Barbarian

From Arelith Wiki
Jump to: navigation, search
Classes
CharCreation.jpg
Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List

Barbarian is a default base class with Arelith specific changes.


Introduction

Arelith Barbarians enjoy many changes that benefit their martial and rage aspects. The #Path: Tribesman changes rage mechanics even further. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: Any non-lawful

Class Features

Hit die: d12

Proficiencies: armor (light, medium), shields, weapons (martial, simple)

Skill points: 6 + int modifier ((6 + int modifier) * 4 at 1st level)

Class Skills: animal empathy, craft mastery, discipline, heal, intimidate, listen, lore, parry, ride, sail, spot, taunt

Unavailable feats: weapon specialization

Primary saving throw(s): fortitude

Base attack bonus: +1/level

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Reflex Will Feats HP DR reflex vs
traps
1h rage
dmg bonus
2h rage
dmg bonus
will save
during rage
1st +1 +2 +0 +0 barbarian fast movement, barbarian rage, +1 AB during rage 12 - - +1 +3 +1
2nd +2 +3 +0 +0 uncanny dodge I 24 - - +1 +3 +1
3rd +3 +3 +1 +1 36 - - +1 +3 +1
4th +4 +4 +1 +1 5% Physical Immunity during rage 48 - - +2 +4 +2
5th +5 +4 +1 +1 uncanny dodge II 60 - +1 +2 +4 +2
6th +6/+1 +5 +2 +2 72 - +1 +2 +4 +2
7th +7/+2 +5 +2 +2 84 - +1 +2 +4 +2
8th +8/+3 +6 +2 +2 passive damage bonus +1 96 - +1 +3 +6 +3
9th +9/+4 +6 +3 +3 108 - +1 +3 +6 +3
10th +10/+5 +7 +3 +3 uncanny dodge III 120 - +2 +3 +6 +3
11th +11/+6/+1 +7 +3 +3 damage reduction I 132 1/- +2 +3 +6 +3
12th +12/+7/+2 +8 +4 +4 barbarian dodge +2 dodge AC, +2 AB during rage 144 1/- +2 +4 +7 +4
13th +13/+8/+3 +8 +4 +4 uncanny dodge IV 156 1/- +3 +4 +7 +4
14th +14/+9/+4 +9 +4 +4 damage reduction II 168 2/- +3 +4 +7 +4
15th +15/+10/+5 +9 +5 +5 greater rage 180 2/- +3 +4 +7 +4
16th +16/+11/+6/+1 +10 +5 +5 uncanny dodge V, 10% Physical Immunity during rage, passive damage bonus +2 192 2/- +4 +6 +9 +5
17th +17/+12/+7/+2 +10 +5 +5 damage reduction III 204 3/- +4 +6 +9 +5
18th +18/+13/+8/+3 +11 +6 +6 216 3/- +4 +6 +9 +5
19th +19/+14/+9/+4 +11 +6 +6 uncanny dodge VI 228 3/- +5 +6 +9 +5
20th +20/+15/+10/+5 +12 +6 +6 damage reduction IV, barbarian dodge +4 dodge AC 240 4/- +5 +7 +11 +6

Epic Barbarian

Bonus feats: The epic barbarian gains a bonus feat every four levels after 20th. In other words, at levels 24 and 28.

Epic barbarian bonus feats: armor skin, epic damage reduction, epic prowess, epic toughness, epic weapon focus, mighty rage, overwhelming critical, superior initiative, terrifying rage, thundering rage

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP DR reflex vs
traps
1h rage
dmg bonus
2h rage
dmg bonus
will save
during rage
21st passive damage bonus +3 252 4/- +5 +7 +11 +6
22nd 264 4/- +6 +7 +11 +6
23rd bonus feat, epic barbarian damage reduction, passive damage bonus +4 276 5/- +6 +7 +11 +6
24th 288 5/- +6 +9 +13 +7
25th passive damage bonus +5 300 5/- +7 +9 +13 +7
26th bonus feat, epic barbarian damage reduction II 312 6/- +7 +9 +13 +7
27th passive damage bonus +6 324 6/- +7 +9 +13 +7
28th 336 6/- +8 +12 +16 +8
29th bonus feat, epic barbarian damage reduction III, passive damage bonus +7 348 7/- +8 +12 +16 +8
30th 360 7/- +8 +12 +16 +8

