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What DO you DO for... Barbarians?


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Nifft

Penguin Herder
Players haven't really shown an interest, since the barbarian in a previous game spent the latter half of so many fights in the negatives.

So, no house rules. They seem balanced okay.

Cheers, -- N
 

Greg K

Hero
The barbarian cultures in my homebrew setting use the barbarian hunter variant (Unearthed Arcana) combined with the Favored Environment variant (Uneathed Arcana) as the starting point. Furthermore, barbarians are not proficient in all Martial Weapons. Instead, each culture has its own cultural weapon group (Unearthed Arcana Weapon Groups) and the cultural weapon group determines the fighting style (i.e., not all cultures use the archery style).
 

Spatzimaus

First Post
IMC, we only changed two things:
> We reworked the Rage ability into our "Build-A-Rage"(tm) system, explained here, and the full rules are post #8.
> We removed the cultural aspects, primarily the illiteracy rule; in our world, most people refer to the class as "Berserker", and it's just the chaos-oriented fighting style (in the same way that Monks are the law-oriented one).
 

Arkhandus

First Post
I generally use the Barbarian as-written, but I did houserule it a bit in my Aurelia campaign, as with the rest of the classes. Mostly I just made it a bit more flexible, and added a few minor extras, along with making Animal Empathy and Spot class skills for them.

I gave Barbarians the feats Remain Conscious (called Diehard in 3.5) and Whirlwind Attack for free (ignoring the usual prerequisites) at certain levels (RC at 4th, WA at 18th), set Greater Rage at 10th-level, and made the fatigueless rage (Tireless Rage in 3.5) a 15th-level benefit.

Their number of rages per day were slightly lowered, while both Fast Movement and Damage Reduction were made into options for the Barbarian Talents ability that I added; they gain a Barbarian Talent at 1st-level, another at 2nd-level, and yet another at every 3rd level beyond that (so the last BT is gained at 20th-level. Among the Barbarian Talent options, along with those already mentioned, are Extra Raging, Extended Raging, Great Stamina, Deep Rage, Frenzied Rage (kinda like the Frenzied Berserker PrC but far, far less broken; I never allow the FB prestige class in any game), Mighty Rage, Greater Movement, Uncanny Dodge, Improved Uncanny Dodge, Greater Uncanny Dodge, Climate Adaptation, Low-Light Vision, and a few particular bonus feats suited to brutish fighting and wilderness life.
 


jeffh

Adventurer
• Profession is a class skill.
• Barbarians are not treated any differently than other classes with respect to literacy. See the next chapter for details on how learning languages works.
• A Barbarian may select Whirling Frenzy instead of Rage. This ability is described in Unearthed Arcana, page 66, and in the Variant Rules section at d20srd.org.
• (Some trivialities that have to do with how I treat Uncanny Dodge).

So not much, really.
 

Tonguez

A suffusion of yellow
Barbarian as is

HAve used a Totem Warrior variant who gets an ability called Rush rather than Rage. The Rush ablity allows them to add the rage bouses to ANY pair of abilities (eg an Warrior could increase Wisdom (gaining a bonus to senses and Will) and Dexterity (gaining a bonus to Dex-skills and Reflexes).
The Totem Warrior also gets other special abilities whilst in a Rush (including burst of speed, Jump bonus etc)
 



Nyaricus

First Post
XCorvis said:
OK, I just can't take it any more. Nyaricus, I love these threads and it's been far too long since the last. I'm taking matters into my own hands. ;)

This time, it's barbarians.
Wow, I had no idea they were so popular :D Well, I'm glad to see them enjoying a renaissance of sorts - although if memory serves me I did start up the thread for sorcerers. Lemme check in on that.

In any case, a half dozen threads (by me, and including this one) on the first page of the HR boards - cool! :D:D

cheers,
--N
 

Crothian

First Post
Psion said:
Nothing, but Crothian's suggestion sounds reasonable.

I don't do it for power, but for theme. I like Barbarians to be the kind of characters that can just endure thing so the feat fits the theme very nicely. Plus it's not like anyone actually takes the feat anyway. :D
 

XCorvis

First Post
Nyaricus said:
Wow, I had no idea they were so popular :D Well, I'm glad to see them enjoying a renaissance of sorts - although if memory serves me I did start up the thread for sorcerers. Lemme check in on that.

In any case, a half dozen threads (by me, and including this one) on the first page of the HR boards - cool! :D:D

Holy Thread Resurrection, Batman! I wasn't expecting that either. :D

I gathered up all the ones I could find, but I didn't see the Sorcerer thread. You can start the next one, but don't wait too long... ;)
 

Nyaricus

First Post
XCorvis said:
Holy Thread Resurrection, Batman! I wasn't expecting that either. :D

I gathered up all the ones I could find, but I didn't see the Sorcerer thread. You can start the next one, but don't wait too long... ;)
Okay, sounds good.

In any case, The Berserker. I don't like 3.x Barbarians, so here's my version of them, more Nordic-fied!

Can't find my WDYD for Sorcerers thread... maybe it never existed. Huh.

cheers,
--N
 


EvilGM

Explorer
Some of the things I give to Barbarians...

First Attack Ferocity (Ex): Starting at 1st level, a barbarian gains a +1 bonus to attack and damage rolls against the first opponent the character attacks in that melee combat, but suffers a penalty to AC for that round equal to half the bonus (rounded down). These bonuses rise by +1 every three barbarian levels thereafter (4th, 7th, 10th, 13th, 16th, and 19th level).

Intimidation (Ex): Barbarians may use their Strength bonus on Intimidate checks instead of Charisma. In addition, barbarians gain a +1 bonus to Intimidate checks for every two levels of barbarian (round down).

Bring the Pain (Ex): Starting at 2nd level, a barbarian gains a +1 bonus to damage rolls against any opponent that has damaged the barbarian that melee combat. Once the barbarian successfully deals damage to an opponent that has damaged him he no longer gains this bonus unless that opponent damages him again. This bonus rises by +1 every three barbarian levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th level).

Second Wind (Ex): At 2nd level, a barbarian can heal himself of a number of points of damage equal to his Constitution bonus plus his class level once per day as a free action.
 



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