Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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I think I posted in here sometime last year, has it just been bestiary stuff going on since then? Or have there been updates to the core rules as well?


Mostly I've been taking care of Baby Gersen. The Bestiary stuff is a sideline now.


Documents received, thank you.


You are most welcome, Arakhor!


A question if I may - do the text files you sent out in 2014 take precedence over the 2013 PDF? I have noticed that there are a few differences between them.


Been a little while since I checked it, on the off chance there something new I haven't' seen and since free stuff is being given away. :P

email:
chaoticangel97@yahoo.com

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

well, more files than I would know what to do with will match my more gigabytes of storage than I know what to do with, do please.....

Spoiler:
strattonel@yahoo.com


Apologies if you've already answered this.

How do CR & Numen interact?

Something with class levels and minimum or below numen is 1 CR lower than normal right (past level 2)? This includes if they have ZERO wealth too?

And monsters - if they're around the value of minimum numen they're normal listed CR, but if they're at zero they're at minus 1? Are they at +1 if they're at Par? Does it become +2 if they're at maximum? Would you round to the closest value (Zero vs. Minimum vs. Par vs. Max)?

Finally, what about monsters with class levels? Do you consider numen from the standpoint of whichever makes up the majority of their CR? (class levels or monster advancement)?

Thanks in advance!


Thank you very much for these, one question springs to mind on reading through them with demons and devils, they have levels in outsider which I couldn't find directly like the other new ones is it something still in the works or would it be the plane-touched race from the base documents?


I would much appreciate an update to the files! Thank you in advanced.

Spoiler:

brennanashby@gmail.com


I would also appreciate a copy of the updated files. Thank you for all your great work.

Spoiler:
mjzawacki@hotmail.com


Talonhawke wrote:
Thank you very much for these, one question springs to mind on reading through them with demons and devils, they have levels in outsider which I couldn't find directly like the other new ones is it something still in the works or would it be the plane-touched race from the base documents?

Assume that demons, etc. spend their racial feats on the Outsider type, and racial traits to get 6 skill points/level. Outsider racial HD provide full BAB, d10 HD, and +1 AC per 2 HD; 2 of them = +1 CR (like NPC levels).


Fluffylove wrote:
Something with class levels and minimum or below numen is 1 CR lower than normal right (past level 2)? This includes if they have ZERO wealth too?

Example: A 10th level fighter with NPC wealth (or less, including 0) is CR 9. A 10th level character with PC wealth is CR 10.

Fluffylove wrote:
And monsters - if they're around the value of minimum numen they're normal listed CR

Yes

Fluffylove wrote:
, but if they're at zero they're at minus 1?

No; they're the same. Minimum numen is already pretty low, compared to actual class/racial features.

Fluffylove wrote:
Are they at +1 if they're at Par?

Yes.

Fluffylove wrote:
Does it become +2 if they're at maximum?

No. They'd only have maximum if they've crafted the excess, which requires feat and skill expenditure.

Fluffylove wrote:
Finally, what about monsters with class levels? Do you consider numen from the standpoint of whichever makes up the majority of their CR? (class levels or monster advancement)?

N/A -- it's the same chart either way. Look at the base CR and read the line. If close to par or above, add +1 to the final CR. If not, don't.


Arakhor wrote:
A question if I may - do the text files you sent out in 2014 take precedence over the 2013 PDF? I have noticed that there are a few differences between them.

I don't know -- I didn't make the PDF -- but if in doubt go with the more recent stuff, I guess. There's been nothing "official" recently, anyway.


Kirth Gersen wrote:
Arakhor wrote:
A question if I may - do the text files you sent out in 2014 take precedence over the 2013 PDF? I have noticed that there are a few differences between them.
I don't know -- I didn't make the PDF -- but if in doubt go with the more recent stuff, I guess. There's been nothing "official" recently, anyway.

Yar, I think those are my pdfs. They're merely updated with the Egg of Coot errata. You can tell if the file names have something like "Updated" or "Second Version" but some files have never had errata so wont say that.


I think one of the most obvious examples of differences would be the feat Alertness (text file) or Sixth Sense (PDF), where the DC for someone trained in Stealth to catch them flatfooted in 10 + Perception in the PDF and 14 + Perception in the text file.

Another example is the Skill Focus feat. The PDF has this sentence - Each +1 competence bonus to a class skill from this feat counts as a “virtual rank” in that skill, for purposes of qualifying for other feats, qualifying for class skill abilities, penetrating spell resistance (in the case of Concentration), etc. - which is missing from the text file, whereas the text file includes the sentence - In addition, your critical success range for that skill (Chapter 1) increases to 19-20. - which is missing from the PDF.