Arelith Changes

Change Level Description
Class skills - Barbarians on Arelith get access to Animal Empathy, Sail and Spot as class skills.
You're Drunk - When sufficiently drunk (below 0% sobriety) the Barbarian gains a boost to his strength. Three kinds of beverages decreases your sobriety: ale, wine (different kinds but same effect) and spirits. Drinking these will decrease sobriety and rest meter. How much they decrease depends on the CON stat of the character. This covers all character and not only Barbarians.
  • When a character gets drunk their DEX is decreased. More drunk means larger decrease.
  • getting a sobriety of -10,0% - 0,01 % means a DEX decrease of 2, is sobriety -20,0% - 10,1% the DEX decrease is 4 etc etc.
  • For every tick in negative sobriety the Decrease stacks. for example having a sobriety at -15% for one tick would mean a DEX decrease of 8.
  • Reaching -100 % sobriety means the character dies of alcohol poisoning.

Only Barbarians get the following benefit:

  • When reaching a negative sobriety, the barbarian gets a bonus of +2 to their STR. At next tick the bonus rises to +5
  • The bonus is a soft bonus and counts toward the +12 cap

TIP: when a tick takes you from Drunk to Sober the barbarian drunk-benefit remains for the next tick but at a +3 (This happens wither your bonus was +2 or +5). This means a carefully drinking barbarian can keep themselves in a two tick routine where they have +2 and +5 to STR with only minor DEX penalties. Any change to any meter (rest, drink, rest) will remove bonus STR when the barbarian is sober.

when drunk
  • Character has chance of stopping current action and laugh - frequency seems to increase as Sobriety decreases. Laughing and falling will make you flatfooted
  • Very low sobriety means the character also start falling
  • To stop the laughing emote the player can emote sitting and it should stop momentarily.
Barbarian Rage - The Rage doesn't have any of the vanilla effects of NWN, but it will instead do the following:
  • Bonus AB +1 while raging at level 1 and +1 at level 12 for a total of +2 AB at level 12.
  • Physical immunity while raging 5% at level 4 and 5% more at level 16 for a total of +10% physical immunity at level 16.
  • If the barbarian has lower than 18 base CON (before soft bonus), the AB bonus is reduced by 1 (minimum 0), and the bonus physical immunity reduced by 5% (minimum 0%).
  • Boosts will save while raging +1 at level 1, +2 at level 4 and +1 every 4 levels afterwards (1/4/8/12/16/20/24/28).
  • Increases the barbarian's movement rate by 50% for 3 rounds.
  • Gives temp HP = 50% of barbarian levels HP.
  • Duration is changed to 2d4 + con mod rounds.
  • Infinite uses/day but has a 1 turn cooldown, starting the moment the rage ends.
  • Is a free action.
  • Bonus Damage is applied to the Barbarian's weapon during Rage.
  • The damage bonus will only apply to the melee weapon you have equipped or gloves if no melee weapon is equipped, at the moment of raging. The only non-melee/gloves weapon that will benefit from the Rage are throwing axes. Unarmed attacks do not benefit from the increased damage unless the character has the improved unarmed combat feat.
  • Note that double weapons scale as one-handed weapons for the purposes of calculating bonus Rage damage.
Epic Rage - Epic rage feats are updated as well. Each epic rage feat updates the visual effect of Rage. Epic Rage Feats no longer affects rage tiers.
Thundering Rage
  • Prerequisite: This feat requires 20 Barbarian levels.
  • +1 Attack Per Round during rage, which stacks with Haste.
Mighty Rage
  • Prereqs lowered to 19 str 19 con (previously 21 str 21 con) (still requires 20 barbarian levels and 21 character levels)
  • Crowd Control / Debuff removal now reapplies every 30 seconds while raging
  • Regeneration added at a rate of 3 + con bonus damage (5 @ level 20, 6 @ 21, 7 @ 23, 8 @ 25, 9 @ 27, and 10 @ 29 -- providing hard con modifier is met for con Passive Bonus Damage)
Terrifying Rage Upon entering the aura of a raging barbarian with the Terrifying Rage feat, a hostile creature or player must make a will save.
The save DC is [(Intimidate/5)+(character level/2)+(Base CON Modifier)+5]. This is treated as a saving throw vs fear.
For example, a level 30 character with 35 points in Intimidate and a base CON of 22 would have a DC of 33 against Fear.
Against non-PCs, Terrifying Rage causes a 3-round stun and its debuff effect lasts three times longer.

