OGC:Barbarian of the North (3.5e Class)
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Barbarian of the North
Making a Barbarian of the North
Alignment: Any nonlawful.
Starting Age: Simple.
|1st||+1||+2||+0||+0||Illiteracy, northland life (survival), northland rage 1/day|
|3rd||+3||+3||+1||+1||Resist cold 3|
|4th||+4||+4||+1||+1||Northland rage 2/day|
|5th||+5||+4||+1||+1||Improved uncanny dodge, northland life (stealth)|
|6th||+6/+1||+5||+2||+2||Resist cold 6|
|7th||+7/+2||+5||+2||+2||Damage reduction 1/—|
|8th||+8/+3||+6||+2||+2||Northland rage 3/day|
|9th||+9/+4||+6||+3||+3||Resist cold 9|
|10th||+10/+5||+7||+3||+3||Northland life (swift tracker)|
|11th||+11/+6/+1||+7||+3||+3||Damage reduction 2/—|
|12th||+12/+7/+2||+8||+4||+4||Northland rage 4/day, resist cold 12|
|13th||+13/+8/+3||+8||+4||+4||Greater northland rage|
|15th||+15/+10/+5||+9||+5||+5||Resist cold 15, northland stride|
|16th||+16/+11/+6/+1||+10||+5||+5||Damage reduction 3/—, northland rage 5/day|
|18th||+18/+13/+8/+3||+11||+6||+6||Resist cold 18|
|19th||+19/+14/+9/+4||+11||+6||+6||Mighty northland rage|
|20th||+20/+15/+10/+5||+12||+6||+6||Improved northland stride, northland rage 6/day|
All of the following are class features of the barbarian of the north.
Illiteracy: Barbarians of the north do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
Northland Life (Ex): Due to the extreme nature of his native environment, the barbarian of the north is a tough survivor capable of thriving amidst the harshest of climates. At 1st level, he gains a +4 insight bonus to all Survival skill checks made in any cold environment. At 5th level, the barbarian of the north’s familiarity with his native land is so attuned that he gains a +2 insight bonus to all Hide, Listen, and Move Silently checks made in cold terrain. By the time he reaches 10th level, the barbarian learns how to move swiftly through his homeland while tracking. He can move at his normal speed while following tracks in any cold environment without taking the normal -5 penalty. Furthermore, he only takes a -10 penalty (instead of the normal -20) when moving at up to twice his normal speed while tracking in such terrain.
Northland Rage (Ex): Like most barbarians, the savages from the north can fly into a fit of rage a number of times per day. Their frenzy, however, is quieter and more controlled. Indeed, the men from the far north also learned to keep their voice and emotions in check during their outbursts. While raging, a barbarian of the north gains extraordinary physical power and strength of will. In a rage, the barbarian gains a temporary +4 enhancement bonus to Strength as well as a +4 morale bonus to all Will saving throws. In addition, they do not suffer an AC penalty while enraged.
Additionally, the northland rage produces a fear effect. Any foe with fewer Hit Dice than the barbarian within 30 ft. of him must succeed at a Will save (DC 15 + barbarian’s level) or become shaken for 1d4 rounds. Those who have witnessed this rage before gain a +2 bonus to their Will saving throw. An opponent who successfully saves against the fear effect of the northland rage cannot be affected by the same barbarian’s rage for a period of 24 hours.
A fit of rage lasts for 4 rounds plus the character’s Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, he loses the rage modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, unable to charge or run) for the duration of the current encounter. A barbarian can fly into a fit of rage only once per encounter. At 1st level, he can use his rage once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (up to a maximum of six times per day at 20th level). Entering a rage is a free action, but the barbarian must do so on his own initiative action.
Uncanny Dodge (Ex): At 2nd level, a barbarian of the north 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 of the north already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Resist Cold (Ex): At 3rd level, the barbarian of the north become so accustomed to the harsh elements of his native homeland that he gains the extraordinary ability to shrug off some of the damage he receives from cold energy. Effectively, the barbarian gains energy resistance 3 against cold, meaning each time he is subjected to cold damage, whether from natural or magical source, this damage is reduced by 3 points before being applied to his hit points. The value of the cold resistance increases by 3 every three levels thereafter (6 points at 6th level, 9 points at 9th, and so on).
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian of the north 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.
Damage Reduction (Ex): At 7th level, a barbarian of the north gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 11th level, and every five levels thereafter (16), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Indomitable Will (Ex): While in a rage, a barbarian of the north 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.
Northland Stride (Ex): Starting at 15th level, a barbarian of the north may move through any sort of snowy and icy terrain at his normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally.
Ex-Barbarian of the North