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<blockquote data-quote="Voadam" data-source="post: 4647486" data-attributes="member: 2209"><p><strong>Non-Snarky response</strong></p><p></p><p></p><p></p><p>It looks like too many changes of details throughout for significant copy and pasting.</p><p></p><p>It is more like comparing the 3.5 ph to the 3.0 srd. There are the same sections and coverage but little changes throughout mean that almost nothing could be directly copied and pasted. Take for instance the barbarian class.</p><p></p><p>3.0 srd</p><p>[sblock]</p><p>BARBARIAN</p><p>Alignment: Any nonlawful.</p><p>Hit Die: d12.</p><p>Class Skills: The barbarian's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis). </p><p>Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields. </p><p>Table: The Barbarian </p><p> Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special</p><p>----- ------------ ---- ---- ---- -------</p><p>1 +1 +2 +0 +0 Rage 1/day; fast movement</p><p>2 +2 +3 +0 +0 Uncanny dodge (Dex bonus to AC)</p><p>3 +3 +3 +1 +1</p><p>4 +4 +4 +1 +1 Rage 2/day</p><p>5 +5 +4 +1 +1 Uncanny dodge (can't be flanked)</p><p>6 +6/+1 +5 +2 +2 </p><p>7 +7/+2 +5 +2 +2</p><p>8 +8/+3 +6 +2 +2 Rage 3/day</p><p>9 +9/+4 +6 +3 +3</p><p>10 +10/+5 +7 +3 +3 Uncanny dodge (+1 against traps)</p><p>11 +11/+6/+1 +7 +3 +3 Damage reduction 1/—</p><p>12 +12/+7/+2 +8 +4 +4 Rage 4/day</p><p>13 +13/+8/+3 +8 +4 +4 Uncanny dodge (+2 against traps)</p><p>14 +14/+9/+4 +9 +4 +4 Damage reduction 2/—</p><p>15 +15/+10/+5 +9 +5 +5 Greater rage</p><p>16 +16/+11/+6/+1 +10 +5 +5 Rage 5/day, </p><p> uncanny dodge (+3 against traps)</p><p>17 +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/—</p><p>18 +18/+13/+8/+3 +11 +6 +6</p><p>19 +19/+14/+9/+4 +11 +6 +6 Uncanny dodge (+4 against traps)</p><p>20 +20/+15/+10/+5 +12 +6 +6 Rage 6/day; </p><p> no longer winded after rage; </p><p> damage reduction 4/—</p><p>Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC. </p><p>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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). </p><p>A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action. </p><p>Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at –2.) </p><p>Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). </p><p>Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. </p><p>At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank. </p><p>At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4. </p><p>Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. </p><p>Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak. </p><p>Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class. </p><p>[/sblock]</p><p></p><p>3.5 srd[sblock]</p><p>Table: The Barbarian Level Base</p><p>Attack Bonus Fort</p><p>Save Ref</p><p>Save Will</p><p>Save Special </p><p>1st +1 +2 +0 +0 Fast movement, illiteracy, rage 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 Rage 2/day </p><p>5th +5 +4 +1 +1 Improved uncanny dodge </p><p>6th +6/+1 +5 +2 +2 Trap sense +2 </p><p>7th +7/+2 +5 +2 +2 Damage reduction 1/— </p><p>8th +8/+3 +6 +2 +2 Rage 3/day </p><p>9th +9/+4 +6 +3 +3 Trap sense +3 </p><p>10th +10/+5 +7 +3 +3 Damage reduction 2/— </p><p>11th +11/+6/+1 +7 +3 +3 Greater rage </p><p>12th +12/+7/+2 +8 +4 +4 Rage 4/day, trap sense +4 </p><p>13th +13/+8/+3 +8 +4 +4 Damage reduction 3/— </p><p>14th +14/+9/+4 +9 +4 +4 Indomitable will </p><p>15th +15/+10/+5 +9 +5 +5 Trap sense +5 </p><p>16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage 5/day </p><p>17th +17/+12/+7/+2 +10 +5 +5 Tireless rage </p><p>18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6 </p><p>19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— </p><p>20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage 6/day </p><p>Barbarian</p><p>Alignment</p><p>Any nonlawful. </p><p></p><p>Hit Die</p><p>d12. </p><p></p><p>Class Skills</p><p>The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). </p><p></p><p>Skill Points at 1st Level</p><p>(4 + Int modifier) ×4. </p><p></p><p>Skill Points at Each Additional Level</p><p>4 + Int modifier. </p><p></p><p>Class Features</p><p>All of the following are class features of the barbarian. </p><p></p><p>Weapon and Armor Proficiency</p><p>A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). </p><p></p><p>Fast Movement (Ex)</p><p>A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. </p><p></p><p>Illiteracy</p><p>Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. </p><p></p><p>A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. </p><p></p><p>Rage (Ex)</p><p>A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. 