In the spirit of the E6 system and full acknowledgment of the quadratic power of casters, I am rewriting all the core classes to play with classic D&D flavor up to level 6, then ramp up from there to match the power of casters.
Warning: Expect the lower levels to look amazing, but not answer any of the real problems of a class. (casters vs mundanes, etc.) 1-6 form the class chassis, while the rest of the class adds new abilities depending on the benchmarks we set.
Barbarian BAB Fort Ref Will Abilities
1 +1 +2 +0 +0 Fast Movement, Rage 1/day
2 +2 +3 +0 +0 Uncanny Dodge
3 +3 +3 +1 +1 Damage Reduction, Trap sense +1
4 +4 +4 +1 +1 Rage 2/day
5 +5 +4 +1 +1 Improved Uncanny Dodge
6 +6 +5 +2 +2 Sweeping Rush, Trap sense +2
7 +7 +# +# +#
8 +8 +# +# +# Rage 3/day
9 +9 +# +# +# Supernatural Resilience, Trap sense +3
10 +10 +# +# +# There Is No Size
11 +11 +# +# +# Sidestep Hazards
12 +12 +# +# +# Rage 4/day, Greater Rage, Trap sense +4
13 +13 +# +# +# Savage Leap
14 +14 +# +# +# Improved Sweeping Rush
15 +15 +# +# +# Battle Hardened, Trap sense +5
16 +16 +# +# +# Rage 5/day, Mighty Rage
17 +17 +# +# +#
18 +18 +# +# +# Juggernaut, Trap sense +6
19 +19 +# +# +#
20 +20 +# +# +# Outer Calm, Inner Rage, Rage 6/day
Class SkillsThe barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level(4 + Modifiers) ×4.
Skill Points at Each Additional Level4 + Modifiers.
Class FeaturesAll of the following are class features of the barbarian.
Weapon and Armor ProficiencyA barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage (Ex):A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points 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 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 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. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers 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 7th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th 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.
Uncanny Dodge (Ex):At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Damage Reduction (Ex):At 3rd level the barbarian gains DR equal to 1/2 his class level.
Trap Sense (Ex):Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Sweeping Rush: (Ex):At 6th level the Barbarian can rush into battle, scattering foes like the cowards they are. A barbarian can perform a Sweeping Rush in place of a normal charge, expending a daily use of rage. A Sweeping rush is for all purposes a charge except for the following:
• Intervening foes do not block line of sight for this charge.
• Instead of a single attack against a foe at the end of the charge, you make an attack roll against every foe between you and your target.
• Instead of stopping at the first foe, you may make a free bullrush attempt to knock them aside and continue on towards your target. If the bullrush is successful they are knocked 5 feet to either side of you and they fall prone. If the bullrush fails the charge ends immediately.
• Bonuses from the charge only apply to the actual target of the charge, not the intervening foes. The penalties however still apply.
Supernatural Resilience (Su): At 9th level, a Barbarian shrugs off even magical attacks. He gains SR equal to his class level + 8. This spell resistance is increased by 1 for each point of DR/- he has.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. 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 from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
There Is No Size (Ex): At 10th level, the Barbarian's might allows him to deal with even the most obnoxiously large creatures as he wishes. He ignores any size bonuses a larger creature might have. Penalties remain.
Sidestep Hazards (Ex): At 11th level, a Raging Barbarian learns to sidestep hazards with an intuitive and primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save.
Greater Rage (Ex): At 12th 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.
Savage Leap (Ex): You may spend a daily rage use to leap your run speed in any direction (including vertically). This attack is considered a charge, and gains all the benefits and penalties of charging.
Improved Sweeping Rush (Ex): Sweeping Rush is no longer stopped by failing the bullrush.
Battle Hardened (Ex): At 15th level, a Raging Barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging as if he was inside a protection from evil effect.
Mighty Rage (Ex):At 16th 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.
Juggernaut (Ex): At 18th level, the Barbarian becomes a nigh unstoppable force. Weapons are never considered set against a charge against him, and his charges cannot be interrupted by an opposing effect.
Outer Calm, Inner Rage (Ex): At 20th level, the Barbarian truly masters his rage. He now gains the benefits of raging (but not the penalties) even when he isn't raging. These bonuses may be further increased by entering a rage as normal.
Discussion:On "Sidestep Hazards & Battle Hardened": A Barbarian ends up able to block just about anything with its chest.
On "Sweeping Rush": Clears mooks in the process of getting to the guy you want to use pounce on. It's basically a charge that makes a free basic attack/knockdown at everything between you and the target.
Order of actions during a sweeping rush:
1. target a dude
2. move toward the target, attacking the closest intervening foe. If there are no intervening foes, the charge is resolved on the target as normal.
3a. If dead, go to 2.
3b. If alive, "bullrush".
4a. If "bullrush" succeeds, go to 2.
4b. If "bullrush" fails. Stop.