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- Dwarf Fighter (Unbreakable) 1/Barbarian (Invulnerable Rager/Urban Barbarian) X
- 1 (Fighter 1)(+1 BAB | +2 Fort, +0 Ref, +0 Will): Tough as Nails, Power Attack (-1/+2), Endurance (Class), Diehard (Class)
- 2 (Barbarian 1)(+2 BAB | +4 Fort, +0 Ref, +0 Will): Crowd Control (Ex), Rage (Ex), Controlled Rage (Ex)
- 3 (Barbarian 2)(+3 BAB | +5 Fort, +0 Ref, +0 Will): Invulnerability (Ex), Rage Power: Superstition (Ex), Improved Sunder
- 4 (Barbarian 3)(+4 BAB | +5 Fort, +1 Ref, +1 Will): Extreme Endurance: Cold (Ex)
- 5 (Barbarian 4)(+5 BAB | +6 Fort, +1 Ref, +1 Will): Rage Power: Lesser Beast Totem (Su), Steel Soul
- 6 (Barbarian 5)(+6 BAB | +6 Fort, +1 Ref, +1 Will):
- 7 (Barbarian 6)(+7 BAB | +7 Fort, +2 Ref, +2 Will): Rage Power: Beast Totem (Su), Combat Expertise
- 8 (Barbarian 7)(+8 BAB | +7 Fort, +2 Ref, +2 Will):
- 9 (Barbarian 8)(+9 BAB | +8 Fort, +2 Ref, +2 Will): Rage Power: Reckless Abandon (Ex), Stalwart
- 10 (Barbarian 9)(+10 BAB | +8 Fort, +3 Ref, +3 Will):
- 11 (Barbarian 10)(+11 BAB | +9 Fort, +3 Ref, +3 Will): Rage Power: Greater Beast Totem (Su), Improved Stalwart
- 12 (Barbarian 11)(+12 BAB | +9 Fort, +3 Ref, +3 Will): Greater Rage (Ex)
- 13 (Barbarian 12)(+13 BAB | +10 Fort, +4 Ref, +3 Will): Rage Power: Come and Get Me (Ex), Dazing Assault
- 14 (Barbarian 13)(+14 BAB | +10 Fort, +4 Ref, +4 Will):
- 15 (Barbarian 14)(+15 BAB | +11 Fort, +4 Ref, +4 Will): Indomitable Will (Ex), Rage Power: Witch Hunter (Ex), Extra Rage Power: Spell Sunder (Su)
- 16 (Barbarian 15)(+16 BAB | +11 Fort, +5 Ref, +5 Will):
- 17 (Barbarian 16)(+17 BAB | +12 Fort, +5 Ref, +5 Will): Rage Power: Strength Surge (Ex), Extra Rage Power: Auspicious Mark (Su)
- 18 (Barbarian 17)(+18 BAB | +12 Fort, +5 Ref, +5 Will): Tireless Rage (Ex)
- 19 (Barbarian 18)(+19 BAB | +13 Fort, +6 Ref, +6 Will): Rage Power: Eater of Magic (Su), Desperate Battler
- 20 (Barbarian 19)(+20 BAB | +13 Fort, +6 Ref, +6 Will):
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- Dwarf Racial Traits
- +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
- Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Dwarves can see in the dark up to 60 feet.
- Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
- Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
- Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
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- Threatening Defender: You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
- Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
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- UNBREAKABLE (Fighter archetype)
- The unbreakable is a warrior of indomitable will, unstoppable and implacable once he has set his mind upon a course of action. The unbreakable endures any trial to do what must be done, and when his mind is set toward a goal, nothing can stop him from achieving it, though many may try. He is a juggernaut and a zealot, supremely confident in his own abilities.
- Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
- Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat.
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- INVULNERABLE RAGER/URBAN BARBARIAN (Barbarian archetypes)
- All of the following are class features of the barbarian.
- Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
- Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
- Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.
- Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
- Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
- While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
- A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
- Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
- Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
- Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.
- Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
- Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
- Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
- Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
- Ex-Barbarians: A barbarian who becmes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.
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