Diablo Style Barbarian Class vr 1.4 [PEACH]

56 posts / 0 new
Last post
Barbarian
“Stand and fight!”

Class Traits
Role: Striker. You deal large amounts of damage using two-handed weapons or dual weapons and powers that further enhance your damage.
Power Source: Martial. You have learned your abilities through practice and determination.
Key Abilities: Strength, Constitution, Wisdom

Armor Proficiencies: Cloth, leather hide
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Insight (Wis), Intimidate (Cha), Nature (Wis)

Build Options: Dual-wielding barbarian, two-handed barbarian
Class Features: Brutal Blow, Rage, Weapon Style

Barbarians are savage and brutal warriors. Barbarians decimate the battlefield and are highly mobile, and if there is not a path, they make one.

As a barbarian, you are treated as a savage, no matter how civilized you really are. Most barbarians fight for, honor, glory, or the thrill of battle. Some fight for their tribes, while others fight for themselves. Others fight just to find their place in this world.

With weapon in hand and armor on, you go forth, to see what challenge this world has to offer.

Creating a Barbarian
The two-handed barbarian and the dual-wielding barbarian are the two common barbarian builds; one uses a single weapon with great force, the other uses a flurry of weapons to kill your foe.

Dual-Wielding Barbarian
You want to wield two weapons and use multiple attacks to overwhelm your opponent’s defenses. You prefer good one-handed weapons, such as longswords, battleaxes or flails. You make Strength your highest score as most of your attacks use Strength or cause effects based on Strength, followed by Strength or Constitution based on your powers. You want to select powers that use two weapons or that work with your style of fighting.
Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Insight, Intimidate
Suggested At-Will Powers: jumping strike, flurry
Suggested Encounter Power: whirlwind
Suggested Daily Power: armor breaker

Two-Handed Barbarian
You are interested in dealing large amounts of damage with a big weapon. You prefer a good two-handed weapon such as a maul or greatsword. You make either Strength or Constitution as your highest score. Strength if you want more damage or Constitution if you want other effects than just pure damage. Which ever you do not make your highest score you should make the other your second highest score. Wisdom should be your third highest score, unless you have a particular build in mind. Select powers that do not use two weapons to make the most of this build.
Suggested Feat: Power Attack (Human feat: Weapon Focus)
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: bone breaker strike, reckless strike
Suggested Encounter Power: breaker strike
Suggested Daily Power: power blow

Barbarian Class Features
All barbarians share these class features.

Brutal Blow
Once per round, when you make a melee attack you can add 1d4 extra points of damage to the damage roll. At 11th level this increases to 2d4, and at 21st level this increases to 3d4.

Rage
While you are bloodied, you have a +2 bonus to attack and damage rolls, a +1 bonus to Fortitude and Will defenses, and a -2 bonus to AC. At 11th level the bonus to attack and damage rolls increases to +4, and the bonus to Fortitude and Will defenses increases to +2. At 21st level the bonus to attack and damage rolls increases to +6, and the bonus to Fortitude and Will defenses increases to +3.

Weapon Style
Barbarians fight two different ways: using a large weapon in two-hands or using two weapons.
Choose on of the following options:
Dual-Wield: You can use a one handed weapon in your off-hand, even if it does not have the off-hand property.
Two-Hand: You have a +1 bonus to attack rolls with two-handed weapons.

Overview
Characteristics: You have the ability to deal large amounts of damage, and even more so when you are near death. You have excellent melee ability, but except for “jump” powers your ranged combat abilities are very poor. You want to focus on a target and bring him down.
Religion: Surprisingly, barbarians are very religious. They pray to gods of valor, combat or nature. Common deities of barbarians are Bahamut and Kord. Unaligned and evil barbarians pray to Bane and Gruumsh.
Races: Barbarians come from all races. The most common are humans, elves, dwarves and dragonborn.

Barbarian Powers
Your powers are special techniques that drawn on your strength and built up rage. Some powers reward a high Constitution; these are well suited for two-handed barbarians. While others reward a high Strength; these appeal to dual-wielding barbarians. But, you are free to pick and choose whatever powers you want.

