The Quintessential Barbarian II
The Quintessential Barbarian II first edition cover
| Author | Patrick Younts |
| Series | Quintessential Series |
| Publisher | Mongoose Publishing |
| Publish date | 2004 |
| Pages | 128 |
| ISBN | 1-904854-31-1 |
| OGL Section 15 | qbbnii |
The material below is designated as Open Game Content
Multiclass Progressions
Multiclass Progressions are designed to help you optimize your character as it diverges from a single class option. Traditionally, multiclass characters are often seen to "lag behind" single class characters in terms of powers. This mechanic is present to help offset that lag.
Variant Rules
Each of the multiclass descriptions given below has a section marked as ‘variant rules’. This deals with optional, specialised rules that represent how a character following multiple paths can develop abilities pertinent to both, but that are not normally represented. Some of these variant rules are simply a crossing of class skills, enabling the character to choose from a wider range of skills. Others grant entirely new abilities that develop as the two classes combine. However, there are a number of limitations that must be obeyed:
- All are subject to the Games Master’s final approval.
- Each variant rule starts with the line ‘Upon gaining X level’. Every variant rule is selected instead of an appropriate ability that would have been gained at either the appropriate barbarian level, or the appropriate alternate (non-barbarian) class level. A barbarian may take this variant after the given level, but only if he is still able to sacrifice the necessary ability, power or skills required to gain the variant rule.
- In addition, the character must have at least one level in the alternate (non-barbarian) class. Occasionally more levels are needed in the alternate class; this will be specified in the text.
- Once a variant rule has been taken, it cannot be reversed later on. The ability, power or skills sacrificed to gain the variant rule are lost forever.
The Lore Keeper (Barbarian/Bard)
Barbarian tribes have a long history, one which is traditionally kept and passed down orally by specially trained tribesmen chosen both for their memories and for their ability to convey the grandeur of their people’s history. These storytellers have many names but the greatest of them are the lore keepers.
Lore keepers are blessed with more than a head for recall and a silver tongue. They are blessed by the ancestors and looked upon with great favour by the totem spirits of the owl, the wind, the water and the endless sky. Lore keepers command magic and they command the hearts and the spirits of their people. There is no greater power and no greater glory.
The lore keeper is an excellent archetype for almost any campaign. In a game oriented around inter-tribal relations, the lore keeper is the mediator, the peacemaker and the envoy between chieftains. His role is important and carries great weight and dignity, though the lore keeper himself may choose to play the role of the wise fool. In a more typical campaign, the lore keeper is the envoy of his people, questing in the civilised lands to gather new wisdom, or to re-enact one of the legendary spirit quests of his people.
The typical lore keeper is more serious than other bards, more prone to reflection and contemplation, of matters both earthy and spiritual. If he is more foolish, in the manner of the jester, then he will have purposefully taken on that role, to keep his people honest and to be a living totem for the spirit of the trickster gods.
The Lore Keeper
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Brd 1 | +1 | +2 | +2 | +2 | Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1 |
| 3rd | Bbn 2 | +2 | +3 | +2 | +2 | Uncanny dodge, (character feat) |
| 4th | Brd 2 | +3 | +3 | +3 | +3 | (ability increase) |
| 5th | Bbn 3 | +4 | +3 | +4 | +4 | Trap sense +1 |
| 6th | Brd 3 | +5 | +4 | +4 | +4 | Inspire competence, (character feat) |
| 7th | Bbn 4 | +6/+1 | +5 | +4 | +4 | Rage 2/day |
| 8th | Brd 4 | +7/+2 | +5 | +5 | +5 | (ability increase) |
| 9th | Bbn 5 | +8/+3 | +5 | +5 | +5 | Improved uncanny dodge, (character feat) |
| 10th | Brd 5 | +8/+3 | +5 | +5 | +5 | |
| 11th | Bbn 6 | +9/+4 | +6 | +6 | +6 | Trap sense +2 |
| 12th | Brd 6 | +10/+5 | +7 | +7 | +7 | Suggestion, (ability increase), (character feat) |
| 13th | Bbn 7 | +11/+6/+1 | +7 | +7 | +7 | Damage reduction 1/– |
| 14th | Brd 7 | +12/+7/+2 | +7 | +7 | +7 | |
| 15th | Bbn 8 | +13/+8/+3 | +8 | +7 | +7 | Rage 3/day, (character feat) |
| 16th | Brd 8 | +14/+9/+4 | +8 | +8 | +8 | Inspire courage +2, (ability increase) |
| 17th | Brd 9 | +14/+9/+4 | +9 | +8 | +8 | Inspire greatness |
| 18th | Bbn 9 | +15/+10/+5 | +9 | +9 | +9 | Trap sense +3, (character feat) |
| 19th | Bbn 10 | +16/+11/+6/+1 | +10 | +9 | +9 | Damage reduction 2/– |
| 20th | Bbn 11 | +17/+12/+7/+2 | +10 | +9 | +9 | Greater rage, (ability increase) |
Lore Keeper Spells
| Level | Caster Level | Spells per day | Spells known | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | 0 | 1st | 2nd | 3rd | ||
| 1st | 0 | — | — | — | — | — | — | — | — |
| 2nd | 1st | 2 | — | — | — | 4 | — | — | — |
| 3rd | 1st | 2 | — | — | — | 4 | — | — | — |
| 4th | 2nd | 3 | 0 | — | — | 5 | 21 | — | — |
| 5th | 2nd | 3 | 0 | — | — | 5 | 21 | — | — |
| 6th | 3rd | 3 | 1 | — | — | 6 | 3 | — | — |
| 7th | 3rd | 3 | 1 | — | — | 6 | 3 | — | — |
| 8th | 4th | 3 | 2 | 0 | — | 6 | 3 | 21 | — |
| 9th | 4th | 3 | 2 | 0 | — | 6 | 3 | 21 | — |
| 10th | 5th | 3 | 3 | 1 | — | 6 | 4 | 3 | — |
| 11th | 5th | 3 | 3 | 1 | — | 6 | 4 | 3 | — |
| 12th | 6th | 3 | 3 | 2 | — | 6 | 4 | 3 | — |
| 13th | 6th | 3 | 3 | 2 | — | 6 | 4 | 3 | — |
| 14th | 7th | 3 | 3 | 2 | 0 | 6 | 4 | 4 | 21 |
| 15th | 7th | 3 | 3 | 2 | 0 | 6 | 4 | 4 | 21 |
| 16th | 8th | 3 | 3 | 3 | 1 | 6 | 4 | 4 | 3 |
| 17th | 9th | 3 | 3 | 3 | 2 | 6 | 4 | 4 | 3 |
| 18th | 9th | 3 | 3 | 3 | 2 | 6 | 4 | 4 | 3 |
| 19th | 9th | 3 | 3 | 3 | 2 | 6 | 4 | 4 | 3 |
| 20th | 9th | 3 | 3 | 3 | 2 | 6 | 4 | 4 | 3 |
1 Provided the lore keeper has a high enough Charisma score to have a bonus spell of this level.
Strengths
The lore keeper enjoys a number of considerable advantages over single class barbarians.
- Bardic Music: The signature ability of the bard class is, of course, bardic music. The lore keeper, by virtue of his access to this potent class ability, can boost both his own ability scores and those of his allies. The lore keeper’s bardic music truly comes into its own if and when the character gains access to the variant abilities presented below.
- Spells: The other key ability of the bard class is its wide assortment of useful support spells. Though the lore keeper never gains access to more than 3rd level spells, and those only relatively late in his career, they will still prove a valuable asset to both he and his allies. Using a combination of spells and bardic music, the lore keeper can boost the abilities of his allies to the point where they gain bonuses equivalent to barbarian rage, while his own abilities, in conjunction with rage, are boosted to incredible levels.
- Bardic Knowledge: Though it is an easily overlooked ability, bardic knowledge will prove its worth again and again in the hands of a smart Player, particularly if the lore keeper is built around the concept of tribal councillor or mediator between tribes. Even if he is not, this skill can and will still come in handy – after all, fiction is rife with tales of barbarian heroes stumbling across ancient, vine covered ruins, lost artefacts and ancient wizards who are remembered only in fragments of song and story, just the things bardic knowledge is designed to handle.
- Skills: The bard has one of the best skill lists in the game, with access to some of the most important and widely used skills in the game. Many of these skills will serve the barbarian well, during both his wilderness adventures and his interactions with other barbarian tribes and the decadent peoples of the so-called ‘civilised’ nations.
- Saving Throws: The bard has good Reflex and Will saves, far superior to those of the barbarian. This means that, throughout his career, the lore keeper will have better saves in those two categories than the single class barbarian, the fighter or almost any other front line melee combatant. Combined with his morale bonus boost to Will saves from rage, the lore keeper will have a respectable chance of shaking off the harmful effects of those traditional melee warrior-killers: mind-affecting spells.
Weaknesses
The multiclass barbarian/bard suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the lore keeper does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability.
- Hit Points: The bard has very poor hit points, especially when compared to the barbarian, who has the most potential hit points in the game. This means that, throughout his career, the lore keeper will always be far behind a single class barbarian in hit points. At the highest levels of play, it is realistic to assume that a single class barbarian will have literally scores more hit points than the lore keeper.
- Base Attack Bonus: The bard class’ base attack progression is only fair, meaning the lore keeper will lag behind a single class barbarian in terms of attack power. As a result, at high levels, he will not gain extra attacks as quickly as his single-minded peers, he will not be able to count on successfully striking with all attacks in his full attack sequence and he will not enjoy the maximum benefits of feats like Power Attack.
- Saving Throws: While the lore keeper enjoys a favourable advantage over the single class barbarian in terms of both his Reflex and Will saves, he falls behind in his Fortitude save progression. This means that, while the lore keeper will have a better than average chance to save against almost any type of spell, or spell-like ability, he will have trouble against spellcasters who have focused their spell power with feats like Spell Focus.
- Clashing Ability Scores: The most important ability scores for the barbarian are Strength, Constitution and Dexterity, in that order. The most important ability scores for the bard are Charisma and then either Dexterity or Intelligence. Members of both classes see the most benefit when their scores in each of their favoured abilities are maximised. This creates a problem for the lore keeper, since it will prove virtually impossible for him to have high scores in everything but his Wisdom.
Recommended Options
While the decision of which feats and skills a lore keeper selects is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The lore keeper gains access to bard spells of up to 3rd level, meaning he will have the ability to cast several spells which will prove very useful to him. A complete rundown of all the spells that might prove useful is beyond the capabilities of this book to provide but the following spells should be standard choices throughout the lore keeper’s career.
The recommended 0 level cantrips are: detect magic, flare, know direction and resistance.
The lore keeper’s choice of 1st level spells is critical, as they will be his mainstays for the majority of his early adventures. The key is to select spells which boost his combat abilities, allowing him to equal, or even temporarily surpass, single class barbarians. The following spells are highly recommended: cause fear, charm person, cure light wounds, expeditious retreat, lesser confusion, hideous laughter and sleep. Summon Monster I may also prove valuable, particularly if the lore keeper needs something to stall the enemy’s advance as he prepares himself for melee combat.
The lore keeper gains access to 2nd level bard spells as he approaches mid-levels of play. By this point, he will have begun to feel the pinch of his reduced combat abilities, at least compared to a single class barbarian. Fortunately, now is when the lore keeper gains access to all important ability boosting spells. The following spells are highly recommended: blindness/deafness, blur, cat’s grace, cure moderate wounds, eagle’s splendour, glitterdust, heroism, invisibility, mirror image, scare, sound burst and summon swarm. While rage seems an obvious choice, it lacks the power of the barbarian’s class ability and is redundant; it is, however, very thematically appropriate for lore keeper’s who take on the role of tribal war leader.The lore keeper gains access to 3rd level spells at higher levels of play, meaning it is important that he select only those spells of maximum utility and power, since he will be using these spells against opponents of consummate power. The following spells should prove eminently useful, though their power may not seem obvious at first: charm monster, confusion, crushing despair, cure serious wounds, dispel magic, displacement, fear, good hope, haste, invisibility sphere, phantom steed, scrying, see invisibility, slow and speak with animals. Of all these spells, haste and displacement are the ones which no lore keeper should be without; since the lore keeper is a skilled melee combatant, with a reasonable base attack bonus, these two spells will be far more effective for him than they would be for a bard.
- In terms of feats, the lore keeper should strongly consider both the Skill Focus (Perform) feat and the Spell Focus feat, as both will help him overcome his enemy’s Will saves. Otherwise, the lore keeper should consider feats like Dodge and Combat Expertise (if he has the Intelligence), as both will help keep him safe from enemy attacks when he closes into melee combat. Leadership is another feat the lore keeper should consider; not only does it fit thematically, it also provides him with a cohort who can protect him in battle.
- The lore keeper is well served arming himself with the largest weapon he can find, since he does not have the hit points for extended battle. It is also recommended that the lore keeper spend the first rounds of any battle hanging back, to prepare his body with spells and to quickly give his allies boosts with his bardic music abilities.
- Alternately, the lore keeper can do well with a ranged weapon, particularly a bow which has been modified to accommodate his prodigious Strength. While it is likely he will not have a Dexterity score optimised for ranged attacks, the benefit of his Strength bonus to damage, coupled with his ability to stay out of range of enemy melee attacks and thus preserve his hit points, should more than make up for that.
- The lore keeper can and should outfit himself with the finest suit of light armour he can find, since his hit points are little better than those of a monk or cleric. In addition, he might consider equipping himself with a shield, particularly a magical one, as that will maximise his ability to avoid his enemy’s attacks.
- The lore keeper should diversify his skill list, as he has enough skill points to gain expertise in a wide variety of areas. Bluff, Concentration, Diplomacy, Hide, Listen, Move Silently, Sense Motive and Tumble are all useful bard skills for the lore master and he should always maximise his Perform skill, the better to use his bardic music abilities. Since the bard is one of only two classes who can gain true mastery of Use Magic Device, the lore master should also have as many ranks in that skill as he can, as it will increase his power, both in and out of combat immensely.
Variant Rules
The following rules variants are intended for multiclass barbarian/bard only and reflect the special training a lore keeper might receive in the course of his adventuring career.
- Upon achieving 1st level as a bard, the lore keeper adds Intimidate and Survival to his class skill list. Upon achieving 2nd level as a barbarian, the lore keeper adds Perform and Sense Motive to his barbarian class skill list.
- Demoralise (Ex): Upon achieving 1st level as a bard, the lore keeper gains demoralise in lieu of the bardic music ability fascinate. A lore keeper with three or more ranks in the Perform skill can use his music or poetics to demoralise others, filling them with dread. The creature to be demoralised must be within 90 feet of the lore keeper, must be able to see and hear him and must be able to pay attention to him. For every three bard levels beyond the 1st the lore keeper has, he can use demoralise on one additional creature. To use the ability, the lore keeper makes a Perform check, with the check result the DC for each affected creature’s Will save. Those who succeed at their save cannot be affected by this ability for a full day. Those that fail to save are demoralised, as by the Intimidate skill. The target creatures are demoralised for as long as the lore keeper continues to play and maintains his concentration.
- Terror (Sp): Upon achieving 6th level as a bard, the lore keeper gains terror in lieu of the bardic music ability suggestion. A lore keeper with three or more ranks in the Perform skill can use his music or poetics to frighten others. The creature to be frightened must be within 90 feet of the lore keeper, must be able to see and hear him and must be able to pay attention to him. For every three bard levels beyond the 1st the lore keeper has, he can use terror on one additional creature. To use the ability, the lore keeper makes a Perform check, with the check result the DC for each affected creature’s Will save. Those that fail to save are frightened, as by the spell cause fear, though the hit dice limit of what can be affected by this ability is equal to the lore keeper’s barbarian + bard class levels. The effects of terror last for a total number of rounds equal to 1 + the lore keeper’s Charisma bonus. This is a spell-like ability.
