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APS - Divine Sorcerer
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<blockquote data-quote="malcolm_n" data-source="post: 4823647" data-attributes="member: 63154"><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Design Goal: </strong>Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Why?: </strong> Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Rules Clarification: </strong>The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Example:</strong> Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span><strong></strong></span></p><p><span style="font-size: 12px"><strong>SORCERER, DIVINE</strong></span></p><p> [FONT=&quot]<span style="font-size: 12px">Sorcerers are an interesting lot. They are the foci of the chaotic and powerful forces of the universe. While most sorcerers may draw power from the elemental chaos or an innate understanding, the divine sorcerer is a gateway into the world for his patron deity.</span></p><p>[/FONT]</p><p>[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Sorcerer Class Traits in the PH2 with the following.</p><p></p><p><strong>Power Source:</strong> <span style="font-size: 12px">[FONT=&quot]Divine. Your innate talents are inborn from the gods of your homeland. [/FONT]</span>The power of the divine infuses your being, coming as naturally to you as eating or sleeping.</p><p></p><p><strong>Implements:</strong> Holy symbols, staffs</p><p></p><p><strong>Trained Skills: </strong>Religion. From the sorcerer class skill list, choose 3 more trained skills at 1st level.</p><p></p><p><strong>Class Features:</strong> Divine Magic[/sblock]</p><p>[sblock=DIVINE SORCERER CLASS FEATURES] [FONT=&quot]Sorcerers able to tap into divine power trade in their daggers for holy symbols. They also use a different source of power than arcane sorcerers.[/FONT] </p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span> <strong>[FONT=&quot]Divine Magic (Spell Source)[/FONT]</strong></p><p> Choose a sorcerer spell source class feature which relies upon Strength. This class feature counts as that feature when a power would benefit from it. In addition, you gain the following.</p><p> <strong>Divine Power:</strong> You gain a bonus to the damage rolls of divine prayers equal to your Strength modifier. The bonus increases to your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level.</p><p> <strong>Divine Resistance:</strong> While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.</p><p> <strong>God-Blooded Soul:</strong> You gain resist 5 radiant and resist 5 necrotic. The resistance increases to 10 at 11th level and 15 at 21st level. If you already resist radiant or necrotic damage, increase that value by 5 instead.</p><p> <strong>Channel Divinity:</strong> You gain your god’s channel divinity feat as a bonus feat. Once per encounter, on a natural d20 roll of 16 or higher, you can use that channel divinity power as a free action.[/sblock][sblock=DIVINE SORCERER POWERS] The divine sorcerer has access to all sorcerer powers, which become prayers. You can also choose the following powers which give you a more distinct identity as an divine class. </p><p> </p><p><span style="font-size: 10px"><span style="color: Green"><strong>Sorcerous Smite </strong>Divine Sorcerer Attack 1</span></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <em>[FONT=&quot]You bring vengeance to life in your hand and hurl it at a guilty target.[/FONT]</em></p><p> <strong>[FONT=&quot]At-will [/FONT]</strong><strong>[FONT=&quot]*[/FONT]</strong><strong>[FONT=&quot] Divine, Implement, Radiant[/FONT]</strong></p><p> <strong>[FONT=&quot]Standard Action Ranged [/FONT]</strong>[FONT=&quot]10[/FONT]</p><p> <strong>[FONT=&quot]Target:[/FONT]</strong>[FONT=&quot] One creature[/FONT]</p><p> <strong>[FONT=&quot]Attack:[/FONT]</strong>[FONT=&quot] Charisma vs. Fortitude[/FONT]</p><p> <strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 1d10 + Charisma modifier radiant damage. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to your Strength modifier.[/FONT]</p><p> [FONT=&quot] Level 21: 2d10 + Charisma modifier radiant damage.