(Edited to reflect suggestions.)
Hello yet again sports fans. In my series of elemental variant classes, I’ve drafted up a fire-oriented barbarian build. As with the paladin I made, http://www.enworld.org/showthread.php?t=151601 and the ranger http://www.enworld.org/showthread.php?t=152898, I’m looking for some balance advice from the GMs on here. These classes are for a campaign world where the Elemental Planes have partially fused with the Material plane and dominated all of the cultures there. The fire cultures are the most savage, so I wanted to design them around fire and flames. I wanted them to model rage as an Inner Flame, and expound on the idea. As with the others, I’ll outline the “crunchy” changes I’ve made up top, but I included the full class description and flavor afterwards for anyone who wants to read it and/or use it in their campaign world.
For a quick and dirty view, my mechanics changes can be simplified down to:
1) Alignment restriction changed from non lawful to non good.
2) Replaced swim with spot as a class skill.
3) Allowed the barbarian proficiency with torches, lamp oil and alchemist’s fire as weapons. This lets them choose them for feats such as weapon focus.
4) Added a Smoke Immunity effect, eliminating vision and breathing penalties from fire and smoke.
5) Limited Fast Movement to during a rage
6) Allowed rage to be extended by dealing fire damage and making a will save. If rage is extended, the barbarian is exhausted at the end. If extended to twice the normal limit, the barbarian collapses.
7) Moved Uncanny Dodge to 5th Level and Improved Uncanny Dodge to 10th.
8) Removed trap sense.
9) Added Endurance as a bonus feat at 3rd and Diehard at 9th.
10) Removed Indomitable Will
11) Added Resistance to Fire/5 at 8th level, becoming resistance/10 at 14th level.
That’s my second draft, after incorporating some of the suggestions in the thread. The weapon proficiency seems natural to a warrior class that fights by setting things on fire. With the Smoke Immunity, I figure that it would be developed after years spent in volcanic lands and training to fight amidst flaming grasslands and forests. As for the rage extension, I think it’s a fair trade between limitations of using the ability and benefits gained from it. I wanted to show how lighting fires would drive them further into fury, but making their bonuses increase didn’t make sense, so I allowed them to last longer. The remaining trades are to exchange a permanent 10’ movement bonus and trap sense progression for rage-only speed, two bonus feats and a limited resistance to fire damage.
Without further ado, the full class description with flavor text. Thanks for reading and for any advice!
FIRE VARIANT BARBARIAN
On any world, in any culture, those who live in savage lands must survive by their ferocity and their tenacity. No land is as savage as the burning hell that is the Fire Realms of Elementia. The orcs and humans that scrape their existence from the ash and lava of those lands are harder and tougher than any civilized person could hope to be. Generations of struggling for dominance and favor from the fickle Fire Lords has made the people of the flame vicious and strong. The concepts of mercy, retreat, and parley are alien to these headstrong warriors.
“To rule, you must fight. To fight, you must burn.”
That is the Lesson of Fire that children learn from their fathers from the moment of birth. When one steps onto the battlefield, he must burn with the heat of a furnace within. It will drive him, it will guide him and it will consume him. He must leave his opponent, and his soul, as a pile of ash behind him. That is the way to glory and the way to victory.
Since the coming of the Four Forces, the champions of the flames are a terror to behold. Once they spill blood, they descend into a mania without equal. They burn their enemies, they burn the land, they burn women, children and homes, and they even burn themselves. They dance like madmen amidst the flames, reveling in the destruction done in their name; knowing they will be feared by their foes for years to come.
Adventures: Fire barbarians adventure for conquest, and to prove their might. They are driven by a need to be respected, and if they can’t be respected, they’d rather be feared. This has led to a reviled reputation among more civilized societies, but for those who are lucky to have one as an ally on their adventure, they will never doubt his worth.
Characteristics: Fire barbarians are survivors and ruthless combatants. The furious inner fire that consumes them makes them stronger and deadlier than any other warrior pound for pound. The fires take their toll, though, and the barbarian becomes tired quickly when the fight wears down. They are self-sustaining and can last in the wild for long times.
Alignment: Stoking the flames within and letting them drive you to destruction is a merciless pursuit. The lack of discretion and the ruthlessness of Fire Barbarians preclude them from a life of compassion. They cannot be of a good alignment. Many neutral barbarians can be valorous and when teamed with good adventurers are capable of very heroic deeds. However, these conquests are self-motivated and not the result of a drive to help others. To feel that need to defend the weak would go against the barbarians’ mindset.
Religion: The wild tribes of the Fire Realms listen intently to their clerics, The Brothers of the Flame. Their teachings are crucial to the rearing of children in the tribe, and the Fire Barbarians are the Lessons of Fire made flesh. These stalwart champions take the principles of the Fire Lords and make them a core part of their being.