Level 1 At-Will Exploits
Show

Bash; Barbarian Attack 1
You strike wildly with great force pushing your opponent back.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage + Strength modifier damage and push the target 1 square.
Increase damage to 2[W] + Strength modifier damage at 21st level.
Special: If you are wielding a two-handed weapon you push the target 1 square even if you miss.

Bone Breaker Strike; Barbarian Attack 1
You put all of your weight into one bone crushing strike.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier damage at 21st level.

Jumping Strike; Barbarian Attack 1
You jump and follow up with an attack.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: You can shift your Wisdom modifier squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier damage at 21st level.

Flurry; Barbarian Attack 1
You attack with both weapons in your hands.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Requirements: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two-attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.


Level 1 Encounter Exploits
Show

Breaker Strike; Barbarian Attack 1
You release your pent up rage in one mighty swing.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is pushed your Constitution modifier squares.
Special: If you are wielding a two-handed weapon you can knock the target prone instead of pushing it.

Howl; Barbarian Attack 1
You release a bone chilling howl, causing an enemy to run in fright.
Encounter ✦ Fear, Martial
Standard Action; Ranged 5
Target: One creature
Attack: Wisdom + 2 vs. Will
Hit: The target takes 1d4 + your Wisdom modifier damage and moves its speed away from you. The fleeing target avoids dangerous squares and difficult terrain if it can. This movement provokes opportunity attacks.

Impact; Barbarian Attack 1
You slam your weapon into the ground causing the ground around you to ripple and crack.
Encounter ✦ Martial, Thunder, Weapon
Standard Action; Close burst 1
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 1d12 + Strength modifier thunder damage, and squares in the effected area are treated as difficult terrain until the start of your next turn.

Whirlwind; Barbarian Attack 1
You spin around with your weapon out striking enemies around you.
Encounter ✦ Martial, Weapon
Standard Action; Close burst 1
Target: Each creature in burst.
Attack: Strength vs. AC
Hit: 1[W] + Strength damage.
Special: If you are wielding two weapons you make an attack you’re your off-hand weapon against every creature in the burst.


Level 1 Daily Exploits
Show

Armor Breaker; Barbarian Attack 1
You attack with both your weapons at one time crushing your opponent’s armor.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Requirements: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage per attack and the target has a penalty to AC equal to your Strength modifier (save ends).
Miss: Half damage per attack and the target has a penalty to AC equal to your Strength modifier until the start of your next turn.

Blitz; Barbarian Attack 1
You ignore the danger and make a wild swing at your enemy opening yourself to a counterattack if you miss.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier + Constitution modifier damage and the target is pushed 1 square.
Miss: Half damage and you provoke an opportunity attack.
Special: If you are wielding a two-handed weapon the target is knocked prone if you hit.

Power Blow; Barbarian Attack 1
You crush armor and bone with one powerful blow.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier + Constitution modifier damage.
Miss: Half damage.

Two-Weapon Flurry; Barbarian Attack 1
You make several attacks with both of your weapons.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Requirements: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), four-attacks (two with each weapon)
Hit: 1[W] damage per attack, and if at least two attacks hit deal additional damage equal to your Strength modifier.
Miss: Half damage per attack.


Level 2 Utility Exploits
Show

Invigorate; Barbarian Utility 2
When you are in peril you can search deep inside to keep on fighting.
Daily ✦ Healing, Martial
Minor Action; Personal
Effect: You can spend a healing surge.

Fast Movement; Barbarian Utility 2
With a quick burst of speed you move faster than normal.
Encounter ✦ Martial
Move Action; Personal
Effect: You move you speed + your Constitution modifier.

Leap; Barbarian Utility 2
You make a quick jump into the horde of enemies.
Encounter ✦ Martial
Minor Action; Personal
Effect: Shift a number of squares equal to your Strength or Wisdom modifier (whichever is higher) + 1. You can shift through, but cannot end your movement, in a square an enemy is in.

War Cry; Barbarian Utility 2
You shout and give your allies the ability to hit harder and stronger.
Daily ✦ Martial
Minor Action; Close burst 5
Target: You and each ally in burst
Effect: The targets affected by this ability gain a +1 power bonus to attack and damage rolls until the end of your next turn.


