rebuilt classes..the BMD, Barbarian of Mass Destruction.


Homebrew and House Rules


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.


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.


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.


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.


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?


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.


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:

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.

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