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{{CharacterNav|title=Classes}}


== NWN Requirements ==
'''Barbarian''' is a default base class with Arelith specific changes.
* Alignment Restrictions: Any non-lawful


== Arelith Changes ==
* A barbarian has one path possible to choose on character creation: Tribesman.
* When sufficiently drunk (below 0% sobriety) the Barbarian gains a boost to his strength.
* They gain +2 Dodge AC at level 12, and other +2 at level 20, as long as the barbarian is wearing medium or light armor.


=== Barbarian Rage ===
__TOC__
The Rage doesn't have any of the vanilla effects of NWN, but it will instead do the following:
 
== 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 [https://nwn.fandom.com/wiki/Barbarian 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:''' 4 + int modifier ((4 + int modifer) * 4 at 1st level)
 
'''Class Skills:''' craft mastery, craft trap, discipline, heal, intimidate, listen, lore, parry, ride, taunt
 
'''Unavailable feats:''' weapon specialization
 
'''Primary saving throw(s):''' fortitude


* Provides a damage bonus to the melee weapon held based on rage level.  This will also apply to unarmed attacks if the Barbarian has the Improved Unarmed Strike feat.
'''Base attack bonus:''' +1/level
* Boosts will save by rage level.
* Bonuses during rage based on level.
* 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.


=== Level Progression ===


Barbarians now get bonuses during Rage depending on their class level.
Hit points rolls on Arelith are always maximum.


{| class="wikitable"
{|  
! style="text-align: center;" | Barbarian Level
| align="center" style="background:#f0f0f0;"|'''Level'''
! Bonus
| align="center" style="background:#f0f0f0;"|'''BAB'''
| align="center" style="background:#f0f0f0;"|'''Fort'''
| align="center" style="background:#f0f0f0;"|'''Reflex'''
| align="center" style="background:#f0f0f0;"|'''Will'''
| align="center" style="background:#f0f0f0;"|'''Feats'''
| align="center" style="background:#f0f0f0;"|'''HP'''
| align="center" style="background:#f0f0f0;"|'''DR'''
| align="center" style="background:#f0f0f0;"|'''reflex vs<br> traps'''
| align="center" style="background:#f0f0f0;"|'''1h rage<br> dmg bonus'''
| align="center" style="background:#f0f0f0;"|'''2h rage<br> dmg bonus'''
| align="center" style="background:#f0f0f0;"|'''will save<br> 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
|-
|-
| style="text-align: center;" | 1
| 17th||+17/+12/+7/+2||+10||+5||+5||damage reduction III||204||3/-||+4||+6||+9||+5
| style="text-align: center;" | +1 AB during rage
|-
|-
| style="text-align: center;" | 4
| 18th||+18/+13/+8/+3||+11||+6||+6||||216||3/-||+4||+6||+9||+5
| style="text-align: center;" | 5% Physical Immunity during rage
|-
|-
| style="text-align: center;" | 12
| 19th||+19/+14/+9/+4||+11||+6||+6||uncanny dodge VI||228||3/-||+5||+6||+9||+5
| style="text-align: center;" | +1 AB during rage.
|-
|-
| style="text-align: center;" | 16
| 20th  ||+20/+15/+10/+5  ||+12||+6||+6||damage reduction IV, barbarian dodge +4 dodge AC||240||4/-||+5||+7||+11||+6
| style="text-align: center;" | 5% Physical Immunity during rage (Stacks with Level 4 bonus)
|}
|}


* If the barbarian has 17 CON (base, i.e. before modifiers) or lower, the AB bonus is reduced by 1 (minimum 0), and the bonus physical immunities reduced by 5% (minimum 0%).
=== Epic Barbarian ===
* The Dodge AC bonus only applies if the barbarian wears medium armor or lighter.


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


==== Bonus Damage and Will Saves ====
'''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
Bonus Damage is applied to the Barbarian's Weapon during Rage, if the Barbarian is wielding a Melee Weapon or Throwing Axes.  As with Rage powers, this bonus damage scales up with Barbarian class levels.  Additionally, the Barbarian receives a scaling bonus to Will saves during Rage.


