Variant Barbarians

Dog Moon

Adventurer
Okay, so I only have one atm. Working on some more though. Not sure why, but PHII kinda has me in the mood to do this. Probably because I wanted more variants and ideas, and I found their selection, although in some cases neat, quite lacking.

So here's the first, Berserking Shrieker. Might not be the best name, but honestly, I couldn't really think of anything else. I hope it has retained some sense of balance as well... let me know whatcha think.

Berserking Shrieker

Berserking Shrieker's are dangerous opponents with their great skill and vocals. They charge into battle singing war chants and battle cries and are typically the loudest beings in battle, their voices frequently drowning out the other sounds of battle. Unlike normal barbarians, Berserking Shriekers tend to be at least moderately literate, and they enjoy yelling curses and shouts in the languages of the opponents they are fighting, though rarely do they know any more words in other languages.

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), Perform (Any verbal; generally something loud and annoying)(Cha), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x?4.
Skill Points at Each Additional Level: 4 + Int modifier.


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), Perform (any verbal; frequently something loud and annoying)(Cha), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Code:
Level 	BAB 		Fort  	Ref	Will 	Special
1st 	+1 		+2 	+0 	+0 	Fast movement, rage 1/day
2nd	+2		+3	+0	+0	Charge!
3rd	+3		+3	+1	+1	Shrieking Weapon
4th	+4		+4	+1	+1	Rage 2/day, Snarl
5th	+5		+4	+1	+1	Shout
6th	+6/+1		+5	+2	+2	Shriek
7th	+7/+2		+5	+2	+2	-
8th	+8/+3		+6	+2	+2	Rage 3/day
9th	+9/+4		+6	+3	+3	-
10th	+10/+5		+7	+3	+3	Damage reduction 1/—
11th	+11/+6/+1	+7	+3	+3	Greater rage
12th	+12/+7/+2	+8	+4	+4	Rage 4/day
13th	+13/+8/+3	+8	+4	+4	Damage reduction 2/—
14th	+14/+9/+4	+9	+4	+4	Indomitable will
15th	+15/+10/+5	+9	+5	+5	-
16th	+16/+11/+6/+1	+10	+5	+5	Damage reduction 3/—, rage 5/day
17th	+17/+12/+7/+2	+10	+5	+5	Tireless rage
18th	+18/+13/+8/+3	+11	+6	+6	-
19th	+19/+14/+9/+4	+11	+6	+6	Damage reduction 4/—
20th	+20/+15/+10/+5	+12	+6	+6	Mighty rage, rage 6/day

Rage: A Berserking Shrieker can fly into a rage a certain number of times per day. Although not as strong as a typical rage, these Berserking Shriekers gain the ability to use additional spell effects while in this rage. In a rage, a Berserking Shrieker temporarily gains a a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.

The Berserking Shrieker can use one of these abilities during a single rage. Alternatively, he can use an additional daily usage of his rage to use a different attack. To use an advanced version of an ability after using a different ability, the one granted at 11th level, the Berserking Shrieker must spend the one to use a second ability and another to use the advanced ability

Charge!: Eager for battle, the Berserking Shrieker cries out to his allies, urging them forward. Allies within 30 feet gain a morale bonus on their speed equal to the number of times per day the barbarian can rage multiplied by five for as long as the rage lasts. This takes a move equivolent action to activate.

Shrieking Weapon: By focusing his vocals upon his weapon, the Berserking Shrieker causes it to vibrate slightly. Until the end of the rage, his weapon deals and additional 1d4 sonic damage per hit. This takes a standard action to activate. At 11th level, when the Berserking Shrieker gains the ability to Greater Rage, he may focus a greater amount of vocals upon his weapon, treating it as a Sonic Burst weapon, though dealing only xd8 points of damage instead of xd10 like normal.

Snarl: With a look of anger and a terrifying snarl, the Berserking Shrieker can target a single creature and cause that person to become shaken for the duration of the rage. The DC of the Snarl is equal to 10 + 1/2 Berserking Shrieker's HD + Cha modifier. At 11th level, at the expenditure of an additional usage of Rage, the Berserking Shrieker can create an aura of fear around him within 30 feet. Any enemies who enter this area must succeed on a DC equal to 10 + 1/2 Berserking Shrieker's HD + Cha modifier or be frightened. Those who fail are still shaken. Creatures with 5 fewer HD than the Berserking Shrieker are instead panicked. At 20th level, all enemies are automatically considered frightened. Those who fail their save also become panicked.

Shout: The Berserking Shrieker focuses his voice into a yell, generally a single word or two, causing pain in his target's ears. This allows the Berserking Shrieker to target a single creature with the Deafness part of the Blindness/Deafness spell. The caster level is equal to that of the barbarian's level. At 11th level, when the Berserking Shrieker gains the ability to Greater Rage, the Berserking Shrieker gains strength in his voice, but loses the focus he once had. He may target all creatures within a 30 foot burst as long as the barbarian spends an additional usage of Rage for the day. This shout is even greater than before and those who fail their saves tend to bleed from their ears. This takes a standard action to activate.