[/FONT]</p><p> <strong>[FONT=&quot]Special:[/FONT]</strong>[FONT=&quot] You can use this power as a ranged basic attack.[/FONT]</p><p> </p><p><span style="font-size: 10px"><span style="color: DarkRed"><strong>Light of Truth </strong>Divine Sorcerer Attack 1</span></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <em>[FONT=&quot]You are known well by enemies who have tried to get away from you.[/FONT]</em></p><p> <strong>[FONT=&quot]Encounter [/FONT]</strong><strong>[FONT=&quot]*[/FONT]</strong><strong>[FONT=&quot] Divine, Implement, Radiant[/FONT]</strong></p><p> <strong>[FONT=&quot]Standard Action Ranged [/FONT]</strong>[FONT=&quot]10[/FONT]</p><p> <strong>[FONT=&quot]Target:[/FONT]</strong>[FONT=&quot] One creature[/FONT]</p><p> <strong>[FONT=&quot]Attack:[/FONT]</strong>[FONT=&quot] Charisma vs. Reflex[/FONT]</p><p> <strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 1d10 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.[/FONT]</p><p> <strong>[FONT=&quot] Divine Magic:[/FONT]</strong>[FONT=&quot] If you rolled a natural 16-20 on the attack roll, the target is also weakened until the end of your next turn.[/FONT]</p><p> </p><p> <span style="color: DarkRed"><span style="font-size: 10px"><strong>Channel Divinity: Divine Conduit</strong></span></span><span style="font-size: 10px"><span style="color: DarkRed">Divine Sorcerer Utility 2</span></span></p><p> <em>[FONT=&quot]You open yourself up to your deity and channel the raw energy of the gods.[/FONT]</em></p><p> <strong>[FONT=&quot]Encounter [/FONT]</strong><strong>[FONT=&quot]*[/FONT]</strong><strong>[FONT=&quot] Divine[/FONT]</strong></p><p> <strong>[FONT=&quot]Minor Action Personal[/FONT]</strong></p><p> <strong>[FONT=&quot]Effect:[/FONT]</strong>[FONT=&quot] You gain a bonus to your next attack roll before the end of your next turn equal to your Strength modifier. That attack can score a critical hit on a natural 19 or 20.[/FONT]</p><p> <strong>[FONT=&quot]Special:[/FONT]</strong>[FONT=&quot] You can expend this power to use another channel divinity power instead.[/FONT]</p><p> </p><p><span style="font-size: 10px"><span style="color: DarkRed"><strong>Improved </strong></span></span><span style="font-size: 10px"><span style="color: DarkRed"><strong>Light of Truth </strong>Divine Sorcerer Attack 13</span></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <em>[FONT=&quot]You are known well by enemies who have tried to get away from you.[/FONT]</em></p><p> <strong>[FONT=&quot]Encounter [/FONT]</strong><strong>[FONT=&quot]*[/FONT]</strong><strong>[FONT=&quot] Divine, Implement, Radiant[/FONT]</strong></p><p> <strong>[FONT=&quot]Standard Action Ranged [/FONT]</strong>[FONT=&quot]10[/FONT]</p><p> <strong>[FONT=&quot]Target:[/FONT]</strong>[FONT=&quot] One creature[/FONT]</p><p> <strong>[FONT=&quot]Attack:[/FONT]</strong>[FONT=&quot] Charisma vs. Reflex[/FONT]</p><p> <span style="font-size: 10px"><strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 2d10 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.[/FONT]</span></p><p>Aftereffect: The target is slowed until the end of your next turn.</p><p><strong>[FONT=&quot]Divine Magic:[/FONT]</strong>[FONT=&quot] If you rolled a natural 16-20 on the attack roll, the target is also weakened until the end of your next turn.[/FONT]</p><p></p><p><span style="font-size: 10px"><span style="color: DarkRed"><strong>Greater Light of Truth </strong>Divine Sorcerer Attack 13</span></span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <em>[FONT=&quot]You are known well by enemies who have tried to get away from you.[/FONT]</em></p><p> <strong>[FONT=&quot]Encounter [/FONT]</strong><strong>[FONT=&quot]*[/FONT]</strong><strong>[FONT=&quot] Divine, Implement, Radiant[/FONT]</strong></p><p> <strong>[FONT=&quot]Standard Action Ranged [/FONT]</strong>[FONT=&quot]10[/FONT]</p><p> <strong>[FONT=&quot]Target:[/FONT]</strong>[FONT=&quot] One creature[/FONT]</p><p> <span style="font-size: 10px"><strong>[FONT=&quot]Attack:[/FONT]</strong></span>[FONT=&quot]<span style="font-size: 10px"> Charisma vs. Reflex</span>[/FONT]<span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <span style="font-size: 10px"><strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 3d10 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.