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Civilizing the Barbarian
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<blockquote data-quote="Nifft" data-source="post: 2067813" data-attributes="member: 6562"><p><strong>Urbane* Barbarian</strong> (a.k.a. "Gothbuckler")</p><p></p><p>Alignment: Any nonlawful.</p><p></p><p>Hit Die: d12.</p><p></p><p>Class Skills: The urbane barbarian’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Use Rope (Dex).</p><p></p><p>Skill Points at 1st Level: (4 + Int modifier) x 4.</p><p></p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>Table: The Urbane Barbarian</p><p>[code]</p><p>1st +1 +2/0/0 Slow movement, withering scorn, ennui 1/day</p><p>2nd +2 +3/0/0 Uncanny dodge</p><p>3rd +3 +3/1/1 Trap sense +1</p><p>4th +4 +4/1/1 Ennui 2/day</p><p>5th +5 +4/1/1 Improved uncanny dodge</p><p>6th +6 +5/2/2 Trap sense +2</p><p>7th +7 +5/2/2 Damage reduction 1/—</p><p>8th +8 +6/2/2 Ennui 3/day</p><p>9th +9 +6/3/3 Trap sense +3</p><p>10th +10 +7/3/3 Damage reduction 2/—</p><p>11th +11 +7/3/3 Greater ennui</p><p>12th +12 +8/4/4 Ennui 4/day, trap sense +4</p><p>13th +13 +8/4/4 Damage reduction 3/—</p><p>14th +14 +9/4/4 Indomitable scorn</p><p>15th +15 +9/5/5 Trap sense +5</p><p>16th +16 +10/5/5 Damage reduction 4/—, ennui 5/day</p><p>17th +17 +10/5/5 Tireless ennui</p><p>18th +18 +11/6/6 Trap sense +6</p><p>19th +19 +11/6/6 Damage reduction 5/—</p><p>20th +20 +12/6/6 Mighty ennui, ennui 6/day</p><p>[/code]</p><p></p><p></p><p>Class Features</p><p></p><p>All of the following are class features of the urbane barbarian.</p><p></p><p>Weapon and Armor Proficiency: An urbane barbarian is proficient with all simple weapons, light armor and shields (except tower shields).</p><p></p><p>Slow Movement (Ex/Su): An urbane barbarian’s land speed is way cooler than the norm for his race. He cannot charge or run (haste isn't cool), but he is likewise very resistant to effects that would make his movement look less cool. He gains the Travel domain ability, and his urbane barbarian levels count as cleric levels for this purpose. (If he should ever multi-class into Cleric, he must choose the Travel domain.)</p><p></p><p>Withering Scorn (Su): Once per day per urbane barbarian level, the character may inflict despair upon a foe he touches. By speaking a phrase of supernaturally potent scorn -- or merely flicking a foe in the forehead -- he invokes an effect identical to that of the cantrip <em>touch of fatigue</em> (except that, as a supernatural ability, it is not subject to spell resistance).</p><p></p><p>Ennui (Ex): An urbane barbarian can sink into a jaded funk a certain number of times per day. When filled with ennui, a barbarian temporarily gains a +4 bonus to Charisma, a +4 bonus to Constitution, and a +2 morale bonus on Will saves. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points <strong>are</strong> lost first the way temporary hit points are.) A spate of ennui lasts for a number of rounds equal to 3 + the character’s (newly improved) Charisma modifier. An urbane barbarian may prematurely end his ennui. At the end of the ennui, the urbane barbarian loses the ennui modifiers and becomes depressed (–2 penalty to Strength, –2 penalty to Dexterity) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).</p><p>An urbane barbarian can sink into ennui only once per encounter. At 1st level he can use his ennui ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering ennui takes no time itself, but an urbane barbarian can do it only during his action, not in response to someone else’s action.</p><p>During ennui, an urbane barbarian becomes cool: <em>way</em> cool. Even cooler than normal. This manifests itself in a variety of mechanical bonuses. When sinking into ennui, the urbane barbarian chooses one of the following:</p><p>- Cooler Than You: the urbane barbarian adds his Charisma bonus to all skill checks for the duration of his ennui, but only when attempting a check that someone else just failed.</p><p>- Pesky Mooks: the urbane barbarian adds his Charisma bonus to damage (instead of Strength).</p><p>- You Call That Fencing?: the urbane barbarian adds his Charisma bonus to AC. This is a dodge bonus.</p><p>- You Call That a Spell?: the urbane barbarian gains SR equal to 8 + urbane barbarian level + Charisma bonus.</p><p></p><p>Uncanny Dodge (Ex): At 2nd level, an urbane barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.</p><p></p><p>Trap Sense (Ex): Starting at 3rd level, an urbane barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three urbane barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.</p><p></p><p>Improved Uncanny Dodge (Ex): At 5th level and higher, an urbane barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, 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 a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.</p><p></p><p>Damage Reduction (Ex): At 7th level, an urbane barbarian becomes too cool to bleed -- he gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.</p><p></p><p>Greater Ennui (Ex): At 11th level, a barbarian’s bonuses to Charisma and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3.</p><p></p><p>Indomitable Scorn (Su): When using his withering scorn ability, the urbane barbarian may instead invoke an effect that is identical to the spell <em>ray of exhaustion</em> (except that, as a supernatural ability, it is not subject to spell resistance).</p><p></p><p>Tireless Ennui (Ex): At 17th level and higher, an urbane barbarian no longer becomes depressed at the end of his ennui.</p><p></p><p>Mighty Ennui (Ex): At 20th level, an urbane barbarian’s bonuses to Charisma and Constitution during his ennui each increase to +8, and his morale bonus on Will saves increases to +4.</p><p></p><p> -- N</p><p></p><p>* Yes, I know, you didn't make a spelling mistake...</p></blockquote><p></p>
