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# Starbarian The universe is home to countless races, all in their varying stages of technological and societal progression, yet even the most technologically advanced civilizations have found themselves roaming nomads at some point in their races history. Frigid tundras assaulted with unrelenting blizzard storms, to arid deserts with harsh mountain ranges; you've braved it all. ___ - **Skill Ranks per Level:** 4 + your Intelligence modifier. - ___ - **Class Skills:** The starbarian's class skills are Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Life Science (Int), Perception (Wis), and Survival (Wis).
### Hit Points and Proficiencies ___ - **Hit Points:** 8 ___ - **Stamina Points:** 8 + your Constitution modifier ___ - **Proficiencies:** You're proficient with light armour, basic melee weapons, advanced melee weapons, small arms, longarm and heavy weapons. ___ - **Key Ability Scores:** You rely on your Constitution for your physical vitality and fortitude, so Constitution is your key ability score. A high Strength score makes your melee attacks both more accurate and more deadly. - ___
##### The Starbarian | Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +1 | +2 | +2 | +0 |Fast movement, rage, nomad +1 | 2nd | +2| +3 | +3 |+0|Rage power, uncanny agility | 3rd | +3 | +3 | +3 |+1|Weapon specialization, toughness | 4th | +4 | +4 | +4 |+1|Rage power | 5th | +5 | +4 | +4 |+1|Stalwart, nomad +2 | 6th | +6 | +5 | +5 |+2|Rage power | 7th | +7 | +5 | +5 |+2|Unrelenting resolve | 8th | +8 | +6 | +6 |+2|Rage power | 9th | +9 | +6 | +6 |+3|Nomad +3 | 10th | +10 | +7 | +7 |+3|Rage power | 11th | +11 | +7 | +7 |+3|Greater rage, barbarian's assault | 12th | +12 | +8 | +8 |+4|Rage power | 13th | +13 | +8 | +8 |+4|Nomad +4 | 14th | +14 | +9 | +9 |+4|Rage power, indomitable will | 15th | +15 | +9 | +9 |+5|— | 16th | +16 | +10 | +10 |+5|Rage power | 17th | +17 | +10 | +10 |+5|Mighty rage, nomad +5 | 18th | +18 | +11 | +11 |+6|Rage power | 19th | +19 | +11 | +11 |+6|— | 20th | +20 | +12 | +12 |+6|Rage power, brutalize, nomad +6
\pagebreakNum ## **Class Features** All of the following are class features of the starbarian. ___ ### Fast Movement Your base speed is faster than the norm for your race by 10 feet. This benefit applies only when you're wearing no armor or light armor, and not encumbered. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your base speed. ___ ### Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. As a swift action, you can spend 1 Resolve Point to enter a rage that gives you a +2 morale bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, and a -2 penalty to both your KAC and EAC. ___ You also gain a number of stamina points equal to 5 x your barbarian level. You can rage for a number of rounds per day equal to 1/2 your barbarian level + your Constitution modifier. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. ___ While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics and Intimidate) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after your rage ends. You cannot enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends. ___ ### Nomad (Ex) You are used to braving through harsh environments, and navigating through them. At 1st level, you gain a +1 insight bonus to Athletics and Survival skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1. ___ ### Rage Powers (Ex) As a barbarian gains levels, they learn to use their rage in new ways. At 2nd level and every 2 levels thereafter, you gain a rage power. You can only benefit from a rage power while raging. Some of these powers are always active during a rage, and others require you to take an action to use them. Unless otherwise noted, you cannot select an individual power more than once. #### 2nd Level Rage Powers ___ *Adrenaline Rush (Ex):* When making a Strength-based skill or ability check, you may add your rage bonus. You may also add your Strength modifier to your Strength score when determining your bulk limit. You don't need to be raging to benefit from this rage power. ______ *Extended Fervour (Ex):* You can rage for an additional 2 rounds per day. This rage power can be selected multiple times. ___ *Moment of Clarity (Ex):* As a swift action, you can end all benefits and penalties you receive from raging for 1 round. This round still counts towards your total number of rounds of rage per day. ___ *Path of the Celestial, Lesser (Su):* You gain a slam attack that deals 1d8 points of bludgeoning damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have. ___ *Path of the Fiend, Lesser (Su):* You gain a gore attack that deals 1d8 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have. ___ *Primal Rage (Ex):* You gain a bite attack that deals 1d6 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d6 for every 4 barbarian levels you have. ___ *Raging Grappler (Ex):* You gain a +2 morale bonus to melee attack rolls made to perform a combat maneuver and to your combat maneuver defense while raging. ___ *Raging Grenadier (Ex):* You increase the range increment of your thrown grenades by 5 x your Strength modifier, and add your Strength modifier to the damage rolls made with grenades. ___ *Superstition (Ex):* You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by 1 for every 4 barbarian levels you have. While raging, you cannot be a willing target of any spell, and must make saving throws to resist all spells. ___ *Swift Foot (Ex):* You gain a 10-foot enhancement bonus to your base speed. ___ #### 6th Level Rage Powers ___ *Adamant Walker (Ex):* You move at full speed when moving over difficult terrain. You must have the swift foot rage power to learn this rage power. ___ *Clear Mind (Ex):* You may reroll a failed Will save as an immediate action after the first save is attempted, but before the results are revealed. You must take the second result, even if it's worse. This power is usable once per rage. ___ *Forceful Maneuver (Ex):* Whenever you succeed a combat maneuver against a creature, you deal an amount of damage equal to your Strength modifier plus your rage bonus to damage rolls. You must have the raging grappler rage power to learn this rage power. ___ *Internal Fortitude (Ex):* You are immune to the sickened and nauseated conditions. \pagebreakNum ___ *Intimidating Physique (Ex):* You add your Strength modifier instead of your Charisma modifier on all Intimidate checks made to demoralize a foe. Additionally, you can attempt demoralize attempts as a move action instead of a standard action. ___ *Overwhelming Strength (Ex):* While determining your Strength score while wearing power armour, you use your Strength score instead of the power armour. ___ *Path of the Celestial (Su):* You emanate an aura of positive energy while raging that deters evil-aligned attackers. Any adjacent, evil-aligned creature that hits you with a natural or melee weapon takes 1d6 points of positive energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the celestial rage power to learn this rage power. ___ *Path of the Fiend (Su):* You exude a miasma of negative energy while raging that deters good-aligned attackers. Any adjacent, good-aligned creature that hits you with a natural or melee weapon takes 1d6 points of negative energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the fiend rage power to learn this rage power. ___ *Roused Anger (Ex):* You can enter a rage even when fatigued. If you enter a rage while fatigue, you lose the fatigued condition and don't gain stamina points from the rage. Once this rage ends, you are exhausted for 10 minutes. ___ *Witch Hunter (Ex)*: You deal an additional amount of damage equal to your Strength modifier against creatures possessing spells or spell-like abilities. You must have the superstition rage power to learn this rage power. #### 10th Level Rage Powers ___ *Eater of Magic (Su):* When you would succeed at a saving throw to resist a spell, supernatural ability, or spell-like ability, you gain a number of stamina points equal to the spell's level, or half of the CR of the effect's creator in the case of supernatural abilities. You must have the superstition rage power to learn this rage power. ___ *Ever Vigilant (Ex):* You take no penalties to Perception checks for being asleep, though you still can't succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if your choose to do so when you would otherwise be surprised, you can use your initiative result or the initiative result of the first creature that would have surprise you -1, whichever is lower. ___ *Nomadic Athleticism (Ex):* You gain a climb and a swim speed equal to your land speed. This speed is not increased by fast movement or the swift foot rage power. You must have the adrenaline rush rage power to learn this rage power. ___ *Path of the Celestial, Greater (Su):* You gain electricity resistance equal to your Constitution modifier, and your weapons and natural weapons are considered good for the purpose of overcoming damage reduction. You must have the path of the celestial rage power to learn this rage power. ___ *Path of the Fiend, Greater (Su):* You