Barbarian Prestige Classes


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Crothian

First Post
Actually, I think it is one of the better core calsses to prestige with because there are so many oppurtunities you can go with them. You can go into a fighter prestige class, a ranger prestige class, or the barbarian ones pretty easily. Barbarians are very versatile ands can go a lot of different directions.
 

Crothian

First Post
But to answer your question, sorry I forgot to in the last post here is one I created.

Field Runner

Field Runners run. They enjoy running through the fields, the woods, the undergrowth, everything. The Tarkins use them to relay messages between the different tribes. Other civilizations hire them to deliver messages when other ways are not available. They are know for getting past any obstacle and enjoy the challenge. Philipidies was a Field Runner and a model for this class..

Prerequisites:
Climb: 3 ranks
Intuit Direction: 8 ranks
Jump: 3 ranks
Knowledge: Tribes 3 ranks
Swim: 3 ranks
Wilderness Lore 3 ranks
Feats: Endurance, Run

HD: d12

Level BAB Fort Ref Will Special
1 +0 +2 +0 +0 Improved Endurance, +10 Base Speed, Tribal Lore
2 +1 +3 +0 +0 Defensive Run 1/day
3 +2 +3 +1 +1 Jumping Ability
4 +3 +4 +1 +1 Climbing Ability
5 +3 +4 +1 +1 Defensive Run 2/day
6 +4 +5 +2 +2 Sprint
7 +5 +5 +2 +2 Swimming Ability
8 +6 +6 +2 +2 Defensive Run 3/day
9 +6 +6 +3 +3 +2 Constitution
10 +7 +7 +3 +3 Field Runner

Weapons and Armor: Runners do not gain proficiency in any of these.

Skill Points per level: 4 + Int
Class Skills: Climb (Str), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge: Tribes (Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis)

Improved Endurance: The runner gets an additional +1 to all Endurance checks per class level; this stacks with the endurance feat.

Tribal Lore: The Runners pick up lots of little facts and bits of knowledge from their many travels. Anytime they need to know anything about the tribes, their history, the lands of Takin, or the people involved they can make a Tribal Lore Check. This check is a d20 + Int modifier + Runner Level.

DC 10: Common Know, something known by a substantial minority of the people/

DC 20: Uncommon but available. Known to at least a few people in every tribe.

DC 25: Obscure, known by only a select few.

DC 30: Extremely Obscure, known only but a very select few or possible a bit of forgotten lore.

Defensive Run: 1/day they may make a Defensive Run. The Runner moves as if making a full run. He no longer loses his Dexterity bonus to AC while running. He also gets a +4 dodge bonus to AC. He can do this for a number of rounds equal to his Constitution Modifier +3. This cannot be combined with the sprint ability.

Jumping Ability: The Runner adds his level to all jump checks and is no longer limited to how far he can jump.

Climbing Ability: The Runner adds his level to all Climb checks. He no longer loses his AC while climbing and opponents do not get a bonus to attack while climbing.

Sprint: Runners can increase their base speed by four times for one round per point of constitution. This can only be done once a day.

Swimming Ability: The Runner may add his Level to all Swimming checks. He also get the feat Improved Swimming when he meats the requirements.

Field Runner: This is the ability Field Runners are known for. They reduce the penalty for over land movement by 50% when they go through tough to travel areas. They also no longer leave any sort of tracks and are not slowed by thorns or other natural plant growths.
 

Crothian

First Post
Here's another one I came up with. It's a little skill heavy for Barbarians but it can work nicely for them

Wilderness Scout

A Wilderness Scout is a person who lacks many of the talents of an actual ranger, but can still get along in the woods much better then the average person. They are often hired out as scouts and guides in the wilderness. They are known to accompany rangers on missions, as the wilderness scouts are sometimes better then rangers in a few areas. Wilderness Scouts are accustomed to wearing some armor. They are adept in dealing with bandits not only with force but also with grace and ease. They are known to speak many languages that they encounter in their journeys. They are best known for not getting lost.

