Variant Barbarians

I like your elemental variants.

Here's what I'd do for the specials, though:

Air: Dodge bonus to AC, extra attack (basically like Whirling Frenzy variant), plus Concealment at high level and Displacement at 20th level.

Fire: Extra fire damage. Eventually, some sort of "flaming cleave" so when you drop a foe you generate a line of fire. You know, like Inuyasha does with his big sword. And you can yell: "Flaming cleavage!!!1!"

Earth: Extra DR, stability (like a dwarf) -- actually, just steal stuff from the Dwarven Defender PrC. Good Earth focus there.

Water: SR, anti-magic strike (targeted dispel?), eventually magic reflection?

Cheers, -- N
 

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Nifft said:
I like your elemental variants.

Here's what I'd do for the specials, though:

Air: Dodge bonus to AC, extra attack (basically like Whirling Frenzy variant), plus Concealment at high level and Displacement at 20th level.

Fire: Extra fire damage. Eventually, some sort of "flaming cleave" so when you drop a foe you generate a line of fire. You know, like Inuyasha does with his big sword. And you can yell: "Flaming cleavage!!!1!"

Earth: Extra DR, stability (like a dwarf) -- actually, just steal stuff from the Dwarven Defender PrC. Good Earth focus there.

Water: SR, anti-magic strike (targeted dispel?), eventually magic reflection?

Cheers, -- N

You mean in addition to the Rage benefits? Personally, I'd almost be inclined to turn them into a short chain of feats because it seems like just adding this to the class might make it a little bit overpowered, unless you think that my version is underpowered.
 

Dog Moon said:
You mean in addition to the Rage benefits? Personally, I'd almost be inclined to turn them into a short chain of feats because it seems like just adding this to the class might make it a little bit overpowered, unless you think that my version is underpowered.

More instead-of.

The ability boosts are currently a bit unbalanced -- there are some people for whom a Dex bonus will be useless, but for the Barbarian's anticipated role, a bigger Str is never bad.

The movement modes are unbalanced -- Fly 10 ft. is nearly useless by level 6 (though nice when you get it), but burrow 10 ft. is always really strong. (The opposite of what you'd think, right?)

This might be more balanced (benefits accrue by level):

- Air 1: feather fall at will
- Air 10: You hover up to one foot above the ground at all times. Rough terrain means nothing to you. You leave no trail. You can "walk" over liquid that forms a consistant flat surface (anything with a normal Swim check).

- Fire 1: +10 ft. movement
- Fire 10: You can run up any wooden, oiled, or otherwise flamable surface, so long as you end on a surface that can support you. When you run up or accross the surface, you ignite it, leaving a trail of flame that consumes the flamable part.

- Earth 1: Stability (+4 vs. trip & bull rush).
- Earth 10: Burrow speed equal to your base move, but only while Raging.

- Water 1: Dodge & Mobility, and a Swim speed equal to half your base move
- Water 10: Swim speed equal to your full base move and water breathing (Ex)

-- N

PS: Water is a tad stronger than the others because it's less likely to come into play. Unless ALL PCs take some water-theme stuff, it's not likely that the party will go for an all-under-water adventure.
 

Nifft said:
More instead-of.

The ability boosts are currently a bit unbalanced -- there are some people for whom a Dex bonus will be useless, but for the Barbarian's anticipated role, a bigger Str is never bad.

The movement modes are unbalanced -- Fly 10 ft. is nearly useless by level 6 (though nice when you get it), but burrow 10 ft. is always really strong. (The opposite of what you'd think, right?)

This might be more balanced (benefits accrue by level):

- Air 1: feather fall at will
- Air 10: You hover up to one foot above the ground at all times. Rough terrain means nothing to you. You leave no trail. You can "walk" over liquid that forms a consistant flat surface (anything with a normal Swim check).

- Fire 1: +10 ft. movement
- Fire 10: You can run up any wooden, oiled, or otherwise flamable surface, so long as you end on a surface that can support you. When you run up or accross the surface, you ignite it, leaving a trail of flame that consumes the flamable part.

- Earth 1: Stability (+4 vs. trip & bull rush).
- Earth 10: Burrow speed equal to your base move, but only while Raging.

- Water 1: Dodge & Mobility, and a Swim speed equal to half your base move
- Water 10: Swim speed equal to your full base move and water breathing (Ex)

-- N

PS: Water is a tad stronger than the others because it's less likely to come into play. Unless ALL PCs take some water-theme stuff, it's not likely that the party will go for an all-under-water adventure.

Hrm. True, I guess some of these would be unbalanced, both the different types of movements and the abilities modifiers [the latter which I was trying to keep more true to the Elementals; fire's Dextrous, for example]. I guess Barbarians aren't really the type to care a lot for Dexterity though...

I'm not too keen on the idea of giving Dodge and Mobility at 1st level though, even if they are weaker feats. Not sure what else to give them though...

I'll definitely get back to working on this. Thanks for the help.
 

Dog Moon said:
I'm not too keen on the idea of giving Dodge and Mobility at 1st level though, even if they are weaker feats. Not sure what else to give them though...

Yeah, too much front-loading means that the class is a very attractive dip, and not much else. Spacing the feats out might be a better idea.

If you go with the "water = anti-magic" theme, then you could give a bonus to saves vs. spells at 1st level. ("By Crom, I smell magic!")

-- N
 

Okay, made a couple of modifications to the Elemental Rager and the Shieking Berserker. Not sure I like the mods to the Elemental Rager though. The whole movement thing is annoying the heck out of me... though I like it, tempted to just remove it, but I probably won't.

Edit: I'm not sure the whole v. spells thing is appropriate. Everyone else gets movement type and he gets resistance to magic... just sounds off to me, although if I was going through more varied themes, might be useful.
 
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