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 are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). </p><p></p><p>A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage 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 a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. </p><p></p><p>Uncanny Dodge (Ex)</p><p>At 2nd level, a 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 instead. </p><p></p><p>Trap Sense (Ex)</p><p>Starting at 3rd level, a 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 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)</p><p>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 him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge 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)</p><p>At 7th level, a barbarian 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 Rage (Ex)</p><p>At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. </p><p></p><p>Indomitable Will (Ex)</p><p>While in a 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 he also receives during his rage. </p><p></p><p>Tireless Rage (Ex)</p><p>At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage. </p><p></p><p>Mighty Rage (Ex)</p><p>At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. </p><p></p><p>Ex-Barbarians</p><p>A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge). </p><p></p><p>[/sblock]</p><p></p><p>and pathfinder beta</p><p>[sblock]</p><p>Table 4–2: Barbarian</p><p>Base</p><p>Attack Fort Ref Will</p><p>Level Bonus Save Save Save Special</p><p>1st +1 +2 +0 +0 Fast movement, rage</p><p>2nd +2 +3 +0 +0 Rage power, uncanny dodge</p><p>3rd +3 +3 +1 +1 Trap sense +1</p><p>4th +4 +4 +1 +1 Rage power</p><p>5th +5 +4 +1 +1 Improved uncanny dodge</p><p>6th +6/+1 +5 +2 +2 Rage power, trap sense +2</p><p>7th +7/+2 +5 +2 +2 Damage reduction 1/—</p><p>8th +8/+3 +6 +2 +2 Rage power</p><p>9th +9/+4 +6 +3 +3 Trap sense +3</p><p>10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power</p><p>11th +11/+6/+1 +7 +3 +3 Greater rage</p><p>12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4</p><p>13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—</p><p>14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power</p><p>15th +15/+10/+5 +9 +5 +5 Trap sense +5</p><p>16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power</p><p>17th +17/+12/+7/+2 +10 +5 +5 Tireless rage</p><p>18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6</p><p>19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—</p><p>20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power</p><p></p><p>Barbarian</p><p>Alignment: Any nonlawful.</p><p>Hit Die: d12.</p><p>Class Skills</p><p>The barbarian’s class skills are Acrobatics (Dex), Climb</p><p>(Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),</p><p>Knowledge (nature) (Int), Perception (Wis), Ride (Dex),</p><p>Survival (Wis), and Swim (Str).</p><p>Skill Ranks Per Level: 4 + Int modifier.</p><p>Class Features</p><p>All of the following are class features of the barbarian.</p><p>Weapon and Armor Proficiency: A barbarian is</p><p>proficient with all simple and martial weapons, light</p><p>armor, medium armor, and shields (except tower shields).</p><p>Fast Movement (Ex): A barbarian’s land speed is faster</p><p>than the norm for her race by +10 feet. This benefit applies</p><p>only when he is wearing no armor, light armor, or medium</p><p>armor, and not carrying a heavy load. Apply this bonus</p><p>before modifying the barbarian’s speed because of any</p><p>load carried or armor worn.</p><p>Rage (Ex): A barbarian can call upon inner reserves of</p><p>strength and ferocity, granting her additional combat</p><p>prowess. Starting at 1st level, a barbarian gains a number</p><p>of rage points equal to 4 + her Constitution modifier.</p><p>At each level after 1st, she gains an additional number</p><p>of rage points equal to 2 + her Constitution modifier.</p><p>Temporary increases to Constitution, such as those</p><p>gained from rage and spells like bear’s endurance, do not</p><p>increase a barbarian’s total number of rage points. A</p><p>barbarian must spend one rage point to enter a rage and</p><p>one additional point at the start of any round spent in rage.</p><p>In addition, rage points can be spent to activate rage powers.</p><p>A barbarian can enter rage as a free action. Rage points are</p><p>renewed after resting for 8 hours, although these hours do</p><p>not need to be consecutive.</p><p>While in rage, a barbarian gains a +4 bonus to her Strength</p><p>and Constitution, as well as a +2 morale bonus on Will saves.