The Shaman (Barbarian/Cleric)
The shaman is the spiritual heart of the tribe, a wise counsellor well versed in all matters relating to ancestral spirits, totem animals, the gods of the trees, rocks and beasts, and the great kings of the earth and the infinite sky. It is the shaman’s job to serve as the intermediary between the people of his tribe and all the spirits they revere, a job he takes very seriously.
The tribal shaman is not like the clerics and priests of civilised lands. He does not sequester himself behind stone walls, praying in silence and memorising ancient texts written by men with no more wisdom than he. Instead, the shaman immerses himself in the living world. He worships on the battlefield, screaming his ancestor’s names as he raises a still-beating heart to the heavens. He worships as he rides across the plains, his devotionals the thunder of hooves on hard-packed earth. The shaman’s worship is a living thing, for he believes his ancestors and his gods stand at his side at all times, moving through the ether unseen, smoke and glory and spirit.
The shaman is a particularly strong archetype for tribe oriented campaigns. In such a campaign, he is one of the foremost heroes of his community and a man trusted by all. It is his duty to oversee the spiritual welfare of the tribe, offering up daily sacrifices to appease the totem gods and appealing to the wisdom of the tribe’s ancestors for guidance. In many barbarian societies, the shaman is also a war leader and the spokesman of the tribe, using the magic he receives from his totems, gods and/or ancestors to rain down curses on his people’s enemies, or to cast the bones and read the runes that foretell weal and woe.
In a more typical campaign, the shaman is the perfect character for a Player who enjoys the idea of playing an outsider. The shaman is likely to come into conflict with more ‘civilised’, staid religious folk, not because he scorns their religion – though he might – but because priests and clerics tend to see him as a primitive buffoon, chasing after powerless ghosts and memories, when the true gods stand aloof above the squalor of the mortal world.
The Shaman
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Clr 1 | +1 | +4 | +0 | +2 | Turn or rebuke undead |
| 3rd | Bbn2 | +2 | +5 | +0 | +2 | Uncanny dodge, (character feat) |
| 4th | Clr 2 | +3 | +6 | +0 | +3 | (ability increase) |
| 5th | Bbn 3 | +4 | +6 | +1 | +4 | Trap sense +1 |
| 6th | Clr 3 | +5 | +6 | +2 | +4 | (character feat) |
| 7th | Bbn 4 | +6/+1 | +7 | +2 | +4 | Rage 2/day |
| 8th | Clr 4 | +7/+2 | +8 | +2 | +5 | (ability increase) |
| 9th | Clr 5 | +7/+2 | +8 | +2 | +5 | (character feat) |
| 10th | Bbn 5 | +8/+3 | +8 | +2 | +5 | Improved uncanny dodge |
| 11th | Clr 6 | +9/+4 | +9 | +3 | +6 | |
| 12th | Clr 7 | +10/+5 | +9 | +3 | +6 | (ability increase), (character feat) |
| 13th | Bbn 6 | +11/+6/+1 | +10 | +4 | +7 | Trap sense +2 |
| 14th | Bbn 7 | +12/+7/+2 | +10 | +4 | +7 | Damage reduction 1/– |
| 15th | Clr 8 | +13/+8/+3 | +11 | +4 | +8 | (character feat) |
| 16th | Bbn 8 | +14/+9/+4 | +12 | +4 | +8 | Rage 3/day, (ability increase) |
| 17th | Clr 9 | +14/+9/+4 | +12 | +5 | +8 | |
| 18th | Bbn 9 | +15/+10/+5 | +12 | +6 | +9 | Trap sense +3, (character feat) |
| 19th | Bbn 10 | +16/+11/+6/+1 | +13 | +6 | +9 | Damage reduction 2/– |
| 20th | Bbn 11 | +17/+12/+7/+2 | +13 | +6 | +9 | Greater rage, (ability increase) |
Shaman Spells
| Level | Caster Level | 0 | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | 0 | — | — | — | — | — | — |
| 2 | 1st | 3 | 1+1 | — | — | — | — |
| 3 | 1st | 3 | 1+1 | — | — | — | — |
| 4 | 2nd | 4 | 2+1 | — | — | — | — |
| 5 | 2nd | 4 | 2+1 | — | — | — | — |
| 6 | 3rd | 4 | 2+1 | 1+1 | — | — | — |
| 7 | 3rd | 4 | 2+1 | 1+1 | — | — | — |
| 8 | 4th | 5 | 3+1 | 2+1 | — | — | — |
| 9 | 5th | 5 | 3+1 | 2+1 | 1+1 | — | — |
| 10 | 5th | 5 | 3+1 | 2+1 | 1+1 | — | — |
| 11 | 6th | 5 | 3+1 | 3+1 | 2+1 | — | — |
| 12 | 7th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — |
| 13 | 7th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — |
| 14 | 7th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — |
| 15 | 8th | 6 | 4+1 | 3+1 | 3+1 | 2+1 | — |
| 16 | 8th | 6 | 4+1 | 3+1 | 3+1 | 2+1 | — |
| 17 | 9th | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
| 18 | 9th | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
| 19 | 9th | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
| 20 | 9th | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
Strengths
The shaman enjoys a number of considerable advantages over single class barbarians.
- Spells: The chief ability of the cleric class is, of course, its access to powerful divine spells. The shaman, by virtue of his nine cleric levels, has access to potent spells of up to 5th level. With these spells, he will be able to boost his own combat abilities, as well as those of his friends, and heal himself of the damage he is sure to suffer on the front line of battle.
- Domain Powers: The cleric’s domain spells are important but it is his access to domain abilities which will aid the shaman the most. The more potent clerical domains will boost the character’s combat abilities and give him access to potent, supernatural abilities. The recommended options section, below, goes into detail about the relative advantages of different clerical domains.
- Turn Undead: While the single class barbarian is forced to hew down zombies and other undead with his axe, the shaman can utilise divine energies to turn, or even command undead into his service. This is a powerful advantage, as it minimises the risk of ability score loss, or temporary (or permanent) level drains and allows the shaman to conserve his barbarian’s rage for other opponents.
- Skills: While the cleric class lacks the barbarian’s skill points per level, his skill list includes several valuable skills that a single class barbarian does not have access to.
- Saving Throws: The cleric class shares the barbarian’s good Fortitude save but also benefits from the best Will save progression. As a result, the shaman will be very difficult for opposing spellcasters to stop with mind-affecting spells, particularly when the shaman enters a rage.
Weaknesses
The multiclass barbarian/cleric suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the shaman does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability against powerful opponents.
- Hit Points: While the cleric class possesses a respectable 1d8 hit points per level, this is still far below the barbarian class’ potential 12 hit points, before Constitution bonus, at each level. This means that the shaman should expect to have a minimum of two fewer hit points than a single class barbarian each time he gains a cleric level. At 20th level, this means that he will have almost a score fewer hit points than his single class barbarian peers.
- Skill Points: The cleric receives only two skill points per level. As a result, he will be more versatile than a single class barbarian but overall less adept with his many skills.
- Base Attack Bonus: The cleric class has only a fair base attack bonus progression. This means that, at higher levels of play, the shaman will not be able to count on hitting with his full attack sequence. In addition, the shaman’s lower base attack bonus means the character will not receive new iterative attacks until well after a single class barbarian.
- Rage/Spell Conflict: The cleric’s most potent ability is his spell casting and the barbarian his ability to rage. Unfortunately, the shaman cannot cast most of his spells while raging, as he lacks the concentration necessary to focus his will towards channelling divine energies. This means that the shaman will have to prepare his body with spells ahead of time and wait to heal himself until after the battle is concluded.
- Ability Score Conflict: The cleric’s spellcasting ability is dependant upon his Wisdom, while his ability to turn undead is based on his Charisma. This is in direct conflict with the barbarian class, which has no abilities (and few skills) dependant on either. In order to wring maximum efficiency out of his abilities, or for those abilities to be useful at all, the shaman will have to spread his magic items and level based ability score advancements amongst a minimum of four abilities, five if he also wishes to have a decent armour class. As a result, the shaman is unlikely to have the massive Strength or Constitution scores of single class barbarians, at least not without temporary boosts from his divine spells.
Recommended Options
While the decision of which feats and skills a shaman selects is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The ability to spontaneously heal, at least when he is not raging, will serve the shaman very well. Fortunately, the shaman need not prepare cure spells ahead of time, freeing him up to prepare divine spells which boost his and his ally’s combat abilities. Over the course of his adventuring career, the shaman will gain access to cleric spells of up to 5th level, meaning that, at high levels, he will control significant godly power.
The recommended 0 level orisons for the shaman are: detect magic, guidance and resistance.
For his 1st level spells, the following are recommended, both for their power and versatility: bane, bless, cause fear, command, death watch, divine favour, doom, magic weapon, protection (evil, good, law) and remove fear.
Recommended 2nd levels spells are: aid, align weapon, death knell, hold person, shield other, silence, sound burst, spiritual weapon and summon monster II. In addition to the listed spells, it is imperative that the shaman prepare at least one each of bear’s endurance, bull’s strength and owl’s wisdom, as those spells will improve his combat and spellcasting abilities immensely.
Recommended 3rd level spells include: animate dead, bestow curse, blindness/deafness, dispel magic, magic circle against (evil/good/law), magic vestment, prayer, and summon monster III.
Recommended 4th level spells include: dismissal, divine power, freedom of movement, greater magic weapon, lesser planar ally, poison and spell immunity.
Recommended 5th level spells include: greater command, dispel (evil/good/law), flame strike, raise dead, righteous might, slay living and summon monster V. Of these, righteous might will prove an absolute powerhouse spell, one which will allow the shaman to meet or exceed the combat capabilities of a barbarian.
- In terms of domains, the shaman is best served selecting those which grant his powerful domain powers, rather than ones with weak granted powers but strong spells. Death, Destruction, Healing, Luck, Magic, Strength, Travel and War are all very good choices, though Strength only comes into its own at high levels of play. In addition to those domains, Animal and Plant are other good choices, if only for their thematic appropriateness.
- The shaman should strongly consider at least one feat which will boost the power of his spells, typically Spell Focus, though the feat Extend Spell can also prove useful, especially once the shaman gains access to ability boosting spells. Otherwise, the shaman should feel free to select any feat that would normally appeal to a barbarian; though his hit points and base attack bonus are slightly reduced in comparison to the barbarian, both are still superior to the cleric’s, who is a perfectly serviceable melee combat character. Once the shaman gains access to bull’s strength, the Power Attack feat becomes an especially attractive choice, as the bonus to Strength he gains from that spell will make up for the reduced attack bonus of his strikes and also maximise the damage he deals.
- The various Craft item feats can be somewhat useful for the shaman, as they allow him to create his own magical equipment, rather than forcing him to rely on found, or purchased items. Craft Magic Arms and Armour is the best choice here, both because the shaman is so focused on melee combat. Scribe Scroll is another good choice for the shaman, as it will allow him to supplement his somewhat limited number of spells per day.
- Since the cleric can cast spells even while wearing heavy armour, the shaman should outfit himself with the most protective suit of light armour he can. Should he choose to take more of a supporting role in the party, or should he frequently adventure in environs like dungeons and caverns, where cramped conditions are the norm, he should strongly consider wearing medium, or even heavy armour, as the bonus to his armour class will more than make up for the temporary loss of his fast movement ability.
- For skills, it is highly recommended that the shaman have maximum, or near maximum ranks in Heal, Intimidate, Listen and Survival. Knowledge (religion) is another useful skill, as is Spellcraft but the limited number of skill points the shaman possesses means he can ill afford to dedicate too many of his resources to either.
Variant Rules
The following rules variants are intended for multiclass barbarian/clerics only and reflect the special training a shaman might receive in the course of his adventuring career.
- Upon achieving 1st level as a cleric, the shaman adds the Handle Animal, Intimidate, Listen and Survival skills to his class skill list. Upon achieving 2nd level as a barbarian, the shaman adds Concentration, Heal, Knowledge (religion) and Spellcraft to his class skill list.
- Upon achieving 2nd level as a barbarian, the shaman no longer gains a +2 bonus to Will saves. Instead, when he rages he gains the ability to cast spells on his domain list and also the ability to spontaneously cast cure spells. He cannot cast any other spells while raging, as normal for barbarian rage.
- Upon achieving 3rd level as a barbarian, the shaman can, in lieu of gaining the trap sense ability, gain a +2 morale bonus to all Charisma checks made to turn or rebuke undead but only while raging.
- Upon achieving 7th level as a barbarian, the shaman adds a +1 morale bonus to the save DCs of his spells and to his caster level checks to pierce spell resistance but only while raging. In addition, he now casts all domain spells and cure spells at +1 caster level while raging. He gains this ability in lieu of receiving any damage reduction, either when he becomes a 7th level barbarian, or a 10th.
The Totem Warrior (Barbarian/Druid)
Many barbarian tribes venerate animals or, more precisely, mighty spirit animals which command the power of lesser gods and who embody concepts and emotions that are important to the tribe. To appease the totem spirit and to curry its favour, tribes pay homage with the sacrifice of corn and of salmon and carve the likeness of their totem animals into lodges, ships, shields and into massive poles set in the heart of the village.
The veneration of totem spirit animals does not just occur on the village level. Individual warriors worship totem spirits as well, venerating a particular animal because of some innate quality it possesses, whether that quality be the bear’s strength, the wolf’s ferocity, the salmon’s endurance or the raven’s cunning. For the most part, this individual worship goes no further than the occasional sacrifice made in the totem spirit’s name and the carving or painting of the animal into property and flesh. For the most part, but not for the totem warrior.
The totem warrior is a barbarian whose heart and spirit have become one with not just a single totem spirit but with all totem spirit animals. He is as one with nature, with the fierce heart of the wilderness and he is protected and guided by the spirits he venerates. The totem warrior’s belief is so strong that he can transcend the limits of mortal flesh, allowing the totem spirits to ride his skin and transform his body into the shape of any animal to which he pays homage. The totem warrior is also gifted with the ability to channel the energy of his totem animals into divine magic, the better to serve himself, his tribe and the mighty totem spirits.
In a tribe-based campaign, the totem warrior is a powerful, rare hero. He usually dwells alone, on the outskirts of his tribe’s lands, where he can immerse himself in the wilderness and surround himself with carvings and paintings dedicated to his animal totems. The totem warrior serves as an intermediary between the spirit animals and the tribes who venerate them, offering up sacrifices on behalf of his people and communicating the will, the desires, the pleasure and displeasure of the totem spirits to the tribes. In a more typical campaign, the totem warrior is an exotic warrior undertaking a lonely spirit quest. Most likely, he seeks to emulate the legendary journey of one or more of his totem namesakes, an offered sacrifice to prove his dedication and his respect. The totem warrior also might be an outcast from his lands, one who venerates totem spirit animals rejected by the elders of his tribe. In any case, the totem warrior is a proud and mighty hero, one who embodies the qualities, both noble and base, of the animals he venerates.
