The Starbarian - Brute of the Stars


Homebrew


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This is my barbarian homebrew for Starfinder. I've seen a number of homebrew classes that have been transferred from Pathfinder to Starfinder and have honestly been alarmed at the "copy-paste" nature of most of them. The Starbarian is intended to be a class focused around sustaining and dealing damage.
I'm aware that Starfinder classes prefer not to utilize as much floating modifiers as Pathfinder, but this is just a personal style of mine.

THE STARBARIAN
The universe is home to countless races, all in their varying stages of technological and societal progression, yet even the most technologically advanced civilizations have found themselves roaming nomads at some point in their races history. Frigid tundras assaulted with unrelenting blizzard storms, to arid deserts with harsh mountain ranges; you've braved it all. You are a warrior of survival, endurance and brutality, being able to shrug off even the most deadliest of wounds.

Class Skills: The starbarian's class skills are Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Life Science (Int), Perception (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + your Intelligence modifier.
Hit Points: 8; Stamina Points: 8 + CON modifier
Weapon and Armor Proficiency: You're proficient with basic melee weapons, advanced melee weapons, small arms, longarm and heavy weapons.

Key Ability Scores: You rely on your Constitution for your physical vitality and fortitude, so Constitution is your key ability score. A high Strength score makes your melee attacks both more accurate and more deadly.

Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Fast movement, rage, nomad +1
2nd +2 +3 +3 +0 Rage power, uncanny agility
3rd +3 +3 +3 +1 Weapon specialization,
4th +4 +4 +4 +1 Rage power
5th +5 +4 +4 +1 Stalwart, nomad +2
6th +6 +5 +5 +2 Rage power
7th +7 +5 +5 +2 Unrelenting resolve
8th +8 +6 +6 +2 Rage power
9th +9 +6 +6 +3 Nomad +3
10th +10 +7 +7 +3 Rage power
11th +11 +7 +7 +3 Greater rage, barbarian's assault
12th +12 +8 +8 +4 Rage power
13th +13 +8 +8 +4 Nomad +4
14th +14 +9 +9 +4 Rage power, indomitable will
15th +15 +9 +9 +5 —
16th +16 +10 +10 +5 Rage power
17th +17 +10 +10 +5 Mighty rage, nomad +5
18th +18 +11 +11 +6 Rage power
19th +19 +11 +11 +6 —
20th +20 +12 +12 +6 Rage power, brutalize, nomad +6

Class Features
All of the following are class features of the starbarian.

Fast Movement (Ex) [1st Level]: Your base speed is faster than the norm for your race by 10 feet. This benefit applies only when you're wearing no armor or light armor, and not encumbered. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your base speed.

Rage (Ex) [1st Level]: A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. As a swift action, you can spend 1 Resolve Point to enter a rage that gives you a +2 morale bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, and a -2 penalty to both your KAC and EAC. You also gain a number of stamina points equal to 5 x your barbarian level. You can rage for a number of rounds per day equal to 1/2 your barbarian level + your Constitution modifier. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics and Intimidate) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after your rage ends. You cannot enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

Nomad (Ex) [1st Level]: You are used to braving through harsh environments, and navigating through them. At 1st level, you gain a +1 insight bonus to Athletics and Survival skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Rage Powers (Ex) [2nd Level]: As a barbarian gains levels, they learn to use their rage in new ways. At 2nd level and every 2 levels thereafter, you gain a rage power. You can only benefit from a rage power while raging. Some of these powers are always active during a rage, and others require you to take an action to use them. Unless otherwise noted, you cannot select an individual power more than once.

Rage Powers:

2nd Level Rage Powers
Adrenaline Rush (Ex): When making a Strength-based skill or ability check, you can roll twice and take the higher result, and add your rage bonus to such checks.

Extended Fervour (Ex): You can rage for an additional 2 rounds per day. This rage power can be selected multiple times.

Moment of Clarity (Ex): As a swift action, you can end all benefits and penalties you receive from raging for 1 round. This round still counts towards your total number of rounds of rage per day.

Path of the Celestial, Lesser (Su): You gain a slam attack that deals 1d8 points of bludgeoning damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have.

Path of the Fiend, Lesser (Su): You gain a gore attack that deals 1d8 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have.

Primal Rage (Ex): You gain a bite attack that deals 1d6 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d6 for every 4 barbarian levels you have.

