Visualizzazione post con etichetta Barbaro. Mostra tutti i post
Visualizzazione post con etichetta Barbaro. Mostra tutti i post

domenica 21 giugno 2026

Thriae Blood Rage Powers

For barbarians who want the same advantages as bloodragers.

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Thriae Blood Rage Powers


Thriae Blood, Lesser (Su): While raging, as a standard action the barbarian can consume a dose of honey or mead to gain one of several beneficial effects. The barbarian can only gain one benefit at the time, and each one can be gained once per day.

Inebriating: Each dose of honey or mead consumed by the barbarian counts as an alcoholic drink for the purpose of using rage powers; while this ability is in effect, each dose consumed after the first one doesn’t count as an use of the lesser thriae blood rage power for the day.

Caustic: Instead of consuming the honey or mead, the barbarian can apply it to a weapon. If she does, her weapon gains the corrosive quality for 1 round.

Rousing: The barbarian regains 1d4 rounds of rage. She cannot use this ability if she has not spent any rounds of rage in a day.

Soothing: The barbarian regains 1d8 hit points. She cannot use this ability if her hit points are at their maximum, and cannot regain hit points beyond her maximum.


Thriae Blood (Ex): While raging, the barbarian gains resistance 5 to sonic and a +2 resistance bonus on saving throws against poison.


Thriae Blood, Greater (Sp): Once per rage as a standard action, the barbarian can issue a sending to 1 or 2 creatures she designated as part of her “swarm”. Designating or changing a swarm mate requires 1 hour of meditation.

sabato 24 gennaio 2026

Helgi (Sphere Barbarian Archetype)

A barbarian should be able to cast sphere talents! There are not enough archetypes that allow to do so.

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Helgi (Sphere Barbarian Archetype)

A helgi is the priest-chief of a barbaric tribe. He leads his people in battle and communicates with the gods and spirits.

Casting: At 4th level, a helgi gains Basic Magical Training as a bonus feat. If he already possesses the casting class feature, he instead gains a bonus casting talent. The helgi may select casting talents in place of rage powers, treating his class levels as Mid-Caster levels. These caster levels stack normally with those gained from other sources. This replaces the 4th-level rage power.

Spell Pool: A helgi gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

mercoledì 28 agosto 2024

Gunnar Full Barbarian, 20th Level

 And here’s my hero at his full power if he stays a full barbarian.

Will there be a level 21? He’s already 70. He could be the first one of the party to pass the door. But I’ll make sure he does in a way worthy of him.

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Gunnar Einarson CR 25

Male venerable barbarian (Armored Hulk) 20/guardian 10

NG Medium humanoid (human)

Init +13, amazing initiative; Senses Perception


Defense

AC 41, touch 16, flat-footed 40 (+18 armor, +5 deflection, +1 Dex, +7 shield), +6 insight vs. critical hit confirmation from outsiders or aberrations while raging (world serpent totem unity), +6 vs. critical hit confirmation rolls (resilience of steel), +3 insight vs. outsiders or aberrations while raging (world serpent totem), +1 vs. charge attacks (indomitable stance), -2 while raging

hp 427 (20d12+240+50+2)

Fort +27, Ref +15, Will +19. +13 vs. spells, supernatural abilities, and spell-like abilities (superstition); +10 vs. mind-affecting effects (adamantine mind); +4 Fort vs. nonlethal damage from hot or cold environments or suffocation (Endurance); +4 vs. enchantment while raging (indomitable will); +3 vs. spells and effects with an alignment descriptor or coming from an outsider or aberration while raging (world serpent spirit); +3 morale on Will while raging; +2 competence vs. acid- or earth- based effects (magic sword); +1 on Ref vs. trample attacks (indomitable stance)

Defensive Abilities guardian’s call (absorb blow, -35), earth protection, ferocity (juggernaut’s pauldrons), force of will, hard to kill, immortal, invincible stand, mythic resolve, mythic saves, recuperation, rock catching (Medium), true defender, unstoppable, world’s heart; DR 5/—, 10/epic when under 0 hp


Offense

Speed 40 ft.