Obviously, it's up to the end-user to resolve any differences, but I thought I'd ask. For the record, Tyler Winter's folder full of Kirthfinder PDFs, particularly the Feats chapter, reflects the changes to the textfile, rather than the 2013 mega-PDF (the 641-page edition).


Thanks for the examples -- given those, the text file is more recent.


Thanks for the tip. :)


How are monk strike DC's calculated? Are they:

10 + Power Level + Cha / Wis(Serenity)

10 + 1/2 Level* + Cha / Wis(Serenity)

10 + Power Level + [Str / Dex] (As a strike feat) or [Wis/Cha]

10 + 1/2 Level* + [Str / Dex] (As a strike feat) or [Wis/Cha]

*Or BAB


10 + Level of Ki Power + Cha/Wis (Serenity)
(Exactly as if you were using a spell + the Spellstrike feat.)

I'd probably also allow a Serenity analogue, selectable as a feat, that works off of Con ("Prana Practitioner" or something). In fact, you pretty much need something like that for Str just to make constructs with SLAs actually work.


As it works as a strike feat you could apply it on attacks that qualified to trigger strike feats yes?

For example on a critical with critical focus or on AOO's with combat reflexes.


Firewarrior44 wrote:
As it works as a strike feat you could apply it on attacks that qualified to trigger strike feats yes? For example on a critical with critical focus or on AOO's with combat reflexes.
Kirthfinder wrote:
A strike power follows the general rules for [Strike] feats. It can be used as part of an unarmed attack (a melee attack that deals unarmed damage and spell effects on a hit) or as a melee touch attack that simply delivers the spell. In either case, the attack and discharge (if the attack hits) generally take 1 standard action. Other activating conditions for [Strikes] can also be applied; see Chapter 5.


Incarnate Spellcasting wrote:
Unlike a cleric or archivist, you do not need a holy symbol as a focus, nor any material components; rather, the forces that manifest in you mean that you yourself are a living divine focus for your incarnate spells.

Does this apply to expensive material components too? Raise dead, Heroic fortune restoration etc?


Firewarrior44 wrote:
Incarnate Spellcasting wrote:
Unlike a cleric or archivist, you do not need a holy symbol as a focus, nor any material components; rather, the forces that manifest in you mean that you yourself are a living divine focus for your incarnate spells.
Does this apply to expensive material components too? Raise dead, Heroic fortune restoration etc?

That's a good question. The intent was that it would, essentially, be the same as the sorcerer's Eschew Materials. That said, the numen system has freed me up from tracking gp too closely, so if I were running the game I probably wouldn't worry too much about expensive costs, either. If the referee/campaign treats monetary wealth as being still important by the time you can cast raise dead, that's a different story, but I personally tend to assume most PCs are the equivalent of barons or crime lords or whatever by the time they hit 9th level.


How about something simple, such as ignoring component costs equal to 10 gp x level x level? Thus 10 gp at 1st, 250 gp at 5th, 1000 gp at 10th and 4000 gp at 20th.


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That could work I was thinking of using Min Numen in my games basically if the spell calls for less than that then your assumed to be able to cast it.


Are we referring to the same table that has 780 gp at 2nd and 6000 gp at 7th? If so, you might as well throw out all material components, other than GM fiat.


That's pretty much how I do it at home. I LOVE having monetary wealth not translatable to bling. Had an 8th level adventure that involved, incidentally, a wrecked ship with a million sp in the hold; I didn't bat an eye when they started recovery operations.


On that note, crafting. If a character has Imbue item can they directly translate it into magical gear? Should the Referee make them find the appropriate reagents or whatnot?

Besides crafting is there any way to exceed Par Numen besides finding loot?


A caster can easily exceed par by having too many active spell effects (fire trap, secret page, etc.) in place, but that's essentially a minor form of crafting.

Crafting, BTW, works pretty much the same way as finding excess loot, except instead of relying on DM fiat in the form of stocking said loot in the adventures, it relies on DM fiat in the form of allowing enough crafting time and amenable locations in the adventures. Both of those are fairly easy to abuse at higher levels, but at least "max" numen provides a hard cap in the rules despite any particular DM's relative largesse.


How do you rule effectively permanent effects like dominate person? Which with a day/level duration can easily be kept up indefinitely. My gut tells me to charge Numen for them if the spell is being maintained in such a manner.

I find crafting fairly easy at mid levels too, as highly skilled followers can be acquired with a low CR (All NPC class levels), For Example at level 9 you could have a dedicated blacksmith who is a level 10 or 11 expert as a follower (CR 4.5/4), who forges all your magical weapons and armor.


