Barbarian

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Barbarians are often seen as rash and undisciplined warriors that charge into battle without hesitation or a plan. Few, however, truly know what it takes to walk the path of a true barbarian. They are warriors of bravery that rely on their great strength and heartiness instead of heavy armors and shields. Barbarians instead focus their training on drawing forth intense emotional highs that allow them to enter a berserker state that makes them stronger, tougher, more determined, and less concerned with their physical health. Many can get angry but only a select few can sustain the energy necessary for these spectacular rages. Barbarians make fierce warriors but are often poorly suited to defense, rather their training allows them to deliver devastating attacks quickly and without mercy. They are the epitome of a tribal warrior and they can typically be found among the Haerkglar, Orcs, and the Valkshir.

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Alignment Restrictions: Any nonlawful - barbarians are wild at heart.

Hit Die: d12

Base Attack Bonus: High

High Saves: Fortitude

Weapon Proficiencies: Simple and martial weapons.

Armor Proficiencies: Light armor and shields (except tower shields) at level 1, medium armor at level 2. [note: heavy armor progression over four levels for those who use heavy armor]

Skill Points: 4+ Int modifier per level, x4 at first level.

Class Skills: Acrobatics, Intimidate, Parry, Perception, Survival, Taunt.

Rage: A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Constitution, a +2 morale bonus on Will saves, and half his class level in Vampiric Regeneration on his currently equipped weapon, but he takes a -2 penalty to Armor Class. Rage lasts for 3 + Constitution bonus (including bonus from rage) rounds. After rage expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity and a -10% movement penalty for 5 rounds.

Fast Movement: A barbarian has a 10% bonus to his movement rate.

Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Trap Sense: Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th and 18th level).

Damage Reduction: At 4th level a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level and every three barbarian levels thereafter (13th, 16th and 19th level), this damage reduction rises by 1 point.

Greater Rage: At 11th level, a barbarians bonuses to Strength and 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: While in a rage, a barbarian of 14th level or highter gains a +4 bonus on Will saves to resist mind affecting spells. This bonus stacks with all other modifiers including the moral bonus on Will saves that he also recieves during his rage.

Tireless Rage: When a barbarian reaches 17th level, he no longer gets fatigued from using rage and can ignore the penalties to Strength, Dexterity and movement.

Mighty Rage: At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8 and his morale bonus to Will saves increases to +4. The penalty to AC remains at -2.

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