Barbarian, Sublime (3.5e Class)

Summary::A barbarian using the Sublime Way. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Martial Maneuvers Class Ability Progression::Full

Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Sublime Barbarian
While the term 'barbarian' usually brings to mind an uneducated, backward individual, dressed only in rags and fighting with whatever little they have available, bringing practically no training and refinement to the art of combat, this is not always true. In fact, the crudeness of many of them, dressed as they are in furs and armed with bones and wood, belies a powerful capability in the Sublime Way, taught and practiced by them in a fashion quite unlike the methodology developed by Reshar, who considered their methods little more than superstitious fantasies. However, none can now deny that these individuals were capable warriors, and with the collapse of the Temple, their methods have also been spreading far beyond their original scope.

The secret to their success lies in the fact that they are not primitive by birth - rather, they choose to be this way, for among nature, there are many spirits that speak to them of great heroes, powerful battles and the stories of their lands, their forests and their tribe. By spending time away from the peopled lands, these individuals can hear these spirits speak to them, and aided by vision quests and a difficult life in the wilderness, can learn the Sublime Way from those who came before them. These individuals have become known as 'Sublime barbarians', and with the guidance of their spirits, can match any martial adept in power.

On top of that, Sublime barbarians don't see their way of fighting as simply a method of warfare. Instead, they see it as a duty to their tribe and their people, and a blessing from the spirits. Many become great leaders among their people, as the favour of the spirits gives them great wisdom and power. However, even that is not enough for many of them, for beyond this lie capabilities far above the mortal realm - when the spirits begin to aid them directly. In time, Sublime barbarians grow more and more like the spirits that surround them, eventually simply becoming one of them, to teach the next generation in the ways.

Making a Sublime Barbarian
Sublime barbarians are powerful front-line combatants, capable of facing many enemies and coming out victorious. They are also very capable wilderness trackers and survivors, and have powerful (if not at times outrightly prenatural) senses. As they gain levels, they also become leaders of their people, and gain connections to powerful nature spirits.

Abilities: Strength and Constitution are vital to this class, as they are often on the front lines with melee weapons. A high Wisdom also helps, for Will saves and several of their class abilities.

Races: Almost any race can be found among Sublime barbarians, but 'wilder' races, such as orcs, are more likely to become one.

Alignment: Sublime barbarians cannot be lawful, but otherwise, any alignment can be found among them.

Starting Gold: 4d4&times;10 gp (100 gp).

Starting Age: Simple

Class Features
All of the following are class features of the Sublime barbarian.

Weapon and Armor Proficiency: Sublime barbarians are proficient with all simple and martial weapons, as well as one exotic weapon of their choice. They are proficient with light and medium armour, but not with shields.

They have access to the Amaranth Eclipse, Iron Heart ToB, Stone Dragon ToB and Tiger Claw ToB disciplines. Their initiator level for their maneuvers is always equal to their character level, and the DCs for their maneuvers are equal to 10 + 1/2 the Sublime barbarian's character level + the Sublime barbarian's Strength modifier. They start off knowing nine maneuvers and two stances, and learn more, as described on Table: The Sublime Barbarian.

While they may know many maneuvers, they cannot call upon all of them at the same time. By spending 15 minutes practicing and communing with the spirits, the Sublime barbarian can prepare (make available for use) six of their maneuvers. Note that stances never need to be prepared in this manner - they are always available for use.

When a Sublime barbarian enters a rage (see below), they are granted a number of their maneuvers initially (normally 2, but improves to 3 at 9th level). These 'granted' maneuvers are determined randomly when the rage begins from among the maneuvers the Sublime barbarian had readied, as these come to them in fits of frenzied inspiration. At the beginning of each subsequent round of rage, they are granted an additional maneuver (an additional two starting from 16th level).

A Sublime barbarian can only use maneuvers that are both readied and granted to them. If they use a granted and readied maneuver, it becomes 'expended', which makes it no longer granted, and returns it to the 'pool' of maneuvers available to be granted at random to the Sublime barbarian as they rage. If the rage ends, all maneuvers become expended. If the Sublime barbarian ever has all of their maneuvers granted to them, on the next round, they all become expended, and their initial granted number is randomly granted to them again, as if the rage had just begun.

Starting at 3rd level, and every class level after that, a Sublime barbarian can replace a maneuver or stance they know with another maneuver or stance that they could have learned at that level.

 : In any situation where the Sublime barbarian could not 'take 10' on a skill check, they can spend a swift action to enter a screaming battle-rage, cheered on by the spirits that speak to them, yelling encouragement and suggestions. While in this rage, they are granted maneuvers (see above). They also receive a +2 morale bonus on melee attack and melee damage rolls, and a +2 morale bonus on Fort and Will saves, but take a -2 penalty to AC. They also receive a +2 morale bonus on any Strength or Constitution-based checks they have to make, and receive 2 temporary hit points per character level. These temporary hit points, if not lost first, end as soon as the rage does.