The Totem Warrior
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Drd 1 | +1 | +4 | +0 | +2 | Animal companion, nature sense, wild empathy |
| 3rd | Bbn 2 | +2 | +5 | +0 | +2 | Uncanny dodge, (character feat) |
| 4th | Drd 2 | +3 | +6 | +0 | +3 | Woodland stride, (ability increase) |
| 5th | Bbn 3 | +4 | +6 | +1 | +4 | Trap sense +1 |
| 6th | Drd 3 | +5 | +6 | +2 | +4 | Trackless step, (character feat) |
| 7th | Drd 4 | +6/+1 | +7 | +2 | +5 | Resist nature’s lore |
| 8th | Bbn 4 | +7/+2 | +8 | +2 | +5 | Rage 2/day, (ability increase) |
| 9th | Drd 5 | +7/+2 | +8 | +2 | +5 | Wild shape 1/day, (character feat) |
| 10th | Bbn 5 | +8/+3 | +8 | +2 | +5 | Improved uncanny dodge |
| 11th | Drd 6 | +9/+4 | +9 | +3 | +6 | Wild shape 2/day |
| 12th | Bbn 6 | +10/+5 | +10 | +4 | +7 | Trap sense +2, (ability increase), (character feat) |
| 13th | Drd 7 | +11/+6/+1 | +10 | +4 | +7 | Wild shape 3/day |
| 14th | Drd 8 | +12/+7/+2 | +11 | +4 | +8 | Wild shape (Large) |
| 15th | Bbn 7 | +13/+8/+3 | +11 | +4 | +8 | Damage reduction 1/–, (character feat) |
| 16th | Bbn 8 | +14/+9/+4 | +12 | +4 | +8 | Rage 3/day, (ability increase) |
| 17th | Drd 9 | +14/+9/+4 | +12 | +5 | +8 | Venom immunity |
| 18th | Bbn 9 | +15/+10/+5 | +12 | +6 | +9 | Trap sense +3, (character feat) |
| 19th | Drd 10 | +16/+11/+6/+1 | +13 | +6 | +10 | Wild shape 4/day |
| 20th | Bbn 10 | +17/+12/+7/+2 | +14 | +6 | +10 | Damage reduction 2/–, (ability increase) |
Totem Warrior Spells
| Level | Caster Level | 0 | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | 0 | — | — | — | — | — | — |
| 2nd | 1st | 3 | 1 | — | — | — | — |
| 3rd | 1st | 3 | 1 | — | — | — | — |
| 4th | 2nd | 4 | 2 | — | — | — | — |
| 5th | 2nd | 4 | 2 | — | — | — | — |
| 6th | 3rd | 4 | 2 | 1 | — | — | — |
| 7th | 4th | 5 | 3 | 2 | — | — | — |
| 8th | 4th | 5 | 3 | 2 | — | — | — |
| 9th | 5th | 5 | 3 | 2 | 1 | — | — |
| 10th | 5th | 5 | 3 | 2 | 1 | — | — |
| 11th | 6th | 5 | 3 | 3 | 2 | — | — |
| 12th | 6th | 5 | 3 | 3 | 2 | — | — |
| 13th | 7th | 6 | 4 | 3 | 2 | 1 | — |
| 14th | 8th | 6 | 4 | 3 | 3 | 2 | — |
| 15th | 8th | 6 | 4 | 3 | 3 | 2 | — |
| 16th | 8th | 6 | 4 | 3 | 3 | 2 | — |
| 17th | 9th | 6 | 4 | 4 | 3 | 2 | 1 |
| 18th | 9th | 6 | 4 | 4 | 3 | 2 | 1 |
| 19th | 10th | 6 | 4 | 4 | 3 | 3 | 2 |
| 20th | 10th | 6 | 4 | 4 | 3 | 3 | 2 |
Strengths
The totem warrior enjoys a number of considerable advantages over single class barbarians.
- Spells: The druid class’ spell list is traditionally thought of as less versatile and slightly weaker than other primary spellcaster’s. In most cases, this is true but for the totem warrior it is a different story. The animal and wilderness focused nature of the druid spell list is perfectly suited to the themes and powers of the barbarian class. Though the totem warrior never gains access to higher than 5th level spells, many of those spells he can cast will enhance both his ability to fight and his ability to manoeuvre and survive in even the harshest wild lands.
- Wild Shape: The wild shape ability gives the druid unmatched versatility in the wilderness. So too does it give the totem warrior that same versatility. In conjunction with his rage ability, wild shape provides the totem warrior the ability to temporarily boost his fighting skills to almost unmatched levels, while also giving him access to exceptionally useful abilities like scent, or the ability to fly and swim with the ease of a hawk or salmon.
- Druid Abilities: In addition to wild shape and spells, the totem warrior gains access to several very useful druid class abilities. Nature sense and wild empathy will serve him well in his wilderness adventures, protecting him from the ravaging effects of harsh weather and from the teeth and claws of hostile wild animals. Thanks to woodland stride, the totem warrior will be able to move at his full speed even over the worst terrain; coupled with his fast movement, he will be able to outpace almost any other being. Resist nature’s lure and venom immunity both offer potent defensive enhancements and ability to move without leaving a trail will undoubtedly save the totem warrior’s life on more than one occasion, particularly if he spends much time in the territory of hostile barbarian tribes.
- Animal Companion: Though it is an easily overlooked ability, the druid’s animal companion is a powerful ally to the totem warrior. Though his animal companion will never have the power of a single class druid’s, it will still be strong enough, at high levels, to serve as a viable weapon in his arsenal. Even better, the animal companion can serve as an advance scout, or very effective sentry as the totem warrior sleeps.
- Skill Synergy: The druid and the barbarian share a nature theme and their skill lists are likewise focused on wilderness adventure. Even better, the druid class has access to several skills which are very valuable in outdoor settings, skills which the barbarian does not possess. As a result, the totem warrior will truly be a master of the wilderness, with a breadth of outdoor skills which will be the envy of every other character class.
- Saving Throws: The druid class shares the barbarian’s good Fortitude save but also benefits from the best Will save progression. As a result, the totem warrior will be very difficult for opposing spellcasters to stop with mind-affecting spells, particularly when the totem warrior enters a barbarian rage.
Weaknesses
The multiclass barbarian/druid suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the totem warrior does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability.
- Hit Points: While the druid class possesses a respectable 1d8 hit points per level, this is still far below the barbarian class’ potential 12 hit points, before Constitution bonus, at each level. This means that the totem warrior should expect to have a minimum of two fewer hit points than a single class barbarian each time he gains a druid level. At 20th level, this means that he will have almost a score fewer hit points than his single class barbarian peers.
- Base Attack Bonus: The druid class has only a fair base attack bonus progression. This means that, at higher levels of play, the totem warrior will not be able to count on hitting with his full attack sequence. In addition, the totem warrior’s lower base attack bonus means the character will not receive new iterative attacks until well after a single class barbarian.
- Rage/Spell Conflict: One of the druid’s most potent abilities is his spell casting, while barbarian’s is his ability to rage. Unfortunately, the totem warrior cannot cast most of his spells while raging, as he lacks the concentration necessary to focus his will towards channelling divine energies. This means that the totem warrior will have to prepare his body with spells ahead of time and wait to heal himself until after the battle is concluded.
- Ability Score Conflict: The druid’s spellcasting ability is dependant upon his Wisdom. This is in direct conflict with the barbarian class, which has no abilities (and few skills) dependant on either. In order to wring maximum efficiency out of his abilities, or for those abilities to be useful at all, the totem warrior will have to spread his magic items and level based ability score advancements amongst at least his Strength, Constitution and Wisdom. As a result, the totem warrior is unlikely to have the massive Strength or Constitution scores of single class barbarians, at least not without temporary boosts from his divine spells, or through the use of his wild shape abilities.
Recommended Options
While the decision of which feats and skills a totem warrior possesses is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- When deciding which forms to assume with his wild shape ability, the totem warrior should always default to creatures with exceptional natural Strength and Constitution scores and in particular, those creatures who have impressive Extraordinary special attacks. The only problem for the totem warrior, if it can really be counted a problem, is that the totem warrior is already likely to have very sizeable Strength and Constitution scores, partially negating one of the primary benefits of wild shape. Brown bear is an excellent shape for the totem warrior, as its Strength is sizeable but animals like the constrictor snake and the boar are decent choices as well, since both have unique attack forms which can prove very valuable in the right situation.
When the totem warrior gains the ability to transform into a large animal, he should default to such powerful, natural predators as the lion, the tiger and, especially, the polar bear and rhino, as all these animals have both excellent Strength and Constitution scores and powerful attack forms.
- The druid’s spell list takes on a new level of potency in the hands of the totem warrior, since his nature based class abilities mesh perfectly with druidic magic. As such, he can make good use of almost any spell on the druid’s spell list, though some spells are, of course, better than others.
Recommended 0 level spells are: detect magic, flare, guidance, know direction and resistance.
Recommended 1st level spells are: calm animal, charm animal, endure elements, entangle, hide from animals, jump, longstrider, magic fang and speak with animals.
Recommended 2nd level spells are: animal trance, barkskin, flame blade, heat metal, hold animal, lesser restoration, soften earth and stone and summon swarm. Without a doubt, every totem warrior should always have at least one bear’s endurance and bull’s strength prepared, as those spells will, when coupled with rage, boost his combat abilities immensely.
Recommended 3rd level spells include: call lightning, contagion, dominate animal, greater magic fang, poison, protection from energy, sleep storm, spike growth and water breathing.
Recommended 4th level spells include: dispel magic, flame strike, freedom of movement, ice storm, rusting grasp and spike stones.
Recommended 5th level spells include: animal growth, baleful polymorph, call lighting storm, insect plague, stoneskin, tree stride and wall of fire.
- In terms of feats, the totem warrior is encouraged to select at least one feat that will maximise his spell power and versatility. The Natural Spell feat is the obvious choice and should be selected as soon as the totem warrior is able to do so; since he has so few wild shape uses each day, he must be able to cast spells while in animal form, lest he have to waste a transformation when the situation calls for divine magic. Otherwise, feats like Power Attack and Cleave are very good choices for the totem warrior, particularly when he gains access to the incredible strength of the rhino and polar bear. A totem warrior who selects the Totem Animal feat as a variant ability should also strongly consider Falcon Friend, Horse Lord or Pack Leader, as those feats will dramatically increase the power of his animal companion.
If the totem warrior is the primary or only divine spellcaster in the party, then he should consider selecting Scribe Scroll as one of his feats, so that he can prepare cure spells ahead of time, leaving him free to prepare other, more personally useful spells with his normal spell slots. The only downside of using scrolls in this fashion is that the totem warrior will be forced to either spend most of his time in his humanoid form, or be willing to ‘waste’ a wild shape form to rescue a grievously wounded ally.
- The totem warrior should work to keep the following skills at maximum or near maximum ranks at all times: Handle Animal, Knowledge (nature), Listen, Spot and Survival. Heal and Intimidation are also valuable skills for him. The totem warrior should have a few ranks of Concentration, as all spellcasters should but he can afford to dedicate only a few skill points to it, as his Constitution score will be high enough to compensate. Spellcraft can be useful but as it is likely there will already be a primary spellcaster in his adventuring party, dedicating too many points to the skill will end up a waste of resources.
- Since the totem warrior is forbidden from wearing metal armour he should find or create a suit of bone or ironwood armour as soon as possible. In terms of weapons, the totem warrior is better served concentrating on good ranged attacks, as he will primarily use his wild shape claw and bite attacks at higher levels.
Variant Rules
The following rules variants are intended for multiclass barbarian/druids only and reflect the special training a totem warrior might receive in the course of his adventuring career.
- Upon achieving 1st level as a druid, the totem warrior adds the Climb, Intimidate and Jump skills to his class skill list. Upon achieving 2nd level as a barbarian, the totem warrior adds Concentration, Diplomacy, Heal, Knowledge (nature), Spellcraft and Spot to his class skill list.
- Upon achieving 5th level as a druid, the totem warrior gains the ability to cast spells from the druid spell list while raging but only while in a wild shape animal form. The normal rules regarding casting spells while in an animal form apply, so the totem warrior is advised to select the Wild Spell feat.
- Upon achieving 7th level as a barbarian, in lieu of gaining the damage reduction ability, the totem warrior can instead choose to add a +1 morale bonus to the save DCs of his spells and to his caster level checks to pierce spell resistance but only while raging and while in a wild shape animal form. If he selects this variant rule, then he does not gain damage reduction when he reaches 10th level as a barbarian.
The Berserker (Barbarian/Fighter)
Some warriors fight with cold, restrained emotion, every decision they make on the battlefield a purely logical, tactical choice. The berserker is not one of these warriors. The berserker is an elite warrior of his people, whether those people are nomadic raiders, sea borne pirates or civilised folk in the largest empire in the world.
The berserker is well trained in all manner of sophisticated techniques and tactics but he has also been taught to unleash his primal fury, the better to put fear in his enemy’s heart and to allow him to stand fast against the dangerous monsters who plague the typical fantasy world.
The berserker is an especially appropriate choice for barbarians modelled after the Norse and, in fact, takes its name from their most infamous warriors. In a tribal campaign, the berserker is likely to be considered one of the most respected warriors of his people, while in a standard campaign, he will be seen as a wild dog, useful under certain circumstances but not to be trusted. In either case, the berserker is unlikely to care.
The Berserker
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Ftr 1 | +2 | +4 | +0 | +0 | Bonus feat |
| 3rd | Bbn 2 | +3 | +5 | +0 | +0 | Uncanny dodge, (character feat) |
| 4th | Ftr 2 | +4 | +6 | +0 | +0 | Bonus feat, (ability increase) |
| 5th | Bbn 3 | +5 | +6 | +1 | +1 | Trap sense +1 |
| 6th | Ftr 3 | +6/+1 | +6 | +2 | +2 | (character feat) |
| 7th | Ftr 4 | +7/+2 | +7 | +2 | +2 | Bonus feat |
| 8th | Bbn 4 | +8/+3 | +8 | +2 | +2 | Rage 2/day, (ability increase) |
| 9th | Bbn 5 | +9/+4 | +8 | +2 | +2 | Improved uncanny dodge, (character feat) |
| 10th | Ftr 5 | +10/+5 | +8 | +2 | +2 | |
| 11th | Bbn 6 | +11/+6/+1 | +9 | +3 | +3 | Trap sense +2 |
| 12th | Ftr 6 | +12/+7/+2 | +10 | +3 | +3 | Bonus feat, (ability increase), (character feat) |
| 13th | Bbn 7 | +13/+8/+3 | +10 | +3 | +3 | Damage reduction 1/– |
| 14th | Ftr 7 | +14/+9/+4 | +10 | +3 | +3 | |
| 15th | Bbn 8 | +15/+10/+5 | +11 | +3 | +3 | Rage 3/day, (character feat) |
| 16th | Ftr 8 | +16/+11/+6/+1 | +12 | +3 | +3 | Bonus feat, (ability increase) |
| 17th | Bbn 9 | +17/+12/+7/+2 | +12 | +4 | +4 | Trap sense +3 |
| 18th | Ftr 9 | +18/+13/+8/+3 | +12 | +5 | +5 | (character feat) |
| 19th | Ftr 10 | +19/+14/+9/+4 | +13 | +5 | +5 | Bonus feat |
| 20th | Bbn 10 | +20/+15/+10/+5 | +14 | +5 | +5 | Damage reduction 2/–, (ability increase) |
Strengths
The berserker enjoys a number of considerable advantages over single class barbarians.
- Bonus Feats: The only unique class ability of the fighter is his enormous number of bonus feats. A barbarian who chooses to follow the path of the berserker will, over the course of his career, gain access to five bonus fighter feats, giving him a significant advantage in trained combat skill over a single class barbarian. Since the fighter’s bonus feat list includes some very powerful feat combinations, especially if you incorporate the Quintessential Fighter I and II, the berserker will be the only multiclass presented here which can reasonably expect to match the single class barbarian blow for blow in open combat.