Level 3 Encounter Exploits
Show

Boar Rush; Barbarian Attack 3
You rush into an enemy him down with a powerful blow.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Special: You can shift 2 squares before you attack.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and knock the opponent prone.
Special: If you are wielding a two-handed weapon the target is dazed until the start of your next turn.

Leap Attack; Barbarian Attack 3
You leap through the air and stab the ground where you land sending a shockwave that pushes enemies.
Encounter ✦ Martial, Thunder, Weapon
Standard Action; Close burst 1
Special: You can shift your Wisdom modifier squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 1d12 + Strength modifier thunder damage and push 1 square.

Mountain Breaker; Barbarian Attack 3
You pull all of your energy into one brutal attack that ignores armor.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier + Constitution modifier damage.

Two-Weapon Strike; Barbarian Attack 3
You open up your opponent’s defenses and strike with both weapons.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength + 2 vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage per attack.


Level 5 Daily Exploits
Show

Berserk Blow; Barbarian Attack 5
You channel all of your built up rage into one stunning blow.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is stunned (save ends).
Miss: Half damage and the target is stunned until the beginning of your next turn.
Special: If you are wielding a two-handed weapon you can add your Constitution modifier to the damage.

Concentrated Blow; Barbarian Attack 5
You focus and make one accurate and damaging attack.
Daily ✦ Martial, Reliable, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength + Wisdom vs. AC
Hit: 2[W] + Strength modifier + Wisdom modifier damage.

Eviscerate; Barbarian Attack 5
You stab an enemy with both weapons, and then you rip him apart.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack, and if both attacks hit your opponent takes ongoing 5 damage (save ends).
Miss: Half damage per attack.


Level 6 Utility Exploits
Show

Hop; Barbarian Utility 6
You make a short hop.
At-Will ✦ Martial
Move Action; Personal
Effect: Shift 2 squares. You can shift through, but cannot end your movement, in a square an enemy is in.

Ignore Pain; Barbarian Utility 6
Your frenzy stops you from feeling pain.
Daily ✦ Martial, Stance
Immediate Reaction; Personal
Trigger: You are hit by an attack.
Effect: You have resist 5 + Wisdom modifier to all damage.

Long Jump; Barbarian Utility 6
You can jump longer than normal in a pinch.
Encounter ✦ Martial
Free Action; Personal
Special: You can only use this power when you shift.
Effect: You shift 2 more squares.


Level 7 Encounter Exploits
Show

Claws of the Bear; Barbarian Attack 7
You strike and then prepare to defend.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage per attack and you gain a bonus to AC equal to your Wisdom modifier until the beginning of your next turn.

Falling Dragon; Barbarian Attack 7
You jump high into the air and make a falling strike against a grounded opponent.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: You can shift your Wisdom modifier + 2 squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Special: If you hit the target it is dazed until the start of your next turn.

Falling Impact; Barbarian Attack 7
You jump up then slam your weapon into the ground causing the ground around you to ripple and crack.
Encounter ✦ Martial, Thunder, Weapon
Standard Action; Close burst 2
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 2d12 + Strength modifier thunder damage, and squares in the effected area are treated as difficult terrain until the start of your next turn.

Furor; Barbarian Attack 7
You go into a brief frenzy and attack every nearby creature.
Encounter ✦ Martial, Weapon
Standard Action; Close burst 2
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You have a -2 penalty to AC until the beginning of your next turn.

Taunt; Barbarian Attack 7
You taunt a foe and then strike him as he rushes toward you.
Encounter ✦ Charm, Martial, Weapon
Standard Action; Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target moves double its speed toward you. If the attack hits and the target is within reach of a melee attack make a secondary attack.
Secondary Target: The same target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength damage.


Level 9 Daily Exploits
Show

Cry of Terror; Barbarian Attack 9
You release a horrible war cry that causes nearby enemies to run in fear.
Daily ✦ Martial, Fear, Reliable
Standard Action; Close burst 5
Target: Each enemy in burst
Attack: Wisdom + 7 vs. Will
Hit: The target takes 1d8 + your Wisdom modifier damage and moves its speed away from you. The fleeing target avoids dangerous squares and difficult terrain if it can. This movement provokes opportunity attacks.