While raging, a Sublime barbarian may not cast spells, activate magic items, use spell-like abilities, or drop their weapons or shield. When the situation changes so that the Sublime barbarian can 'take 10' on a skill check again, the rage ends, and cannot be used until 10 minutes pass. The barbarian can voluntarily end their rage prematurely by making a DC 20 Will save.

A Sublime barbarian always has ranks in Survival equal to their class level + 3 without needing to spend skill points. Note that this can never give them more ranks in Survival than the normal maximum.

Additionally, the Sublime barbarian has Track as a bonus feat.

Lastly, the Sublime barbarian has DR X/-, where X is 3 + one-half their character level. If the barbarian multiclasses, they lose this ability. If they have five or more levels of barbarian, they keep this ability even when multiclassed.

' :''' From 2nd level, a Sublime barbarian is highly in-tune with the natural world. They may use speak with animals and speak with plants as at-will spell-like abilities, with a caster level equal to their character level.

 : A 2nd level Sublime barbarian retains his Dexterity bonus to AC even when surprised or caught flat-footed. They still lose their Dexterity bonus to AC when immobilized. If the Sublime barbarian would gain uncanny dodge from another source, or already has it when taking this level, they gain improved uncanny dodge instead. A Sublime barbarian cannot benefit from this ability while wearing heavy armour or carrying a heavy load.

 : From 3rd level, a Sublime barbarian is such an imposing presence on the field of battle that others cannot help but attack them. As an immediate action, when an enemy that can see the Sublime barbarian is about to take an offensive action against an ally that is not the Sublime barbarian, the Sublime barbarian can force that enemy to make a Will save (DC 10 + 1/2 the Sublime barbarian's character level + the Sublime barbarian's Strength modifier). If the enemy fails that save, they must include the Sublime barbarian in their offensive action. If multiple Sublime barbarians attempt to affect the same enemy with this ability at the same time, only the fastest (highest initiative count, or highest modifier if counts are equal) instance works, and the others fail automatically.

 : A 4th level Sublime barbarian has learned to trust their senses in ways others wouldn't dare - and is rewarded for it. Whenever they make a Listen or Spot check, they can roll it twice and take the better result. Additionally, if they spend a swift action each round in concentration, they gain the benefits of a see invisibility effect for as long as they keep concentrating.

The creature must be of a CR equal to the Sublime barbarian's character level - 2, cannot be of a size smaller than Tiny, and cannot be any type except animal and magical beast. Additionally, it cannot have an Intelligence score higher than the Sublime barbarian. When the Sublime barbarian gains more levels, the wilderness companion can also either grow or become replaced by a creature of an appropriate CR. The wilderness companion and Sublime barbarian can always speak to each other, no matter whether they have a common language or not.

The companion is faithful and will serve the Sublime barbarian, but if it is abused or neglected, it will leave and not return. This will also cause the barbarian to become unable to advance (as if they had turned lawful) until they atone, which also returns their companion to them. In battle, and elsewhere, the wilderness companion will act to the best of its ability (as determined by the GM). If the Sublime barbarian wishes to give their companion specific instructions, they must spend a swift action.

 : From 5th level, a Sublime barbarian can no longer be flanked, except by a creature with a CR or character level at least 4 greater than their own. A Sublime barbarian cannot benefit from this ability while wearing heavy armour or carrying a heavy load.

 : At 6th level, a Sublime barbarian has risen to a position of leadership among their people, and can now command them in battle. Additionally, the creatures of the wilderness willingly fight their battles as a sign of their favour. The Sublime barbarian gains followers, according to the table below.

The followers must be one of the following: creatures with the animal or magical beast type whose Intelligence is not greater than the Sublime barbarian's or warriors. One in ten of these (rounding down) can be a partisan, and one in twenty (rounding down) can be an adept.

 : A 6th level Sublime barbarian is a paragon of athletics, due to their time spent in the wilderness, training and fighting. Any jump they make is considered to have a running start, and ignores any check penalties for rapid climbing. Additionally, they divide any Climb, Jump or Swim DC in half, and ignore an amount of armour check penalty to all of these checks equal to their Strength modifier. A Sublime barbarian cannot benefit from this ability while wearing heavy armour or carrying a heavy load.

 : From 7th level, a Sublime barbarian is in-tune with the spirits of nature. They instruct him in the Sublime Way, and protect them from their enemies. They receive a resistance bonus to all saves equal to 1/3 of their character level (rounding down), and any armour they wear receives an enhancement bonus to its AC value equal to 1/3 of their character level (rounding down). Lastly, a natural 1 on a saving throw is no longer an automatic failure for the Sublime barbarian.

 : Starting from 8th level, the Sublime barbarian becomes an even more imposing force on the field of battle. Enemies hardly dare ignore them. The Sublime barbarian's Fight Me Instead ability can now be used as a free action useable outside their turn. However, the Sublime barbarian can only force one save per creature per offensive action in this manner.

 : An 8th level Sublime barbarian in the depths of their rage is impossible to hold still - or hold onto. While raging, they are under a freedom of movement effect.