- Base Attack Bonus: The fighter and the barbarian share the same base attack bonus progression, meaning the berserker will advance in both combat prowess and iterative attacks at the same rate as a single class barbarian. Coupled with his feats, the berserker may actually pull ahead of the barbarian in accuracy of attacks, at least over the long term, though the single class barbarian’s greater number of rages per day, as well as the increased power of his rage, will give him the advantage for brief moments each day.
- Ability Score Synergy: The iconic fighter depends upon his Strength and his Constitution scores, in that order, to win the day. The iconic barbarian relies on the same abilities. This means that the berserker need not worry about splitting his ability score advancements amongst multiple abilities, a strong advantage in this multiclass’ favour.
- Fortitude Save: The fighter possesses the same good save progression as the fighter, meaning the berserker will actually have a slight advantage over the single class barbarian, at least at higher levels.
Weaknesses
The multiclass barbarian/fighter suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the berserker does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a useful ability but not one the berserker can count on to protect him at high levels.
- Hit Points: The fighter gains d10 hit points per level, putting him just below the barbarian in hit point potential. While this is just a minimal difference, it does mean that, at high levels, the berserker can expect to be slightly more vulnerable than a single class barbarian.
- Skill Points: The fighter has the worst class skill list in the game, bar none. Just as bad, he gains only two skill points per level. As a result, the berserker will be nowhere near as versatile as the single class barbarian, nor will he have their depth of knowledge.
- Reflex and Will Saves: Neither the barbarian nor the fighter benefit from favourable Reflex or Will saves, meaning the blending of the two classes will have paltry bonuses in both. It should be added that these meagre bonuses will come only slowly and that the berserker will spend several levels at the beginning of his career with absolutely no bonus to either save, a dangerous proposition at best.
Recommended Options
While the decision of which feats and skills a berserker has is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- Whatever benefits the barbarian receives from multiclassing as a fighter will all come from bonus feats, so it behoves the berserker to choose his bonus feats very carefully. The one feat chain no berserker should ever go without is Weapon Focus, Weapon Specialisation, Greater Weapon Focus and Greater Weapon Specialisation. Otherwise, the berserker should concentrate on completing entire feat chains that supplement his fighting style. Power Attack, Cleave, Great Cleave and Ultimate Cleave (see Barbarian Feats for details) is the obvious choice, though by no means the only choice, or even necessarily the most powerful. It is not recommended that the berserker pursue the Two-Weapon Fighting feat chain; with his immense Strength, he is better off using a single, two-handed weapon, which will allow him a better damage modifier.
- The berserker can also do well with ranged attacks, even if his Dexterity is not impressive. In order to get the maximum benefits of ranged attacks, he needs a bow capable of supporting his rage enhanced Strength and should also complete the Point Blank Shot, Precise Shot and Rapid Shot feat chain. If his Dexterity is high enough (unlikely), he might also select Many Shot. If the berserker is modelled after a Mongolian warrior, or a Native American tribesman, he might also consider the Mounted Combat and Mounted Archery feats, as they are both thematically appropriate and very powerful.
- Finally, as a third option, the berserker can make an exceptional grappler. Though he will never have the raw base unarmed damage of a barbarian/monk, he can make up for this with wise feat selection. Improved Unarmed Strike is a must, of course, as is Improved Grapple. From there, the berserker can boost his grappling potential with Ape Wrestler, Improved Critical, the Weapon Focus/Weapon Specialisation (unarmed) chain and feats like Power Attack and Improved Bull Rush.
Regardless of whether he chooses melee, ranged or unarmed attacks, the berserker can also see strong benefits from the Improved Critical feat. Many archetypal barbarian weapons have a high critical damage multiplier but a low threat range, so Improved Critical can help ensure the berserker gets to maximise his prodigious Strength bonus with a successful, high multiplier critical hit.
- In terms of skills, the berserker should absolutely insure that his Intimidation, Listen and Survival skills are maximised at each level. From there, if he has sufficient skill points, he should consider Handle Animal and Ride, if he chooses a mounted warrior theme, or Climb, Jump and Swim if he wishes to be a more traditional barbarian.
- One of the chief advantages of this combination, if the variant rules are in effect, is the barbarian’s ability to use heavy armours with only a slight penalty to his fast movement. The berserker should absolutely take advantage of this, outfitting himself with the heaviest armour he can afford. He should, however, forgo the use of a shield.
Variant Rules
The following rules variants are intended for multiclass barbarian/fighter only and reflect the special training a berserker might receive in the course of his adventuring career.
- Upon achieving 1st level as a fighter, the berserker adds the Listen and Survival skills to his class skill list.
- Upon achieving 1st level as a fighter, the berserker can select any feat in this sourcebook with his fighter bonus feats.
- Upon achieving his 9th level as a fighter (his 18th total character level), the berserker can select the Greater Weapon Specialisation feat.
The Pit Fighter (Barbarian/Monk)
Announcer: Before we discuss the Barbarian/Monk multiclass path we interrupt to bring you this message about alignment clashes.
Alignment Clashes
The barbarian is one of five classes in the game, along with the paladin, bard, druid and monk, with a mandatory alignment restriction. Since both the barbarian and the bard must be any alignment but lawful, there is no alignment conflict precluding multiclassing between those two classes. The same is true of the barbarian/druid multiclass. The monk and the paladin, however, both require lawful alignments. This means that barbarians are normally forbidden from multiclassing with either, unless they wish to permanently give up their rage abilities. Clearly, this creates a problem.
It is for this reason that the following rule is assumed to be in effect. A barbarian can freely multiclass into and out of either the paladin, or monk character class without having to change his alignment, and without losing the class abilities of either class, but only if he follows the multiclass presented in this book exactly.
For those who are not satisfied with that solution, we present the following optional feat. If you choose this solution, then any barbarian who wishes to multiclass as a monk or paladin must select this feat before taking his first level in either of those classes.
Controlled Fury
Early in your adventuring career, you were a barely controlled animal, a predator in human skin whose raging fury shook the heavens. Now, however, you have learned to tightly control your emotions; though you are still capable of entering a state approximating rage, your spirit is no longer in torment.
Prerequisites: Ability to rage.
Benefits: You retain all barbarian class abilities even if your alignment is lawful and can freely gain new levels in that class after your alignment change.
Announcer: We know return you to your regularly scheduled content.
+The Pit Fighter (Barbarian/Monk)
Gladiatorial games are an important part of many civilised cultures, with armed and unarmed warriors fighting to the death for the entertainment of the masses, or for the secret thrills of the noble classes. Though they are usually performed for more sacred reasons, pit fights and unarmed challenge matches are also a common part of tribal life, with warriors squaring off against one another both to gain personal honour and to defend the interests of their people.
The pit fighter is a skilled unarmed combatant, combining both sound empty hand fighting skills with an indomitable rage that makes him the bane of warriors everywhere. For most pit fighters, it is a point of pride to be able to defeat or kill an opponent using nothing but their bare hands, so most train their bodies constantly, the better to not only protect themselves but to put on a brutal show for the crowds. Pit fighters live their lives with gusto and are usually brash and outgoing. They have to be; even the best pit fighters only last a few years in the ring, their bodies either torn apart by their enemies, or their spirits broken by endless pain.
The Pit Fighter
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Mnk 1 | +1 | +4 | +2 | +2 | Bonus feat, flurry of blows, unarmed strike |
| 3rd | Bbn 2 | +2 | +5 | +2 | +2 | Uncanny dodge, (character feat) |
| 4th | Mnk 2 | +3 | +6 | +3 | +3 | Bonus feat, evasion, (ability increase) |
| 5th | Bbn 3 | +4 | +6 | +4 | +4 | Trap sense +1 |
| 6th | Mnk 3 | +5 | +6 | +4 | +4 | (character feat) |
| 7th | Mnk 4 | +6/+1 | +7 | +5 | +5 | Ki strike (magic), slow fall 20 ft. |
| 8th | Bbn 4 | +7/+2 | +8 | +5 | +5 | Rage 2/day, (ability increase) |
| 9th | Mnk 5 | +7/+2 | +8 | +5 | +5 | Purity of body, (character feat) |
| 10th | Bbn 5 | +8/+3 | +8 | +5 | +5 | Improved uncanny dodge |
| 11th | Mnk 6 | +9/+4 | +9 | +6 | +6 | Bonus feat, slow fall 30 ft. |
| 12th | Bbn 6 | +10/+5 | +10 | +7 | +7 | Trap sense +2, (ability increase), (character feat) |
| 13th | Bbn 7 | +11/+6/+1 | +10 | +7 | +7 | Damage reduction 1/– |
| 14th | Mnk 7 | +12/+7/+2 | +10 | +7 | +7 | Wholeness of body |
| 15th | Mnk 8 | +13/+8/+3 | +11 | +8 | +8 | Slow fall 40 ft, (character feat) |
| 16th | Bbn 8 | +14/+9/+4 | +12 | +8 | +8 | Rage 3/day, (ability increase) |
| 17th | Mnk 9 | +14/+9/+4 | +12 | +8 | +8 | Improved evasion |
| 18th | Bbn 9 | +15/+10/+5 | +12 | +9 | +9 | Trap sense +3, (character feat) |
| 19th | Bbn 10 | +16/+11/+6/+1 | +13 | +9 | +9 | Damage reduction 2/– |
| 20th | Bbn 11 | +17/+12/+7/+2 | +13 | +9 | +9 | Greater Rage, (ability increase) |
| Flurry of Blows | Unarmed Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|
| –1/–1 | 1d6 | +0 | +0 ft. (+10 ft.) |
| +0/+0 | 1d6 | +0 | +0 ft. (+10 ft.) |
| +1/+1 | 1d6 | +0 | +0 ft. (+10 ft.) |
| +2/+2 | 1d6 | +0 | +0 ft. (+10 ft.) |
| +3/+3 | 1d6 | +0 | +10 ft. (+20 ft.) |
| +4/+4/–1 | 1d8 | +0 | +10 ft. (+20 ft.) |
| +5/+5/+0 | 1d8 | +0 | +10 ft. (+20 ft.) |
| +6/+6/+1 | 1d8 | +1 | +10 ft. (+20 ft.) |
| +7/+7/+2 | 1d8 | +1 | +10 ft. (+20 ft.) |
| +8/+8/+3 | 1d8 | +1 | +20 ft. (+30 ft.) |
| +9/+9/+4 | 1d8 | +1 | +20 ft. (+30 ft.) |
| +10/+10/+5/+0 | 1d8 | +1 | +20 ft. (+30 ft) |
| +11/+11/+6/+1 | 1d8 | +1 | +20 ft. (+30 ft.) |
| +12/+12/+7/+2 | 1d10 | +1 | +20 ft. (+30 ft.) |
| +13/+13/+8/+3 | 1d10 | +1 | +20 ft. (+30 ft.) |
| +14/+14/+9/+4 | 1d10 | +1 | +30 ft. (+40 ft.) |
| +15/+15/+10/+5 | 1d10 | +1 | +30 ft. (+40 ft.) |
| +16/+16/+11/+6/+1 | 1d10 | +1 | +30 ft. (+40 ft.) |
| +17/+17/+12/+7/+2 | 1d10 | +1 | +30 ft. (+40 ft.) |
Strengths
The pit fighter enjoys a number of considerable advantages over single class barbarians.
- Unarmed Attacks: The key ability of the monk class is his unarmed attack capability. Coupled with the barbarian rage ability and the character’s likely extraordinary Strength, the pit fighter will be able to deliver incredibly punishing blows with his fists and feet. By the time the pit fighter reaches 20th level, he will do 1d10 + his Strength + his rage boosted Strength, meaning he will deliver a likely 15+ points of damage with each and every attack, not including bonuses from feats or items which give him the ability to deal magical damage with his fists.
- Flurry of Blows: Though it is intrinsically linked to unarmed attacks, the flurry of blows ability merits separate discussion. The pit fighter can make great use of flurry of blows, as the base attack bonuses he
gains from barbarian levels will give his a decently favourable chance of striking with multiple blows. Coupled with wise feat selection, flurry of blows will become, in his hands, incredibly potent.
- Unarmoured Speed Bonus: Both the monk and the barbarian enjoy bonuses to their base movement. Combining the benefits of both, a high level pit fighter will be able to outpace anyone but a single class monk. Coupled with his vast capacity to both deal and weather damage, this means the pit fighter can become a powerful, impromptu heavy cavalry whenever he wishes to be, traversing the battlefield rapidly and unleashing devastating flurries.
- Monk Armour Class Bonus: Though it is only a minor benefit, the monk classes bonus to armour class is worth considering, as it is an advantage the single class barbarian does not possess.
- Monk Bonus Feats: As a result of his martial arts training, the pit fighter will receive three bonus feats. This gives him the edge in total number of feats over the single class barbarian, increasing his potential versatility and power.
- Monk Class Abilities: The monk class has a bounty of special abilities that are unique to it. Ki strike, slow fall, purity of body and wholeness of body all have their uses, with wholeness of body especially helpful, as it narrows, somewhat, the disparity in hit points between the pit fighter and the single class barbarian.
- Of all the monk’s secondary abilities, the most valuable is evasion and improved evasion. Though the pit fighter does not enjoy the full benefits of the monk’s Reflex save progression, his total bonus will still be high enough to allow him to fully escape the fury of direct damage spells. Coupled with the pit fighter’s good to excellent hit points, this will go far towards making the pit fighter largely immune to spells and spell-like abilities, a serious advantage any way you look at it.
- Saving Throws: The monk class enjoys outstanding saves in all categories. This means that the pit fighter will have better saving throws than the barbarian in all areas.
- Skill List: The monk’s skill list is more versatile than the barbarian’s and includes a number of skills which will help the pit fighter immensely in his adventures. In addition, the monk has as many skill points as the barbarian, meaning the pit fighter will have the chance to be both versatile and knowledgeable in his skills.
Weaknesses
The multiclass barbarian/monk suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the pit fighter does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability when facing high level opponents.
- Base Attack Bonus: The monk’s base attack bonus is only fair, meaning the pit fighter will never be able to rely on the accuracy of his full attack the way that single class barbarian’s can. In addition, he will gain iterative attacks more slowly than a barbarian and the way in which he advances in the monk class also means that his penalties to flurry of blows attacks will only disappear at very high levels of play.
- Hit Points: The monk receives only d8 hit points per level, a respectable amount to be sure but nothing compared to the barbarian’s d12. As a result, the pit fighter will always lag behind the single class barbarian in hit points and will be lucky to match the hit points of the fighter or paladin. Over 20 total levels, the disparity between pit fighter and barbarian will be quite sizeable, a difference exacerbated, temporarily at least, by the barbarian’s greater and mighty rage Constitution bonuses.
- Armour: The barbarian is trained in Medium armours but works best when wearing light armour. This is a restriction that limits him somewhat but still allows him to don well made, or magical armour that will see him through difficult battles. Unfortunately, the pit fighter does not have the luxury of wearing even light armour, since the monk’s class abilities all but disappear if he does so. As a result, the pit fighter will most likely have a lower armour class than the barbarian, even including his monk armour class bonus and Wisdom based armour class.
- Ability Score Clash: Wisdom is all important for the monk and Dexterity runs a close second. Unfortunately, Wisdom means almost nothing to the barbarian and Dexterity is a distant third to Strength and Constitution in terms of importance. Since the monk’s defensive class abilities only truly come into their own when coupled with a decent to outstanding Wisdom, the pit fighter needs to dedicate some of his level based advancements and magic item acquisitions to that ability. This means he will not be able to focus solely on Strength and Constitution, leaving him overall weaker in comparison to barbarians.
- While the pit fighter faces a similar dilemma with his Dexterity score, the problem is nowhere near the same scale. The pit fighter has the luxury of barbarian rage, so he need not bother with Weapon Finesse in order to be a viable unarmed combatant. Likewise, since his hit points are much higher than a single class monk’s, he need not concern himself too much with boosting his armour class with a high Dexterity.