[QUOTE="Nifft, post: 2067813, member: 6562"] [b]Urbane* Barbarian[/b] (a.k.a. "Gothbuckler") Alignment: Any nonlawful. Hit Die: d12. Class Skills: The urbane barbarian’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Use Rope (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Urbane Barbarian [code] 1st +1 +2/0/0 Slow movement, withering scorn, ennui 1/day 2nd +2 +3/0/0 Uncanny dodge 3rd +3 +3/1/1 Trap sense +1 4th +4 +4/1/1 Ennui 2/day 5th +5 +4/1/1 Improved uncanny dodge 6th +6 +5/2/2 Trap sense +2 7th +7 +5/2/2 Damage reduction 1/— 8th +8 +6/2/2 Ennui 3/day 9th +9 +6/3/3 Trap sense +3 10th +10 +7/3/3 Damage reduction 2/— 11th +11 +7/3/3 Greater ennui 12th +12 +8/4/4 Ennui 4/day, trap sense +4 13th +13 +8/4/4 Damage reduction 3/— 14th +14 +9/4/4 Indomitable scorn 15th +15 +9/5/5 Trap sense +5 16th +16 +10/5/5 Damage reduction 4/—, ennui 5/day 17th +17 +10/5/5 Tireless ennui 18th +18 +11/6/6 Trap sense +6 19th +19 +11/6/6 Damage reduction 5/— 20th +20 +12/6/6 Mighty ennui, ennui 6/day [/code] Class Features All of the following are class features of the urbane barbarian. Weapon and Armor Proficiency: An urbane barbarian is proficient with all simple weapons, light armor and shields (except tower shields). Slow Movement (Ex/Su): An urbane barbarian’s land speed is way cooler than the norm for his race. He cannot charge or run (haste isn't cool), but he is likewise very resistant to effects that would make his movement look less cool. He gains the Travel domain ability, and his urbane barbarian levels count as cleric levels for this purpose. (If he should ever multi-class into Cleric, he must choose the Travel domain.) Withering Scorn (Su): Once per day per urbane barbarian level, the character may inflict despair upon a foe he touches. By speaking a phrase of supernaturally potent scorn -- or merely flicking a foe in the forehead -- he invokes an effect identical to that of the cantrip [i]touch of fatigue[/i] (except that, as a supernatural ability, it is not subject to spell resistance). Ennui (Ex): An urbane barbarian can sink into a jaded funk a certain number of times per day. When filled with ennui, a barbarian temporarily gains a +4 bonus to Charisma, a +4 bonus to Constitution, and a +2 morale bonus on Will saves. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points [b]are[/b] lost first the way temporary hit points are.) A spate of ennui lasts for a number of rounds equal to 3 + the character’s (newly improved) Charisma modifier. An urbane barbarian may prematurely end his ennui. At the end of the ennui, the urbane barbarian loses the ennui modifiers and becomes depressed (–2 penalty to Strength, –2 penalty to Dexterity) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). An urbane barbarian can sink into ennui only once per encounter. At 1st level he can use his ennui ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering ennui takes no time itself, but an urbane barbarian can do it only during his action, not in response to someone else’s action. During ennui, an urbane barbarian becomes cool: [i]way[/i] cool. Even cooler than normal. This manifests itself in a variety of mechanical bonuses. When sinking into ennui, the urbane barbarian chooses one of the following: - Cooler Than You: the urbane barbarian adds his Charisma bonus to all skill checks for the duration of his ennui, but only when attempting a check that someone else just failed. - Pesky Mooks: the urbane barbarian adds his Charisma bonus to damage (instead of Strength). - You Call That Fencing?: the urbane barbarian adds his Charisma bonus to AC. This is a dodge bonus. - You Call That a Spell?: the urbane barbarian gains SR equal to 8 + urbane barbarian level + Charisma bonus. Uncanny Dodge (Ex): At 2nd level, an urbane barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Trap Sense (Ex): Starting at 3rd level, an urbane barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three urbane barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Improved Uncanny Dodge (Ex): At 5th level and higher, an urbane barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, 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 a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Damage Reduction (Ex): At 7th level, an urbane barbarian becomes too cool to bleed -- he gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Greater Ennui (Ex): At 11th level, a barbarian’s bonuses to Charisma and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. Indomitable Scorn (Su): When using his withering scorn ability, the urbane barbarian may instead invoke an effect that is identical to the spell [i]ray of exhaustion[/i] (except that, as a supernatural ability, it is not subject to spell resistance). Tireless Ennui (Ex): At 17th level and higher, an urbane barbarian no longer becomes depressed at the end of his ennui. Mighty Ennui (Ex): At 20th level, an urbane barbarian’s bonuses to Charisma and Constitution during his ennui each increase to +8, and his morale bonus on Will saves increases to +4. -- N * Yes, I know, you didn't make a spelling mistake... [/QUOTE]
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