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<blockquote data-quote="Obly99" data-source="post: 9581088" data-attributes="member: 7035194"><p>Pathfinder has the archetype <a href="https://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilante-archetypes-paizo-inc/brute/" target="_blank">Brute</a> for the vigilante that is basically Hulk but is borderline unplayable in 90% of the parties. So here one an archetype of the Barbarian based onl Hulk. This is archetype is strong, thus not recomanden in a low-optimization party or campain.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">World Breaker (Unchained/Base Barbarian Archetype)</span></strong></p><p></p><p><strong>Alters</strong> rage, greater rage, mighty rage; <strong>Replaces</strong> proficiency with martial weapons and medium armor and shields, fast movement, danger/trap sense, rage powers of 2nd, 6th, 8th, 10th, 12th, 14th, 16th, and 20th level, damage reduction</p><p></p><p>The World Breaker is a barbarian who embodies the primal rage and unstoppable force of a living calamity. When he fights, his power grows to colossal levels, transforming him into a force of nature capable of destroying everything around him.</p><p></p><p><strong>Heavy Punches (Ex):</strong> The world breaker eschews civilized combat and prefers to wade into a fight with his fists swinging. While in rage, the world breaker’s gains Improved Unarmed Strike as a bonus feat and his unarmed strikes deal damage as if he were a monk of his size and barbarian level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his barbarian level stacks with those levels whenever he is in rage.</p><p>This replaces competence with martial weapons.</p><p></p><p><strong>Scale Surroundings (Ex):</strong> Instead of letting physical barriers stop him, the world breaker can simply climb over them. He gains a climb speed of 30 feet when he is in rage.</p><p>This replaces fast movement.</p><p></p><p><strong>Thick Hide:</strong> When in rage and unarmored and unencumbered, the world breaker adds his Constitution bonus (if any) to his AC as a natural armor bonus. In addition, a world breaker increase this natural armor bonus by +1 at 4th level and every four barbarian levels thereafter, up to a maximum of +5 at 20th level.</p><p>This replaces competence with medium armor and shields.</p><p></p><p><strong>World Breaker Rage (Ex):</strong> This functions as the standard rage ability, but with the following differences:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">He gains damage reduction 2/–.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">His body enlarge and mutate, giving him a monstrous appearance: he gains the benefit of an extraordinary <em>enlarge person</em> spell even if not humanoid.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">He gains another –1 penalty to AC.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The bonus on Will saving throws apply only against mind-affecting effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Destructive Aura (Su):</em> All enemies within 5 ft. suffer a –1 penalty on attack rolls not made against the world breaker and to their CMD. This penalty increases to –2 at 11th level and –4 at 20th level.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">He can choose to spend 2 rounds of rage to make a melee attack as a standard action that ignores damage reductions and hardness. This attack deals bonus damage equal to the barbarian's Strength modifier.</p> </li> </ul><p>This alters rage and replaces damage reduction.</p><p></p><p><strong>Shockwave (Ex):</strong> Starting at 2nd level, as a standard action, the world breaker can strike the ground with a devastating strike while in rage, generating a shockwave. All opponents and unattended objects within 20 feet must make suffer 1d6 bludgeoning damage/2 barbarian levels plus his Strength modifier and are knocked prone. A Reflex saving throw (DC 10 + ½ the barbarian's level + Strength modifier) half the damage and negate the prone.</p><p>The world breaker can use this ability once per day at 2nd level plus one more time per day for every 4 barbarian levels he possesses thereafter.</p><p>This replaces the rage power of 2nd level.</p><p></p><p><strong>Brute Strike (Ex):</strong> At 3rd level, the world breaker’s unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 5th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 8th level, he selects one of the following alignment components: chaotic, evil, good, or lawful. He must select an alignment component that matches a component of his own alignment (a true neutral dragon emperor can choose any one single alignment component). His unarmed attacks are treated as the alignment component he selects for the purpose of overcoming damage reduction. For instance, a chaotic good world breaker who selects good treats his unarmed attacks as good-aligned. At 11th level, the world breaker’s natural attacks are treated as if they had the <em>ghost touch</em> magic weapon property. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. At 20th level, his unarmed attacks are treated as epic weapons for the purpose of overcoming damage reduction.</p><p>This replaces the rage power of 4th, 12th, and 14th levels.