Raging Grappler (Ex): You gain a +2 morale bonus to melee attack rolls made to perform a combat maneuver and to your combat maneuver defense while raging.

Raging Grenadier (Ex): You increase the range increment of your thrown grenades by 5 x your Strength modifier, and add your Strength modifier to the damage rolls made with grenades.

Superstition (Ex): You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by 1 for every 4 barbarian levels you have. While raging, you cannot be a willing target of any spell, and must make saving throws to resist all spells.

Swift Foot (Ex): You gain a 10-foot enhancement bonus to your base speed.

6th Level Rage Powers
Adamant Walker (Ex): You move at full speed when moving over difficult terrain. You must have the swift foot rage power to learn this rage power.

Clear Mind (Ex): You may reroll a failed Will save as an immediate action after the first save is attempted, but before the results are revealed. You must take the second result, even if it's worse. This power is usable once per rage.

Forceful Maneuver (Ex): Whenever you succeed a combat maneuver against a creature, you deal an amount of damage equal to your Strength modifier plus your rage bonus to damage rolls. You must have the raging grappler rage power to learn this rage power.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions.

Intimidating Physique (Ex): You add your Strength modifier instead of your Charisma modifier on all Intimidate checks made to demoralize a foe. Additionally, you can attempt demoralize attempts as a move action instead of a standard action.

Overwhelming Strength (Ex): While determining your Strength score while wearing power armour, you use your Strength score instead of the power armour.

Path of the Celestial (Su): You emanate an aura of positive energy while raging that deters evil-aligned attackers. Any adjacent, evil-aligned creature that hits you with a natural or melee weapon takes 1d6 points of positive energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the celestial rage power to learn this rage power.

Path of the Fiend (Su): You exude a miasma of negative energy while raging that deters good-aligned attackers. Any adjacent, good-aligned creature that hits you with a natural or melee weapon takes 1d6 points of negative energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the fiend rage power to learn this rage power.

Roused Anger (Ex): You can enter a rage even when fatigued. If you enter a rage while fatigue, you lose the fatigued condition and don't gain stamina points from the rage. Once this rage ends, you are exhausted for 10 minutes.

Witch Hunter (Ex): You deal an additional amount of damage equal to your Strength modifier against creatures possessing spells or spell-like abilities. You must have the superstition rage power to learn this rage power.

10th Level Rage Powers
Eater of Magic (Su): When you would succeed at a saving throw to resist a spell, supernatural ability, or spell-like ability, you gain a number of stamina points equal to the spell's level, or half of the CR of the effect's creator in the case of supernatural abilities. You must have the superstition rage power to learn this rage power.

Ever Vigilant (Ex): You take no penalties to Perception checks for being asleep, though you still can't succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if your choose to do so when you would otherwise be surprised, you can use your initiative result or the initiative result of the first creature that would have surprise you -1, whichever is lower.

Nomadic Athleticism (Ex): You gain a climb and a swim speed equal to your land speed. This speed is not increased by fast movement or the swift foot rage power. You must have the adrenaline rush rage power to learn this rage power.

Path of the Celestial, Greater (Su): You gain electricity resistance equal to your Constitution modifier, and your weapons and natural weapons are considered good for the purpose of overcoming damage reduction. You must have the path of the celestial rage power to learn this rage power.

Path of the Fiend, Greater (Su): You gain fire resistance equal to your Constitution modifier, and your weapons and natural weapons are considered evil for the purpose of overcoming damage reduction. You must have the path of the fiend rage power to learn this rage power.

Retaliating Taunt (Ex): As a swift action, you can choose to leave yourself open to attacks. Attacks against you gain a +4 bonus to attack and damage rolls against you until the beginning of your next turn, but each attack against you provokes an attack of opportunity from you, resolved prior to each attack against you.

Undying Resilience (Ex): Instead of the unrelenting resolve class feature giving you 1 Hit Point when spending a Resolve Point to remain conscious, you instead gain an amount of Hit Points equal to your barbarian level. This ability doesn't require you to be raging to be active.

14th Level Rage Powers
They're hard to think of okay? :P

Uncanny Agility (Ex) [2nd Level]: You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Weapon Specialization (Ex) [3rd Level]: You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Stalwart (Ex) [5th Level]: If you succeed at a Fortitude or Will save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.