Note that double weapons scale as one-handed weapons for the purposes of calculating bonus Rage damage.
'''Unavailable epic feats:''' epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape


{| class="wikitable"
{|  
! style="text-align: center;" | Barbarian Level
| align="center" style="background:#f0f0f0;"|'''Level  '''
! 1h Melee Damage Bonus
| align="center" style="background:#f0f0f0;"|'''Feats'''
! 2h Melee Damage Bonus
| align="center" style="background:#f0f0f0;"|'''HP'''
! Will Saves Bonus
| align="center" style="background:#f0f0f0;"|'''DR'''
| align="center" style="background:#f0f0f0;"|'''reflex vs<br> traps'''
| align="center" style="background:#f0f0f0;"|'''1h rage<br> dmg bonus'''
| align="center" style="background:#f0f0f0;"|'''2h rage<br> dmg bonus'''
| align="center" style="background:#f0f0f0;"|'''will save<br> during rage'''
|-
| 21st||passive damage bonus +3||252||4/-||+5||+7||+11||+6
|-
| 22nd||||264||4/-||+6||+7||+11||+6
|-
|-
| style="text-align: center;" | 1
| 23rd||epic barbarian damage reduction, passive damage bonus +4||276||5/-||+6||+7||+11||+6
| style="text-align: center;" | 1 Weapon Damage
| style="text-align: center;" | 3 Weapon Damage
| style="text-align: center;" | +1
|-
|-
| style="text-align: center;" | 4
| 24th||bonus feat||288||5/-||+6||+9||+13||+7
| style="text-align: center;" | 2 Weapon Damage
| style="text-align: center;" | 4 Weapon Damage
| style="text-align: center;" | +2
|-
|-
| style="text-align: center;" | 8
| 25th||passive damage bonus +5||300||5/-||+7||+9||+13||+7
| style="text-align: center;" | 3 Weapon Damage
| style="text-align: center;" | 6 Weapon Damage
| style="text-align: center;" | +3
|-
|-
| style="text-align: center;" | 12
| 26th||epic barbarian damage reduction II||312||6/-||+7||+9||+13||+7
| style="text-align: center;" | 4 Weapon Damage
| style="text-align: center;" | 7 Weapon Damage
| style="text-align: center;" | +4
|-
|-
| style="text-align: center;" | 16
| 27th||passive damage bonus +6||324||6/-||+7||+9||+13||+7
| style="text-align: center;" | 6 Weapon Damage
| style="text-align: center;" | 9 Weapon Damage
| style="text-align: center;" | +5
|-
|-
| style="text-align: center;" | 20
| 28th||bonus feat||336||6/-||+8||+12||+16||+8
| style="text-align: center;" | 7 Weapon Damage
| style="text-align: center;" | 11 Weapon Damage
| style="text-align: center;" | +6
|-
|-
| style="text-align: center;" | 24
| 29th||epic barbarian damage reduction III, passive damage bonus +7||348||7/-||+8||+12||+16||+8
| style="text-align: center;" | 9 Weapon Damage
| style="text-align: center;" | 13 Weapon Damage
| style="text-align: center;" | +7
|-
|-
| style="text-align: center;" | 28
| 30th||||360||7/-||+8||+12||+16||+8
| style="text-align: center;" | 12 Weapon Damage
| style="text-align: center;" | 16 Weapon Damage
| style="text-align: center;" | +8
|}
|}




== Arelith Changes ==


The damage bonus will only apply to '''the melee weapon you have equipped or gloves (see below) 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.
{| class="wikitable sortable"
|- style="background-color:#c0c0c0"
!Change
!Level
!Description


=== Passive Bonus Damage ===
|-
Barbarians get bonus physical damage based on their Constitution score, as long as they are wielding a melee weapon or throwing axes.
|'''You're Drunk'''
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 described above.
| 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.  