Melee +5 defending guardian neutralizing planar broadsword +36/+31/+26/+21 (2d4+14), +40/+35/+30/+25 (chaotic, evil, good, and lawful, 2d4+18) while raging, +37/+32/+27/+22 (2d4+15) or +41/+36/+31/+26 (2d4+19) vs. charging creatures, +1d6 damage vs. earth creatures; unarmed strike  +31/+31/+26/+21/+16 (1d4+13, chaotic, evil, good, and lawful) while raging, +32/+32/+27/+22/+17 (1d4+14) vs. charging creatures

Ranged rock +24 (2d4+13)

Special Attacks greater rage, mighty rage, mythic power 23/day, rage 52 rounds/day, rage powers (auspicious mark, brawler, greater brawler, intimidating glare [helm of fearsome mien], moment of clarity, perfect clarity, superstition +13, ultimate clarity, world serpent spirit, world serpent totem, world serpent totem unity), rock throwing (Medium, 300 ft.), surge +1d12

Spell-Like Abilities (CL 20th; concentration +24)

At will (spending mythic power)- magic stone, soften earth and stone, stone shape, spike stones (DC 18), telepathic bond, sending, wall of stone (DC 19), stoneskin, elemental body IV (earth only), earthquake (DC 22), elemental swarm (earth only)

3/day- sift

2/day- mind thrust (DC 18)

1/day- commune


Statistics

Str 29, Dex 17, Con 30, Int 24, Wis 22, Cha 19

Base Atk +20; CMB +30 (+31 with overrun, +32 with sunder); CMD 51 (52 vs. overrun)

Traits Armor Expert, Bred for War

Feats Bear’s Balance, Cleave, Diehard, Endurance, Extra Path AbilityM, Iron WillM, Power AttackM, Psychic Sensitivity, Psychic Adept, Psychic Disciple, ToughnessM, Weapon FocusM (broadsword)

Skills Climb +32, Diplomacy +24, Intimidate +28/+30, Knowledge (geography) +27, Knowledge (local) +27, Knowledge (nature) +30, Perception +29, Profession (mariner) +26, Sense Motive +26, Survival +29, Swim +32/+36

Languages Common, Draconic, Dwarven, Elven, Giant, Halfling, Northern Common, Orc, Terran

SQ armored swiftness, improved armored swiftness, indomitable stance, legendary hero, path abilities (adamantine mind +10, armored might +5, earth protection, invincible stand, mighty hurler x3, mortal herald [Earth], mythic resolve, telepathic mindlink, world’s heart +5), tireless rage

Gear +5 defending guardian neutralizing planar broadsword (162,320 gp), +5 adamant fitting impervious stoneplate (67,950 gp), +5 bolstering greater guarding heavy wooden shield (64,157 gp), barbarian’s kit (9 gp), belt of physical perfection +6 (144,000 gp), boots of the earth (5,000 gp), bracelets of stone (26,760 gp), cloak of resistance +5 (25,000 gp), headband of mental superiority +6 (144,000 gp), helm of fearsome mien (5,000 gp), juggernaut’s pauldrons (40,000 gp), mantle of immortality (50,000 gp), ring of protection +5 (50,000 gp), staff of earth and stone (85,800 gp), stonefist gloves (10,000 gp), 4 gp

domenica 25 agosto 2024

Gunnar, Full Barbarian

When I first created Gunnar in AD&D, he was a fighter with the Berserker archetype. I later read the Psionic’s Handbook and rolled for all my characters for psionic wild talents. He was the only one who received them. I incorporated this in my novel’s story.

When I converted him to Pathfinder, it was a pain to find a way to fit his powers in, even when occult Powers and abilities were added to the system. Some of them could be covered by mythic path abilities, but I wanted them to be more of that. And the Psychic Disciple feat was not enough.

Finally, I wrote him as an Esoteric Knight. But he has not been a “biclass psionic” before, either. That was too much power.

So I am trying again, combining Psychic Disciple with mythic abilities and more. Here are his new 19th-level stats. Maybe this version is closer to the original? Which one do you prefer?

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Gunnar Einarson CR 22

Male old barbarian (Armored Hulk) 19/guardian 7

NG Medium humanoid (human)

Init +9, amazing initiative; Senses Perception +21


Defense

AC 38, touch 14, flat-footed 37 (+17 armor, +3 deflection, +1 Dex, +7 shield), +6 insight vs. critical hit confirmation from outsiders or aberrations while raging (world serpent totem unity), +6 vs. critical hit confirmation rolls (resilience of steel), +3 insight vs. outsiders or aberrations while raging (world serpent totem), +1 vs. charge attacks (indomitable stance), -2 while raging

hp 336 (19d12+171+35+1)

Fort +22, Ref +12, Will +14. +12 vs. spells, supernatural abilities, and spell-like abilities (superstition); +7 vs. mind-affecting effects (adamantine mind); +4 Fort vs. nonlethal damage from hot or cold environments or suffocation (Endurance); +4 vs. enchantment while raging (indomitable will); +3 vs. spells and effects with an alignment descriptor or coming from an outsider or aberration while raging (world serpent spirit); +3 morale on Will while raging; +2 competence vs. acid- or earth- based effects (magic sword); +1 on Ref vs. trample attacks (indomitable stance)

Defensive Abilities guardian’s call (absorb blow, -35), ferocity (juggernaut’s pauldrons), force of will, hard to kill, mythic resolve, mythic saves, recuperation, rock catching (Medium); DR 5/—, 10/epic when under 0 hp


Offense

Speed 40 ft.