Recommended Options
While the decision of which feats and skills a pit fighter chooses is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The pit fighter is, of course, an unarmed fighter of almost unsurpassed power, with a higher base attack bonus then a single class monk and, thanks to his Strength and the rage ability, potential unarmed damage equal to, or higher than members of that class. In order to maximise the potential of his unarmed attacks, the pit fighter should select feats that maximise his damage potential. Power Attack is an excellent choice. In terms of his bonus feats, Improved Grapple is the better choice at 1st level, since the barbarian’s Strength will allow him to carry the day in a grappling contest. At 2nd level, Combat Reflexes is a good feat, as the pit fighter will likely be in a position to take advantage of multiple opponents, especially once he gains uncanny dodge. At 6th level, either feat can be powerful, since both benefit from the pit fighter’s Strength. Ape Wrestler, introduced in this book, was tailor made for this multiclass combination and will give the character outstanding advantages in unarmed combat. Improved Critical is another good choice, though the very low threat range of unarmed attacks means critical hits will still be relatively uncommon; when he does successfully deal a critical hit, however, the doubled damage from his rage enhanced Strength will make the feat more than worthwhile.
- If the Games Master permits it, the pit fighter might also wish to attempt to master one of the unarmed fighting styles presented in the Quintessential Monk II. The ideal fighting style for the pit fighter is Double Hammer, as that style is focused on maximising the practitioner’s raw damage.
- In terms of skills, the pit fighter is encouraged to keep his Jump, Listen, Move Silently, Sense Motive, Spot and Survival skills as close to maximum as he can, since all those skills will serve him very well in both the wilderness and the dungeon. If he has skill points to spare, Intimidation and Tumble are both good choices, though the pit fighter does not depend on the latter as the monk does, since his surplus of hit points will keep him safe when he must move through enemy occupied areas. Skills like Concentration, Diplomacy and Knowledge (arcana) can also prove useful, though they should always be secondary to the previously listed skills.
- One of the only difficulties the pit fighter faces as an unarmed combatant is his lack of ki strike abilities. While he will be able to strike foes who require magic weapons to hit, that will prove the limit of his capabilities. He is therefore encouraged to seek out magic items which grant his fists special material qualities.
- The pit fighter does best when he forgoes the use of monk special weapons in favour of his own, larger, barbarian weapons. A pit fighter who wishes to specialise in disarming his opponents of their weapons might consider arming himself with a sai, as that weapon’s bonus to disarm attempts, coupled with his Strength, will make his job much easier.
Variant Rules
The following rules variants are intended for multiclass barbarian/monk only and reflect the special training a pit fighter might receive in the course of his adventuring career.
- Upon achieving 1st level as a monk, the pit fighter adds the Handle Animal, Intimidate and Survival skills to his class skill list. Upon achieving 2nd level as a barbarian, the pit fighter adds Heal, Hide, Move Silently, Sense Motive and Spot to his class skill list.
- Upon achieving 3rd level as a monk, the pit fighter does not gain the still mind class ability.
- Upon achieving 3rd level as a monk, the pit fighter’s fast movement and unarmoured speed bonuses stack to determine his final speed. The monk loses his unarmoured speed bonus when wearing armour, as normal.
- Upon achieving 5th level as a monk, the pit fighter gains damage reduction 1/–, which stacks with the damage reduction he gains at his 7th and 10th barbarian class levels. He gains this in lieu of his monk unarmoured armour class bonus.
Totem Champion (Barbarian/Paladin)
Many barbarian tribes worship both totem spirit animals, which are god-like manifestations of human traits that take on animal form, or the spirits of their ancestors. Occasionally, a warrior from one of those tribes will hear the call of the spirits, demanding that he take up arms in their name and fight for all that is honourable and good in the world. Those who do so are the totem champions.
The totem champion is blessed with both the holy power of the spirit world and the earthy fury of the mortal realm, giving him tremendous insight and power. He is kin to the paladin of more civilised realms but his goodness is more primal and less refined. He believes in the virtues of a natural, instinctive life and that all men are capable of living in harmony with one another and with the world. He is also a fierce protector of his people’s honour and of the honour of the totem spirits and his ancestors.
The Totem Champion
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Pal 1 | +2 | +4 | +0 | +0 | Aura of good, detect evil, smite evil 1/day |
| 3rd | Bbn 2 | +3 | +5 | +0 | +0 | Uncanny dodge, (character feat) |
| 4th | Pal 2 | +4 | +6 | +0 | +0 | Divine grace, lay on hands, (ability increase) |
| 5th | Bbn 3 | +5 | +6 | +1 | +1 | Trap sense +1 |
| 6th | Pal 3 | +6/+1 | +6 | +2 | +2 | Aura of courage, divine health, (character feat) |
| 7th | Pal 4 | +7/+2 | +7 | +2 | +2 | Turn undead |
| 8th | Bbn 4 | +8/+3 | +8 | +2 | +2 | Rage 2/day, (ability increase) |
| 9th | Bbn 5 | +9/+4 | +8 | +2 | +2 | Improved uncanny dodge, (character feat) |
| 10th | Pal 5 | +10/+5 | +8 | +2 | +2 | Smite evil 2/day, special mount |
| 11th | Bbn 6 | +11/+6/+1 | +9 | +3 | +3 | Trap sense +2 |
| 12th | Pal 6 | +12/+7/+2 | +10 | +3 | +3 | Remove disease 1/week, (ability increase), (character feat) |
| 13th | Bbn 7 | +13/+8/+3 | +10 | +3 | +3 | Damage reduction 1/– |
| 14th | Pal 7 | +14/+9/+4 | +10 | +3 | +3 | |
| 15th | Bbn 8 | +15/+10/+5 | +11 | +3 | +3 | Rage 3/day, (character feat) |
| 16th | Pal 8 | +16/+11/+6/+1 | +12 | +3 | +3 | (ability increase) |
| 17th | Bbn 9 | +17/+12/+7/+2 | +12 | +4 | +4 | Trap sense +3 |
| 18th | Pal 9 | +18/+13/+8/+3 | +12 | +5 | +5 | Remove disease 2/week, (character feat) |
| 19th | Pal 10 | +19/+14/+9/+4 | +13 | +5 | +5 | Smite evil 3/day |
| 20th | Bbn 10 | +20/+15/+10/+5 | +14 | +5 | +5 | Damage reduction 2/–, (ability increase) |
Totem Champion Spells
| Level | Caster Level | 1st | 2nd |
|---|---|---|---|
| 1st | — | — | — |
| 2nd | — | — | — |
| 3rd | — | — | — |
| 4th | — | — | — |
| 5th | — | — | — |
| 6th | — | — | — |
| 7th | 2nd | 0 | — |
| 8th | 2nd | 0 | — |
| 9th | 2nd | 0 | — |
| 10th | 2nd | 0 | — |
| 11th | 2nd | 0 | — |
| 12th | 3rd | 1 | — |
| 13th | 3rd | 1 | — |
| 14th | 3rd | 1 | — |
| 15th | 3rd | 1 | — |
| 16th | 4th | 1 | 0 |
| 17th | 4th | 1 | 0 |
| 18th | 4th | 1 | 0 |
| 19th | 5th | 1 | 1 |
| 20th | 5th | 1 | 1 |
Strengths
The totem champion enjoys a number of considerable advantages over single class barbarians.
- Smite Evil: For the totem champion, smite evil is the paladin class ability that will serve the most use. Combined with the damage boosting effects of rage, a smite attack will prove absolutely devastating to any evil opponent; when coupled with a full round attack using Power Attack, or other, similar feats, few evil enemies will survive.
- Other Paladin Abilities: In addition to smite, the paladin class features a number of other class abilities which will prove helpful to the totem champion. The ability to lay on hands will help compensate for the totem champion’s reduced number of hit points, while immunity to fear and disease will keep him at the front lines of combat against the most dangerous opponents. Though he does not receive the ability to turn undead until late in his adventuring career and though he will never be able to turn powerful undead, the ability to turn, or destroy minion-level undead (ghouls, zombies and the like) will be useful when the totem champion wishes to come to grips with spellcasters quickly.
- Special Mount: The paladin’s special mount will serve the totem champion in good stead, particularly if he chooses to specialise in mounted combat, as a barbarian modelled after a Mongolian tribesman, or late era Native American warrior would. The mount’s increased hit dice and special powers will allow it to remain on the front lines with its master much longer than a standard mount would.
- Base Attack Bonus: The paladin and the barbarian share the same base attack bonus progression, meaning the totem champion will advance in both combat prowess and iterative attacks at the same rate as a single class barbarian. While the barbarian’s increased number of rages per day will make him a slightly more effective warrior in campaigns where several battles occur each day, the totem champion’s access to smite will make him equally effective, and even superior in battles that involve evil opponents.
- Spells: The totem champion’s will, at high levels, have access to a few low-powered spells each day. While the totem champion will never be a significant spellcaster, even compared to a single class paladin, his spells can be used to provide him with some relatively effective bonuses to combat.
- Saving Throws: The paladin and the barbarian both have good Fortitude save progressions, which means the totem champion’s bonus to Fortitude saves will, at higher levels, be better than the barbarian’s. In addition, the totem champion’s access to the paladin’s divine grace class ability means that even his Reflex and Will saves will be higher than a barbarian’s, at least so long as he is willing to develop his Charisma score.
- Skills: The paladin class skill list includes several skills which will prove valuable to the totem champion, particularly if his character concept is of a tribal spokesman or master horse rider.
Weaknesses
The multiclass barbarian/paladin suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the totem champion does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability when facing high level opponents.
- Skill Points: While the paladin’s skill list includes valuable skills, the paladin receives very few skill points with which to select them and does not have the luxury of boosting his Intelligence score to gain extra skill points. As a result, the totem champion is likely to have fewer skills than the barbarian. Alternately, he may have as many, or more skills but will not have developed them to mastery, the way a barbarian can.
- Clashing Roles: While both the barbarian and the paladin are front line warriors, the paladin is also expected to be the archetypal knight in shining armour, an urbane warrior well schooled in Diplomacy and the intricacies of courtly manner. This stands in stark contrast to the archetypal barbarian, who would sooner eat a herald, then listen to him read the jousting list. While neither class is restricted to these archetypal roles, it is not unlikely that many Players and Games Masters will have a difficult time reconciling the idea of a barbarian/paladin. This weakness is not a mechanical one but is one that should be kept in mind when creating the character.
- Ability Score Conflict: In order to be an effective spellcaster, the totem champion must be prepared to invest points in his Wisdom score. Likewise, if he wishes to turn undead, or if he wants to receive maximal benefits from his smite and divine grace class abilities, he must possess a respectable Charisma score. This means that a totem champion requires a minimum of four good ability scores. As a result, it is unlikely that the totem champion will be able to match a barbarian in raw strength or endurance.
- Hit Points: The paladin gains d10 hit points per level, putting him just below the barbarian in hit point potential. While this is just a minimal difference, it does mean that, at high levels, the totem champion can expect to be a sword stroke’s worth of damage soaking behind a single class barbarian.
Recommended Options
While the decision of which feats and skills a totem champion selects is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- In terms of feat selections, the totem champion is much like the barbarian/fighter, in that he gains the greatest benefit by concentrating on feats which highlight his physical prowess. Power Attack and Cleave are excellent feats, especially once the totem champion begins to face off against evil outsiders and powerful opponents like dragons. The Mounted Combat chain is also a good choice for the totem champion; though the traditional barbarian is a lightly armoured warrior who fights on foot, there is no reason that the totem champion must adhere to this archetype. Mounted Combat, coupled with feats like Weapon Focus (lance, spear) and Improved Overrun can prove very effective. Alternately, the totem champion might wish to take advantage of the many divine feats available to paladins, such as those found in the Quintessential Paladin sourcebooks; these feats maximise the power of his smite and his other divinely granted abilities and can offer significant benefits.
- Since the totem champion is likely to have a high Charisma, he might also wish to select the Leadership feat and perhaps even supplement it with the Tribal Champion feat found in this book. The Horse Lord feat is another excellent choice, since it will significantly benefit the totem champion’s special mount. It is not, however, recommended that the totem champion select any feats that boost the power of his spells; his spellcasting ability is insignificant, even in comparison to a single class paladin, so any feats dedicated to it will be utterly wasted.
- One of the totem champion’s chief strengths is his access to a divinely granted special mount, so the totem champion should take advantage of his ally’s capabilities as best he can. He should outfit his mount in heavy armour and should, as detailed above, optimise his ability to fight while mounted.
- In terms of skills, the totem champion should maximise his Handle Animal, Intimidate, Ride, Sense Motive and Survival skills at each level. In addition, he should dedicate several skill points to Listen and to Heal. Should he find himself in the role of party spokesman, he might also wish to place skill points in Diplomacy. Only in the most role play intensive campaigns should he invest points in any of his Knowledge class skills, as he does not have the skill points to spare, no matter how much the theme of his character calls for them.
- The totem champion has relatively few spells but used wisely, they can give him powerful, temporary boosts to his abilities. The key to doing this is recognising that the totem champion’s caster level will never be more than barely adequate, meaning he cannot afford to rely on spells which target his opponents. He is far better served preparing only those spells which boost his abilities or his saving throws.
The recommended 1st level spells for the totem champion are: bless, bless weapon, divine favour, endure elements, magic weapon, resistance and virtue.
The recommended 2nd level spells for the totem champion are: bull’s strength, eagle’s splendour, owl’s wisdom, shield other. Of these, the totem champion should always have at least one bull’s strength spell prepared. By default, he should favour owl’s wisdom as a secondary spell, for its effects on his skills and the duration of his few spells.
- In combat, the totem champion should strike hard and fast, first raging and then charging into battle. By 20th level, he will be able to smite a maximum of three times per day, so he should be very careful when using that ability. It is best used as a finishing move; since opponents do not lose any of their combat effectiveness, no matter how injured they are, a smite is best used against an already injured opponent, or against one whom the totem champion can unleash a full attack sequence. If used as part of a full attack, the smite should always be applied to the first attack, to maximise the chances of a successful strike, since the totem champion cannot afford to waste one of his few smites on a missed sword blow.
Variant Rules
The following rules variants are intended for multiclass barbarian/paladin only and reflect the special training a totem champion might receive in the course of his adventuring career.
- Upon achieving 1st level as a paladin, the totem champion adds the Intimidate, Listen and Survival skills to his class skill list. Upon achieving 2nd level as a barbarian, the totem champion adds Concentration, Diplomacy, Healing, Knowledge (religion) and Sense Motive to his class skill list.
- Upon achieving his 3rd level as a barbarian and in lieu of gaining the trap sense ability, the totem champion can add ½ his barbarian levels to his paladin levels when performing a smite evil attack but only while raging. When smite is used against lawful evil enemies in this fashion, the totem champion adds his full number of barbarian levels to damage. The totem champion also does not gain trap sense at his 6th or 9th barbarian level.
The Huntsman (Barbarian/Ranger)
Life amongst the barbarian peoples can be harsh, for though the wilderness is bountiful and beautiful in its purity, it holds many dangers. In addition to predatory animals and other, less natural things which stalk the wilds, nature itself is a harsh beast and a fickle mistress. For most barbarian tribes, the threat of starvation is a very real danger, one which they must combat every year.
The huntsman is a barbarian skilled in the ways of beasts and the techniques of the hunter. It is his responsibility to keep the larders and stomachs of his tribe filled to bursting with venison, rabbit and elk and also his duty to serve as a buffer between the lands he calls home and the warriors of enemy nations. It is a responsibility the huntsman takes seriously.