Rending Blades; Barbarian Attack 9
Your blades ignore armor and rend your opponent.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Reflex (main weapon and off-hand weapon), two attacks
Hit: 2[W] damage per attack.
Miss: Half damage per attack.

Sweeping Blow; Barbarian Attack 9
You swing your weapon around you and push enemies away.
Daily ✦ Martial, Weapon
Standard Action; Close burst 1
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target is pushed 1 square.
Special: If you are wielding a two-handed weapon the target is pushed 2 squares instead of one.


Level 10 Utility Exploits
Show

Charging Orders; Barbarian Utility 10
You shout and give your allies the ability to run faster.
Daily ✦ Martial
Minor Action; Close burst 5
Target: You and each ally in burst
Effect: The targets affected by this ability gain a +2 power bonus to speed until the end of your next turn.

Frenzy; Barbarian Utility 10
You sink into a mad furry that allows you to deal more damage, but you ignore your defenses.
Daily ✦ Martial, Stance
Minor Action; Personal
Effect: While you are in this stance, you deal 4 more points of damage with every attack but have a -2 penalty to all defenses.

Survive; Barbarian Utility 10
When you are in peril you can search deep inside to find the ability to survive.
Daily ✦ Healing, Martial
Minor Action; Personal
Effect: Spend a healing surge and regain an additional 5 hit points.


Level 13 Encounter Exploits
Show

Armor Splitter; Barbarian Attack 13
With a single blow you split an opponent’s armor in two.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier damage and the target has a -2 penalty to AC until the start of your next turn.
Special: If you are wielding a two-handed weapon the target has a -3 penalty to AC instead of a -2 penalty, if you hit.

Cleaving Blows; Barbarian Attack 13
You strike an enemy then make a spinning attack.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier damage and make a secondary attack.
Secondary Target: All adjacent creatures
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Leaping Impact; Barbarian Attack 13
You leap through the air and stab the ground where you land sending a shockwave that stuns enemies.
Encounter ✦ Martial, Thunder, Weapon
Standard Action; Close burst 2
Special: You can shift your Wisdom modifier squares + 1 before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 2d12 + Strength modifier thunder damage and the target is stunned until the start of your next turn.

Stunning Flurry; Barbarian Attack 13
With a flurry of blows you stun your opponent.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Reflex (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage per attack and if either attack hits, the target is stunned until the start of your next turn.


Level 15 Daily Exploits
Show

Berserk Frenzy; Barbarian Attack 15
You rain blow after blow down on your enemy at the cost of your defenses.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC. You keep making an additional attack every time you hit with a -2 penalty for every additional attack (-2 on 2nd, -4 on 3rd, ect). As soon as one attack misses or you make four attacks, this attack ends.
Hit: 2[W] + Strength modifier damage.
Miss: You have a -4 penalty to all defenses until the start of your next turn.
Special: If you are wielding a two-handed weapon decrease the penalty to all defenses to -2.

Frenzy Over the Horizon; Barbarian Attack 15
You jump high into the air and make a falling strike against a grounded opponent then follow up with another strike.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: You can shift your Wisdom modifier + 3 squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Make a second attack.
Secondary Target: The primary target.
Secondary Attack: Strength vs. AC
Secondary Hit: 2[W] + Strength modifier damage.
Miss: Half damage.

Rabid Flurry; Barbarian Attack 15
You sink into a rage and make a flurry of attacks.
Daily ✦ Martial, Weapon
Standard Action; Ranged 5
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Reflex (main weapon and off-hand weapon), four attacks (two each)
Hit: 1[W] + Strength modifier damage per attack.
Miss: Half damage per attack.


Level 16 Utility Exploits
Show

Incredible Stamina; Barbarian Utility 16
You just will not die, and are starting to tick off the Raven Queen.
Daily ✦ Healing, Martial
Minor Action; Personal
Effect: Spend a healing surge, you regain an additional 15 + your Wisdom modifier hit points.

Tenacity; Barbarian Utility 16
You will never give up.
Encounter ✦ Martial
Immediate Reaction; Personal
Trigger: You are attacked by an ability that targets Fortitude or Will
Effect: You can add your Constitution modifier as a power bonus to your Fortitude and Will defenses until the end of your next turn.

