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November 21, 2011, 09:46:28 AM »FEATS
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Berserker Lodge Feats- UE
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- Combat Brute: (CW pg.110) Tactical: easy entry because it doesn't ask you do do anything you weren't already doing provides 3 abilities. All in all useful especially if you don't have access to the Lion totem Variant from the complete champion. Advacing blows is meh, but if you've built a serious "Knockback" based build might get a little work out of this. Sundering cleave is really good if you want to destroy that $100,000 staff the BBEG is holding. The star of this little trio is Momentum swing which is increases the multiplyer of your power attack the second round after a charge. Works well with many many things
- Combat expertise: You wanna dance? There are classes better suited to it. Plus int is really a dumpstat.
- Destructive Rage: While raging, you gain a +8 bonus on any Strength checks you make to break open doors or break inanimate, immobile objects.
- Extended Rage : Each of your rages lasts an additional 5 rounds beyond its normal length. Special: You can take this feat multiple times, and the additional rounds stack.
- Extra Rage : You rage two more times per day than you otherwise could. Special: You can take this feat multiple times, gaining two additional rages per day each time.
- Evasive Reflexes: There is a use for this if chained correctly
- Improved Bullrush: Usefull if you're going to attempt to follow the chain.
- Instantaneous Rage : Your rage begins at any time you wish, even when it's your turn or when you're surprised. you can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. Normal: You enter a rage only during your turn.See combos.
- Intimidating Rage: When entering a rage, you designate a single foe within 30 feet of you can attempt to demoralize as a free actionor become shaken for as long as you continue to rage. see combos.
- Karmic Strike: This is more for the psedo-barbarian fighter/charger, but if you're a glass cannon you can single handedly kill most BBEG's with this after a charge. unfortunately it wants combat expertise.
- Knockbackprereqs: Improved bullrush, power attack, Large or Powerful build Succesful powerattacks initiate a bullrush with Pa bonus on strength roll. See combos.
- Leapattack: A jump check to do double my power attack damage(after all other calculations)? Does this awsomeness come with a shake?
- Martial Study(ToB) This feat can get you many nifty abilities, taking this twice can give you the controversial Iron Heart Surge... see our Frenzied Barbarian section.
- Mad Foam Rager(PHB II) delay the effects of an attack, spell or special ability for one round. That actually good but what will you do in that one round? It like a nod to the crusader in a way. This could get a blue "If" if you had more feats to spend, If there was a way to use it more than once per rage. If the delay was longer.... It could be strong under the right conditions, but being a condtional feat will only get you a green rating .
- Powerattack: From which all Goodness Flows.
- Rampaging Bullrush: prereqs: Rage, Imp.Bullrush/Large/powerfulbuild Jotunbrood.take a -4 penalty to knock opponents prone with bullrush. See combo section.
- Reckless Rage:Prerequisites: Con 13, rage ability. Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.
- Robilar's Gambit Much like karmic strike if you're glass cannoning then this will aid in pwning since you throwdown more DmG than most people 1st round.
- Shock Trooper: CW pg.112: Essentially for heedless charge ensuring that power attack for max damage hits.
- Standstill: Give up an AoO for damage to ensure an opponent stays in place on a failed reflex, but the reflex save is equal to your damage ... which is high....
- Steadfast determination PhbII Endurance Use Constitution to modify Will saves
- +1 enhancement to ac while raging if touching the ground. (Anataeus died like this mythologically)
- Three Mountains Sytle : easy enty weapon stlye feat that causes nausea with repeated attacks A+
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- Climb (Str) Can be used to gain tactical advantages or bypass environmental dangers.
- Craft (Int) Rarely used.
- Handle Animal (Cha) Situational.
- Gather Information (Cha) Cityscape allows us to trade Handle Animal for this, it is also very situational. Note that many DM's might penalize you more than say a rouge for using this skill, most Barbarians lack the tact to use social skills effectivly.
- Intimidate (Cha) A good skill for social situations you are otherwise ill prepared for.
- Jump (Str) Essential for leap attack
- Listen (Wis) One of the most used skills in most campaigns, good if you want to fill a scout role.
- Ride (Dex) It's doubtful you will have enough feats to benefit from mounted combat.
- Tumble (Dex) Cityscape lets use trade ride for tumble. It gives you many more combat options than you might otherwise have.
- Survival (Wis) A good way to feed your party, and with the track feat, can be very useful. A must if you take the trap killer ACF
- Swim (Str) Some situations and campaigns see some use for this, but most don't. When you do use it, it can be a life saver.
- Spot (Wis) Although its cross-class for you, it might still be worth the investment.
- Hide/Move Silently (Dex) I wouldn't advise this unless you have both the skill points to spare and racial to counteract the rank loss. That said, a scout who can take care of business is something to fear.
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ALTERNATIVE CLASS FEATURES/SUBSTITUTION LEVELS(and how they changed the class for better or worse)
- Extreme Leap Extra 10' on successful jump, combines well with leap attack.
- Never Outnumbered: CS; Demoralize in combat affects all within 10ft.