</p><p>In addition, she takes a –2 penalty to Armor Class. The</p><p>increase to Constitution grants the barbarian 2 hit points per</p><p>Hit Dice, but these disappear when the rage ends and are not</p><p>lost first like temporary hit points. While in rage, a barbarian</p><p>cannot use any Charisma-, Dexterity-, or Intelligence-based</p><p>skills (except Acrobatics, Fly, Intimidate, and Ride) or any</p><p>ability that requires patience or concentration.</p><p>A barbarian can end her rage as a free action and is fatigued</p><p>after rage for a number of rounds equal to 2 times the number</p><p>of rage points spent during the rage. A barbarian cannot</p><p>enter a new rage while fatigued but can otherwise enter rage</p><p>multiple times during a single encounter or combat.</p><p>Rage Powers: As a barbarian gains experience, she learns</p><p>to harness her rage in new ways. Starting at 2nd level, a</p><p>barbarian gains one rage power. She gains an additional</p><p>rage power for every two levels of barbarian attained after</p><p>2nd level. A barbarian can use her rage powers only while</p><p>raging, with each power consuming a set number of rage</p><p>points. A barbarian cannot select an individual power more</p><p>than once. Unless otherwise noted, these abilities are swift</p><p>actions that must be performed on the barbarian’s turn.</p><p>Animal Fury (Ex): The barbarian may make a bite attack</p><p>using her full base attack bonus plus her Strength modifier.</p><p>If the bite hits, it deals 1d6 points of damage (assuming</p><p>the barbarian is Medium; 1d4 points of damage if Small)</p><p>plus the barbarian’s Strength modifier. A barbarian can</p><p>use this power while grappled. If the bite attack hits, any</p><p>grapple checks made against the target this round are at a</p><p>+2 bonus. (2 rage points)</p><p>Clear Mind (Su): A barbarian may reroll a failed Will save.</p><p>This power is used as an immediate action after the save</p><p>is failed. The barbarian must take the second result, even</p><p>if it is worse. A barbarian must be at least 8th level before</p><p>selecting this power. (6 rage points)</p><p>Increased Damage Reduction (Ex): The barbarian gains</p><p>damage reduction 1/— per 4 rage points spent for 1 round.</p><p>This damage reduction stacks with that granted by the</p><p>barbarian class feature. The barbarian cannot increase</p><p>her damage reduction by more than 3/— with this power.</p><p>A barbarian must be at least 12th level before selecting this</p><p>ability. (4, 8, or 12 rage points)</p><p>Elemental Rage (Su): All of the barbarian’s attacks deal</p><p>an additional 1d6 points of energy damage for 1 round.</p><p>The energy type must be acid, cold, electricity, or fire.</p><p>This energy damage does not stack with energy damage</p><p>dealt by special weapon abilities if it is of the same type. A</p><p>barbarian must be at least 12th level before selecting this</p><p>power. (8 rage points)</p><p>Guarded Stance (Ex): The barbarian gains a dodge bonus</p><p>to her Armor Class equal to 1/2 her barbarian level for 1</p><p>round against melee attacks. (2 rage points)</p><p>Intimidating Glare (Ex): The barbarian can make an</p><p>Intimidate check against one adjacent foe as a free action.</p><p>If the barbarian successfully demoralizes her opponent,</p><p>the foe is shaken for 2d6 rounds. (4 rage points)</p><p>Knockback (Ex): Anyone hit by the barbarian’s melee</p><p>attacks this round is pushed back 5 feet, if possible. This</p><p>power is used before any attacks are made. (4 rage points)</p><p>Low-Light Vision (Ex): The barbarian’s senses suddenly</p><p>sharpen and she gains low-light vision for 1 round. (2</p><p>rage points)</p><p>Mighty Swing (Ex): The barbarian automatically confirms</p><p>a critical hit. This power is used as an immediate action</p><p>once a critical threat has been determined. A barbarian</p><p>must be at least 8th level before selecting this power. (8</p><p>rage points)</p><p>Moment of Clarity (Ex): The barbarian does not take any</p><p>of the penalties from rage for 1 round. This includes the</p><p>penalty to Armor Class and the restriction on what actions</p><p>can be performed. (4 rage points)</p><p>Night Sight (Ex): The barbarian’s senses grow incredibly</p><p>sharp while raging and she gains darkvision 60 feet for 1</p><p>round. A barbarian must have low-light vision as a rage power</p><p>or a racial trait to select this rage power. (4 rage points)</p><p>Powerful Blow (Ex): The barbarian adds her barbarian</p><p>level on one