Unrelenting Resolve (Ex) [7th Level]: Whenever you would fall unconscious due to having 0 Hit Points or fewer, you can instead spend 1 Resolve Point to gain 1 Hit Point and remain conscious. Each subsequent time you would fall unconscious due to having 0 Hit Points or fewer, the Resolve Point cost increases by 1. The Resolve Point increase resets after you have an 8 hour rest.

Greater Rage (Ex) [11th Level]: Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +3, and the number of stamina points gained is equal to 7 x your barbarian level.

Barbarian's Assault (Ex) [11th Level]: When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

Indomitable Will (Ex) [14th Level]: While raging, you become immune to fear and enchantment spells, spell-like abilities and supernatural effects.

Mighty Rage (Ex) [17th Level]: Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +4, and the number of stamina points gained is equal to 9 x your barbarian level.

Brutalize (Ex) [20th Level]: As a full-round action, you can make all of your attacks at a -8 penalty against a single target, each dealing an additional amount of damage equal to half your base attack bonus. If two or more attacks successfully damage the target, you can expend 1 Resolve Point to force all creatures who can see you or your target to make a Will save or be panicked for 1 round, and are then frightened for 1d4 rounds after the panicked condition ends.


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Could you make this barbarian with an archtype instead of making an entire new class? When I think barbarian it mostly revolves around the rage mechanic.


JetSetRadio wrote:
Could you make this barbarian with an archtype instead of making an entire new class? When I think barbarian it mostly revolves around the rage mechanic.

I definitely like this idea more than a full class, which seems like more of a lifestyle than specific training or innate powers. I originally liked the berserker style warrior as a Soldier specialization, but honestly now that you mention it, using it as an archetype lets you do some fun stuff with it, like a feral mystic or a very angry mechanic.

2nd Level: You can take a swift action to enter Rage by spending 1 Resolve point, gaining a +1 Morale bonus to Attack rolls, Damage rolls, Fortitude saves and Will saves but suffer -2 to your EAC and KAC, and gain 3 Stamina and Max Stamina per character level for a number of rounds equal to half your character level plus (1 + Constitution modifier). You are Fatigued for 1 minute after your Rage ends, or Exhausted for 1 hour if you were already Fatigued. You may not Rage again until after spending a Resolve point to take a 10 minute rest and regain Stamina.

4th Level: When you enter Rage, you now heal Stamina equal to your Constitution score (up to your new Max Stamina) and can shake off one of the following conditions once during each period of Rage: Dazzled, Fascinated, Flat-Footed, Frightened, Off-Target, Shaken, or the effect of a 1st or 2nd level Mind-Effecting spell or spell-like ability. If the condition lasts longer than your Rage, it returns for its remaining duration after your Rage ends. In addition, if you are Fatigued, you may ignore the condition until the end of your Rage, at which point you become Exhausted.

6th Level: Your rage bonuses go up to +2 Morale bonus and +4 Stamina and max Stamina per character level, while your penalty to EAC and KAC is reduced to -1. In addition, If you are Exhausted when you enter Rage, you may upgrade your condition to Fatigued for the duration of your Rage, but you may not ignore the condition as per the 4th level archetype feature.

9th Level: You may now enter Rage with a Move action even if you are otherwise prevented from taking actions due to a Condition or spell. In addition, the list of conditions you are able to shrug off with the 4th level archetype feature expands to include: Confused, Cowering, Dazed, Staggered, Stunned, Encumbered, or the effect of a 3rd or 4th level Mind-Effecting spell or spell-like ability.

12th Level: Your rage bonus increases to +3 Morale to Attacks, Damage, Will Saves, and Fortitude Saves, and your Stamina bonus increases to +5 Stamina and Max Stamina per character level, while you no longer have a penalty to EAC and KAC. You heal Stamina equal to twice your Constitution score and may shrug off an extra condition from the 4th level archetype feature list during each Rage, and you may ignore the Fatigued condition with the 4th level archetype feature, even if you were Exhausted beforehand.

18th Level: Your Rage bonus increases to +4 Morale to Attacks, Damage, Will Saves, and Fortitude Saves, and your Stamina bonus increases to +6 Stamina and Max Stamina per character level. In addition, you heal Stamina equal to three times your Constitution Score with the 4th level archetype feature and the extra condition you shrug off with your 12th level archetype feature can be from the 9th level feature list, which expands to include Paralyzed, Nauseated, Sickened, Overburdened, or the effects of 5th or 6th level Mind-Effecting spells or spell-like abilities. You no longer become Fatigued or Exhausted when you end a Rage.

