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Ghost in the Shell

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* Descent

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Site Title


© 2002 Jose M. Rodriguez

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Rage 1/day; Fast Movement
Uncanny Dodge
Trap Sense +1
Rage 2/day
Improved Uncanny Dodge
Trap Sense +2
Damage Reduction 1/-
Rage 3/day
Trap Sense +3
Damage Reduction 2/-
Greater Rage
Rage 4/day, Trap Sense +4
Damage Reduction 3/-
Indomitable Will
Trap Sense +5
Damage Reduction 4/-, Rage 5/day
Tireless Rage
Trap Sense +6
Damage Reduction 5/-
Mighty Rage, Rage 6/day

Key Abilities: Strength, Dexterity, Wisdom, Constitution

Alignment: Any nonlawful

Hit Die: d12

Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival

Starting Skill Points: (4 + INT modifier) x 4

Points/Additional Level: 4 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies:
    Barbarians are proficient with all simple and martial weapons, light armor, medium armor, and shields.
    WEAPON GROUP ALTERNATIVE: Basic Weapons, plus any other three.

  • Rage (Ex)
    When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability, but becomes reckless and less able to defend himself. In game terms, he gains a +4 bonus to Strength and Constitution, and a +2 bonus on Will saves, but suffers a -2 penalty to AC.
    While raging, a barbarian cannot use and Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
    A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution Modifier. The barbarian may prematurely end his rage. At the end of the rage, the barbarian is fatigued (-2 penalty to Strength and Dexterity, can't run or charge) for the duration of that encounter (unless the barbarian is 17th level or higher, in which case that limitation no longer applies).
    The barbarian can only fly into a rage once per encounter, and only a certain amount of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it on his action, not in response to somebody else's action.

  • Fast Movement (Ex)
    The barbarian has a speed faster than the norm of his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).

  • Uncanny Dodge (Ex)
    Starting at 2nd level, the barbarian gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat footed or struck by an invisible attacker. (He still loses his DEX bonus to AC if immobilized).
    If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

  • Trap Sense (Ex)
    Starting at 3rd level, a barbarian 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 raise by +1 every three barbarian levels thereafter. Trap Sense bonuses gained from multiple classes stack.

  • Improved Uncanny Dodge (Ex)
    At 5th level, the 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.
    If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels form the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

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

  • Greater Rage (Ex)
    At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

  • Indomitable Will (Ex)
    While in a 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 he also receives during his rage.

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

  • Mighty Rage (Ex)
    At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

  • Illiteracy
    Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language he is able to speak.

Page Last Updated Feburary 24th, 2005

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