</p><p></p><p><strong>Destructive Instinct (Ex):</strong> Starting at 3rd level, the world breaker develops a sixth sense for destruction and chaos, allowing him to detect weak structures or vulnerabilities in his surroundings. The world breaker gains Improved Sunder as a bonus feat without the need to meet its prerequisites and deals double damage to objects, barriers, and non-animate structures (doors, walls, columns, and so on) with melee and throw weapon attacks. He also ignores a value of of hardness equal to his barbarian level with melee and throw weapon attacks, which increase to double is barbarian level while in rage.</p><p>This replaces danger/trap sense.</p><p></p><p><strong>Titanic Leap (Ex):</strong> At 6th level, the world breaker can make incredible leaps. While in rage he adds his barbarian level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps and use his Strength for modify such checks instead of Dexterity. In addition, he always counts as having a running start when making jump checks and doesn’t have a maximum vertical reach. By spending 1 round of rage as a swift action, a world breaker gains a +20 bonus on Acrobatics checks made to jump for 1 round. This increase to +30 at 9th level.</p><p>This replaces the rage power of 6th level.</p><p></p><p><strong>Total Destruction (Ex):</strong> At 8th level, the world breaker is adept at rampaging through an area, throwing whatever is available at his opponents. While in rage, the world breaker gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything as a bonus feats without the need to meet their prerequisites.</p><p>This replaces the rage power of 8th level.</p><p></p><p><strong>Devastating Leap (Ex):</strong> At 10th level, while in rage, the world breaker can jump as a full-round action, and if he cover at least 10 feet of horizontal distance with his jump, and he end his jump in a square from which he threaten a target, he can make a single attack against it as a free action. This attack must follow all the normal rules for using the Acrobatics skill for making a jump and for making a charge, except that he ignore rough terrain in any squares he jump over. The attack automatically benefit of the Power Attack feat without suffering any penalty to the attack roll, even if the world breaker does not have such feat. If this attack hit, the world breaker double the bonus damage given by the Power Attack feat.</p><p>This replaces the rage power of 10th level.</p><p></p><p><strong>World Breaker Form (Ex):</strong> This functions as the greater rage ability, but with the following differences:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">He gains damage reduction 5/–.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">SR 6 + barbarian level against non-harmless spells</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">He gains the benefit of an extraordinary <em>legendary proportion</em> spell even if outsider or undead instead of <em>enlarge person</em>.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">When he suffer 25 or more damage from a single source, he can make as an immediate action a melee attack against the attacker (if in reach).</p> </li> </ul><p>This alters greater rage.</p><p></p><p><strong>Hurl Foe (Ex):</strong> At 16th level, when the world breaker in rage damages a foe smaller than himself with a melee attack, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the world breaker choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the world breaker check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. At 19th level, the world breaker can use Hurl Foe against a creature of any size, and he can bull rush, drag, reposition, and trip creatures of any size while in rage.</p><p>This replaces the rage power of 16th level.</p><p></p><p><strong>Cataclysmic Power (Ex):</strong> This functions as the mighty rage ability, but with the following differences:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">He gains damage reduction 10/–.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Fast healing 5.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">SR 11 + barbarian level against non-harmless spells</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Instead of the normal benefits of <em>legendary proportion</em> he gains the followings:</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">He grows two sizes and his weight increases by a factor of 25</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">+8 size bonus to his Strength score and a +6 size bonus to his Constitution score</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">+8 size bonus to his natural armor</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">DR 15/adamantine and epic</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Immunity to ability damage and drain, death effects, disease, energy drain, exhaustion, fatigue, non-harmless mind-affecting effects, poison, and unwilling polymorph effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Final Blow (Ex):</em> When he reduces a foe to 0 or fewer hit points with a melee attack, he can make an additional melee attack against another foe that is not helpless within reach as part of the same action. This ability can activate only once per round.</p> </li> </ul><p>This alters mighty rage.