Barbarian Boot Camp

March 19th, 2012

Joshua Zaback

Best in Class Archive

            Hello everyone, and welcome to another exciting edition of Best in Class.  This week I’ve decided to look at perhaps the most brutal and in-your-face class, the barbarian.  Below you’ll find two new archetypes devoted to everyone’s favorite berserker class.



New Barbarian Archetype:


            Some barbarians turn to religion to fuel their rage and passion.  Known as fanatics, these men devote themselves wholly to their gods and gain some divine power in exchange for their zealous religious beliefs.  No matter how angry, however, devoting time to faith causes fanatics to lose some of the primal power which sustains them.

            Tempered By Faith (Ex): A fanatic’s inner rage is tempered by his devoted faith.  As a result, at first level he can only rage for a number of rounds equal to 2 + his Constitution modifier each day, and gains only 1 additional round of rage per level.

            Fanatic Revelry (Ex): When the fanatic enters a rage, it is as much a religious trance as it is an expression of anger. Whenever the fanatic rages, he gains a +4 bonus to his Wisdom score and can use any Charisma-, Dexterity-, or Intelligence-based skills, as well any ability that requires patience or concentration.

            Divine Healing (Su): Fanatics possess an innate ability to heal themselves by sacrificing their internal rage.  Beginning at 7th level, as a swift action the fanatic can expend one of his daily rounds of rage in order to recover 1d6 hit points. At 10th level, and every 3 levels thereafter, the fanatic heals an additional 1d6 hit points whenever he expends a round of rage in this fashion. 
            This ability replaces damage reduction.



New Barbarian Archetype:


            These barbarians hail from the steppes and plains where horses and nomadic tribes are a way of life.  Living life in the saddle almost from birth, these barbarians are often closer to their beasts than to other men.  The harsh life led by these people, combined with their skill at horsemanship and wild spirit, makes them a terror to behold for “civilized people.”

            Horse Kin (Ex): Saddleborn spend most of their lives around horses and develop close bonds with their mounts.  Any horse the saddleborn rides gains +10 feet enhancement bonus to its movement speed. 
            This ability replaces fast movement.

            Mounted Warrior: Saddleborn fight from the saddle whenever possible, and have trained all their lives in the cruel arena of countless raids to master their techniques.  At 2nd level, the saddleborn gains Mounted Combat and Mounted Archery as bonus feats.  
            This ability replaces uncanny dodge

            Horsemanship (Ex): The saddleborn’s great experience with horses makes him a better rider than all but the most practiced horsemen. Beginning at 3rd level, the saddleborn gains a +1 bonus to his Ride and Handle animal skill checks. At 6th level, and every 3 levels thereafter, this bonus improves by an additional +1.
            This ability replaces trap sense.

            Mounted Guardian (Ex): Saddleborn rely on their mounts for survival and will give their own life to protect that of their mount.  Whenever a creature the saddleborn is riding would suffer damage, the saddleborn may choose to suffer that damage instead. 
            This ability replaces improved uncanny dodge.



New Barbarian Archetype:


            Mighty warriors all, trollsworn are thought by many of their foes to be unkillable due to their otherworldly ability to heal their wounds.  While not truly immortal, trollsworn do share regenerative qualities with the creatures for which they are named, which allows them to fight on while lesser barbarians lay dead around them. This capability ultimately comes from a different application of their inner rage, meaning that they cannot gain the berserk combat strength of their peers.  Few trollsworn are concerned about the loss of this ability, however, instead focusing on fighting on as long as possible.

            Trollsworn Regeneration (Su): Through intense meditation, trollsworn have learned to channel their inner rage to recover wounds of the body.  As a move action, the trollsworn can use this ability to immediately recovers hit points equal to his Constitution modifier.  Starting at 1st level, the trollsworn can use trollsworn regeneration for a number of times each day equal to 4 + his Constitution modifier. At each level beyond 1st, he gains an additional 2 uses of trollsworn regeneration.
            This ability replaces rage.

            Greater Regenearation (Su): At 2nd level, and every 2 levels thereafter, the trollsworn recovers an additional hit point every time he uses his trollsworn regeneration ability. 
            This ability replaces rage power.

            Body Purge (Su): At 11th level, the trollsworn may expend 3 uses of his trollsworn regeneration in order to cure all diseases and poisons that he is currently suffering from.  Using this ability is a full round action. 
            This ability replaces greater rage.

            Back from the Verge (Su): At 17th level, the trollsworn can use his trollsworn regeneration even while unconscious and/or dying. 
            This ability replaces tireless rage.

            Mighty Regeneration (Su): At 20th level, the trollsworn has mastered the use of his regeneration and can now use his trollsworn regeneration as a swift action.
            This ability replaces mighty rage.