Shriek: This allows the Berserking Shrieker to target a single creature with a scream within a short range. This scream deals 2d4 points of Sonic damage to the target. The Berserking Shrieker can continue this scream for an additional round +1/3 levels, dealing an additional 2d4 points of damage per round. The Berserking Shrieker does not need to make an attack roll, but the target can make a Fortitude save for half damage. At 11th level, when the Berserking Shrieker gains the ability to Greater Rage, the barbarian can release a more powerful blast at once, dealing 1d6 per 2 levels in a 30 foot cone, so long as the Berserking Shrieker expends an additional usage of Rage. This is a standard action. Continuing the sonic damage to a single target takes a free action each round. The Berserking Shrieker cannot speak during this time.

Greater Rage (Ex): At 11th level, a Berserking Shrieker’s bonus to 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 Berserking Shrieker 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 Berserking Shrieker no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex): At 20th level, a Berserking Shrieker’s bonus to 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.
 
Last edited:

log in or register to remove this ad

Snarl: I'd say improve it so that enemies can be Frigthened (If they have the Berserker's HD or less, if they save they are shakened), or even Panicked (If they have the Berserker's HD -5 or less, if they save they are Frightened)

Shout: What do you think about it instead being first in a 15 ft. burst instead of targeted? Not that I'd think it better or worse, just sounds more "right".

If Shriek is "Scream" (on the table), then it's right.

Aside from that, I somehow like it.
 

Land Outcast said:
Snarl: I'd say improve it so that enemies can be Frigthened (If they have the Berserker's HD or less, if they save they are shakened), or even Panicked (If they have the Berserker's HD -5 or less, if they save they are Frightened)

Shout: What do you think about it instead being first in a 15 ft. burst instead of targeted? Not that I'd think it better or worse, just sounds more "right".

If Shriek is "Scream" (on the table), then it's right.

Aside from that, I somehow like it.

Actually, for the Snarl, I was attempting to work in something like that, but couldn't remember well enough what frightened, shackened, and panicked were and decided I'd go the easy route. I might change it though.

As for the Shout, yeah, it does sound a little more correct the way I have it worded. I might reword it a little to make targeting a single person more fitting, or do the AE. Not sure yet.

Yeah, Shriek is Scream. I've modified the name of this class for a while, Berserking Screamer being one of them, but that sounded kinda feminine to me [no offense!]. Shrieking just sounds freaky, no matter who does it.
 


Nifft said:
Some good thoughts way back here... I'm especially fond of my Urbane Barbarian variant ("Gothbuckler").

-- N

Is this supposed to be one of those, 'yeah, your idea is kinda cool, but I like the one I made much better, so here' kinda posts? :D
 

Elemental Rager

Okay, I know the elemental thing might be considered a little over-done, but I still couldn't help but make it. :) It's easy to add other types of elements, of course, if you so desire.

Elemental Rager

Tornados, tsunamis, earthquakes, flash fires, all of these events show the rage hidden inside the elements. Elemental Ragers have learned to tap into the elements to use this rage against their foes. The most dangerous of these Elemental Ragers are found fighting in the center of an inferno or mealstrom as they are unable to control the escaping elements.

Alignment: Any nonlawful.
Hit Die: d12.

Class Skills
The Elemental Rager’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Kn (Nature)(Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Alignment: Any nonlawful.
Hit Die: d12.

Code:
Level 	BAB 		Fort  	Ref	Will 	Special
1st 	+1 		+2 	+0 	+0 	Elemental Movement, Elemental Rage 1/day
2nd	+2		+3	+0	+0	-
3rd	+3		+3	+1	+1	Elemental Resist 5
4th	+4		+4	+1	+1	Elemental Rage 2/day
5th	+5		+4	+1	+1	-
6th	+6/+1		+5	+2	+2	-
7th	+7/+2		+5	+2	+2	Damage reduction 1/—
8th	+8/+3		+6	+2	+2	Elemental Rage 3/day, Elemental Resist 10
9th	+9/+4		+6	+3	+3	-
10th	+10/+5		+7	+3	+3	Damage reduction 2/—, Greater Elemental Movement
11th	+11/+6/+1	+7	+3	+3	Greater Elemental Rage
12th	+12/+7/+2	+8	+4	+4	Elemental Rage 4/day
13th	+13/+8/+3	+8	+4	+4	Damage reduction 3/—, Elemental Immunity
14th	+14/+9/+4	+9	+4	+4	Indomitable will
15th	+15/+10/+5	+9	+5	+5	-
16th	+16/+11/+6/+1	+10	+5	+5	Damage reduction 4/—, Elemental rage 5/day
17th	+17/+12/+7/+2	+10	+5	+5	Tireless rage
18th	+18/+13/+8/+3	+11	+6	+6	-
19th	+19/+14/+9/+4	+11	+6	+6	Damage reduction 5/—
20th	+20/+15/+10/+5	+12	+6	+6	Mighty Elemental Rage, Elemental rage 6/day, Elemental