In a tribal campaign, the huntsman will be one of the most respected members of his tribe, for while anyone can hunt, none can match the huntsman’s skills. In a more traditional campaign, the huntsman will recall the stories of Orion and Nimrod, the great hunters of legend. He is a man who lives for the thrill of the hunt and the satisfaction of a kill well earned.
The Huntsman
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Rgr 1 | +2 | +4 | +2 | +0 | 1st favoured enemy, Track, wild empathy |
| 3rd | Bbn 2 | +3 | +5 | +2 | +0 | Uncanny dodge, (character feat) |
| 4th | Rgr 2 | +4 | +6 | +3 | +0 | Combat style, (ability increase) |
| 5th | Bbn 3 | +5 | +6 | +3 | +1 | Trap sense +1 |
| 6th | Rgr 3 | +6/+1 | +6 | +3 | +2 | Endurance, (character feat) |
| 7th | Rgr 4 | +7/+2 | +7 | +4 | +2 | Animal companion |
| 8th | Bbn 4 | +8/+3 | +8 | +4 | +2 | Rage 2/day, (ability increase) |
| 9th | Bbn 5 | +9/+4 | +8 | +4 | +2 | Improved uncanny dodge, (character feat) |
| 10th | Rgr 5 | +10/+5 | +8 | +4 | +2 | 2nd favoured enemy |
| 11th | Bbn 6 | +11/+6/+1 | +9 | +5 | +3 | Trap sense +2 |
| 12th | Rgr 6 | +12/+7/+2 | +10 | +6 | +4 | Improved combat style, (ability increase), (character feat) |
| 13th | Bbn 7 | +13/+8/+3 | +10 | +6 | +4 | Damage reduction 1/– |
| 14th | Rgr 7 | +14/+9/+4 | +10 | +6 | +4 | Woodland stride |
| 15th | Bbn 8 | +15/+10/+5 | +11 | +6 | +4 | Rage 3/day, (character feat) |
| 16th | Rgr 8 | +16/+11/+6/+1 | +12 | +7 | +4 | Swift tracker, (ability increase) |
| 17th | Bbn 9 | +17/+12/+7/+2 | +12 | +8 | +5 | Trap sense +3 |
| 18th | Rgr 9 | +18/+13/+8/+3 | +12 | +9 | +6 | Evasion, (character feat) |
| 19th | Rgr 10 | +19/+14/+9/+4 | +13 | +10 | +6 | 3rd favoured enemy |
| 20th | Bbn 10 | +20/+15/+10/+5 | +14 | +10 | +6 | Damage reduction 2/–, (ability increase) |
Huntsman Spells
| Level | Caster Level | 1st | 2nd |
|---|---|---|---|
| 1st | — | — | — |
| 2nd | — | — | — |
| 3rd | — | — | — |
| 4th | — | — | — |
| 5th | — | — | — |
| 6th | — | — | — |
| 7th | 2nd | 0 | — |
| 8th | 2nd | 0 | — |
| 9th | 2nd | 0 | — |
| 10th | 2nd | 0 | — |
| 11th | 2nd | 0 | — |
| 12th | 3rd | 1 | — |
| 13th | 3rd | 1 | — |
| 14th | 3rd | 1 | — |
| 15th | 3rd | 1 | — |
| 16th | 4th | 1 | 0 |
| 17th | 4th | 1 | 0 |
| 18th | 4th | 1 | 0 |
| 19th | 5th | 1 | 1 |
| 20th | 5th | 1 | 1 |
Strengths
The huntsman enjoys a number of considerable advantages over single class barbarians.
- Favoured Enemy: The showcase ability of the ranger is favoured enemy and the huntsman will, during the course of his adventuring career, receive three levels of favoured enemy bonus. By carefully selecting the targets of his favoured enemy ability, the huntsman will be able to maximise his battlefield effectiveness. In conjunction with rage, the huntsman will be able to slay his favoured enemies with absolute impunity.
- Combat Style: The huntsman gains the ranger’s combat style and improved combat style class feature, meaning he will gain the benefits of two bonus feats. Since the huntsman is a front line melee combatant, these feats will prove exceptionally useful, freeing him up to spend his level based feats on other choices which the barbarian does not have the luxury of selecting.
- Ranger Abilities: In addition to the above abilities, the ranger class includes several other notable abilities which will serve the huntsman well. Wild Empathy will keep the huntsman safe from the claws and sharp teeth of wild animals, while woodland stride will keep him safe from the swords and arrows of both his favoured enemies and other, hostile barbarian warriors. The free Endurance feat he receives will be useful too, as it fulfils the prerequisites for several prestige classes and powerful feats. Finally, evasion will also prove somewhat useful to the huntsman, as it will allow him to occasionally protect himself from the ravages of area effect spells; unfortunately, the huntsman’s Dexterity is unlikely to be high enough to allow him to reap the full benefits of this class ability.
- Animal Companion: The ranger class’ animal companion ability will serve the huntsman well, particularly if he selects feats like Horse Lord, or Falcon Friend, as he will enjoy the companionship of an animal sturdy enough to fight at his side.
- Saving Throws: The ranger shares the barbarian’s favourable Fortitude save and also has an excellent Reflex save, meaning the huntsman will have a better chance of avoiding damage from Reflex based spells than his single classed peers.
- Skill List: The ranger has one of the best skill lists in the game, coupled with a goodly number of skill points. As a result, the huntsman will have unprecedented versatility in wilderness adventures, with a depth and mastery of various nature-oriented skills which will be the envy of any barbarian.
- Spells: The huntsman will, at high levels, have access to a few low-powered spells each day. While the huntsman will never be a significant spellcaster, even compared to a single class ranger, his spells can be used to provide him with some relatively effective bonuses to combat. In addition, the ranger’s spell list includes several spells which will be very valuable in wilderness environments, a significant strength.
- Base Attack Bonus: The ranger and the barbarian share the same base attack bonus progression, meaning the huntsman will advance in both combat prowess and iterative attacks at the same rate as a single class barbarian. While the barbarian’s increased number of rages per day will make him a slightly more effective warrior in campaigns where several battles occur each day, the huntsman’s access to favoured enemy will give his the clear advantage whenever he engages one of his most hated foes.
Weaknesses
The multiclass barbarian/ranger suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the huntsman does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability at higher levels.
- Hit Points: Though the huntsman is a front line warrior, he gains only 1d8 hit points per level each time he advances in the ranger class. As a result, he will lag significantly behind the barbarian in hit points, particularly at higher levels of play. This can pose a significant problem, as it will severely impact his battlefield durability.
- Ability Scores: In order to be an effective spellcaster, the huntsman must be prepared to invest points in his Wisdom score. Likewise, many of his best skills are based on Wisdom. This means that a huntsman requires a minimum of three good ability scores. As a result, it is unlikely that the huntsman will be able to match a barbarian in raw strength or endurance.
Recommended Options
While the decision of which feats and skills a huntsman is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The barbarian/ranger is, in many ways the ideal multiclass combination, in no small part due to favoured enemy. So, it behoves the huntsman to make the absolute best use of the ability that he can. The ideal opponent to apply favoured enemy bonuses against will vary from campaign to campaign; if the campaign is organised around tribal matters (such as an all barbarian kingdom game would be), then the huntsman is best served applying his favoured enemy bonus to members of a rival tribe or kingdom (as described below). Otherwise, the typical huntsman will find great benefit from applying at least one of his favoured enemy bonuses against animals; though animals lack the raw power of other, more exotic monsters, they are far more likely to appear in wilderness adventures.
- In battle, the primary advantage of favoured enemy is its damage bonus. To maximise the effectiveness of this bonus, the huntsman should always enter combat with a favoured enemy while enraged. A 20th level huntsman, with 10 barbarian class levels, a rage modified 24 Strength and a +6 favoured enemy bonus to damage will deal a minimum of 14 points of damage with any melee attack, not counting bonuses from magic weapons, or other sources and not counting the increased damage from wielding a two-handed weapon. Given that he is likely to be armed with a +5 magical weapon by this time, he will deal a minimum of 19 points of damage with each strike and is likely to strike with multiple attacks each round. There are precious few opponents who can withstand an attack this savage for long.
- The huntsman’s skill bonuses from favoured enemy should not be discounted either. Should the huntsman have animals as a favoured enemy, he will have a good chance of successfully using Bluff to feint in combat, further increasing his potential to hit and deal massive damage.
- In terms of feats, the huntsman will see good benefits from both the Two-Weapon Fighting and Archery combat styles. The Two-Weapon Fighting combat style is potent because it allows the huntsman to apply his monstrous Strength and favoured enemy bonuses to many attacks each round, with the drawback being that he will not gain the extra damage bonus from wielding a two-handed weapon. Conversely, the Archery path is useful because it allows the huntsman to gain the benefits of his high Strength without putting him in reach of enemy counterattack; in addition, his fast movement, coupled with his ability to move without hindrance in even the most rugged, overgrown terrain will allow him to continuously snipe with impunity.
- Otherwise, the huntsman should select feats which supplement his chosen combat style. Power Attack and Cleave will help him dispatch several favoured enemies each round in melee combat, while Point Blank Shot and Shot on the Run will give him the same ability with ranged attacks.
- Finally, no huntsman should be without one of the following feats: Falcon Friend, Horse Lord or Pack Leader. All three feats will give he and his animal companion outstanding bonuses and make them a very effective team, both on and off the battlefield.
- In terms of skills, the huntsman has both a cornucopia of points and a fantastic skill list. At each level, he should maximise his Handle Animal, Hide, Listen, Move Silently, Spot and Survival skills, with excess skill points dedicated to Search and Intimidate. Use Rope and Knowledge (nature) can and will prove useful skills, so he should endeavour to dedicate at least a few points to both. Other skills, such as Jump, Climb and Heal are also valuable but it is unlikely that they will prove as important as the previously listed choices.
- In terms of spells, the huntsman will never be more than a dabbler, his spell levels and spells per day paltry even in comparison to rangers. The huntsman is best served, then, reserving his spells for himself, boosting his abilities before entering important battles.
The recommended 1st level spells for the huntsman are: jump, longstrider, magic fang, pass without trace and speak with animals.
The recommended 2nd level spells for the huntsman are: barkskin, bear’s endurance, protection from energy and speak with plants. Should the huntsman pursue the archery combat style, then the cat’s grace spell should be especially favoured.
- The huntsman’s animal companion lacks raw power and durability but can still serve a valuable role. The eagle, hawk and owl are all especially effective choices, as their ability to fly will keep them well out of harm’s reach and their keen senses will make them extremely effective scouts. The horse is an excellent choice for a Mongolian or Native American themed character, particularly if the ranger selects the Horse Lord feat.
Variant Rules
The following rules variants are intended for multiclass barbarian/ranger only and reflect the special training a huntsman might receive in the course of his adventuring career.
- Upon achieving 1st level as a ranger, the huntsman adds the Intimidate to his class skill list. Upon achieving 2nd level as a barbarian, the huntsman adds Heal, Hide, Knowledge (nature), Move Silently and Spot to his class skill list.
- Power Attack Combat Style: Upon achieving his 2nd level in the ranger class, the huntsman can select Power Attack as his combat style feat. Upon achieving his 6th level as a ranger, he receives the Cleave feat. If he already has the Cleave feat, then he is considered to have the Savage Cleave feat, even if he does not meet the prerequisites. As always, the benefits of the huntsman’s ranger combat style feats apply only while he is wearing light, or no armour.
The Rover (Barbarian/Rogue)
The rover is a jack of all trades, a vagabond and a nomad, a skilled survivor capable of surviving and thriving in any environment his wanderings take him to. The rover is somewhat of a folk hero among the barbarian tribes, because his wanderings recall the legendary journeys of other tricksters.
Though the rover is more than capable of surviving on his own, he often enjoys working with others, if for no other reason than it amuses him to watch other, less versatile adventurers try and keep up with him. The rover is good in a fight, though he prefers ‘dirty’ tactics to honourable combat, and equally skilled outside of combat. Most rovers enjoy living well, when they are not on the road, and spend their nights carousing in whichever inn, coach house or tavern is foolish enough to let them in the front door.
The Rover
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Rog 1 | +1 | +2 | +2 | +0 | Sneak attack +1d6, trapfinding |
| 3rd | Bbn 2 | +2 | +3 | +2 | +0 | Uncanny dodge, (character feat) |
| 4th | Rog 2 | +3 | +3 | +3 | +0 | Evasion, (ability increase) |
| 5th | Rog 3 | +4 | +4 | +3 | +1 | Sneak attack +2d6, trap sense +1 |
| 6th | Bbn 3 | +5 | +4 | +4 | +2 | Trap sense +2, (character feat) |
| 7th | Rog 4 | +6/+1 | +4 | +5 | +2 | Improved uncanny dodge |
| 8th | Bbn 4 | +7/+2 | +5 | +5 | +2 | Rage 2/day, (ability increase) |
| 9th | Rog 5 | +7/+2 | +5 | +5 | +2 | Sneak attack +3d6, (character feat) |
| 10th | Bbn 5 | +8/+3 | +5 | +5 | +2 | |
| 11th | Rog 6 | +9/+4 | +6 | +6 | +3 | Trap sense +3 |
| 12th | Rog 7 | +10/+5 | +6 | +6 | +3 | Sneak attack +4d6, (ability increase), (character feat) |
| 13th | Bbn 6 | +11/+6/+1 | +7 | +7 | +4 | Trap sense +4 |
| 14th | Bbn 7 | +12/+7/+2 | +7 | +7 | +4 | Damage reduction 1/– |
| 15th | Bbn 8 | +13/+8/+3 | +8 | +7 | +4 | Rage 3/day, (character feat) |
| 16th | Rog 8 | +14/+9/+4 | +8 | +8 | +4 | (ability increase) |
| 17th | Rog 9 | +14/+9/+4 | +9 | +8 | +5 | Sneak attack +5d6, trap sense +5 |
| 18th | Bbn 9 | +15/+10/+5 | +9 | +9 | +6 | Trap sense +6, (character feat) |
| 19th | Bbn 10 | +16/+11/+6/+1 | +10 | +9 | +6 | Damage reduction 2/– |
| 20th | Bbn 11 | +17/+12/+7/+2 | +10 | +9 | +6 | Greater rage, (ability increase) |
Strengths
The rover enjoys a number of considerable advantages over single class barbarians.
- Sneak Attack: The sneak attack ability is, in the hands of the rover, extremely deadly. Coupled with his excellent base attack bonus and his ability to rage, the rover will be able to deal terrifying amounts of damage against those opponents he flanks. In addition, thanks to his rogue levels, the rover will be quite adept at skulking through shadows, allowing him to catch sentries by surprise and dispatch them quickly, without having to expend one of his few rage uses per day. Best of all, the rover can sneak attack while wielding his mightiest weapon, a significant advantage over even the single classed rogue.
- Skill List: The rogue has the best skill list in the game, bar none, as well as the most skill points to spend at each level. This means that the rover will be spoiled for choice in terms of skills and will be able to master far more useful skills than any barbarian. Though the rogue is the quintessential urban archetype, his skill list is equally well suited for the wilderness adventures the rover is most likely to undertake.
- Reflex Saves: The rogue class has a favourable Reflex save, meaning the rover will have a better chance to save against Reflex based spells than a single classed barbarian of equivalent level. Coupled with evasion and improved evasion, he will have a better than average chance of avoiding spells that allow a Reflex save.
- Rogue Class Abilities: Trap sense will be useful for rovers who routinely travel in areas heavily trapped with snares, pitfalls and tiger traps. Likewise evasion, which has been discussed earlier, will be useful for those rovers who expect to be engaged in frequent combat with enemy shamans and spellcasters of all sorts, or with beasts like dragons, which have powerful, Reflex save based attack forms.
