Plus 2 for having no Spell Slot/Powers progression at all. Plus 2 for not having Int as a keystone of your class features. Add the following logic to class skill point distribution:īase 2+Int for being a d20 System creature. Craft (alchemy) can be used by any character and moving potions under: divesting craft (alchemy) from being magical is a pretty easy fix and with the access everyone has to monster parts why wouldn't a fighter be able to create say a potion of cure light wounds from the blood of a troll and some herbs to clean up the blood's toxicities. Pathfinder skill reduction: just in general is nice Defense Bonus + Armor as DR: I also move all full casters to Defense class A and monks to class C Granted actually creating that is as rel pointed out a lot of effort.Ī couple quick fixes that I use are as follows though most of them are more combat focused and do apply to everyone they still tend to help mundanes more than magical classes. I do believe the skill system is part of the issue, you should start to be able to replicate some level 0 spells by the time you have 9 skill points invested into a skill and a character with 23 skill points in a skill should be able to replicate some powers of level 4 or 5 spells. So I think one of the important things to remember is given the idea of E6 even if we ignore magic any character at level 7+ should start to be able to perform inhuman feats and by the time you hit level 20 you should be reaching Hercules levels of power or at least Captain America and to be frank a level 20 fighter without equipment and who hasn't seriously abused feats doesn't feel much stronger than a level 6 wizard in most situations. Once per day you can use gate, though you must summon a creature with the Elemental type, a creature from one of the Elemental Planes, or a creature you can convince your DM is probably a spirit. You can use hindsight and legend lore at will, though their casting times still apply.Īt 17th level, you can call spirits into the world. You can use stone shape, create water, pyrotechnics, and whispering wind at will.Īt 13th level, you can speak to the great spirits of the world. If applicable, your caster level equals your Barbarian level and everything is a SLA unless noted.Īt 1st level, you gain Auran, Ignan, Aquan, and Terran as bonus languages, and you can speak with animals as the spell, though it is a permanent non-magical effect.Īt 5th level, you can speak with dead, stone tell, and speak with plants at will, though you can only ask any particular corpse questions once per day.Īt 9th level, you can command the spirits. Perhaps it looks something like this:īenefit: As you gain Barbarian levels, various parts of the natural world communicate with you. You might imagine a D&D Barbarian having this sort of ability and using it to replicate effects like speak with animals, stone tell, and speak with dead (or perhaps more active magic, like summoning elementals). Conan may not have any magic, but Logen Ninefingers is pretty clearly a Conan expy, but in addition to all his various barbarian-ing, he has the ability to speak with spirits, which he uses to real-but-modest effect throughout the series. I think most people who want to play a barbarian want to play Conan not a wizard who casts spells with an axe.This is not really a coherent category, because the idea of a strong caster/non-caster distinction only exists in D&D. Base D&d cant really replicate any protagonist from Conan to robin hood because it punishes anything except hyper specialization. Like basically every fantasy protagonist whose not a caster.
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