=== Epic Rage Feats ===
The Epic Rage Feats have been Modified:
* Each epic rage feat updates the visual effect of Rage.
* Thundering Rage offers +1 Attack Per Round during rage, which stacks with Haste.
* Mighty Rage removes crowd control effects and debuffs, and extends rage by 1 turn.
* Terrifying Rage now works as follows:
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)+(Hit Dice/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.
In addition, Epic Rage Feats no longer affects rage tiers.
=== You Are Drunk ===
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.
* 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.
* 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.
Line 144: Line 158:
* Very low sobriety means the character also start falling
* Very low sobriety means the character also start falling
* To stop the laughing emote the player can emote sitting and it should stop momentarily.
* 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:
* Provides a damage bonus to the melee weapon held based on rage level.  This will also apply to unarmed attacks if the Barbarian has the Improved Unarmed Strike feat.
* Boosts will save by rage level.
* Bonuses during rage based on level.
* 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.
* Barbarians now get bonuses during Rage depending on their class level as detailed in the level progression table.
* If the barbarian has 17 CON (base, i.e. before modifiers) or lower, the AB bonus is reduced by 1 (minimum 0), and the bonus physical immunities reduced by 5% (minimum 0%).
* Bonus Damage is applied to the Barbarian's Weapon during Rage, if the Barbarian is wielding a Melee Weapon or Throwing Axes.  As with Rage powers, this bonus damage scales up with Barbarian class levels.  Additionally, the Barbarian receives a scaling bonus to Will saves during Rage.
* Note that double weapons scale as one-handed weapons for the purposes of calculating bonus Rage damage.
* The damage bonus will only apply to '''the melee weapon you have equipped or gloves (see below) 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.
|-
|'''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.
{| class="wikitable"
|-
| '''Thundering Rage'''||+1 Attack Per Round during rage, which stacks with Haste.
|-
| '''Mighty Rage'''||Removes crowd control effects and debuffs, and extends rage by 1 turn.
|-
| '''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)+(Hit Dice/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 light armor.






=== Tribesman ===
|}
 
=== Path: Tribesman ===
The Tribesman is a Barbarian Path. The barbarian loses the rage ability, 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 Tribesman is a Barbarian Path. The barbarian loses the rage ability, 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.  


Line 169: Line 236:
:*At level 24, gain: Epic Weapon Focus.
:*At level 24, gain: Epic Weapon Focus.
*Skills: Follow a "martial" skill progression.
*Skills: Follow a "martial" skill progression.
==Roleplay Tips==


== External Links ==
== External Links ==

Revision as of 04:10, 17 August 2020

Classes

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: 4 + int modifier ((4 + int modifer) * 4 at 1st level)

Class Skills: craft mastery, craft trap, discipline, heal, intimidate, listen, lore, parry, ride, 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 epic barbarian damage reduction, passive damage bonus +4 276 5/- +6 +7 +11 +6
24th bonus feat 288 5/- +6 +9 +13 +7
25th passive damage bonus +5 300 5/- +7 +9 +13 +7
26th epic barbarian damage reduction II 312 6/- +7 +9 +13 +7
27th passive damage bonus +6 324 6/- +7 +9 +13 +7
28th bonus feat 336 6/- +8 +12 +16 +8
29th 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
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:
  • Provides a damage bonus to the melee weapon held based on rage level. This will also apply to unarmed attacks if the Barbarian has the Improved Unarmed Strike feat.
  • Boosts will save by rage level.
  • Bonuses during rage based on level.
  • 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.
  • Barbarians now get bonuses during Rage depending on their class level as detailed in the level progression table.
  • If the barbarian has 17 CON (base, i.e. before modifiers) or lower, the AB bonus is reduced by 1 (minimum 0), and the bonus physical immunities reduced by 5% (minimum 0%).
  • Bonus Damage is applied to the Barbarian's Weapon during Rage, if the Barbarian is wielding a Melee Weapon or Throwing Axes. As with Rage powers, this bonus damage scales up with Barbarian class levels. Additionally, the Barbarian receives a scaling bonus to Will saves during Rage.
  • Note that double weapons scale as one-handed weapons for the purposes of calculating bonus Rage damage.
  • The damage bonus will only apply to the melee weapon you have equipped or gloves (see below) 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.
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 +1 Attack Per Round during rage, which stacks with Haste.
Mighty Rage Removes crowd control effects and debuffs, and extends rage by 1 turn.
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)+(Hit Dice/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 light armor.


Path: Tribesman

The Tribesman is a Barbarian Path. The barbarian loses the rage ability, 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 Player Tool 1 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. Every level, they gain +1 AC, up to 20.
  • Ability Scores: Tribesmen start with 16 Strength, 16 Dexterity, 14 Constitution. 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

External Links

Information about default NWN class are available on NWNWiki.