Elemental Movement: The Elemental Rager gains movement depending on the element he chooses. These are usable only whent he Elemental Rager is wearing light or no armor.
Code:
Air	Featherfall at will; Air Ragers are more accustomed to the air and are capable of slowly their descent even though they are incapable of actual flight.
Earth	Stability (+4 v. bull rushes and trip attempts as long as the Earth Rager is standing on stone or dirt, even if there is a covering of grass); Earth Ragers are in tune with the earth and cannot be knocked around so easily
Fire	+10 movement; Fire Ragers are more quick on their feet than others.
Water	Balanced (+2 on all balance checks and their movement is not limited in any way when crossing ice, snow, or other similar watery substances, such as water); Water Rages are connected to the water beneath their feet and they can find stability where others cannot.

Elemental Rage: An Elemental Rager can fly into a rage a certain number of times per day. To rage, the Elemental Rager draws upon the elements to fuel his strength to temporarily gain a +2 bonus on both Strength and Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. In addition, he also gains additional damage depending on his element. Lightning for air, acid for earth, etc.


Code:
Level	Elemental Damage
1-5	1d4
6-10	1d6
11-15	1d8
16-20	1d10

Elemental Resist: At 3rd level, the Elemental Rager gains resistance to the element of his choice. It begins with resistance 5, increases to 10 at 8th level, and turns into immunity at level 13.

Greater Elemental Movement: Elemental Ragers gain a better movement quality at level 10 based on their element.
Code:
Air		Air Ragers can choose as a free action to hover one foot above ground, negating all modifiers for moving penalty and leaving no tracks.  They can also move vertically along surfaces as long as they end their movement on a flat surface and do not move away from the vertical surface.
Earth		The Earth Rager may burrow through earth [only stone/dirt] at a speed of 5 feet.  When Raging, not even the Earth itself can stand against the Earth Rager's strength.  He gains the Burrowing ability with a speed equal to that of the Earth Rager's base speed.
Fire		Fire Ragers gain the ability to shift into a puddle of fire, allowing them to move at a speed equal to one-half his land speed through small cracks or holes.  He ignites flammable objects as he travels by.
Water		Water Ragers gain a similar ability to that of the Fire Rager except that when in water, he moves at his full speed and does not need to worry about breathing, and since he's not fire, he doesn't ignite anything

Greater Elemental Rage: The Elemental Rager surrounds himself in a storm of the element of his choice. All within a 15 foot radius take damage as by level above each round they are in the storm. This ability does not distinguish between enemy and allies. He also gains an additional +2 bonus to Strength when Raging.

Indomitable Will (Ex): While in a rage, a Elemental Rager 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 Elemental Rager no longer becomes fatigued at the end of his rage.

Mighty Elemental Rage: At 20th level, the Elemental Rager surrounds himself with a maelstrom of elemental energy. This energy strikes people within a range of 45 feet and deals additional damage equal to his Wisdom modifier. He also gains an additional +2 Con when Raging.

Elemental: At level 20, the Elemental Rage transforms into an elemental of the correct type, gaining all appropriate traits.
 
Last edited:

Wouldn't both of these be better as Prestige Classes? Prerequisites would be barbarian / bard for the first, and barbarian / sorceror for the second.
 

Quartz said:
Wouldn't both of these be better as Prestige Classes? Prerequisites would be barbarian / bard for the first, and barbarian / sorceror for the second.

Maybe, and I suppose if someone wanted, they could change them into PrCs easily enough. I guess the main reason I've made them into Base Classes instead is just that I've always liked the idea of variant Base Classes [such as the level substitutions and whatnot] because much less has been done with them and there are already plenty of PrCs.
 

Dog Moon said:
Is this supposed to be one of those, 'yeah, your idea is kinda cool, but I like the one I made much better, so here' kinda posts? :D

Nah, I just remember some people talking about variants a while ago... and that particular variant class, while very silly, may also be fun and balanced. :) (Not play tested, so Caveat Lector and all that...)

Cheers, -- N

PS: If I wanted to pimp my serious work, i'd add a link to the Tome of Magic: Spirit Binder thread. ;)
 

Nifft said:
PS: If I wanted to pimp my serious work, i'd add a link to the Tome of Magic: Spirit Binder thread. ;)

Hehe. No need to pimp here. I'm subscribed to that one and the BoVD class variants. ;) Hadn't looked into your most recent class though.
 

Pets & Sidekicks

Remove ads

Top