Background: The barbarians of the Fire Realms are the proven warriors of their tribes, showing their devotion to the Fire Lords. However, there is only room for one tribal leader, and if you do not wish to serve under him, you must either defeat him or leave the tribe. Many such barbarians are drawn to quests of personal strength, and this can lead them far and wide.
Races: The orcish tribes were savage before the coming of the Four Forces. Since then, they have honed their wrath to a fine edge in the hopes of destroying their enemies with the Fire Lords blessing. The savage humans that settled alongside them refined the skills the orcs developed and spread them. The half-orcs that come from their unions are also natural candidates to become Fire Barbarians. The goblins scrambling among the remains of Ember and Sparklight aspire to become as powerful as the larger races, and train in the ways of the Inner Flame. Salamander flamebrothers who escape their efreeti masters tend to naturally develop the style of barbarians when they fight.
GAME RULE INFORMATION:
Fire variant barbarians have the following game statistics.
Abilities: Constitution allows the barbarian to wade in to battle and to rage for longer periods. Strength determines their melee prowess and damage. A high Wisdom increases their cunning and is useful to many of their skills.
Alignment: Any non-good.
Hit Die: (Normal) d12
Class Skills:
The Fire variant barbarian’s class skills are as a normal barbarian’s, except that Spot replaces Swim as a class skill
Skill points: (Normal) 4+Int modifier
Class Features:
All of the following are class features of the Fire variant barbarian.
Weapon and Armor Proficiency: (Normal), but adds torches and lamp oil to the list of simple weapons, and alchemist’s fire and orcish fire staves (quarterstaffs coated on both ends with rags and pitch) to the list of martial weapons.
Smoke Immunity (Ex) Years of training amidst the flames and ash has heightened the senses of the barbarian and improved their body's filtering ability. The Fire barbarian can always negate the effects of smoke and fire, including concealment miss chances, Fortitude saves to breathe in smoke, etc.
Illiteracy: (Normal)
Rage (Ex): The Fire barbarians gain the same STR CON and Will save bonuses and have the same AC and fatigue restrictions from their rages as a normal barbarian. However, while a normal barbarian moves fast at all times, the only time a Fire barbarian can push his racial movement limits is while in a rage. Also, the burning flame inside a Fire barbarian is more easily stoked back to life. During his period of rage, if the Fire Barbarian successfully deals more than 3 points of fire damage to any target, the barbarian can attempt a Will save vs. DC 25 minus the amount of fire damage dealt to add another round of effectiveness to his rage. The normal morale bonus from his rage applies to this save. Each round the barbarian has taken beyond his normal limit applies a -1 penalty to this save. If the barbarian does extend his rage, he is exhausted instead of fatigued when he ends his rage (either by failing his save or by choosing to end it). If the Fire barbarian has doubled his rage by extending his rage 3 + his Con modifier, he immediately falls prone and is dazed for one round, and is exhausted.
Example: Grashnar (Orc Fire barbarian Wis 10, Con 15) flies into a furious rage in the middle of a battle with paladins. His constitution score lets him rage for seven rounds normally. During the fourth round of raging, he smashes a flask of alchemist’s fire on one of his enemies, setting him ablaze for 4 points of damage. The sight of the paladin’s singed flesh fuels Grashnar’s fury, and he makes a Will save DC 25 - 4 = 21. He rolls a 19 (+0 Wis, +2 rage) and succeeds. He can now rage into an 8th round. During that 8th round, he torches another paladin coated in oil and deals 5 damage. He roars in anger and attempts another Will save DC 25-5-1=19. He rolls a 13 and fails. His inner flame has faded and he is exhausted. If he had managed to extend through round 14, at the start of the 15th round he’d collapse, prone, dazed and exhausted.
Endurance: At 3rd level, the Fire variant barbarian gains Endurance as a bonus feat.
Uncanny Dodge (Ex): (Normal), but gained at 5th level, not 2nd.
Fire Resistance (Ex): As the Fire barbarian spends more and more time revelling amidst the destructive power of Fire, his skin grows a callousness to it. At 8th level, the Fire barbarian gains resistance to fire/5. This rises to 10 points at 14th level.
Damage Reduction (Ex): (Normal)
Diehard (Ex): At 9th level, the Fire barbarian gains Diehard as a bonus feat.
Improved Uncanny Dodge (Ex): (Normal), but gained at 10th level
Greater Rage (Ex): (Normal)
Tireless Rage (Ex): (Normal)
Mighty Rage (Ex): (Normal)
So, what’s the consensus? Too powerful? Too weak? Let me know.