</p><p></p><p><strong>Hulk Smash (Ex):</strong> At 20th level, the world breaker rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per minute, as a full-round action, the world breaker in rage may slam the ground with great force. This is work like an <em>earthquake</em> spell centered on himself, except that the shock wave from the slam deals to all creatures (with the exception of himself) and unattended objects and structure in the area 5d6 bludgeoning damage for every size category bigger than medium the world breaker is plus his Strength modifier within 80 ft. and knock them prone. A Reflex saving throw (DC 10 + ½ the barbarian's level + Strength modifier) half the damage and negate the prone condition.</p><p>This replaces the rage power of 20th level.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9581088, member: 7035194"] Pathfinder has the archetype [URL='https://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilante-archetypes-paizo-inc/brute/']Brute[/URL] for the vigilante that is basically Hulk but is borderline unplayable in 90% of the parties. So here one an archetype of the Barbarian based onl Hulk. This is archetype is strong, thus not recomanden in a low-optimization party or campain. [CENTER][B][SIZE=7]World Breaker (Unchained/Base Barbarian Archetype)[/SIZE][/B][/CENTER] [B]Alters[/B] rage, greater rage, mighty rage; [B]Replaces[/B] proficiency with martial weapons and medium armor and shields, fast movement, danger/trap sense, rage powers of 2nd, 6th, 8th, 10th, 12th, 14th, 16th, and 20th level, damage reduction The World Breaker is a barbarian who embodies the primal rage and unstoppable force of a living calamity. When he fights, his power grows to colossal levels, transforming him into a force of nature capable of destroying everything around him. [B]Heavy Punches (Ex):[/B] The world breaker eschews civilized combat and prefers to wade into a fight with his fists swinging. While in rage, the world breaker’s gains Improved Unarmed Strike as a bonus feat and his unarmed strikes deal damage as if he were a monk of his size and barbarian level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his barbarian level stacks with those levels whenever he is in rage. This replaces competence with martial weapons. [B]Scale Surroundings (Ex):[/B] Instead of letting physical barriers stop him, the world breaker can simply climb over them. He gains a climb speed of 30 feet when he is in rage. This replaces fast movement. [B]Thick Hide:[/B] When in rage and unarmored and unencumbered, the world breaker adds his Constitution bonus (if any) to his AC as a natural armor bonus. In addition, a world breaker increase this natural armor bonus by +1 at 4th level and every four barbarian levels thereafter, up to a maximum of +5 at 20th level. This replaces competence with medium armor and shields. [B]World Breaker Rage (Ex):[/B] This functions as the standard rage ability, but with the following differences: [LIST] [*][LEFT]He gains damage reduction 2/–.[/LEFT] [*][LEFT]His body enlarge and mutate, giving him a monstrous appearance: he gains the benefit of an extraordinary [I]enlarge person[/I] spell even if not humanoid.[/LEFT] [*][LEFT]He gains another –1 penalty to AC.[/LEFT] [*][LEFT]The bonus on Will saving throws apply only against mind-affecting effects.[/LEFT] [*][LEFT][I]Destructive Aura (Su):[/I] All enemies within 5 ft. suffer a –1 penalty on attack rolls not made against the world breaker and to their CMD. This penalty increases to –2 at 11th level and –4 at 20th level.[/LEFT] [*][LEFT]He can choose to spend 2 rounds of rage to make a melee attack as a standard action that ignores damage reductions and hardness. This attack deals bonus damage equal to the barbarian's Strength modifier.[/LEFT] [/LIST] This alters rage and replaces damage reduction. [B]Shockwave (Ex):[/B] Starting at 2nd level, as a standard action, the world breaker can strike the ground with a devastating strike while in rage, generating a shockwave. All opponents and unattended objects within 20 feet must make suffer 1d6 bludgeoning damage/2 barbarian levels plus his Strength modifier and are knocked prone. A Reflex saving throw (DC 10 + ½ the barbarian's level + Strength modifier) half the damage and negate the prone. The world breaker can use this ability once per day at 2nd level plus one more time per day for every 4 barbarian levels he possesses thereafter. This replaces the rage power of 2nd level. [B]Brute Strike (Ex):[/B] At 3rd level, the world breaker’s unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 5th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 8th level, he selects one of the following alignment components: chaotic, evil, good, or lawful. He must select an alignment component that matches a component of his own alignment (a true neutral dragon emperor can choose any one single alignment component). His unarmed attacks are treated as the alignment component he selects for the purpose of overcoming damage reduction. For instance, a chaotic good world breaker who selects good treats his unarmed attacks as good-aligned. At 11th level, the world breaker’s natural attacks are treated as if they had the [I]ghost touch[/I] magic weapon property. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. At 20th level, his unarmed attacks are treated as epic weapons for the purpose of overcoming damage reduction. This replaces the rage power of 4th, 12th, and 14th levels. [B]Destructive Instinct (Ex):[/B] Starting at 3rd level, the world breaker develops a sixth sense for destruction and chaos, allowing him to detect weak structures or vulnerabilities in his surroundings. The world breaker gains Improved Sunder as a bonus feat without the need to meet its prerequisites and deals double damage to objects, barriers, and non-animate structures (doors, walls, columns, and so on) with melee and throw weapon attacks. He also ignores a value of of hardness equal to his barbarian level with melee and throw weapon attacks, which increase to double is barbarian level while in rage. This replaces danger/trap sense. [B]Titanic Leap (Ex):[/B] At 6th level, the world breaker can make incredible leaps. While in rage he adds his barbarian level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps and use his Strength for modify such checks instead of Dexterity. In addition, he always counts as having a running start when making jump checks and doesn’t have a maximum vertical reach. By spending 1 round of rage as a swift action, a world breaker gains a +20 bonus on Acrobatics checks made to jump for 1 round. This increase to +30 at 9th level. This replaces the rage power of 6th level. [B]Total Destruction (Ex):[/B] At 8th level, the world breaker is adept at rampaging through an area, throwing whatever is available at his opponents. While in rage, the world breaker gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything as a bonus feats without the need to meet their prerequisites. This replaces the rage power of 8th level. [B]Devastating Leap (Ex):[/B] At 10th level, while in rage, the world breaker can jump as a full-round action, and if he cover at least 10 feet of horizontal distance with his jump, and he end his jump in a square from which he threaten a target, he can make a single attack against it as a free action. This attack must follow all the normal rules for using the Acrobatics skill for making a jump and for making a charge, except that he ignore rough terrain in any squares he jump over. The attack automatically benefit of the Power Attack feat without suffering any penalty to the attack roll, even if the world breaker does not have such feat. If this attack hit, the world breaker double the bonus damage given by the Power Attack feat. This replaces the rage power of 10th level. [B]World Breaker Form (Ex):[/B] This functions as the greater rage ability, but with the following differences: [LIST] [*][LEFT]He gains damage reduction 5/–.[/LEFT] [*][LEFT]SR 6 + barbarian level against non-harmless spells[/LEFT] [*][LEFT]He gains the benefit of an extraordinary [I]legendary proportion[/I] spell even if outsider or undead instead of [I]enlarge person[/I].[/LEFT] [*][LEFT]When he suffer 25 or more damage from a single source, he can make as an immediate action a melee attack against the attacker (if in reach).[/LEFT] [/LIST] This alters greater rage. [B]Hurl Foe (Ex):[/B] At 16th level, when the world breaker in rage damages a foe smaller than himself with a melee attack, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the world breaker choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the world breaker check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. At 19th level, the world breaker can use Hurl Foe against a creature of any size, and he can bull rush, drag, reposition, and trip creatures of any size while in rage. This replaces the rage power of 16th level. [B]Cataclysmic Power (Ex):[/B] This functions as the mighty rage ability, but with the following differences: [LIST] [*][LEFT]He gains damage reduction 10/–.[/LEFT] [*][LEFT]Fast healing 5.[/LEFT] [*][LEFT]SR 11 + barbarian level against non-harmless spells[/LEFT] [*][LEFT]Instead of the normal benefits of [I]legendary proportion[/I] he gains the followings:[/LEFT] [*][LEFT]He grows two sizes and his weight increases by a factor of 25[/LEFT] [*][LEFT]+8 size bonus to his Strength score and a +6 size bonus to his Constitution score[/LEFT] [*][LEFT]+8 size bonus to his natural armor[/LEFT] [*][LEFT]DR 15/adamantine and epic[/LEFT] [*][LEFT]Immunity to ability damage and drain, death effects, disease, energy drain, exhaustion, fatigue, non-harmless mind-affecting effects, poison, and unwilling polymorph effects.[/LEFT] [*][LEFT][I]Final Blow (Ex):[/I] When he reduces a foe to 0 or fewer hit points with a melee attack, he can make an additional melee attack against another foe that is not helpless within reach as part of the same action. This ability can activate only once per round.[/LEFT] [/LIST] This alters mighty rage. [B]Hulk Smash (Ex):[/B] At 20th level, the world breaker rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per minute, as a full-round action, the world breaker in rage may slam the ground with great force. This is work like an [I]earthquake[/I] spell centered on himself, except that the shock wave from the slam deals to all creatures (with the exception of himself) and unattended objects and structure in the area 5d6 bludgeoning damage for every size category bigger than medium the world breaker is plus his Strength modifier within 80 ft. and knock them prone. A Reflex saving throw (DC 10 + ½ the barbarian's level + Strength modifier) half the damage and negate the prone condition. This replaces the rage power of 20th level. [/QUOTE]
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