+10 damage, if you make your save, this damage is reduced to 1d8+5 before your damage resistance is applied)


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medium armor specialization.

prereqs: medium armor proficiency, dex and wis 13 or str and con 13.

benefits: you must be wearing medium armor and be carrying no more than a medium load to benefit from this feat. at BAB+3 and every +3 there after, you gain a +1 dodge bonus and a +1 armor bonus. you may choose to make a fortitude save in place of a reflex save and vice versa.

at BAB +6, you may shift your dodge and armor bonuses around, though the amount is limited. at BAB+6, you may shift one point in either direction. at BAB +9, you may shift two points in either direction. at BAB+12, you may shift three points in either direction and so on in that progression. You may do this as a free action at anytime, even in response to someone else's actions.

at BAB+11, you may gain a reflex bonus equal to your current dodge bonus or gain a damage resistance bonus equal to your base fortitude save. you may choose one and shift this about once per round as a free action.


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light armor specialization.

prereqs: light armor proficiency, dex 13, wis 13

benefits: you may only gain these benefits when wearing light or no armor and carrying no more than a light load. At bab +3 and every +3 there after, gain a +2 dodge bonus. You may combine total defense or fighting defensively with combat expertise.

at bab+6, you gain a bonus to reflex saves equal to your current dodge bonus.

at BAB +11, a number of times equal to your dexterity or wisdom bonus (which ever is higher), you may make a reflex save instead of relying on AC or repel rolls.If you avoid the attack, you may move 5 feet without provoking an AoO, this does not count against your 5ft adjustment per round nor against your maximum movement per round.

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