damage roll. This power is used as a swift</p><p>action before the roll to hit is made. (4 rage points)</p><p>Quick Ref lexes (Ex): The barbarian can make an additional</p><p>attack of opportunity above the normal limit of one per</p><p>round. This power is used as an immediate action when</p><p>an opponent takes an action that provokes an attack of</p><p>opportunity. (4 rage points)</p><p>Renewed Vigor (Su): The barbarian heals 1d8 points of</p><p>damage + her Constitution modifier. This power is used</p><p>as a standard action. A barbarian must be at least 6th level</p><p>before selecting this power. (6 rage points)</p><p>Rolling Dodge (Ex): The barbarian gains a dodge bonus to</p><p>her Armor Class equal to 1/2 her barbarian level for 1 round</p><p>against ranged attacks. (2 rage points)</p><p>Roused Anger (Ex): The barbarian may enter rage even</p><p>if fatigued. This power is used as a free action when the</p><p>barbarian enters rage. (4 rage points)</p><p>Strength Surge (Ex): The barbarian adds her barbarian</p><p>level on one Strength check or combat maneuver check,</p><p>or to her combat maneuver bonus when an opponent</p><p>attempts a maneuver against her. This power is used as an</p><p>immediate action. (2 rage points)</p><p>Surprise Accuracy (Ex): The barbarian adds her barbarian</p><p>level on one attack roll. This power is used as a swift action</p><p>before the roll to hit. (4 rage points)</p><p>Swift Foot (Ex): The barbarian gains an enhancement</p><p>bonus to her speed for 1 round equal to 10 feet per 2 rage</p><p>points spent. Her speed cannot be increased by more than</p><p>30 feet in this way. (2, 4, or 6 rage points)</p><p>Terrifying Howl (Su): The barbarian unleashes a</p><p>terrifying howl as a standard action. All enemies within</p><p>30 feet must make a Will save (DC equal to 10 + 1/2 the</p><p>barbarian’s level + the barbarian’s Strength modifier)</p><p>or be panicked for 1d4+1 rounds. Once an enemy has</p><p>made a save versus terrifying howl (successful or not) it</p><p>is immune to this power for 24 hours. A barbarian must</p><p>have the intimidating glare rage power to select this</p><p>rage power. A barbarian must be at least 8th level before</p><p>selecting this power. (8 rage points)</p><p>Unexpected Strike (Ex): The barbarian can take one</p><p>additional attack as part of a full-attack action at her</p><p>highest bonus. This additional attack does not stack with</p><p>haste or other similar effects. A barbarian must be at least</p><p>8th level before selecting this power. (8 rage points)</p><p>Uncanny Dodge (Ex): At 2nd level, a barbarian retains</p><p>his Dexterity bonus to AC (if any) even if he is caught f latfooted</p><p>or struck by an invisible attacker. He still loses his</p><p>Dexterity bonus to AC if immobilized. If a barbarian already</p><p>has uncanny dodge from a different class, he automatically</p><p>gains improved uncanny dodge (see below) instead.</p><p>Trap Sense (Ex): At 3rd level, a barbarian gains a +1</p><p>bonus on Ref lex saves made to avoid traps and a +1 dodge</p><p>bonus to AC against attacks made by traps. These bonuses</p><p>rise by +1 every three barbarian levels thereafter (6th, 9th,</p><p>12th, 15th, and 18th level). Trap sense bonuses gained from</p><p>multiple classes stack.</p><p>Improved Uncanny Dodge (Ex): At 5th level and higher,</p><p>a barbarian can no longer be f lanked. This defense</p><p>denies a rogue the ability to sneak attack the barbarian by</p><p>f lanking him, unless the attacker has at least four more</p><p>rogue levels than the target has barbarian levels. If a</p><p>character already has uncanny dodge from a second class,</p><p>the character automatically gains improved uncanny</p><p>dodge instead, and the levels from the classes that grant</p><p>uncanny dodge stack to determine the minimum level a</p><p>rogue must be to f lank the character.</p><p>Damage Reduction (Ex): At 7th level, a barbarian</p><p>gains damage reduction. Subtract 1 from the damage</p><p>the barbarian takes each time he is dealt damage from a</p><p>weapon or a natural attack. At 10th level, and every three</p><p>barbarian levels thereafter (13th, 16th, and 19th level), this</p><p>damage reduction rises by 1 point. Damage reduction can</p><p>reduce damage to 0 but not below 0.</p><p>Greater Rage (Ex): At 11th level, when a barbarian enters</p><p>rage, she can choose to enter a greater rage. The bonus</p><p>to her Strength and Constitution increases to +6 and the</p><p>morale bonus on her Will saves increases to +3. A barbarian</p><p>must spend 2 rage points to enter greater rage, and must</p><p>expend 2 rage points per round to maintain her rage.