Prerequisites
Climb: 5 ranks
Inuit Direction: 8 ranks
Jump: 5 ranks
Listen: 5 ranks
Spot: 5 ranks
Wilderness Lore: 8 ranks
Track Feat

Wilderness Scout
HD: 1D8
Weapons and Armor: All Simple weapons, light and medium armor
Class Skills: Animal Empathy (Cha), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Inuit Direction (Wis), Jump (Str), Knowledge Nature (Int), Move Silently (Dex), Ride (Dex), Search (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)
Skill Points: 6 + Int Modifier

Attack Fort Ref Will Special
1 +0 +2 +0 +0 +4 competence bonus to intuit direction, Languages
2 +1 +3 +0 +0 Overland Movement
3 +2 +3 +1 +1 +1 Reduce Armor Penalty. Alertness Feat
4 +3 +4 +1 +1 Find the Path
5 +3 +4 +1 +1 Animal Companion
6 +4 +5 +2 +2 +1 Reduce Armor Penalty, Skill Focus of any Class Skill
7 +5 +5 +2 +2 Natural Camouflage, Hide in Plain Sight
8 +6 +6 +2 +2 Superior hide and move silently
9 +6 +6 +3 +3 +1 Reduce Armor Penalty, Skill Focus of any Class Skill
10 +7 +7 +3 +3 Trackless Step and Woodland Stride

Languages: A Wilderness Scout learns languages quicker and easier then most people. If as a house rule you require training for learning languages, this training time should be cut by a fourth for all Wilderness Scouts. This is an extraordinary ability.

Overland Movement: A Wilderness Guide is able to find the optimum trail through rough terrain, increasing the party’s movement rate when traversing long distances. This increases the speed of the party by 10% in most forests, 15% in heavy forests, and 20% in mountains. This is an extraordinary ability.

Reduce Armor Penalty: The bonus to counteract armor penalty will only cancel out the penalty. For instance a 10th level Wilderness Scout in a Chain Shirt has an Armor Check penalty of zero. Chain shirt offers a penalty of minus two and a tenth level Wilderness Scout gets a plus three but can never add more then the penalty. This ability is plus one at level three, +2 at level six, and +3 at level nine. This is an extraordinary ability.


Find the Path: The Wilderness Scout can use this ability to sense the correct direction that will eventually lead to a desired geographical location. The Wilderness Scout must have some clue, map, information, or body of research about the local to use this ability. It can be used once a week providing a day’s worth of guidance. This is an extraordinary ability.

Animal Companion: The Wilderness Scout finds and befriends one animal of his choice. This has the same effect as if an Animal Friendship spell had been cast upon the animal. The animal can have no more then twice the number of hit dice as the Wilderness Scout. If the animal is lost or killed for any reason the Wilderness Scout has to wait a month before acquiring a new one. This is a supernatural ability.

Natural Camouflage: The Wilderness Scout is so accustomed to being in the woods that he can at any time become more difficult to attack from afar.. This is the equivalent of one-quarter concealment for attacks from 30 or mor efeet away. Any time an attack would hit the Wilderness scout, there is a ten- percent chance that the attack actually misses. This can be done for up to ten minutes per character level and only works in a natural wilderness setting. This is an supernatural ability.

Hide in Plain Sight: Wilderness Scouts can vanish as you look at them. They can use the Hide Skill while they are being observed. They must be a natural setting to do this.

Superior hide and move silently: A Wilderness Scout has become very attuned with the wilderness and can take ten on hide and move silently skills in any wilderness area. This is an extraordinary ability.

Trackless Step: A Wilderness Scout leaves no trail when he walks and cannot be tracked. This is an extraordinary ability.

Woodland Stride: A Wilderness Scout can walk through briars, thorns, overgrown areas, and similar difficult terrain at his normal movement without suffering any damage or impairment. This is an extraordinary ability.
 

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