' :''' At 9th level, a Sublime barbarian becomes even closer to the spirits that guide their actions and protect them from harm, and becomes able to walk in their world, as one of them. They can use ethereal jaunt as an spell-like ability, with a caster level equal to their character level, a number of times per day equal to their Wisdom modifier. If the Sublime barbarian attempts to rage while under the effects of this ability, it ends.

 : From 10th level, when a Sublime barbarian rages, they receive a +3 morale bonus on melee attack and melee damage rolls, and a +3 morale bonus on Fort and Will saves, but take a -2 penalty to AC. They also receive a +3 morale bonus on any Strength or Constitution-based checks they have to make, and receive 3 temporary hit points per character level. These temporary hit points, if not lost first, end as soon as the rage does. Other effects of rage remain the same.

 : At 10th level, the spirits that speak to the Sublime barbarian allow him to see things as they see them, revealing to them a world that they couldn't glimpse before except as half-shadows in the corners of their vision. Whenever the Sublime barbarian uses their Keen Senses ability, they benefit from the effects of true seeing instead of see invisibiliy. Otherwise, the ability remains the same.

' :''' An 11th level Sublime barbarian is so close to the spirit world, they practically are one. They can use etherealness as a spell-like ability, with a caster level equal to their character level, a number of times per day equal to their Wisdom modifier.

 : From 12th level, a Sublime barbarian's very lifeforce is protected by the spirits while they are in their fighting fury. While raging, the Sublime barbarian is subject to a death ward effect.

 : A 12th level Sublime barbarian can activate their rage as an immediate action.

' :''' From 13th level, a Sublime barbarian can speak directly to the spirits that protect and guide them, but doing so can be dangerous, as their understanding of the world is very different to that of a mortal creature. Additionally, while the spirits are powerful, they are not omniscient, and some have their own agenda. Once per day, by spending 10 minutes in concentration and under the influence of powerful (natural) drugs costing 10gp, the Sublime barbarian can use contact other plane as a spell-like ability. While they are not actually contacting deities or creatures on other planes (instead, they seek out knowledgeable spirits), the effects of the ability remain the same. The caster level of this ability is considered to be equal to the Sublime barbarian's character level.

' :''' A 14th level Sublime barbarian has made a pact with a powerful spirit of healing, which can be used to restore their wounds and those of others. They can call upon the spirit, acting as a spell-like ability which replicates either greater restoration or heal''. Both have a caster level equal to the Sublime barbarian's character level, and this ability (in either form) can be used a total number of times per day equal to the Sublime barbarian's Wisdom modifier.

' :''' Sublime barbarians of 14th level learn that the world of the spirits touches almost every other, and that by walking in their footsteps, they can reach almost any place they want. This requires 10 minutes of wandering in a non-constructed area, and acts as a plane shift spell, with a caster level equal to the Sublime barbarian's character level. This can be done a number of times per day equal to the Sublime barbarian's Wisdom modifier.

 : From 15th level, the spirits that surround the Sublime barbarian can manifest to the point that even their weapon blows are infused with their power, destroying magic at a touch. If the Sublime barbarian strikes a creature or object at least once, at the end of their turn, they can roll a dispel check against it, as if via a targeted dispel from a greater dispel magic. Alternatively, as a standard action, the Sublime barbarian may strike an area (requiring an attack roll against AC 10). If this hits, it works as an area dispel, as if by a greater dispel magic. The caster level for this is treated as being equal to the Sublime barbarian's character level.

 : A 16th level Sublime barbarian is so thoroughly gripped by their rage that they cannot easily be swayed while in it. They are considered to have a mind blank effect active on them as long as they are raging.

 : From 17th level, Sublime barbarians draw the attention of the easily-spooked Spirit of Health. While their rages terrify it, it is a powerful companion. The barbarian is immune to disease and poison, and gains fast healing equal to their class level.

This acts as a genesis spell, cast on the Sublime barbarian's behalf, with a caster level equal to their character level, only once. It must have the same traits as the Ethereal Plane (and is, in fact, a demiplane of it), but otherwise, can have whatever traits the Sublime barbarian wishes. If the barbarian uses their Guide To The Spirit World or Walk With Spirits ability, they can reach their fortress within 1 round, no matter where they are, but when they leave, they will always return to the place they left from to reach it.

 : From 19th level, when a Sublime barbarian rages, they receive a +4 morale bonus on melee attack and melee damage rolls, and a +4 morale bonus on Fort and Will saves, but take a -2 penalty to AC. They also receive a +4 morale bonus on any Strength or Constitution-based checks they have to make, and receive 4 temporary hit points per character level. These temporary hit points, if not lost first, end as soon as the rage does. Other effects of rage remain the same.

They now receive the benefit of their rage at all times, but are controlled enough to not be subject to its normal restrictions. Additionally, they become an outsider, and no longer age, although any benefits of age continue to accrue. Due to their spiritual nature, when their time to die comes, they simply become another spirit, guiding future Sublime barbarians.

Ex-Sublime Barbarians
A Sublime barbarian that becomes lawful does not lose any of their powers, but can no longer advance as a Sublime barbarian until he or she atones.