Melee +5 defending guardian neutralizing planar broadsword +33/+28/+23/+18 (2d4+12), +36/+31/+26/+21 (chaotic, evil, good, and lawful, 2d4+15) while raging, +34/+28/+24/+19 (2d4+13) or +37/+32/+27/+22 (2d4+16) vs. charging creatures, +1d6 damage vs. earth creatures; unarmed strike  +27/+27/+22/+17/+12 (1d4+10, chaotic, evil, good, and lawful) while raging, +28/+28/+23/+18/+13 (1d4+11) vs. charging creatures

Ranged rock +22 (2d4+10)

Special Attacks greater rage, mythic power 17/day, rage 47 rounds/day, rage powers (auspicious mark, brawler, greater brawler, intimidating glare [helm of fearsome mien], moment of clarity, perfect clarity, superstition +12, world serpent spirit, world serpent totem, world serpent totem unity), rock throwing (Medium, 210 ft.), surge +1d10

Spell-Like Abilities (CL 19th; concentration +23)

At will (spending mythic power)- magic stone, soften earth and stone, stone shape, spike stones (DC 18), telepathic bond (CL 14), sending (CL 14), wall of stone (DC 19), stoneskin, elemental body IV (earth only)

3/day- sift

2/day- mind thrust (DC 14)

1/day- commune


Statistics

Str 24, Dex 14, Con 25, Int 17, Wis 14, Cha 18

Base Atk +19; CMB +27 (+28 with overrun, +30 with sunder); CMD 42 (43 vs. overrun)

Traits Armor Expert, Bred for War

Feats Bear’s Balance, Cleave, Diehard, Endurance, Extra Path AbilityM, Iron WillM, Power Attack, Psychic Sensitivity, Psychic Adept, Psychic Disciple, ToughnessM, Weapon FocusM (broadsword)

Skills Climb +29, Intimidate +27/+29, Knowledge (nature) +25, Perception +24, Profession (mariner) +21, Sense Motive +21, Survival +24, Swim +29/+33

Languages Common, Giant, Halfling, Northern Common, Terran

SQ armored swiftness, improved armored swiftness, indomitable stance, path abilities (adamantine mind +7, armored might +3, mighty hurler x3, mortal herald [Earth], mythic resolve, telepathic mindlink), tireless rage

Gear +5 defending guardian neutralizing planar broadsword (162,320 gp), +5 adamant fitting impervious stoneplate (67,950 gp), +5 bolstering greater guarding heavy wooden shield (64,157 gp), barbarian’s kit (9 gp), belt of physical perfection +6 (144,000 gp), boots of the earth (5,000 gp), bracelets of stone (26,760 gp), cloak of resistance +4 (16,000 gp), headband of alluring charisma +6 (36,000 gp), helm of fearsome mien (5,000 gp), juggernaut’s pauldrons (40,000 gp), ring of protection +3 (18,000 gp), staff of earth and stone (85,800 gp), stone salve (4,000 gp), stonefist gloves (10,000 gp), 4 gp

sabato 24 agosto 2024

Gunnar Einarson, 20th Level (Esoteric Knight)

This is one of the characters I struggled more with when I set to convert them from AD&D to Pathfinder, and maybe the struggle is not over yet. This is the 20th level version of the latest stats I made for him on the blog, but I have still another version of him to show you.

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Gunnar Einarson CR 25

Male venerable barbarian (Armored Hulk) 12/esoteric knight 5/psychic 3/guardian 7

NG Medium humanoid (human)

Init +13, amazing initiative; Senses Perception +29


Defense

AC 40, touch 15, flat-footed 39 (+18 armor, +4 deflection, +1 Dex, +7 shield), +6 insight vs. critical hit confirmation from outsiders or aberrations while raging (world serpent totem unity), +4 vs. critical hit confirmation rolls (resilience of steel), +3 insight vs. outsiders or aberrations while raging (world serpent totem), +1 vs. charge attacks (indomitable stance), -2 while raging

hp 385 (12d12+3d6+4d10+220+50)