Weaknesses
The multiclass barbarian/rogue suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the rover does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability when facing high level opponents.
- Hit Points: The rogue has very poor hit points, especially when compared to the barbarian, who has the most potential hit points in the game. This means that, throughout his career, the rover will always be far behind a single class barbarian in hit points. At the highest levels of play, it is realistic to assume that a single class barbarian will have literally scores more hit points than the lore keeper.
- Base Attack Bonus: The rogue class’ base attack progression is only fair, meaning the lore keeper will lag behind a single class barbarian in terms of attack power. As a result, at high levels, he will not gain extra attacks as quickly as his single-minded peers, he will not be able to count on successfully striking with all attacks in his full attack sequence and he will not enjoy the maximum benefits of feats like Power Attack.
- Saving Throws: While the rogue enjoys a favourable advantage over the single class barbarian in terms of his Reflex saves, he falls behind in his Fortitude save progression. This means that, while the rover will have a better than average chance to save against almost any type of spell or spell-like ability, he will have trouble against spellcasters who have focused their spell power with feats like Spell Focus. Likewise, since neither the rogue, nor the barbarian have good Will save progressions, the rover will be exceptionally weak against Will save based spells, even in comparison to a single classed barbarian. In fact, the rover will spend several levels early in his career without a Will save bonus of any sort – barring a high Wisdom score, of course.
- Conflicting Roles: The barbarian is the ultimate front line warrior, the rogue the ultimate skirmisher and sneak. These two roles are not very compatible. While this means little from a character concept standpoint, since the rover is not duty bound to hew to either role, it does mean that there will be times when the rover will not have access to his full array of class abilities, as he must sacrifice one set of career skills to maximise the effectiveness of the other.
Recommended Options
While the decision of which feats and skills a rover selects is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The rover multiclass lives and dies by the sneak attack, since it is the one class feature which makes up for the damaged potential lost in not gaining greater or mighty rage. So, the rover must ensure that he is able to use his sneak attacks as often as possible. To do this, he must maximise his Hide and Move Silently skills at all times and must also have an impressive Bluff check modifier. For this reason, the Skill Focus feats are good choices for the rover, as are the feats Stealthy and Persuasive.
- Since the rover is the only barbarian multiclass that may potentially have a higher Dexterity score than Strength, it may behove him to select the Weapon Finesse feat and arm himself with a light weapon. Should his Strength score be higher, then he should select the Weapon Focus feat and arm himself with the most powerful weapon he can; a weapon with a large critical threat range is very valuable to the rover, as it will increase his effective sneak attack damage to very impressive levels. Alternately, the character can wield a two-handed weapon, trading in frequency of critical hits for increased damage with each successful attack.
- A rover can also make good use of the Two-Weapon Fighting feats, particularly if he couples it with Weapon Finesse. Used in conjunction with rage and a successful feint or flanking manoeuvre, the rover will deal very high levels of damage, enough to kill most opponents in a single round.
- In terms of other feats, the rover can also do well with archery feats like Point Blank Shot, since that will optimise his ability to sneak attack at range. Precise Shot is another good choice; the rover can unleash a sneak attack from a distance and then close to melee range, angling to flank his wounded opponents. If you have access to the Quintessential Rogue I and II, you might also wish to consider feats from those books, with Games Master approval, of course.
- In terms of skills, no rover should ignore the utility of the following skills: Bluff, Intimidate, Listen, Move Silently, Search, Spot and Survival. Since he will have skill points to spare, he should also consider learning Handle Animal and Use Magic Device, as the latter will allow him to use all manner of magical items, increasing his versatility. Depending on the theme of the character, Diplomacy, Gather Information and Sense Motive may also prove useful, especially if the character is intended to be a mediator between barbarian tribes or a diplomat to the outside world.
Variant Rules
The following rules variants are intended for multiclass barbarian/rogue only and reflect the special training a rover might receive in the course of his adventuring career.
- Upon achieving 1st level as a rogue, the rover adds the Handle Animal and Survival skills to his class skill list. Upon achieving 2nd level as a barbarian, the rover adds Bluff, Hide, Move Silently and Spot to his class skill list.
- Upon achieving his 3rd level as a barbarian, the rover’s barbarian and rogue levels stack for the purposes of his trap sense ability.
- Upon achieving his 4th level as a rogue, the rover’s barbarian and rogue uncanny dodge levels stack, giving him improved uncanny dodge.
The Living Storm (Barbarian/Sorcerer)
Fury burns in the heart of every barbarian but few express it so well as the living storm, for he burns with the arcane strength of the natural world. The living storm can, using his will alone, summon up the spirits of earth and sky to do his bidding, unleashing the energy they gift him in the form of arcane spells. The living storm is an instinctive spellcaster, one who is most effective when he gives himself over to passionate anger and gives his animal side free reign to control his actions.
In a tribal campaign, the living storm will be a figure of legend and it will be assumed that he is the blessed of the gods. Alternately, he might be considered a cursed, evil figure, consorting with dark spirits, giants and the dragons that lurk in the shadowy corners of the world.
The Living Storm
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Sor 1 | +1 | +2 | +0 | +2 | Summon familiar |
| 3rd | Sor 2 | +2 | +2 | +0 | +3 | (character feat) |
| 4th | Sor 3 | +2 | +3 | +1 | +3 | (ability increase) |
| 5th | Bbn 2 | +2 | +4 | +1 | +3 | Uncanny dodge |
| 6th | Sor 4 | +3 | +4 | +1 | +4 | (character feat) |
| 7th | Bbn 3 | +4 | +4 | +2 | +5 | Trap sense +1 |
| 8th | Sor 5 | +4 | +4 | +2 | +5 | (ability increase) |
| 9th | Bbn 4 | +5 | +5 | +2 | +5 | Rage 2/day, (character feat) |
| 10th | Sor 6 | +6/+1 | +6 | +3 | +6 | |
| 11th | Bbn 5 | +7/+2 | +6 | +3 | +6 | Improved uncanny dodge |
| 12th | Sor 7 | +7/+2 | +6 | +3 | +6 | (ability increase), (character feat) |
| 13th | Bbn 6 | +8/+3 | +7 | +4 | +7 | Trap sense +2 |
| 14th | Sor 8 | +9/+4 | +7 | +4 | +8 | |
| 15th | Bbn 7 | +10/+5 | +7 | +4 | +8 | Damage reduction 1/–, (character feat) |
| 16th | Sor 9 | +10/+5 | +8 | +5 | +8 | (ability increase) |
| 17th | Bbn 8 | +11/+6/+1 | +9 | +5 | +8 | Rage 3/day |
| 18th | Sor 10 | +12/+7/+2 | +9 | +5 | +9 | (character feat) |
| 19th | Bbn 9 | +13/+8/+3 | +9 | +6 | +10 | Trap sense +3 |
| 20th | Bbn 10 | +14/+9/+4 | +10 | +6 | +10 | Damage reduction 2/–, (ability increase) |
Living Storm Spells
| Spells per day | Spells Known | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Caster Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 0 | 1st | 2nd | 3rd | 4th | 5th |
| 1st | — | — | — | — | — | — | — | — | — | — | — | — | — |
| 2nd | 1st | 5 | 3 | — | — | — | — | 4 | 2 | — | — | — | — |
| 3rd | 2nd | 6 | 4 | — | — | — | — | 5 | 2 | — | — | — | — |
| 4th | 3rd | 6 | 5 | — | — | — | — | 5 | 3 | — | — | — | — |
| 5th | 3rd | 6 | 5 | — | — | — | — | 5 | 3 | — | — | — | — |
| 6th | 4th | 6 | 6 | 3 | — | — | — | 6 | 3 | 1 | — | — | — |
| 7th | 4th | 6 | 6 | 3 | — | — | — | 6 | 3 | 1 | — | — | — |
| 8th | 5th | 6 | 6 | 4 | — | — | — | 6 | 4 | 2 | — | — | — |
| 9th | 5th | 6 | 6 | 4 | — | — | — | 6 | 4 | 2 | — | — | — |
| 10th | 6th | 6 | 6 | 5 | 3 | — | — | 7 | 4 | 2 | 1 | — | — |
| 11th | 6th | 6 | 6 | 5 | 3 | — | — | 7 | 4 | 2 | 1 | — | — |
| 12th | 7th | 6 | 6 | 6 | 4 | — | — | 7 | 5 | 3 | 2 | — | — |
| 13th | 7th | 6 | 6 | 6 | 4 | — | — | 7 | 5 | 3 | 2 | — | — |
| 14th | 8th | 6 | 6 | 6 | 5 | 3 | — | 8 | 5 | 3 | 2 | 1 | — |
| 15th | 8th | 6 | 6 | 6 | 5 | 3 | — | 8 | 5 | 3 | 2 | 1 | — |
| 16th | 9th | 6 | 6 | 6 | 6 | 4 | — | 8 | 5 | 4 | 3 | 2 | — |
| 17th | 9th | 6 | 6 | 6 | 6 | 4 | — | 8 | 5 | 4 | 3 | 2 | — |
| 18th | 10th | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 4 | 3 | 2 | 1 |
| 19th | 10th | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 4 | 3 | 2 | 1 |
| 20th | 10th | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 4 | 3 | 2 | 1 |
Strengths
The living storm enjoys a number of considerable advantages over single class barbarians.
- Spells: Spells are, of course, the bread and butter of the sorcerer class. Thanks to his access to arcane spells of up to 5th level, the living storm will have a significant advantage on the battlefield, as he can use mystic energies to boost his combat effectiveness, or to weaken his opponents before moving in to deliver the killing blow.
- The ability to cast arcane spells spontaneously is a great boon to the living storm as well; since the nature of the battlefield is ever changing and since the spells which will benefit the living storm most will change drastically from battle to battle, being able to cast on the fly allows the living storm to cherry pick the spells he casts to match his need.
- Familiars: The sorcerer’s only other class ability is his access to a familiar. A familiar can serve the living storm in multiple ways and is, in many respects, more useful than an animal companion, since it can speak to animals of its type on its master’s behalf.
- Will Save: The living storm enjoys the benefits of the sorcerer’s good Will save progression, meaning he will have a significant edge in resisting mind-affecting effects over his single class barbarian peers.
- Skills: Though the sorcerer’s skill list is not large, it does include a few significant, useful skills. Thanks to his understanding of all matters arcane, the living storm will have a significant advantage over the single class barbarian when it comes to confronting and vanquishing magical opponents.
Weaknesses
The multiclass barbarian/sorcerer suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the living storm does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with greater rage, tireless rage, or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 1/–, meaning it will be a largely inconsequential ability.
- Hit Points: The sorcerer class gains a paltry d4 hit points per level, which will, in many respects, cripple the living storm in his role as a front line combatant. As a result, the living storm will have to significantly alter his tactics on the battlefield, if he wishes to survive more than a few rounds of combat. Since he has so few hit points, compared to a barbarian, the living storm is effectively unable to benefit from many feats and tactics that the barbarian considers standard.
- Base Attack Bonus: The sorcerer has the worst base attack bonus progression in the game. As a result, the living storm will lag behind the barbarian, and all other front line combatants, in both his number of attacks and his ability to strike successfully in combat. In order to be effective on the battlefield, the living storm will have to expend his rage uses per day and also supplement his attacks with powerful arcane spells. This means that he will only be truly effective on the battlefield a few times and a few rounds each day.
- Skill Points: While the sorcerer’s skill list is decent, his skill points are not. The living storm shares the problem so common to other multiclass barbarian combinations: he cannot afford to select all the skills he wants, or to maximise those skills he possesses. As a result, he should expect to lag behind the barbarian in almost all skill related areas.
- Ability Scores: The sorcerer lives and dies by his Charisma score. As a result, the living storm must be prepared to sacrifice either his Strength or his Constitution for the purpose of maximising his arcane capabilities, which will only exacerbate his weakness in melee combat compared to the barbarian.
- Clashing Roles: The sorcerer works best when he remains shielded behind the armour and battle skills of his front line warrior companions. Conversely, the barbarian is one of those front line combatants. In blending the two classes, the living storm becomes an uncomfortable mix of melee expert and support artillery, with all the good and bad that entails. Unlike the bard, who is tailor made to function both on the front lines and in the rear guard, the living storm is not. This means that the living storm will be forced to shift between roles during combat, something which may not be possible in especially dire situations.
Recommended Options
While the decision of which feats and skills a living storm selects is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The living storm relies just as much on his spells as he does on his ability to rage and his combat prowess. The living storm will gain the greatest benefit from spells when using them to boost his melee combat abilities. The living storm is not a spellcaster who should attempt to be versatile in his spell selections. Instead, he should focus his magic entirely on increasing his prowess and reducing the ability of his enemies to both harm him and avoid his attacks.
The recommended 0 level spells for the living storm are: resistance, acid splash, detect magic, daze, flare, ray of frost and touch of fatigue.
The living storm’s recommended 1st level spells are: shield, mage armour, true strike, sleep, burning hands, magic missile, shocking grasp, colour spray, cause fear, chill touch, ray of enfeeblement, enlarge person, reduce person and magic weapon.
The recommended 2nd level spells are: protection from arrows, resist energy, glitterdust, acid arrow, web, daze monster, hideous laughter, touch of idiocy, scorching ray, blur, invisibility, blindness/deafness, false life, ghoul touch and scare. In addition, the living storm should always know at least bull’s strength and eagle’s splendour.
The recommended 3rd level spells are: dispel magic, protection from energy, stinking cloud, deep slumber, heroism, hold person, rage, ray of exhaustion, vampiric touch, blink, haste, keen edge and greater magic weapon. Both fireball and lightning bolt, while useful, do not serve the living storm particularly well, as he will not be able to deal significant damage with them until higher levels. The exception to this is the living storm who expects to face many low hit die opponents in battle frequently, such as the tribal champion embroiled in a war with a neighbouring barbarian kingdom; in this instance, he should select one or the other spell but not both.
Recommended 4th level spells include: lesser globe of invulnerability, stoneskin, black tentacles, confusion, crushing despair, fire shield, shout, greater invisibility, bestow curse, enervation, fear and polymorph.
Recommended 5th level spells include: cloudkill, faithful hound, teleport, feeblemind, hold monster, mind fog, waves of fatigue, baleful polymorph and telekinesis.
- When it comes time to select his feats, the living storm should snap up Spell Focus as soon as he can and Greater Spell Focus as well, if the majority of his spell choices are those which lower the fighting abilities of others. At high levels of play, Spell Penetration will likewise be a wise choice for a living storm whose spells target his enemies, not himself. When he gains access to 4th level spells, the living storm might also consider the Empower Spell feat, so that he can increase the power of his bull’s strength and eagle’s splendour spells; doing this, however, will severely limit his ability to cast other, more powerful spells, though the boost to melee combat effectiveness should more than compensate.
- Though the living storm can create magic items, it is not recommended that he select any item creation feats, as he lacks the variety of spells necessary to create more potent items. He should even think twice before selecting the Scribe Scroll feat, as he should already have more than enough spells each day to supplement his barbarian’s rage. Likewise, there is little need for the living storm to select the Combat Casting feat, as he will most likely use his spells to boost his attributes, or reduce his enemy’s, before closing to melee range, there to rely on his Strength and melee skill to carry the day.
- The living storm must be very wise in his skill choices, as he has no skill points to waste. Spellcraft and Survival are critical skills and should be kept at maximum ranks at all times. Extra skill points should be spent on Intimidate, Knowledge (arcana) and Listen, with a smattering of skill points given to Concentration.
