The wild beasts of the stars.


Space Barbarian

From the harshest environments among all the worlds come brave, even reckless warriors who have mastered such living. Civilized people call them space barbarians or berserker and suspect them of mayhem, impiety, and atrocities. These “barbarians” however proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proved their cunning resourcefulness, persistence, and mercilessness. Barbarians are never lawful. They maybe honorable but at heart they are wild. Most barbarians do not find worship in the orderly established churches and believe in powerful spirits of great heroes once passed among there tribe or patriot figures.


Class Statistics

Level

Attack Base

Fortitude Save

Reflex Save

Will Save

Special

1

+1

+2

+0

+0

Fast movement, illiteracy. Rage 1/day

2

+2

+3

+0

+0

Uncanny Dodge

3

+3

+3

+1

+1

Trap Sense +1, Plantary Adaption

4

+4

+4

+1

+1

Rage 2/day

5

+5

+4

+1

+1

Improved Uncanny Dodge

6

+6/+1

+5

+2

+2

Trap Sense +2

7

+7/+2

+5

+2

+2

Damage Reduction 1/-

8

+8/+3

+6

+2

+2

Rage 3/day

9

+9/+4

+6

+3

+3

Trap Sense +3

10

+10/+5

+7

+3

+3

Damage Reduction 2/-

11

+11/+6/+1

+7

+3

+3

Greater Rage

12

+12/+7/+2

+8

+4

+4

Rage 4/day, Trap Sense +4

13

+13/+8/+3

+8

+4

+4

Damage Reduction 3/-

14

+14/+9/+4

+9

+4

+4

Indomitable will

15

+15/+10/+5

+9

+5

+5

Trap Sense +5

16

+16/+11/+6/+1

+10

+5

+5

Damage Reduction 4/-, Rage 5/day

17

+17/+12/+7/+2

+10

+5

+5

Tireless Rage

18

+18/+13/+8/+3

+11

+6

+6

Trap Sense +6

19

+19/+14/+9/+4

+11

+6

+6

Damage Reduction 5/-

20

+20/+15/+10/+5

+12

+6

+6

Mighty Rage, Rage 6/day



Class Features

Simple Melee Weapons Feat -

  • Choose a type of simple weapon, such as dagger or staff. You understand how to use that type of simple weapon in combat. The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Any attempts to use another firearm out of its class will result in a -2 penalty.

Armor Proficiency (Light) -

  • This feat allows character to wear light armor.

Armor Proficiency (Medium) -

  • This feat allows character to wear medium armor.

Shield Proficiency – This feat allows a character to uses shields (Expiation: Tower Shields)

Hit Point Increase - Space Barbarian HP Increases 12 every level.

Bonus Feats:

Starting Credits - 1d2 x 100



Class Skills

Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), and Swim (Str)

Skill Points at 1st Level: (4 + Int modifer) x 4
Skill Points at each addtional level: 4 + Int Modifer



Class Abilities

Fast Movement:

  • A barbarian can move faster then their normal race and gain a +10 to there movement.

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. (Also, a Barbarian who gains another class automatically becomes littered).

Plantary Adaption:

  • Space Barbarians gain planetary adaptation as a bonus feat.

Trap Sense:

  • Starting at level 3, barbarians has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on reflex saves made to avoid traps and a +1 dodge bonus to ac against attacks made by traps. These bonuses stack +1 every three barbarian levels thereafter.

Uncanny Dodge:

  • Starting at level 3 commandos gain the extraordinary ability to react to danger before he or she senses would normally allow he or she to doing so. This ability allows the character to retain their AC bonus.

Improved Uncanny Dodge:

  • At 5 th level and higher a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. 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.

Damage Reduction:

  • At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or natural attack. at 10th level , and every three barbarian levels thereafter (13th, 16th, and 19th) this damage reduction raises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Rage:

  • A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself, He temporarily gains a +4 bonus to strength, a +4 bonus to constitution and a +2 morale bonus on will saves, but he takes -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hp 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 requires patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as wand), or spell competitions (such as scroll) to function. HE can use any feat he has except combat expertise, item creation feats, and metamagic feats, A fit of rage last s for a number of rounds equal to 3 + the characters' newly improved ) Constitution modifier 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 17 th level barbarian at which point this limitation no longer applies) A barbarian can fly into rage only once per encounter. At 1 st level he can use his rage ability once per day. At 4 th level and every four levels thereafter, he can use it once additionally time per day (to a maximum of six times per day at 20 th level.) 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. A space barbarian can't, for example fly into a rage when struck by an arrow in order to get the extra hit points from the increased constitution.

Greater Rage:

  • At 11th level, a barbarian's bonuses to Strenghth and Consititution during his rage each increases to +5 and his morale bonus on will saves increases to +3. The penalty to AC remains at -2.

Tirless Rage:

  • At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage:

  • At 20th level, a barbarian bonuses to Strength and Consitiution during his eage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at a -2.

Indomitable Will:

  • While in a rage, a barbarian of 14th level or higher gainsa +4 bonus on will saves to resist enchantment spells. This bonus stacks with all other modifiers, inckuding the morale bonus on will saves he also receives during his rage.

EX Barbarians:

  • Are barbarians who become lawful loses the ability to rage and cannot gain anymore levels as a barbarian . He retains all the other benefits of the class (damage reduction, fast movemenet, trap sence, and uncanny dodge.).


Space Barbarian Special Skills

Survival:

  • Check: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks. Survival does not allow you to follow difficult tracks unless you are a star ranger or have the Track feat (see the Restriction section below).
  • DC 10 = Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
  • DC 15 = Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
  • DC 15 = Keep from getting lost or avoid natural hazards, such as quicksand.
  • DC 15 = Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.
  • Action: Varies. A single Survival check may represent activity over the course of hours or a full day. ASurvival check made to find tracks is at least a full-round action, and it may take even longer.
  • Try Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.
  • Restriction: While anyone can use Survival to find tracks (regardless of the DC), or to follow tracks when the DC for the task is 10 or lower, only a ranger (or a character with the Track feat) can use Survival to follow tracks when the task has a higher DC.
  • Special: If you have 5 or more ranks in Survival, you can automatically determine where true north lies in relation to yourself. A star ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy. If you have the Self-Sufficient feat, you get a +2 bonus on Survival checks.
  • Synergy: If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks. If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground. If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains). If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards. If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes. If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.


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