- Twisted Charge Hard to qualify for, but changing direction mid charge is quiet handy
I have a bit to say about this, this is the way they chose to fix the barbarian, it wasn't a very versitile class so it gets some of the best variants ever, and the Lion totem from the complete champion, Now makes as many people dip barbarian as they do fighter. In the end though these are large amount of abilities that give you the edge, and help individualize your barbarian and maybe the people from his tribe "We rage but we don't get all "speedy" like you do"
(click to show/hide)Aquatic Barbarian
(SW, p 48): fast movement applies to racial swim speed instead of land speedBerserker Strength
(PHB 2, p 33): Lose rage. Gain a rage that activates every time your hitpoints drop to below 5 + your barbarian level.Bonus Feat
(SSt, p 44): Gain a bonus feat, lose improved uncanny dodge.Crafty Hunter
(UA, p 58): Gain favored enemy, archery combat style, improved archery combat style, and greater archery combat style. Lose rage and indomitable will.Duskling Barbarian
(MoI, p 43): d10 hitdice, add knowledge: the planes to class skill list
- 1st level: Incarnum Speed (can channel essentia to greatly increase speed), lose fast movement
- 7th level: Incarnum Defense (spend essentia to give damage reduction and energy resistance), lose damage reduction
- 11th level: Incarnum Rage (gain 2 points of essentia while raging), lose greater rage
Substitution Levels (CV, p 40): must be nonhumanoid
- 3rd level: Fast Charge (increased movement when charging), replaces trap sense
- 5th level: Awesome Charge (make a charge attack as though with Awesome Blow), replaces uncanny dodge
- 7th level: Raging Vigor (spend rage to heal damage), lose 1 point of DR
(CS, web): Lose normal rage, gain ferocity which boosts Str and Dex instead of Con.
but really its quite an excellent variant overall.
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Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.
Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.
Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), 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 item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.
The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).
Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).
Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.
In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.)
Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.
Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.Goliath Barbarian Substitution Levels
(RS, p 150): add knowledge: nature to class list
Half-Orc Barbarian Substitution Levels
- 1st level: Mountain Rage (extra size/strength while raging), replaces normal rage
- 5th level: Fortification (25% chance to prevent crits and such), lose uncanny dodge
- 8th level: Skin of Stone (x/adamantine damage reduction instead of normal)
(RD, p 159):
- 2nd level: Reckless Charge (+4 attack while charging, -4 AC), no uncanny dodge
- 5th level: Insightful Rage (+4 will vs. illusions), no improved uncanny dodge
- [COLOR="RoyalBlue"]7th level: Two-Handed Strike[/COLOR] (+2 damage with 2 handed weapon), lose damage reduction 1/-
(PlH, p 28): Add knowledge: the planes to class list
- 3rd level: Portal Sense replaces trap sense
- 7th level: Planar Damage Reduction (improved damage reduction vs. outsiders and extraplanar creatures), reduce normal damage reduction
- 11th level: Menacing Rage (aura weakens extraplanar creatures), lose greater rage
(CS, web): Instead of fast movement, gain the roof walker feat. At 6th level, gain the roof jumper feat.Spell Sense
(CM, p 35): Lose trapsense. Gain AC bonus vs spells.Spiritual Totem
(CC, p 46): Lose fast movement, gain one of the following:
- Bear Totem: Improved Grab ability
- Eagle Totem: +4 bonus to search and spot
- Fox Totem: +4 bonus to Hide and Move Silently
- Lion Totem: Gain Pounce ability
- Wolf Totem: +2 to attack rolls while flanking
(CS, web): Lose damage reduction to gain special abilities and benefits while charging.
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The ability to take a blow is valuable, but on the violent and crowded streets of the city, the winner of a brawl or a duel is often the one who can hit hardest and fastest.
Replaces: If you select this class feature, you do not gain damage reduction at 7th level, or any of the improvements to damage reduction at higher levels.
Benefit: The barbarian gains the ability to swiftly bring the fight to his foe and to hit him hard.
At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement.
At 10th level, the barbarian can make a single turn, up to 90 degrees, during a charge.
At 13th level, the barbarian can charge through squares occupied by his allies or by noncombatants.
At 16th level, the barbarian can move up to four times his speed when making a charge attack, rather than double.
At 19th level, the barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.
Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round. Totem Barbarian
(UA, p 48): Ten various animal totems, each trades various features:
(click to show/hide)Ape Totem Class Features
A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet.
At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.
A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.
At 5th level, an ape-totem barbarian's climb speed equals his base land speed.Bear Totem Class Features
A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
A 1st-level bear-totem barbarian gains Toughness as a bonus feat.
At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.
Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.Boar Totem Class Features
A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.Dragon Totem Class Features
A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.
At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.
[COLOR="RoyalBlue"]At 5th level, a dragon-totem barbarian gains the frightful presence [/COLOR]ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.
Eagle Totem Class Features
A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.
At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks.
An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.Horse Totem Class Features
A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
At 2nd level, a horse-totem barbarian gains Run as a bonus feat.
A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.
At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.
Jaguar Totem Class Features
A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features. Lion Totem Class Features
A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
At 1st level, a lion-totem barbarian gains Run as a bonus feat.
A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.
A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.Serpent Totem Class Features
A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.
A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks.
At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.Wolf Totem Class Features
A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.
A 5th-level wolf-totem barbarian gains Track as a bonus feat. Totem Manifestation
(CC, p 46): Lose damage reduction, gain one of the following:
- Bear Totem: 1 hp/level
- Eagle Totem: +1 to spot and search each level you would normally get damage reduction
- Fox Totem: +1 to hide and move silently each level you would normally get damage reduction
- Lion Totem: Roar, every creature within 30' must save or be shaken. Once per day, gain an additional use per day every time your damage reduction would normally increase
- Wolf Totem: Gain track, and +2 to survival
(DS, p 8): Lose trapsense, gain trapfinding. Use survival to find traps, attack rolls to disable.Uncanny Bravery
(DrM, p 14): Gain immunity to draconic presence and resistance to fear instead of improved uncanny dodge.View Spirit World
(CC, p 46): lose uncanny dodge, once per day gain darkvision and a bonus to spot and search checks.Wastelands Damage Reduction
(SSt, p 44): gain DR 1/- against wasteland creatures and hazards that stacks with normal DR, lose 1 rage/day.Whirling Frenzy
(UA, p66): Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit.
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A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).