- The living storm should also give much thought to his selection of a familiar. Though the living storm has more hit points than a single classed sorcerer, the toad is still a decent choice for the living storm, as he will find himself in melee combat far more often than other spellcasters. Likewise, the weasel is a terrific familiar, as the living storm’s Reflex save is abysmal by any standard. In certain cultures, the raven would be very thematically appropriate, as it is a symbol of wisdom and cunning.
Variant Rules
The following rules variants are intended for multiclass barbarian/sorcerers only and reflect the special training a living storm might receive in the course of his adventuring career.
- Upon achieving 1st level as a sorcerer, the living storm adds the Climb, Handle Animal, Intimidate, Jump, Listen and Survival skills to his class skill list. Upon achieving 2nd level as a barbarian, the living storm adds Concentration, Knowledge (arcana) and Spellcraft to his class skill list.
- Upon achieving 2nd level as a barbarian, the barbarian can select any one spell of both 0 and 1st level, which he can, from that point on, cast while raging. Each time the living storm gains a new arcane spell level, he can select a single spell of that new level to gain the benefits of this ability. At the same time, the living storm can exchange existing spells, which can be cast while raging, for new spells selected from those spells he already knows.
- Upon achieving 3rd level as a barbarian, the living storm gains, in lieu of the trap sense ability, ½ his barbarian class levels to his sorcerer levels for the purposes of determining his familiar’s ability progression. The living storm also does not gain the trap sense ability when he gains his 6th or 9th level as a barbarian.
- Upon achieving 7th level as a barbarian, the living storm gains, in lieu of the damage reduction, his full barbarian class levels to his sorcerer levels for the purposes of determining his familiar’s ability progression. The living storm also does not gain the damage reduction ability when he gains his 10th level as a barbarian.
The Witch Doctor (Barbarian/Wizard)
Though he may live in a village bustling with tribesmen, the witch doctor is always alone. Respected and feared in equal measure, the witch doctor consorts with unnatural spirits, summoning them and binding their power for his use. He records his studies in dusty tomes and his dwelling is typically stacked floor to ceiling with scrolls containing all manner of, to many a barbarian’s eye, blasphemous writings. If he is good, the witch doctor uses his knowledge and his magic to serve and defend those who scorn and fear him. If he is evil, he uses those powers to dominate the ‘primitives’ who infest his home. In either case, there is likely no one more feared in the village than he.
The Witch Doctor
| Level | Class | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|---|
| 1st | Bbn 1 | +1 | +2 | +0 | +0 | Rage, illiteracy, fast movement, (character feat) |
| 2nd | Wiz 1 | +1 | +2 | +0 | +2 | Summon familiar, Scribe Scroll |
| 3rd | Wiz 2 | +2 | +2 | +0 | +3 | (character feat) |
| 4th | Wiz 3 | +2 | +3 | +1 | +3 | (ability increase) |
| 5th | Bbn 2 | +2 | +4 | +1 | +3 | Uncanny dodge |
| 6th | Wiz 4 | +3 | +4 | +1 | +4 | (character feat) |
| 7th | Bbn 3 | +4 | +4 | +2 | +5 | Trap sense +1 |
| 8th | Wiz 5 | +4 | +4 | +2 | +5 | Bonus feat, (ability increase) |
| 9th | Bbn 4 | +5 | +5 | +2 | +5 | Rage 2/day, (character feat) |
| 10th | Wiz 6 | +6/+1 | +6 | +3 | +6 | |
| 11th | Bbn 5 | +7/+2 | +6 | +3 | +6 | Improved uncanny dodge |
| 12th | Wiz 7 | +7/+2 | +6 | +3 | +6 | (ability increase), (character feat) |
| 13th | Bbn 6 | +8/+3 | +7 | +4 | +7 | Trap sense +2 |
| 14th | Wiz 8 | +9/+4 | +7 | +4 | +8 | |
| 15th | Bbn 7 | +10/+5 | +7 | +4 | +8 | Damage reduction 1/–, (character feat) |
| 16th | Wiz 9 | +10/+5 | +8 | +5 | +8 | (ability increase) |
| 17th | Bbn 8 | +11/+6/+1 | +9 | +5 | +8 | Rage 3/day |
| 18th | Wiz 10 | +12/+7/+2 | +9 | +5 | +9 | Bonus feat, (character feat) |
| 19th | Bbn 9 | +13/+8/+3 | +9 | +6 | +10 | Trap sense +3 |
| 20th | Bbn 10 | +14/+9/+4 | +10 | +6 | +10 | Damage reduction 2/–, (ability increase) |
Witch Doctor Spells
| Level | Caster Level | 0 | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | — | — | — | — | — | — | — |
| 2 | 1st | 3 | 1 | — | — | — | — |
| 3 | 2nd | 3 | 1 | — | — | — | — |
| 4 | 3rd | 4 | 2 | 1 | — | — | — |
| 5 | 3rd | 4 | 2 | 1 | — | — | — |
| 6 | 4th | 4 | 3 | 2 | — | — | — |
| 7 | 4th | 4 | 3 | 2 | — | — | — |
| 8 | 5th | 4 | 3 | 2 | 1 | — | — |
| 9 | 5th | 4 | 3 | 2 | 1 | — | — |
| 10 | 6th | 4 | 3 | 3 | 2 | — | — |
| 11 | 6th | 4 | 3 | 3 | 2 | — | — |
| 12 | 7th | 4 | 4 | 3 | 2 | 1 | — |
| 13 | 7th | 4 | 4 | 3 | 2 | 1 | — |
| 14 | 8th | 4 | 4 | 3 | 3 | 2 | — |
| 15 | 8th | 4 | 4 | 3 | 3 | 2 | - |
| 16 | 9th | 4 | 4 | 4 | 3 | 2 | 1 |
| 17 | 9th | 4 | 4 | 4 | 3 | 2 | 1 |
| 18 | 10th | 4 | 4 | 4 | 3 | 3 | 2 |
| 19 | 10th | 4 | 4 | 4 | 3 | 3 | 2 |
| 20 | 10th | 4 | 4 | 4 | 3 | 3 | 2 |
Strengths
The witch doctor enjoys a number of considerable advantages over single class barbarians.
- Spells: The heart of the wizard class is spells, spells and more spells, in an endless number and variety. The arcane spell list the wizard can access is filled to overflowing with very powerful and very versatile spells, even at the comparatively low levels the witch doctor can access. With wise use of his spell selections, the witch doctor can boost his abilities to incredible levels – albeit temporarily – paralyse his opponents or tear them to pieces with concentrated bolts of magical electricity.
- Bonus Feats: By the time he reaches 20th level, the witch doctor will have gained two bonus feats of his choice, as well as the Scribe Scroll feat for free. All of these feats will prove extremely valuable to the witch doctor, as they will maximise his spellcasting power, or allow him to craft magic items of his choosing, ones which will benefit his particular mix of abilities perfectly.
- Familiars: The wizard’s other, major class ability is his access to a familiar. A familiar can serve the witch doctor in multiple ways and is, in many respects, more useful than an animal companion, since it can speak to animals of its type on its master’s behalf.
- Will Save: The witch doctor enjoys the benefits of the wizard’s good Will save progression, meaning he will have a significant edge in resisting mind-affecting effects over his single class barbarian peers.
- Skills: Though the wizard’s skill list is not large, it does include a few significant, useful skills. Thanks to his understanding of all matters arcane, the witch doctor will have a significant advantage over the barbarian when it comes to confronting and vanquishing magical opponents. This is especially true for a witch doctor who maximises his Intelligence score.
Weaknesses
The multiclass barbarian/wizard suffers several weaknesses when compared to his single class barbarian peers, as outlined below.
- Loss Of Barbarian Abilities: Since the witch doctor does not focus on the powers of the barbarian class, he loses access to several, very valuable high level abilities. Most importantly, he will never be able to maximise his rage with tireless rage or mighty rage, nor will he ever be able to rage more than three times a day. Further, his damage reduction will never rise above 2/–, meaning it will be a largely inconsequential ability when facing high level opponents.
- Hit Points: The wizard class gains a paltry d4 hit points per level, which will, in many respects, cripple the witch doctor in his role as a front line combatant. As a result, the witch doctor will have to significantly alter his tactics on the battlefield, if he wishes to survive more than a few rounds of combat. Since he has so few hit points, compared to a barbarian, the witch doctor is effectively unable to benefit from many feats and tactics that the barbarian considers standard.
- Base Attack Bonus: The wizard has the worst base attack bonus progression in the game. As a result, the witch doctor will lag behind the barbarian, and all other front line combatants, in both his number of attacks and his ability to strike successfully in combat. In order to be effective on the battlefield, the witch doctor will have to expend his rage uses per day and also supplement his attacks with powerful arcane spells. This means that he will only be truly effective on the battlefield a few times, and a few rounds each day.
- Skill Points: While the wizard’s class skill list is decent, his skill points are not. The witch doctor shares the problem so common to other multiclass barbarian combinations: he cannot afford to select all the skills he wants, or to maximise those skills he possesses. The witch doctor’s probable high Intelligence score will help to make up for this deficiency, though at the cost of his battlefield melee effectiveness.
- Ability Scores: The wizard depends upon his Intelligence score. As a result, the witch doctor must be prepared to sacrifice either his Strength or his Constitution in the name of maximising his arcane capabilities, which will only exacerbate his weakness in melee combat compared to the barbarian.
- Clashing Roles: The wizard works best when he remains shielded behind the armour and battle skills of his front line warrior companions. Conversely, the barbarian is one of those front line combatants. In blending the two classes, the witch doctor becomes an uncomfortable mix of melee expert and support artillery, with all the good and bad that entails. Unlike the bard, who is tailor made to function both on the front lines and in the rear guard, the witch doctor is not. This means that the witch doctor will be forced to shift between roles during combat, something which may not be possible in especially dire situations.
Recommended Options
While the decision of which feats and skills a witch doctor selects is ultimately the Player’s to make, the following options are recommended for those who wish to both maximise the power of this multiclass path and adhere closely to its themes.
- The witch doctor’s spells are his most potent weapon, since it is wise use of arcane energy which allows him to fight with the skill and daring of other barbarians. Unlike the living storm, however, the witch doctor need not be so absolutely focused on spells that enhance his abilities, though those are certainly helpful to him. Because he is limited in spell knowledge only by his ability to research or discover new arcane formulae, he can afford to choose spells which are not directly applicable to combat. In this way, he can make himself a valuable member of his tribal community, serving the role of both wise man and shaman. For this reason, nearly any spell is appropriate for the witch doctor, though the following spells should prove more consistently useful.
Recommended 0 level cantrips are: resistance, acid splash, detect poison (for venomous wilderness snakes and insects), detect magic, read magic, daze, flare, ray of frost, touch of fatigue, message and prestidigitation.
Recommended 1st level spells include: alarm, endure elements, protection (good/evil/law), shield, mage armour, obscuring mist, summon monster I, comprehend languages, identify, true strike, charm person, hypnotism, sleep, magic missile, colour spray, disguise self, silent image, cause fear, chill touch, ray of enfeeblement and magic weapon.
Recommended 2nd level spells include: protection from arrows, resist energy, fog cloud, glitterdust, summon monster II, summon swarm, web, detect thoughts, hideous laughter, touch of idiocy, darkness, blur, hypnotic pattern, invisibility, minor image, scare and alter self. Of course, no witch doctor should be without bull’s strength and fox’s cunning and should at least have one of each spell prepared.
Recommended 3rd level spells include: dispel magic, magic circle (evil/good/law), protection from energy, sleet storm, stinking cloud, summon monster III, arcane sight, clairaudience/clairvoyance, tongues, deep slumber, heroism, suggestion, invisibility sphere, ray of exhaustion, vampiric touch, blink, haste, keen edge and greater magic weapon.
Recommended 4th level spells include: lesser globe of invulnerability, remove curse, stoneskin, black tentacles, minor creation, solid fog, summon monster IV, arcane eye, scrying, charm monster, confusion, crushing despair, lesser geas, fire shield, shout, wall of fire/ice, greater invisibility, rainbow pattern, bestow curse, enervation, fear, mass enlarge person, polymorph, mnemonic enhancer and mass reduce person.
Recommended 5th level spells include: break enchantment, cloudkill, major creation, faithful contact other plane, telepathic bond, dominate person, feeblemind, hold monster, mind fog, sending, dream, seeming, waves of fatigue, animal growth, baleful polymorph and teleport.
- As can be seen, the witch doctor is much more than just a warrior. Many of his recommended spells work best in a campaign centred around a group of heroes defending and leading a barbarian tribe. This is why the witch doctor’s recommended spell list includes such exotic spells as dream and such community support spells as tongues and detect poison. If the character is not intended to fulfil the role of tribal councillor and shaman, then he should forgo esoteric spells in favour of more combat effective formulae; the witch doctor’s spell list is a good starting point for such a character.
- The witch doctor enjoys a good amount of feats, thanks to the bonus feats he receives as part of his wizard levels. He should dedicate at least one feat to Spell Focus and one to Spell Penetration and if he wishes to be a melee focused warrior, he should strongly consider Empower Spell, so that his ability boosting spells are enhanced to their maximum power.
- Unlike the living storm, the witch doctor can strongly benefit from Item Creation feats, particularly Craft Arms and Armour and Craft Wondrous Device, since he will likely have a wide range of spells with which to meet magic item prerequisites. While it may be tempting to select the Craft Rod, Craft Staff or Craft Wand feats, those choices may choose less than optimal, since the witch doctor will spend so much of his time using his weapon in melee combat. Likewise, the witch doctor should forgo selecting Spell Mastery, as that feat is unlikely to see much use in most campaigns.
- Otherwise, the witch doctor is encouraged to select feats that increase his abilities in melee combat, the better to supplement his rage and spell enhanced Strength and to compensate for his relatively low base attack bonus and hit points. Weapon Focus is a good choice, as is Power Attack. Dodge can be a useful feat, as it adds to the witch doctor’s armour class, though the benefits will be negligible at higher levels.
- The witch doctor must be very wise in his skill choices, as he has no skill points to waste. Spellcraft and Survival are critical skills and should be kept at maximum ranks at all times. Extra skill points should be spent on Intimidate, Knowledge (arcana) and Listen, with a smattering of skill points given to Concentration.
- The witch doctor should also give much thought to his selection of a familiar. Though the witch doctor has more hit points than a wizard, the toad is still a decent choice for the witch doctor, as he will find himself in melee combat far more often than other spellcasters. Likewise, the weasel is a terrific familiar, as the witch doctor’s Reflex save is abysmal by any standard. In certain cultures, the raven would be very thematically appropriate, as it is a symbol of wisdom and cunning.
Variant Rules
The following rules variants are intended for multiclass barbarian/wizard only and reflect the special training a witch doctor might receive in the course of his adventuring career.
- Upon achieving 1st level as a wizard, the witch doctor adds the Climb, Handle Animal, Intimidate, Jump, Listen and Survival skills to his class skill list. Upon achieving 2nd level as a barbarian, the witch doctor adds Concentration, all Knowledge skills and Spellcraft to his class skill list.
- Upon achieving 3rd level as a barbarian, the witch doctor gains, in lieu of the trap sense ability, ½ his barbarian class levels to his wizard levels for the purposes of determining his familiar’s ability progression. The witch doctor also does not gain the trap sense ability when he gains his 6th or 9th level as a barbarian.
- Upon achieving his 7th level as a barbarian, the witch doctor gains, in lieu of the damage reduction class ability, a +1 bonus to both the save DCs of his spells and his caster level check to overcome spell resistance. The witch doctor also does not gain the damage reduction ability when he gains his 10th level as a barbarian.