Firewarrior44 wrote:
How do you rule effectively permanent effects like dominate person? Which with a day/level duration can easily be kept up indefinitely. My gut tells me to charge Numen for them if the spell is being maintained in such a manner.

Yes, exactly so. If the effect is constantly active, I'd treat it like a continuous magic item. That will get spelled out if I ever get to properly revising the rules.

Firewarrior44 wrote:
I find crafting fairly easy at mid levels too, as highly skilled followers can be acquired with a low CR (All NPC class levels), For Example at level 9 you could have a dedicated blacksmith who is a level 10 or 11 expert as a follower (CR 4.5/4), who forges all your magical weapons and armor.

That's certainly doable. I don't even have a huge problem with it. It's interesting that Frank Trollman (of the Tomes fame/infamy), at one point, in 3.5e, was actually just giving everyone in the world greater magic weapon at will, and reported that the game worked better that way.


Just to quibble, though, an 11th level expert is CR 5.
(1 for the 1st 3 levels to cover the whole NPC gear thing, then +1 per 2 thereafter)


Ah i thought it was 0.5 per NPC Class level - 1. So 11 / 2 - 1 Or 4.5


Firewarrior44 wrote:
Ah i thought it was 0.5 per NPC Class level - 1. So 11 / 2 - 1 Or 4.5

Yep, 0.5 per class level. But working on animals and vermin has pretty well convinced me that you can best build the -1 CR (for NPC gear/stat array) in by counting the first three NPC levels as if they were two, and then just proceed normally. So for 11th, you'd have 3 levels (CR 1) + 8 more levels (/2 = +4) = CR 5, rather than 11/5 = 5.5 - 1 = 4.5.

Then again, I'm pretty sure the error bars on a CR calculation are wider than 0.5, so in the end it probably doesn't matter very much.


Hey Kirth, I'd be interested in the latest batch of your rules if possible :)

Spoiler:
antariuk [at] googlemail.com


Thanks for your interest! I haven't released a "latest batch" of rules in a really long time -- been focusing more on raising my baby daughter now.


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My Skull & Shackles home game finally has given us a view of the barbarian as a PC, and convinced me to make some revisions. The need for (basically) two character sheets was getting to be a drag, so I decided to maybe go the Unchained route and just use a straight bonus:

Revised Barbarian wrote:

Rage (Ex): As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You 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 a rage, you gain the following:

  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; the use of spell-like abilities is generally permitted, however.
  • You cannot use Intelligence-based skills, and your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2).

    When your rage ends, you take 1 point of damage per round spent raging (not reduced by damage reduction) and are fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If you are already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.


  • I assume the bonus goes up by 1 each time it normally went up by 2


    Talonhawke wrote:
    I assume the bonus goes up by 1 each time it normally went up by 2

    Exactly right -- lesser rage = +1, improved rage = +2, greater rage = +3, mighty rage = +4, primal rage = +5.

    For damage, instead of a static bonus, you get Vital Strike as a bonus feat (+1d6 at BAB +1) and apply that damage to all attacks made while raging.
    I'll post a full table and revised text when I get a chance.


    Awesome also when you do that or if anyone else has time I got a new computer and was looking to get the Word Docs re-emailed to me. I have the pdfs just not the newest word docs.


    Talonhawke wrote:
    Awesome also when you do that or if anyone else has time I got a new computer and was looking to get the Word Docs re-emailed to me. I have the pdfs just not the newest word docs.

    email address:
    Xarter@yahoo.com

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    I keep mentally pronouncing the X as an "Sh." Pretty sure that's not what you were going for, though!


    Kirth Gersen wrote:
    I keep mentally pronouncing the X as an "Sh." Pretty sure that's not what you were going for, though!

    LOL no a Z sound was the preferred but thanks for a good chuckle.


    BARBARIAN (Revised)

    HD: d12; BAB: Full
    1st Endure elements, furious counterstroke, power attack, rage (+1), totem, vital strike
    2nd Damage reduction 1/–, lesser rage power
    3rd Totem ability
    4th Totem feat, lesser rage power
    5th Improved rage (+2)
    6th Damage reduction 2/–, improved rage power
    7th Totem ability
    8th Totem feat, improved rage power
    9th Greater rage (+3)
    10th Damage reduction 3/–, greater rage power
    11th Indomitable will
    12th Totem feat, greater rage power
    13th Mighty rage (+4)
    14th Damage reduction 4/–, mighty rage power
    15th Tireless rage
    16th Totem feat, mighty rage power
    17th Primal rage (+5)
    18th Damage reduction 5/–, primal rage power
    19th Perpetual rage
    20th Totem feat, primal rage power

    Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

    Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

    Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival.
    Skill Ranks per Level: 2 + Int modifier.