[/FONT]</span></p><p> Aftereffect: The target is slowed until the end of your next turn.</p><p><strong>[FONT=&quot]Divine Magic:[/FONT]</strong>[FONT=&quot] If you rolled a natural 16-20 on the attack roll, the target is also weakened until the end of your next turn.[/FONT][/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.</p><p></p><p>Here are <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/257325-aps-arcane-barbarian.html" target="_blank">The Arcane Barbarian</a>, <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/257290-aps-divine-barbarian.html" target="_blank">The Divine Barbarian</a>, <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/257203-aps-martial-barbarian.html" target="_blank">The Martial Barbarian</a> and <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/257186-alternate-power-source-psionic-barbarian.html" target="_blank">The Psionic Barbarian</a>, more alternate power source options.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4823647, member: 63154"] [SIZE=3][SIZE=2][B]Design Goal: [/B]Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard. [B]Why?: [/B] Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid. [B]Rules Clarification: [/B]The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature. [B]Example:[/B] Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option. [/SIZE][B] SORCERER, DIVINE[/B][/SIZE] [FONT="][SIZE=3]Sorcerers are an interesting lot. They are the foci of the chaotic and powerful forces of the universe. While most sorcerers may draw power from the elemental chaos or an innate understanding, the divine sorcerer is a gateway into the world for his patron deity.[/SIZE] [/FONT] [sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Sorcerer Class Traits in the PH2 with the following. [B]Power Source:[/B] [SIZE=3][FONT="]Divine. Your innate talents are inborn from the gods of your homeland. [/FONT][/SIZE]The power of the divine infuses your being, coming as naturally to you as eating or sleeping. [B]Implements:[/B] Holy symbols, staffs [B]Trained Skills: [/B]Religion. From the sorcerer class skill list, choose 3 more trained skills at 1st level. [B]Class Features:[/B] Divine Magic[/sblock] [sblock=DIVINE SORCERER CLASS FEATURES] [FONT="]Sorcerers able to tap into divine power trade in their daggers for holy symbols. They also use a different source of power than arcane sorcerers.[/FONT] [SIZE=3] [/SIZE] [B][FONT="]Divine Magic (Spell Source)[/FONT][/B] Choose a sorcerer spell source class feature which relies upon Strength. This class feature counts as that feature when a power would benefit from it. In addition, you gain the following. [B]Divine Power:[/B] You gain a bonus to the damage rolls of divine prayers equal to your Strength modifier. The bonus increases to your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level. [B]Divine Resistance:[/B] While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC. [B]God-Blooded Soul:[/B] You gain resist 5 radiant and resist 5 necrotic. The resistance increases to 10 at 11th level and 15 at 21st level. If you already resist radiant or necrotic damage, increase that value by 5 instead. [B]Channel Divinity:[/B] You gain your god’s channel divinity feat as a bonus feat. Once per encounter, on a natural d20 roll of 16 or higher, you can use that channel divinity power as a free action.[/sblock][sblock=DIVINE SORCERER POWERS] The divine sorcerer has access to all sorcerer powers, which become prayers. You can also choose the following powers which give you a more distinct identity as an divine class. [SIZE=2][COLOR=Green][B]Sorcerous Smite [/B]Divine Sorcerer Attack 1[/COLOR][/SIZE][SIZE=2] [/SIZE] [I][FONT="]You bring vengeance to life in your hand and hurl it at a guilty target.[/FONT][/I] [B][FONT="]At-will [/FONT][/B][B][FONT="]*[/FONT][/B][B][FONT="] Divine, Implement, Radiant[/FONT][/B] [B][FONT="]Standard Action Ranged [/FONT][/B][FONT="]10[/FONT] [B][FONT="]Target:[/FONT][/B][FONT="] One creature[/FONT] [B][FONT="]Attack:[/FONT][/B][FONT="] Charisma vs. Fortitude[/FONT] [B][FONT="]Hit:[/FONT][/B][FONT="] 1d10 + Charisma modifier radiant damage. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to your Strength modifier.[/FONT] [FONT="] Level 21: 2d10 + Charisma modifier radiant damage.[/FONT] [B][FONT="]Special:[/FONT][/B][FONT="] You can use this power as a ranged basic attack.[/FONT] [SIZE=2][COLOR=DarkRed][B]Light of Truth [/B]Divine Sorcerer Attack 1[/COLOR][/SIZE][SIZE=2] [/SIZE] [I][FONT="]You are known well by enemies who have tried to get away from you.[/FONT][/I] [B][FONT="]Encounter [/FONT][/B][B][FONT="]*[/FONT][/B][B][FONT="] Divine, Implement, Radiant[/FONT][/B] [B][FONT="]Standard Action Ranged [/FONT][/B][FONT="]10[/FONT] [B][FONT="]Target:[/FONT][/B][FONT="] One creature[/FONT] [B][FONT="]Attack:[/FONT][/B][FONT="] Charisma vs. Reflex[/FONT] [B][FONT="]Hit:[/FONT][/B][FONT="] 1d10 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.[/FONT] [B][FONT="] Divine Magic:[/FONT][/B][FONT="] If you rolled a natural 16-20 on the attack roll, the target is also weakened until the end of your next turn.[/FONT] [COLOR=DarkRed][SIZE=2][B]Channel Divinity: Divine Conduit[/B][/SIZE][/COLOR][SIZE=2][COLOR=DarkRed]Divine Sorcerer Utility 2[/COLOR][/SIZE] [I][FONT="]You open yourself up to your deity and channel the raw energy of the gods.[/FONT][/I] [B][FONT="]Encounter [/FONT][/B][B][FONT="]*[/FONT][/B][B][FONT="] Divine[/FONT][/B] [B][FONT="]Minor Action Personal[/FONT][/B] [B][FONT="]Effect:[/FONT][/B][FONT="] You gain a bonus to your next attack roll before the end of your next turn equal to your Strength modifier. That attack can score a critical hit on a natural 19 or 20.[/FONT] [B][FONT="]Special:[/FONT][/B][FONT="] You can expend this power to use another channel divinity power instead.[/FONT] [SIZE=2][COLOR=DarkRed][B]Improved [/B][/COLOR][/SIZE][SIZE=2][COLOR=DarkRed][B]Light of Truth [/B]Divine Sorcerer Attack 13[/COLOR][/SIZE][SIZE=2] [/SIZE] [I][FONT="]You are known well by enemies who have tried to get away from you.[/FONT][/I] [B][FONT="]Encounter [/FONT][/B][B][FONT="]*[/FONT][/B][B][FONT="] Divine, Implement, Radiant[/FONT][/B] [B][FONT="]Standard Action Ranged [/FONT][/B][FONT="]10[/FONT] [B][FONT="]Target:[/FONT][/B][FONT="] One creature[/FONT] [B][FONT="]Attack:[/FONT][/B][FONT="] Charisma vs. Reflex[/FONT] [SIZE=2][B][FONT="]Hit:[/FONT][/B][FONT="] 2d10 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.[/FONT][/SIZE] Aftereffect: The target is slowed until the end of your next turn. [B][FONT="]Divine Magic:[/FONT][/B][FONT="] If you rolled a natural 16-20 on the attack roll, the target is also weakened until the end of your next turn.[/FONT] [SIZE=2][COLOR=DarkRed][B]Greater Light of Truth [/B]Divine Sorcerer Attack 13[/COLOR][/SIZE][SIZE=2] [/SIZE] [I][FONT="]You are known well by enemies who have tried to get away from you.[/FONT][/I] [B][FONT="]Encounter [/FONT][/B][B][FONT="]*[/FONT][/B][B][FONT="] Divine, Implement, Radiant[/FONT][/B] [B][FONT="]Standard Action Ranged [/FONT][/B][FONT="]10[/FONT] [B][FONT="]Target:[/FONT][/B][FONT="] One creature[/FONT] [SIZE=2][B][FONT="]Attack:[/FONT][/B][/SIZE][FONT="][SIZE=2] Charisma vs. Reflex[/SIZE][/FONT][SIZE=2] [/SIZE] [SIZE=2][B][FONT="]Hit:[/FONT][/B][FONT="] 3d10 + Charisma modifier radiant damage and the target is immobilized until the end of your next turn.[/FONT][/SIZE] Aftereffect: The target is slowed until the end of your next turn. [B][FONT="]Divine Magic:[/FONT][/B][FONT="] If you rolled a natural 16-20 on the attack roll, the target is also weakened until the end of your next turn.[/FONT][/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests. Here are [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/257325-aps-arcane-barbarian.html"]The Arcane Barbarian[/URL], [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/257290-aps-divine-barbarian.html"]The Divine Barbarian[/URL], [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/257203-aps-martial-barbarian.html"]The Martial Barbarian[/URL] and [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/257186-alternate-power-source-psionic-barbarian.html"]The Psionic Barbarian[/URL], more alternate power source options. [/QUOTE]
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