Some good alt Barbarians

BluWolf

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I am looking to make the base barbarian class a little more flexibke in my campaign. I like the core class as written but I don't like the idea that ALL barbarians in a given campaign world are beserkers.

I would like to keep the core class the same but be able to switch out the Rage ability and replace it with a different ability of equal value that prgresses like it does. Sort of like the combat styles for the ranger.

Has this been done??

If not, any good recommendations are welcome.
 

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Hmmm....here's mine, based on the Whirling Frenzy variant in UA.

Eh...thought I'd finished the table, dash't all. Ah well, that won't be too hard.
 

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The URbane Barbarian is funny. Thaks for the read.

So far I see three options for what I am now calling the "Clan ability":

1) Standard Rage
2) Whirling Frenzy (from Mayhem)
3) Resilient Rage (from the Implacable)

I have been also toying with the idea of making the Ranger's combat mastery options available but not sure if they are of equivalent power??

Thoughts??
 

BluWolf said:
The URbane Barbarian is funny. Thaks for the read.

Should be balanced, but I haven't managed to play-test it yet. :)


BluWolf said:
So far I see three options for what I am now calling the "Clan ability":

1) Standard Rage
2) Whirling Frenzy (from Mayhem)
3) Resilient Rage (from the Implacable)

Whirling Frenzy is from Unearthed Arcana. They have a bunch of other alt.barbarians ("totem" barbarians) which I'd assumed you knew about, but if not, here they are:

http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#barbarianVariantTotemBarbarian

Other barbarian-like variants from the same location are:
- Savage Bard
- Wilderness Rogue
- Druidic Avenger

-- N
 

Yes I knew about the Totem barbarians but they don't fit my campaign and all still rely on the rage ability. Thanks for the pointer though.
 

I don't think you should remove the Rage entirely, since it's really what sets the Barbarian apart from the rest. IMC, we reworked the Rage ability into something you might like. Basically, our thought was that the classic "Rage" ability, the defensive stance of the Dwarven Defender, the trances of some splatbook PrCs, etc., were all part of the same thing: tapping into some primal force in a physical way.

The way we do it is the player builds his Trance ability by mixing and matching.
> Pick a Major Drawback from a table. These include the Barbarian-style "can't cast spells/concentrate", "can't move" (DD), "can't control trance entry", and more.
> Pick three Minor Drawbacks. These include:
-2 to (one physical stat / one save / AC / attack rolls)
1/2 movement
Fatigued after trance expires
Can't voluntarily end trance
Takes a Full-Round Action to enter trance
(and you can't pick a drawback that overlaps with your Major Drawback)
> Pick 3 Bonuses. At level one, these are all +2 to (one physical stat / one save / attack rolls / melee damage). You can pick the same one multiple times if you want.

At every odd level, add another Bonus or remove one Minor Drawback. At higher levels, more unusual Bonuses unlock, like Damage Reduction, mental stats, AC bonuses, faster movement, weapon Flurry, Evasion, longer duration, and so on. If you just put all of the bonuses into STR, CON, and Will, and removed the Fatigue drawback, you'd pretty much have the PHB Barbarian.

Basically, this allowed us to keep the Barbarian class without having it always end up as the "Hulk SMASH!" type of mentality. One player played a Barbarian/Rogue multiclass with a trance that pumped up DEX and damage reduction, and it worked really well.
 

Spatzimaus said:
I don't think you should remove the Rage entirely, since it's really what sets the Barbarian apart from the rest. IMC, we reworked the Rage ability into something you might like. Basically, our thought was that the classic "Rage" ability, the defensive stance of the Dwarven Defender, the trances of some splatbook PrCs, etc., were all part of the same thing: tapping into some primal force in a physical way.

The way we do it is the player builds his Trance ability by mixing and matching.
> Pick a Major Drawback from a table. These include the Barbarian-style "can't cast spells/concentrate", "can't move" (DD), "can't control trance entry", and more.
> Pick three Minor Drawbacks. These include:
-2 to (one physical stat / one save / AC / attack rolls)
1/2 movement
Fatigued after trance expires
Can't voluntarily end trance
Takes a Full-Round Action to enter trance
(and you can't pick a drawback that overlaps with your Major Drawback)
> Pick 3 Bonuses. At level one, these are all +2 to (one physical stat / one save / attack rolls / melee damage). You can pick the same one multiple times if you want.

At every odd level, add another Bonus or remove one Minor Drawback. At higher levels, more unusual Bonuses unlock, like Damage Reduction, mental stats, AC bonuses, faster movement, weapon Flurry, Evasion, longer duration, and so on. If you just put all of the bonuses into STR, CON, and Will, and removed the Fatigue drawback, you'd pretty much have the PHB Barbarian.

Basically, this allowed us to keep the Barbarian class without having it always end up as the "Hulk SMASH!" type of mentality. One player played a Barbarian/Rogue multiclass with a trance that pumped up DEX and damage reduction, and it worked really well.

Wow, this sounds exactly like something I am looking for and it sounds like you have put a considerable amount of work into it.

Is there a PDF or text file on your system I could look at???
 

BluWolf said:
Wow, this sounds exactly like something I am looking for and it sounds like you have put a considerable amount of work into it.

Is there a PDF or text file on your system I could look at???

The old 3.0 version is posted somewhere on this board, but since it wasn't one of my threads, I can't find it without the Search function. I've got it written up at home; I'll try to find the 3.5E version tonight. You could probably just whip a similar one up yourself from what I posted here, since it's not very complicated.

One of the ironic points of this is that it hurts low-level Barbarians (or those multiclassed with only a level or two) from a standpoint of pure power. Our system gave 3 bonuses at 1st, scaling up to 12 by level 19. The PHB Barbarian has 5 at 1st (2 STR, 2 CON, and a Will), scaling up to 12 at level 20 (4 STR, 4 CON, 2 Will, remove Fatigue drawback, and the Indomitable Will is about the same as another Bonus). So basically, we're adding flexibility at the cost of some early-game power.

My group really liked the idea of customizable classes, so we changed a lot of things this way:
Monk: http://www.enworld.org/showthread.php?t=31073
Paladin's mount: http://www.enworld.org/showthread.php?t=48419
and so on. The general idea was to add more options to everything, with the PHB version still being a possible result if you picked one specific path. We also changed the Ranger's Favored Enemy rules this way, but I don't know that I ever posted that one here.

Anyway, I'll post more later.
 

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