Uncanny Dodge; Barbarian Utility 16
You dodge at the last moment.
Encounter ✦ Martial
Immediate Reaction; Personal
Trigger: You are attacked by an ability that targets AC or Reflex.
Effect: You can add your Wisdom modifier as a power bonus to your AC and Reflex defenses until the end of your next turn.


Level 17 Encounter Exploits
Show

Dual Rend; Barbarian Attack 17
You slash your opponent with several blows that leave him weakened.
Encounter ✦ Martial, Weapon
Standard Action; Ranged 5
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. Reflex (main weapon and off-hand weapon), two attacks
Hit: 2[W] damage per attack, and the target is weakened until the start of your next turn.

Nauseating Strike; Barbarian Attack 17
You strike your opponent with such force as it causes him to be sick.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is stunned and takes a penalty to Fortitude equal to your Constitution modifier.

Spinning Frenzy; Barbarian Attack 17
You spin around striking enemies in a tornado of blades.
Encounter ✦ Martial, Weapon
Standard Action; Close burst 1
Target: Every creature in burst
Attack: Strength vs. AC, two attacks
Hit: 1[W] + Strength modifier damage per attack.
Special: If you are wielding a two-handed weapon you can make two attacks against every adjacent creature.

Tenacious Leap; Barbarian Attack 17
You jump high into the air and make a falling strike against a grounded opponent knocking him down.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: You can shift your Wisdom modifier + 3 squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is knocked prone.


Level 19 Daily Exploits
Show

Devastating Impact; Barbarian Attack 19
You slam your weapon into the ground causing a shockwave to knockback your foes.
Daily ✦ Martial, Thunder, Weapon
Standard Action; Close burst 2
Target: Each creature in burst
Attack: Strength vs. Fortitude
Hit: 4d12 + Strength modifier thunder damage, and the target is pushed 2 squares.
Miss: Half damage and the target is pushed 1 square.

Splintering Blades; Barbarian Attack 19
Your blades splinter your opponent’s armor.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] damage per attack, and if both attacks hit the target takes a penalty to AC equal to your Strength modifier until the end of your next turn.
Miss: Half damage per attack.

Warrior’s Strike; Barbarian Attack 19
You strike your opponent with a mighty blow that cuts through armor.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 5[W] + Strength modifier + Constitution modifier damage.
Miss: Half damage.
Special: If you are wielding a two-handed weapon you have a +2 bonus to the attack roll.


Level 22 Utility Exploits
Show

Burst of Speed; Barbarian Utility 22
You use a quick burst of speed to move.
Encounter ✦ Martial
Minor Action; Personal
Effect: Move your speed.

“We Will Live On!”; Barbarian Utility 22
As an ally falls you release a war cry that encourages your allies to fight on.
Encounter ✦ Martial, Healing
Immediate Reaction; Close burst 5
Trigger: An ally’s hit points drop to 0 or lower.
Target: You and each ally in burst
Effect: All affected creatures have a +1 power bonus to all defenses until the end of the encounter and regains 10 + your Wisdom modifier hit points.


Level 23 Encounter Powers
Show

Flurry of Blades; Barbarian Attack 23
With a flurry of blades you strike an opponent and cause him to back off.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack and push the enemy your Strength modifier squares.

Hacking Blade; Barbarian Attack 23
You hack at your enemy and hit him down.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier + Constitution modifier damage and the target is knocked prone.

Intercept; Barbarian Attack 23
You quickly move toward your enemy and make a fast attack that leaves him stunned.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Special: You can shift 4 squares before you attack.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is stunned until the start of your next turn.
Special: If you are wielding a two-handed weapon you can push the target 1 square.


Level 25 Daily Exploits
Show

Frenzied Flurry; Barbarian Attack 25
You attack with both weapons faster than your eyes can follow.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), six attacks (three each)
Hit: 1[W] damage per attack.
Miss: Half damage per attack.

Howl of Terror; Barbarian Attack 25
You release a horrible war cry that causes nearby enemies to run in fear.
Daily ✦ Martial, Fear, Reliable
Standard Action; Close burst 10
Target: Each enemy in burst
Attack: Wisdom + 15 vs. Will
Hit: The target takes 2d12 + your Wisdom modifier damage and moves its speed + 3 away from you. The fleeing target avoids dangerous squares and difficult terrain if it can. This movement provokes opportunity attacks.