Hello yet again sports fans. In my series of elemental variant classes, I’ve drafted up a fire-oriented barbarian build. As with the paladin I made, http://www.enworld.org/showthread.php?t=151601 and the ranger http://www.enworld.org/showthread.php?t=152898, I’m looking for some balance advice from the GMs on here. These classes are for a campaign world where the Elemental Planes have partially fused with the Material plane and dominated all of the cultures there. The fire cultures are the most savage, so I wanted to design them around fire and flames. I wanted them to model rage as an Inner Flame, and expound on the idea. As with the others, I’ll outline the “crunchy” changes I’ve made up top, but I included the full class description and flavor afterwards for anyone who wants to read it and/or use it in their campaign world.
For a quick and dirty view, my mechanics changes can be simplified down to:
1) Alignment restriction changed from non lawful to non good.
2) Replaced swim with spot as a class skill.
3) Allowed the barbarian proficiency with torches, lamp oil and alchemist’s fire as weapons. This lets them choose them for feats such as weapon focus.
4) Added a Smoke Immunity effect, eliminating vision and breathing penalties from fire and smoke.
5) Limited Fast Movement to during a rage
6) Allowed rage to be extended by dealing fire damage and making a will save. If rage is extended, the barbarian is exhausted at the end. If extended to twice the normal limit, the barbarian collapses.
7) Moved Uncanny Dodge to 5th Level and Improved Uncanny Dodge to 10th.
8) Removed trap sense.
9) Added Endurance as a bonus feat at 3rd and Diehard at 9th.
10) Removed Indomitable Will
11) Added Resistance to Fire/5 at 8th level, becoming resistance/10 at 14th level.
That’s my second draft, after incorporating some of the suggestions in the thread. The weapon proficiency seems natural to a warrior class that fights by setting things on fire. With the Smoke Immunity, I figure that it would be developed after years spent in volcanic lands and training to fight amidst flaming grasslands and forests. As for the rage extension, I think it’s a fair trade between limitations of using the ability and benefits gained from it. I wanted to show how lighting fires would drive them further into fury, but making their bonuses increase didn’t make sense, so I allowed them to last longer. The remaining trades are to exchange a permanent 10’ movement bonus and trap sense progression for rage-only speed, two bonus feats and a limited resistance to fire damage.
Without further ado, the full class description with flavor text. Thanks for reading and for any advice!
FIRE VARIANT BARBARIAN
On any world, in any culture, those who live in savage lands must survive by their ferocity and their tenacity. No land is as savage as the burning hell that is the Fire Realms of Elementia. The orcs and humans that scrape their existence from the ash and lava of those lands are harder and tougher than any civilized person could hope to be. Generations of struggling for dominance and favor from the fickle Fire Lords has made the people of the flame vicious and strong. The concepts of mercy, retreat, and parley are alien to these headstrong warriors.
“To rule, you must fight. To fight, you must burn.”
That is the Lesson of Fire that children learn from their fathers from the moment of birth. When one steps onto the battlefield, he must burn with the heat of a furnace within. It will drive him, it will guide him and it will consume him. He must leave his opponent, and his soul, as a pile of ash behind him. That is the way to glory and the way to victory.
Since the coming of the Four Forces, the champions of the flames are a terror to behold. Once they spill blood, they descend into a mania without equal. They burn their enemies, they burn the land, they burn women, children and homes, and they even burn themselves. They dance like madmen amidst the flames, reveling in the destruction done in their name; knowing they will be feared by their foes for years to come.
Adventures: Fire barbarians adventure for conquest, and to prove their might. They are driven by a need to be respected, and if they can’t be respected, they’d rather be feared. This has led to a reviled reputation among more civilized societies, but for those who are lucky to have one as an ally on their adventure, they will never doubt his worth.
Characteristics: Fire barbarians are survivors and ruthless combatants. The furious inner fire that consumes them makes them stronger and deadlier than any other warrior pound for pound. The fires take their toll, though, and the barbarian becomes tired quickly when the fight wears down. They are self-sustaining and can last in the wild for long times.
Alignment: Stoking the flames within and letting them drive you to destruction is a merciless pursuit. The lack of discretion and the ruthlessness of Fire Barbarians preclude them from a life of compassion. They cannot be of a good alignment. Many neutral barbarians can be valorous and when teamed with good adventurers are capable of very heroic deeds. However, these conquests are self-motivated and not the result of a drive to help others. To feel that need to defend the weak would go against the barbarians’ mindset.
Religion: The wild tribes of the Fire Realms listen intently to their clerics, The Brothers of the Flame. Their teachings are crucial to the rearing of children in the tribe, and the Fire Barbarians are the Lessons of Fire made flesh. These stalwart champions take the principles of the Fire Lords and make them a core part of their being.