    Weapon and Armor Proficiency:

    Spoiler:
    A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.
  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.
  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.
  • Endure Elements (Ex):

    Spoiler:
    Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    Furious Counterstroke (Ex):

    Spoiler:
    At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

    Rage Attack/Damage Bonus
    Lesser +1/+2
    Improved +2/+4
    Greater +3/+6
    Mighty +4/+8
    Primal +5/+10

    Power Attack: All barbarians gain Power Attack as a bonus feat at 1st level.

    Rage (Ex):

    Spoiler:
    As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You 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 a rage, you gain the following:
  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

    When your rage ends, you take 1 point of damage per round spent raging (not reduced by damage reduction) and are fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If you are already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

  • Totem (Ex):

    Spoiler:
    You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and a special bonus as listed in Appendix A. Your totem bonus is equal to your rage bonus (q.v.), although it applies even when you are not raging. Unless otherwise noted specifically in the description, this bonus is considered a sacred bonus.

    Vital Strike (Ex):

    Spoiler:
    At 1st level, you gain Vital Strike (Chapter 5) as a bonus feat. When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).

    Damage Reduction (Ex):

    Spoiler:
    At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

    Rage Powers:

    Spoiler:
    As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

    Totem Ability (Ex):

    Spoiler:
    Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain an additional totem ability at 7th level. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

    Totem Feat:

    Spoiler:
    At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

    Improved Rage (Ex):

    Spoiler:
    Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
    As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

    Greater Rage (Ex):

    Spoiler:
    Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

    Indomitable Will (Ex):

    Spoiler:
    Starting at 11th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
    If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

    Mighty Rage (Ex):

    Spoiler:
    Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

    Tireless Rage (Ex):

    Spoiler:
    Starting at 15th level, you are no longer fatigued at the end of your rage, nor do you take damage for your rage ending.

    Primal Rage (Ex):

    Spoiler:
    Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

    Perpetual Rage (Ex):

    Spoiler:
    At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.


    New Barbarian wrote:

    Spoiler: Hide

    Starting at 15th level, you are no longer fatigued at the end of your rage, nor do you take damage for your rage ending.

    Isn't this part redundant as the barbarian is immune to fatigue causing effects at 6 ranks in endurance (Which a barbarian gets for free) and fatigue and exhaustion at 11?


    Firewarrior44 wrote:
    Barbarian wrote:
    Starting at 15th level, you are no longer fatigued at the end of your rage, nor do you take damage for your rage ending.
    Isn't this part redundant as the barbarian is immune to fatigue causing effects at 6 ranks in endurance (Which a barbarian gets for free) and fatigue and exhaustion at 11?

    Ooh -- good catch. Will need to replace that ability.


    Played some more with the barbarian this weekend, cleaning up rage powers and so on. Also replaced tireless rage (which, as FW44 correctly pointed out, was obsolete) with an additional totem ability at 11th -- this in turn led to a serious revision of those (and re-balancing, insofar as some of the totem abilities were feats, and really should have just been entries in the bonus feat list).

    More details to come when I get it all worked out.

    Any suggestions for 11th level totem abilities (and/or lower-level, for ones where the 7th level ability is more appropriate for 11th level) are welcome.


    There is a distinct lack of comically over sized giant sword's. Unless I missed one for over sized weapons. So perhaps something that lets you use over sized weapons?

    Perhaps the maximum size of the weapon wielded could scale with the rage type you have available?

    Also having a very, very,very big sword/stick/club seems fitting for a barbarian


    Giant's stance and/or powerful build are both options.
    If you want your Medium character to wield Colossal greatswords... well, let's see... lead blades + powerful build + Giant's Stance = damage as Gargantuan; chalk up the difference as cosmetic (if the DM is like me, he/she can picture your sword as slightly larger; whereas you can imagine it being the size of a Buick for some reason, and everyone's happy).

    EDIT: Even simpler -- since bonus damage while raging is now tied to Vital Strike, at BAB +6, your 2d6 greatsword is doing +2d6 (almost as if Huge), +4d6 at BAB +11 (almost as if Gargantuan), and +6d6 at BAB +16 (almost as if Colossal). Pretend it's actually that much bigger while you're raging. The mechanics are the same (so unfortunately the extra damage doesn't multiply on a crit), but otherwise you get to imagine a sword the size of a building, if that's your thing.

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