Hit dice comparisons have been removed. Anyone that fails the saving throw is subject to the following effects:

  • Debuff: -1 to AB and Saves per 7 Barbarian levels
  • Debuff: +5% Automatic Spell Failure per 7 Barbarian levels
  • 1/2 round stun

The debuff duration is 1d3 + base CON mod rounds. Mind protection defends against the stun effect, but not the debuff. Fear immunity protects against Terrifying Rage.

Passive Damage Bonus 8 Barbarians get bonus physical damage based on their Constitution score, as long as they are wielding a melee weapon or throwing axes. The bonus damage is equal to the Barbarian's base CON modifier. The first bonus is at level 8 (+1) and the second is at level 16 (+2 total). Every odd epic barbarian level adds an additional +1, to a max of +7 at level 29. This is a passive bonus to damage that is always active, and stacks with the bonus weapon damage from rage.
Barbarian Dodge 12 They gain +2 Dodge AC at level 12, and other +2 at level 20 for a +4 dodge AC total bonus, as long as the barbarian is wearing medium or lighter armor.
Epic Bonus Feats - Barbarians gain Epic Bonus Feats at the following levels: 23, 26, 29.


Path: Tribesman


The Tribesman is a Barbarian Path. The barbarian loses the rage ability (including epic rage), and instead he gains, through deed or right, the loyalty of his clan: A tribesman can call upon two tribesmen to aid him in battle any time.

  • The Rage ability can be used to summon a Tribal Warrior. It does not have a limit of uses per day, but it goes on a six-minute cooldown if a tribesman dies or is dismissed.
  • The tribesmen act as henchmen, so they have no "duration" and will remain with the barbarian until dismissed or slain. A summoned creature can be conjured as well.
  • They share race and armor type of the Barbarian. Tribesmen don't use the fat phenotype and are always randomly gendered.
  • They share the Barbarian level (not character level) of the player character.
  • They don't share racial abilities with the Player character and they don't share any enchantments the player character has on their armor.
  • The tribesmen don't have any rage abilities.
  • A player may RP through the barbarians using the Associate Tool and the -a command.

Progression of Tribal Warriors

  • Equipment: The Tribesmen are called to battle dual-wielding a battle axe with a handaxe.
  • Enhancement: Every 6 levels, they gain +1 magical enhancement to their weapons. At every level, they gain +1 AC, up to 20.
  • Ability Scores: Tribesmen start with 16 Strength, 16 Dexterity, 14 Constitution. At every 4 levels, they gain +1 hard Strength.
  • Saves: Every 2 levels, gain +1 universal saves. Follow normal barbarian save progression.
  • Feats: The tribesmen start and gain all normal Barbarian feats. They also start with Blind Fight, Spring Attack, Cleave, Weapon Focus in both weapons, Ambidexterity, and Improved Two-Weapon Fighting.
  • At level 9, gain: Toughness.
  • At level 12, gain: Improved Critical.
  • At level 24, gain: Epic Weapon Focus.
  • Skills: Follow a "martial" skill progression.

Roleplay Tips

Basic Forgotten Realms Barbarian info available on FRwiki.

External Links

Information about default NWN class are available on NWNWiki.