</p><p>Indomitable Will (Ex): While in rage, a barbarian of</p><p>14th level or higher gains a +4 bonus on Will saves to resist</p><p>enchantment spells. This bonus stacks with all other</p><p>modifiers, including the morale bonus on Will saves she</p><p>also receives during her rage.</p><p>Tireless Rage (Ex): Starting at 17th level, a barbarian no</p><p>longer becomes fatigued at the end of her rage.</p><p>Mighty Rage (Ex): At 20th level, when a barbarian enters</p><p>rage, she can choose to enter mighty rage. The bonus to her</p><p>Strength and Constitution increases to +8 and the morale</p><p>bonus on her Will saves increases to +4. A barbarian must</p><p>spend 3 rage points to enter mighty rage, and must expend</p><p>3 rage points per round to maintain her rage.[/sblock]</p><p></p><p>Compatible d20 variants of the same concept but details vary throughout each of them.</p><p></p><p>Too me it does not look like a whole lot was pasted in directly from any version to another.</p><p></p><p>So compatible and derived from? Yes. Copy/Pasted? I'd have to say very little could have been.</p><p></p><p>edit: KC if my attempt to respond to the question seriously without attacking it still crosses the line due to your moderator post then I apologise and ask that you delete this post.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4647486, member: 2209"] [b]Non-Snarky response[/b] It looks like too many changes of details throughout for significant copy and pasting. It is more like comparing the 3.5 ph to the 3.0 srd. There are the same sections and coverage but little changes throughout mean that almost nothing could be directly copied and pasted. Take for instance the barbarian class. 3.0 srd [sblock] BARBARIAN Alignment: Any nonlawful. Hit Die: d12. Class Skills: The barbarian's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis). Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields. Table: The Barbarian Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +1 +2 +0 +0 Rage 1/day; fast movement 2 +2 +3 +0 +0 Uncanny dodge (Dex bonus to AC) 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Rage 2/day 5 +5 +4 +1 +1 Uncanny dodge (can't be flanked) 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 Rage 3/day 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 Uncanny dodge (+1 against traps) 11 +11/+6/+1 +7 +3 +3 Damage reduction 1/— 12 +12/+7/+2 +8 +4 +4 Rage 4/day 13 +13/+8/+3 +8 +4 +4 Uncanny dodge (+2 against traps) 14 +14/+9/+4 +9 +4 +4 Damage reduction 2/— 15 +15/+10/+5 +9 +5 +5 Greater rage 16 +16/+11/+6/+1 +10 +5 +5 Rage 5/day, uncanny dodge (+3 against traps) 17 +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/— 18 +18/+13/+8/+3 +11 +6 +6 19 +19/+14/+9/+4 +11 +6 +6 Uncanny dodge (+4 against traps) 20 +20/+15/+10/+5 +12 +6 +6 Rage 6/day; no longer winded after rage; damage reduction 4/— Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC. 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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action. Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at –2.) Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank. At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4. Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak. Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class. [/sblock] 3.5 srd[sblock] Table: The Barbarian Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Fast movement, illiteracy, rage 1/day 2nd +2 +3 +0 +0 Uncanny dodge 3rd +3 +3 +1 +1 Trap sense +1 4th +4 +4 +1 +1 Rage 2/day 5th +5 +4 +1 +1 Improved uncanny dodge 6th +6/+1 +5 +2 +2 Trap sense +2 7th +7/+2 +5 +2 +2 Damage reduction 1/— 8th +8/+3 +6 +2 +2 Rage 3/day 9th +9/+4 +6 +3 +3 Trap sense +3 10th +10/+5 +7 +3 +3 Damage reduction 2/— 11th +11/+6/+1 +7 +3 +3 Greater rage 12th +12/+7/+2 +8 +4 +4 Rage 4/day, trap sense +4 13th +13/+8/+3 +8 +4 +4 Damage reduction 3/— 14th +14/+9/+4 +9 +4 +4 Indomitable will 15th +15/+10/+5 +9 +5 +5 Trap sense +5 16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage 5/day 17th +17/+12/+7/+2 +10 +5 +5 Tireless rage 18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6 19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— 20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage 6/day Barbarian Alignment Any nonlawful. Hit Die d12. Class Skills The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points at 1st Level (4 + Int modifier) ×4. Skill Points at Each Additional Level 4 + Int modifier. Class Features All of the following are class features of the barbarian. Weapon and Armor 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’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Illiteracy Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. Rage (Ex) A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. 