Background: The barbarians of the Fire Realms are the proven warriors of their tribes, showing their devotion to the Fire Lords. However, there is only room for one tribal leader, and if you do not wish to serve under him, you must either defeat him or leave the tribe. Many such barbarians are drawn to quests of personal strength, and this can lead them far and wide.
Races: The orcish tribes were savage before the coming of the Four Forces. Since then, they have honed their wrath to a fine edge in the hopes of destroying their enemies with the Fire Lords blessing. The savage humans that settled alongside them refined the skills the orcs developed and spread them. The half-orcs that come from their unions are also natural candidates to become Fire Barbarians. The goblins scrambling among the remains of Ember and Sparklight aspire to become as powerful as the larger races, and train in the ways of the Inner Flame. Salamander flamebrothers who escape their efreeti masters tend to naturally develop the style of barbarians when they fight.
GAME RULE INFORMATION:
Fire variant barbarians have the following game statistics.
Abilities: Constitution allows the barbarian to wade in to battle and to rage for longer periods. Strength determines their melee prowess and damage. A high Wisdom increases their cunning and is useful to many of their skills.
Alignment: Any non-good.
Hit Die: (Normal) d12
Class Skills:
The Fire variant barbarian’s class skills are as a normal barbarian’s, except that Spot replaces Swim as a class skill
Skill points: (Normal) 4+Int modifier
Class Features:
All of the following are class features of the Fire variant barbarian.
Weapon and Armor Proficiency: (Normal), but adds torches and lamp oil to the list of simple weapons, and alchemist’s fire and orcish fire staves (quarterstaffs coated on both ends with rags and pitch) to the list of martial weapons.
Smoke Immunity (Ex) Years of training amidst the flames and ash has heightened the senses of the barbarian and improved their body's filtering ability. The Fire barbarian can always negate the effects of smoke and fire, including concealment miss chances, Fortitude saves to breathe in smoke, etc.
Illiteracy: (Normal)
Rage (Ex): The Fire barbarians gain the same STR CON and Will save bonuses and have the same AC and fatigue restrictions from their rages as a normal barbarian. However, while a normal barbarian moves fast at all times, the only time a Fire barbarian can push his racial movement limits is while in a rage. Also, the burning flame inside a Fire barbarian is more easily stoked back to life. During his period of rage, if the Fire Barbarian successfully deals more than 3 points of fire damage to any target, the barbarian can attempt a Will save vs. DC 25 minus the amount of fire damage dealt to add another round of effectiveness to his rage. The normal morale bonus from his rage applies to this save. Each round the barbarian has taken beyond his normal limit applies a -1 penalty to this save. If the barbarian does extend his rage, he is exhausted instead of fatigued when he ends his rage (either by failing his save or by choosing to end it). If the Fire barbarian has doubled his rage by extending his rage 3 + his Con modifier, he immediately falls prone and is dazed for one round, and is exhausted.
Example: Grashnar (Orc Fire barbarian Wis 10, Con 15) flies into a furious rage in the middle of a battle with paladins. His constitution score lets him rage for seven rounds normally. During the fourth round of raging, he smashes a flask of alchemist’s fire on one of his enemies, setting him ablaze for 4 points of damage. The sight of the paladin’s singed flesh fuels Grashnar’s fury, and he makes a Will save DC 25 - 4 = 21. He rolls a 19 (+0 Wis, +2 rage) and succeeds. He can now rage into an 8th round. During that 8th round, he torches another paladin coated in oil and deals 5 damage. He roars in anger and attempts another Will save DC 25-5-1=19. He rolls a 13 and fails. His inner flame has faded and he is exhausted. If he had managed to extend through round 14, at the start of the 15th round he’d collapse, prone, dazed and exhausted.
Endurance: At 3rd level, the Fire variant barbarian gains Endurance as a bonus feat.
Uncanny Dodge (Ex): (Normal), but gained at 5th level, not 2nd.
Fire Resistance (Ex): As the Fire barbarian spends more and more time revelling amidst the destructive power of Fire, his skin grows a callousness to it. At 8th level, the Fire barbarian gains resistance to fire/5. This rises to 10 points at 14th level.
Damage Reduction (Ex): (Normal)
Diehard (Ex): At 9th level, the Fire barbarian gains Diehard as a bonus feat.
Improved Uncanny Dodge (Ex): (Normal), but gained at 10th level
Greater Rage (Ex): (Normal)
Tireless Rage (Ex): (Normal)
Mighty Rage (Ex): (Normal)
So, what’s the consensus? Too powerful? Too weak? Let me know.
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