gain fire resistance equal to your Constitution modifier, and your weapons and natural weapons are considered evil for the purpose of overcoming damage reduction. You must have the path of the fiend rage power to learn this rage power. ___ *Retaliating Taunt (Ex):* As a swift action, you can choose to leave yourself open to attacks. Attacks against you gain a +4 bonus to attack and damage rolls against you until the beginning of your next turn, but each attack against you provokes an attack of opportunity from you, resolved prior to each attack against you. ___ *Undying Resilience (Ex):* Instead of the unrelenting resolve class feature giving you 1 Hit Point when spending a Resolve Point to remain conscious, you instead gain an amount of Hit Points equal to your barbarian level. This ability doesn't require you to be raging to be active. ___ #### 14th Level Rage Powers *Lethal Accuracy (Ex):* When you critically hit a creature, you may forgo any additional effects to multiply the results by x3 instead of x2. You may still use this ability if you would not have any additional effects on a critical hit. ___ *Path of the Celestial, Legendary (Su):* As a standard action, you can expend 1 Resolve Point to call forth a column of radiant flame in a 20ft radius, centered on the starbarian. Using this ability immediately ends your rage. All creatures within the radius suffer 1d6 points of damage, plus an additional 1d6 per rounds of rage remaining when you used this ability. This ability deals half fire damage, half radiant damage. You must have the greater path of the celestial rage power to learn this rage power. ___ *Path of the Fiend, Legendary (Su):* As a standard action, you can expend 1 Resolve Point to release an umbral inferno in a 20ft radius, centered on the starbarian. Using this ability immediately ends your rage. All creatures within the radius suffer 1d6 points of damage, plus an additional 1d6 per rounds of rage remaining when you used this ability. This ability deals half fire damage, half necrotic damage. You must have the greater path of the fiend rage power to learn this rage power. ___ *Wayfarer's Endurance (Ex):* You can take 20 on any saving throws made to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, and to avoid fatigue caused by sleep deprivation. You may also take 20 on any checks made to continue running, to avoid damage from a forced march, and to avoid damage from starvation or thirst. Lastly, when making a Strength-based skill or ability check, you can roll twice and take the higher result. You don't need to be raging to benefit from this rage power, and you must have the nomadic athleticism rage power to learn this rage power. \pagebreakNum ___ ### Uncanny Agility (Ex) You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. ___ ### Weapon Specialization (Ex) You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. ___ ### Toughness (Ex) You gain the Toughness feat as a bonus feat. If you already possess the Toughness feat, you may retrain the Toughness feat in exchange for another. ___ ### Stalwart (Ex) If you succeed at a Fortitude save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. ___ ### Unrelenting Resolve (Ex) Whenever you would fall unconscious due to having 0 Hit Points or fewer, you can instead spend 1 Resolve Point to gain 1 Hit Point and remain conscious. Each subsequent time you would fall unconscious due to having 0 Hit Points or fewer, the Resolve Point cost increases by 1. The Resolve Point increase resets after you have an 8 hour rest. ___ ### Greater Rage (Ex) Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +3, and the number of stamina points gained is equal to 7 x your barbarian level. ___ ### Barbarian's Assault (Ex) When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. ___ ### Indomitable Will (Ex) While raging, you become immune to fear and enchantment spells, spell-like abilities and supernatural effects. ___ ### Mighty Rage (Ex) Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +4, and the number of stamina points gained is equal to 9 x your barbarian level. \columnbreak ___ ### Brutalize (Ex) As a full-round action, you can make all of your attacks at a -8 penalty against a single target, each dealing an additional amount of damage equal to half your base attack bonus. If two or more attacks successfully damage the target, you can expend 1 Resolve Point to force all creatures who can see you or your target to make a Will save or be panicked for 1 round, and are then frightened for 1d4 rounds after the panicked condition ends.