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 are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage 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 a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. Uncanny Dodge (Ex) At 2nd level, a 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 instead. Trap Sense (Ex) Starting at 3rd level, a 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 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, a 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 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, a barbarian 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 Rage (Ex) At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. Indomitable Will (Ex) While in a 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 he also receives during his rage. Tireless Rage (Ex) At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage. Mighty Rage (Ex) At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. Ex-Barbarians A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge). [/sblock] and pathfinder beta [sblock] Table 4–2: Barbarian Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Fast movement, rage 2nd +2 +3 +0 +0 Rage power, uncanny dodge 3rd +3 +3 +1 +1 Trap sense +1 4th +4 +4 +1 +1 Rage power 5th +5 +4 +1 +1 Improved uncanny dodge 6th +6/+1 +5 +2 +2 Rage power, trap sense +2 7th +7/+2 +5 +2 +2 Damage reduction 1/— 8th +8/+3 +6 +2 +2 Rage power 9th +9/+4 +6 +3 +3 Trap sense +3 10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power 11th +11/+6/+1 +7 +3 +3 Greater rage 12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4 13th +13/+8/+3 +8 +4 +4 Damage reduction 3/— 14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power 15th +15/+10/+5 +9 +5 +5 Trap sense +5 16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power 17th +17/+12/+7/+2 +10 +5 +5 Tireless rage 18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6 19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— 20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power Barbarian Alignment: Any nonlawful. Hit Die: d12. Class Skills 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. Class Features All of the following are class features of the barbarian. Weapon and Armor 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’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. Rage points are renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 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. 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 rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat. Rage Powers: As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, with each power consuming a set number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are swift actions that must be performed on the barbarian’s turn. Animal Fury (Ex): The barbarian may make a bite attack using her full base attack bonus plus her Strength modifier. If the bite hits, it deals 1d6 points of damage (assuming the barbarian is Medium; 1d4 points of damage if Small) plus the barbarian’s Strength modifier. A barbarian can use this power while grappled. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus. (2 rage points) Clear Mind (Su): A barbarian may reroll a failed Will save. This power is used as an immediate action after the save is failed. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. (6 rage points) Increased Damage Reduction (Ex): The barbarian gains damage reduction 1/— per 4 rage points spent for 1 round. This damage reduction stacks with that granted by the barbarian class feature. The barbarian cannot increase her damage reduction by more than 3/— with this power. A barbarian must be at least 12th level before selecting this ability. (4, 8, or 12 rage points) Elemental Rage (Su): All of the barbarian’s attacks deal an additional 1d6 points of energy damage for 1 round. The energy type must be acid, cold, electricity, or fire. This energy damage does not stack with energy damage dealt by special weapon abilities if it is of the same type. A barbarian must be at least 12th level before selecting this power. (8 rage points) Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to 1/2 her barbarian level for 1 round against melee attacks. (2 