Note that I removed the melee or thrown requirement; Starfinder uses a lot of ranged combat and I don't see why the bonuses shouldn't be used by more range-oriented characters. Also there should be no spellcasting prohibition if it is an archetype, so all classes can use the features. Note that the Stamina healing is based on your Constitution score, not bonus, so if you had 12 Con, you would heal 12 Stamina at 4th level, not 1.


An archetype does sound interesting, but I feel like the Barbarian class does offer a certain place for certain characters. The starbarian i've made is more focused around not only their rage but around survival in both combat and harsh planets, which I believe fits various NPC and PC ideas.

I personally wouldn't add damage to all damage rolls as it doesn't make too much sense to deal more damage with ranged damage rolls; you can swing harder when your angry, but you can't shoot harder.

I also wouldn't make the Stamina increase affect maximum stamina, as Starfinder's primary focus was to make minimum things to keep track of. Despite me not being entirely dedicated to that idea, I feel like there is a balance to be found.

An increase to Fortitude saves while raging also makes Barbarian's ludicrously good at Fortitude saves. Already receiving high Fortitude save progression on top of Constitution being a key ability score means that they would have ludicrous bonuses.

Overall, the I think that the archetype that you've provided just adds a bit too much weight; I do like the ability to shrug off conditions, but I feel that they would be somewhat circumstantial in play.


Brad Whittingham 241 wrote:
Rage (Ex) [1st Level]:

Wondering why we wouldn't just copy the mechanic over from Pathfinder?

Pathfinder CRB wrote:

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. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. 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.(Change this to stamina) While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end 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.


Due to the nature of Stamina Points, being a resource to explain the ability to shrug off or avoid otherwise painful wounds, in addition to Starfinder not wanting to have too much to keep track of, I find that a Stamina heal is more fitting, and easier to keep track of too. I PERSONALLY find temporary HP to be something a bit finicky to keep track of, and whereas some may disagree, I find a Stamina heal to be easier and generally nicer to use in play.

I also wanted to make the class differ a bit from Pathfinder, and wanted to make use of some of the new mechanics like Stamina Points, and found it made sense.


Brad Whittingham 241 wrote:
An archetype does sound interesting, but I feel like the Barbarian class does offer a certain place for certain characters. The starbarian i've made is more focused around not only their rage but around survival in both combat and harsh planets, which I believe fits various NPC and PC ideas.

Nothing wrong with that, but both Soldier and Operative have great survival skills already, and a lot of the items in the Starbarian seem like they are somewhat redundant with existing mechanics.

Quote:
I personally wouldn't add damage to all damage rolls as it doesn't make too much sense to deal more damage with ranged damage rolls; you can swing harder when your angry, but you can't shoot harder.

Realistically, you are correct. Cinematically... there's plenty of examples in fiction of ranged attacks of very angry people automatically being more lethal. Maybe they aren't subconsciously pulling their shot anymore, maybe they are deadly focused on kill shots. Mechanically, if it is an archetype, it should apply to any class's main attacks.

Quote:
I also wouldn't make the Stamina increase affect maximum stamina, as Starfinder's primary focus was to make minimum things to keep track of. Despite me not being entirely dedicated to that idea, I feel like there is a balance to be found.

If you aren't increasing your maximum Stamina, then there's less of a reason to enter Rage at the start of combat. At the end of combat, when you are actually injured, it's probably too late to benefit much from Rage.

Quote:
An increase to Fortitude saves while raging also makes Barbarian's ludicrously good at Fortitude saves. Already receiving high Fortitude save progression on top of Constitution being a key ability score means that they would have ludicrous bonuses.

The archetype version doesn't have any particular good saves. I'm pretty sure a mystic with they archetype would appreciate a Fortitude bonus.

Quote:
Overall, the I think that the archetype that you've provided just adds a bit too much weight; I do like the ability to shrug off conditions, but I feel that they would be somewhat circumstantial in play.

You may be right; I just kinda spewed out some ideas. The problem is that, depending on class, you have to give up some great abilities to get an archetype, and the archetype needs to be a spicy meatball for most players to think that it is even worth it.

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