Fort +26, Ref +14, Will +22. +10 vs. mind-affecting effects (adamantine mind); +9 vs. spells, supernatural abilities, and spell-like abilities (superstition); +4 Fort vs. nonlethal damage from hot or cold environments or suffocation (Endurance); +3 vs. spells and effects with an alignment descriptor or coming from an outsider or aberration while raging (world serpent spirit); +3 morale on Will while raging; +2 competence vs. acid- or earth- based effects (magic sword); +1 on Ref vs. trample attacks (indomitable stance)

Defensive Abilities emotional push 1/day (+4), earth protection, ferocity, force of will, greater rage, hard to kill, immortal, invincible stand, mythic saves, rage 50 rounds/day, recuperation, rock catching (Medium), true defender, unstoppable, world’s heart; DR 2/—, 10/epic when under 0 hp


Offense

Speed 40 ft.

Melee +5 defending guardian neutralizing planar broadsword +34/+29/+24/+19 (2d4+14), +37/+32/+27/+22 (chaotic, evil, good, and lawful, 2d4+18) while raging, +35/+31/+25/+20 (2d4+15)  or +38/+33/+28/+23 (2d4+19)  vs. charging creatures, +1d6 damage vs. earth creatures; unarmed strike  +28/+28/+23/+18/+13, (1d4+13, chaotic, evil, good, and lawful) while raging, +29/+29/+24/+19/+14 (1d4+14) vs. charging creatures

Ranged rock +22 (2d4+13)

Special Attacks mythic power 23/day, rock throwing (Medium, 300 ft.), surge +1d12

Spell-Like Abilities (CL 20th; concentration +24)

At will (spending mythic power)- magic stone, soften earth and stone, stone shape, spike stones (DC 18), telepathic bond, sending, wall of stone (DC 19), stoneskin, elemental body IV (earth only), earthquake (DC 22), elemental swarm (earth only)

1/day- commune, detect thoughts (CL 3)

Psychic Spells Known (CL 5th; concentration +12)

2nd Level (6/day)- mindshock, share memory (DC 19)

1st Level (8/day)- burst of adrenaline, charm person (DC 18), mindlink, mind thrust I (DC 14), psychic reading

0-Level (at will)- detect magic, detect psychic significance, know direction, message, resistance, sift

Discipline Rapport


Statistics

Str 29, Dex 17, Con 30, Int 24, Wis 22, Cha 19

Base Atk +18; CMB +28 (+29 with overrun, +33 with sunder); CMD 45 (46 vs. overrun)

Traits Armor Expert, Bred for War

Feats Bear’s Balance*, Cleave, Diehard, Endurance, Extra Path AbilityM, Extra RageM, Extra Rage Power (x3), Great Cleave*, Iron Will, Mad Magic*, Power AttackM, ToughnessM, Weapon FocusM (broadsword)

Skills Climb +32, Handle Animal +24, Intimidate +28/+30, Knowledge (geography) +30, Knowledge (local) +30, Knowledge (nature) +30, Knowledge (religion) +27, Perception +29, Profession (mariner) +29, Sense Motive +29, Survival +29, Swim +32/+36

Languages Common, Draconic, Dwarven, Elven, Giant, Halfling, Northern Common, Orc, Terran

SQ armored swiftness, emotional bond (4 allies), guardian’s call (absorb blow, -50), improved armored swiftness, indomitable stance, legendary hero, path abilities (adamantine mind +10, armored might +5, earth protection, invincible stand, mighty hurler x3, mortal herald [Earth], mythic resolve, telepathic mindlink, world’s heart +5), phrenic amplifications (defensive prognostication, mindtouch), phrenic pool (5 points), psychic esoterica (battle mind, phantom’s armory), rage powers (auspicious mark, brawler, greater brawler, intimidating glare [helm of fearsome mien], moment of clarity, perfect clarity, superstition +9, world serpent spirit, world serpent totem, world serpent totem unity)

Gear +5 defending guardian neutralizing planar broadsword (162,320 gp), +5 adamant fitting impervious stoneplate (67,950 gp), +5 bolstering greater guarding heavy wooden shield (64,157 gp), barbarian’s kit (9 gp), belt of physical perfection +6 (144,000 gp), boots of the earth (5,000 gp), bracelets of stone (26,760 gp), cloak of resistance +4 (16,000 gp), headband of mental superiority +6 (144,000 gp), helm of fearsome mien (5,000 gp), juggernaut’s pauldrons (40,000 gp), mantle of immortality (50,000 gp), ring of phrenic prowess (20,000 gp), ring of protection +4 (32,000 gp), staff of earth and stone (85,800 gp), stonefist gloves (10,000 gp), wavecutter’s figurine (6,000 gp).