rage points) Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a free action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 2d6 rounds. (4 rage points) Knockback (Ex): Anyone hit by the barbarian’s melee attacks this round is pushed back 5 feet, if possible. This power is used before any attacks are made. (4 rage points) Low-Light Vision (Ex): The barbarian’s senses suddenly sharpen and she gains low-light vision for 1 round. (2 rage points) Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. (8 rage points) Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. (4 rage points) Night Sight (Ex): The barbarian’s senses grow incredibly sharp while raging and she gains darkvision 60 feet for 1 round. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power. (4 rage points) Powerful Blow (Ex): The barbarian adds her barbarian level on one damage roll. This power is used as a swift action before the roll to hit is made. (4 rage points) Quick Ref lexes (Ex): The barbarian can make an additional attack of opportunity above the normal limit of one per round. This power is used as an immediate action when an opponent takes an action that provokes an attack of opportunity. (4 rage points) Renewed Vigor (Su): The barbarian heals 1d8 points of damage + her Constitution modifier. This power is used as a standard action. A barbarian must be at least 6th level before selecting this power. (6 rage points) Rolling Dodge (Ex): The barbarian gains a dodge bonus to her Armor Class equal to 1/2 her barbarian level for 1 round against ranged attacks. (2 rage points) Roused Anger (Ex): The barbarian may enter rage even if fatigued. This power is used as a free action when the barbarian enters rage. (4 rage points) Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her combat maneuver bonus when an opponent attempts a maneuver against her. This power is used as an immediate action. (2 rage points) Surprise Accuracy (Ex): The barbarian adds her barbarian level on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points) Swift Foot (Ex): The barbarian gains an enhancement bonus to her speed for 1 round equal to 10 feet per 2 rage points spent. Her speed cannot be increased by more than 30 feet in this way. (2, 4, or 6 rage points) Terrifying Howl (Su): The barbarian unleashes a terrifying howl as a standard action. All enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not) it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power. (8 rage points) Unexpected Strike (Ex): The barbarian can take one additional attack as part of a full-attack action at her highest bonus. This additional attack does not stack with haste or other similar effects. A barbarian must be at least 8th level before selecting this power. (8 rage points) Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f latfooted or struck by an invisible attacker. 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): At 3rd level, a barbarian gains a +1 bonus on Ref lex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three 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, a barbarian can no longer be f lanked. This defense denies a rogue the ability to sneak attack the barbarian by f lanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge 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 f lank the character. Damage Reduction (Ex): At 7th level, a barbarian 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 Rage (Ex): At 11th level, when a barbarian enters rage, she can choose to enter a greater rage. The bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. A barbarian must spend 2 rage points to enter greater rage, and must expend 2 rage points per round to maintain her rage. Indomitable 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. 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, she can choose to enter mighty rage. The bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. A barbarian must spend 3 rage points to enter mighty rage, and must expend 3 rage points per round to maintain her rage.[/sblock] Compatible d20 variants of the same concept but details vary throughout each of them. Too me it does not look like a whole lot was pasted in directly from any version to another. So compatible and derived from? Yes. Copy/Pasted? I'd have to say very little could have been. edit: KC if my attempt to respond to the question seriously without attacking it still crosses the line due to your moderator post then I apologise and ask that you delete this post. [/QUOTE]
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