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Making a Graatel Barbarian
Barbarians are individuals that prefer to fight purely through brute strength and their considerable reflexes, instead of upon heavy armor and extensive training. A barbarian is more likely to wade directly into the enemy ranks and ignore tactics than to set out with a plan in how they deal with their foes. Barbarians are most feared for the fact that while easy to wound they are incredibly hard to kill.
Abilities: Graatel barbarians rely upon Strength, Constitution and Dexterity much like a normal barbarian. The primary differences is that the Graatel barbarians receive much larger boosts from ability scores.
Races: There is no race restriction on becoming a barbarian; it is possible the person simply wandered into the wilderness at a young age and survived, or belongs to an obscure tribal group.
Alignment: No requirement however in many situations a barbarian is likely to find a lawful alignment difficult to accomodate at best.
Starting gold: 3d4x10 but most of this value will be in tradeable goods (i.e furs).
Starting Age: Simple.
|1st||+1||+2||+2||+0||Fast Movement, Illiteracy, Rage|
|5th||+5||+4||+4||+1||Improved Uncanny Dodge, Tireless Rage|
|20th||+20/+15/+10/+10||+12||+12||+6||Rage of Kings|
Graatel Barbarian Features
All of the following are class features of the barbarian.
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex): A Graatel barbarian is able to enter periods of extreme anger, referred to as Rage, a certain amount of times per day dictated by his Strength. The barbarian may enter Rage one time per Strength point modifier. While enraged a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but also takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 5th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, a barbarian 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. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Sixth Sense (Ex): Starting at 3rd level, a barbarian gains gains an uncanny perception when it comes to traps. The barbarian may reroll one failed reflex save versus a trap per Dexterity ability modifier point per day. The barbarian may only use this ability once per trap and must accept the new roll even if the result is lower.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Skin Hardening (Ex): At 7th level, a barbarian gains Damage Reduction. All physical attacks now reduce their damage equal to the barbarians Constitution ability modifier. During a rage this ability uses the modified Constitution score. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 8th level, a barbarian’s 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.
Deathless Rage (Ex): At 12th level once a barbarian enters a rage he no longer dies once he reaches negative ten (-10) hit points, and he is not rendered unconscious when he reaches zero hit points. Instead the barbarian continues to fight until his rage runs out, though this does not change the outcome; a barbarian that has hit negative ten (-10) hit points is dead, he just hasn't let his body tell him yet.
Indomitable Will (Ex): While in a rage, a barbarian 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.
Mighty Rage (Ex): At 16th level, a barbarian’s bonuses to Strength and 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.
Rage of Kings (Ex): At 20th level a barbarian may elect to enter the Rage of Kings once per day. This special rage increases his Strength and Constitution scores by 12, his Dexterity score by 4 and his bonus to will saves becomes +6. However the Rage of Kings has a few significant drawbacks: in this rage the barbarian finds it difficult to distinguish between friend and foe, requiring the individual to make a DC 20 Will check or attack the individual who most recently attacked him (or the closest individual if he has not been harmed this round). Also during a Rage of Kings all damage inflicted upon the barbarian is increased by half; if he is struck by a fireball that does 90 points he would instead take 135. The Rage of Kings lasts for 10 rounds, and unlike normal rage cannot be ended by the barbarian - he simply is required to wait it out.