Warrior’s Blow; Barbarian Attack 25
You smash your weapon into an opponent and then hit him away.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage and push the target your Strength modifier squares.
Miss: Half damage and push the target 1 square.
Special: If you are wielding a two-handed weapon the target is dazed until the start of your turn if you hit.


Level 27 Encounter Exploits
Show

Bone Splitter; Barbarian Attack 27
You channel all of your rage into a mighty blow that stuns enemies.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and the target is stunned until the start of your next turn.

Devastating Leap; Barbarian Attack 27
You leap through the air and stab the ground where you land sending a shockwave that stuns enemies and pushes them back.
Encounter ✦ Martial, Thunder, Weapon
Standard Action; Close burst 2
Special: You can shift your Wisdom modifier squares + 2 before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 3d12 + Strength modifier thunder damage and the target is pushed 1 square and stunned and until the start of your next turn.

Spinning Rend; Barbarian Attack 27
You spin around striking enemies in a tornado of steel and blood.
Encounter ✦ Martial, Weapon
Standard Action; Close burst 1
Target: Every creature in burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage per attack and ongoing 10 damage (save ends).
Special: If you are wielding two weapons you can make an additional attack against every adjacent creature.


Level 29 Daily Exploits
Show

Bravery and Strength; Barbarian Attack 29
You stand your ground and use more strength than you knew you had.
Daily ✦ Martial, Stance
Minor Action; Personal
Effect: You deal an extra 1[W] damage per attack with your at-will and encounter powers and you have resist 15 all damage.

Strike of the War Chief; Barbarian Attack 29
You make an awesome strike that breaks armor and knocks your opponent down.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 7[W] + Strength modifier damage and knock the target prone.
Miss: Half damage.

Two As One; Barbarian Attack 29
You wield both of your weapons allowing you to follow up attacks with your main weapon with an off-hand attack.
Daily ✦ Martial, Stance
Minor Action; Personal
Effect: Whenever you make an attack with your main hand you can make a basic melee attack with your off-hand weapon. You can not use this stance combined with an attack that already allows an additional attack with your off-hand weapon.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Paragon Paths

Champion
“I am a noble defender of my tribe.”

Prerequisites: Barbarian class, light shield proficiency

Unlike other barbarians that just destroy, you also protect. No longer are you just interested in killing, but also defending the weak.

Champion Path Features
Champion’s Challenge (11th level): As a minor action you can mark an enemy within 5 squares. The target remains marked unless you fail to attack it by the end of your turn. A marked creature that does not include you in an attack has a -2 penalty to the attack roll and a -2 penalty to all defenses.
Defending Warrior (11th level): When you spend an action point to take an extra action, you have a +4 bonus all of your defenses until the end of your next turn. Also, if your role is not Defender, you increase your maximum number of hit points by 13 and gain 1 extra hit point every time you gain a level.
Tenacity of the Warrior (16th level): You have a +1 bonus to saving throws.

Champion Exploits
Show

“Coward!”; Campion Attack 11
As an enemy tries to move past you, you release a war cry that causes him to fall to the ground.
Encounter ✦ Martial
Immediate Reaction; Range 5
Trigger: An enemy in range moves
Target: Enemy that triggered power
Attack: Wisdom vs. Fortitude
Hit: The enemy is knocked prone.

Desperate Parry; Champion Utility 12At the last moment you parry an attack.
Encounter ✦ Martial
Immediate Reaction; Personal
Trigger: You are hit by an attack
Effect: Reduce the damage by 10.
At 21st level the damage reduced is increased to 15.

Champion’s Strike Champion Attack 20
You slay an opponent, and then let loose a war cry that spurs your allies to victory.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and if you drop the target’s hit points to 0 or lower you and all of your allies within 5 squares gain a +2 power bonus to attack rolls until the end of the encounter.
Miss: Half damage and if you drop the target’s hit points to 0 or lower you and all of your allies within 3 squares gain a +1 power bonus to attack rolls until the end of the encounter.


Dragoon
“I fall from the sky to destroy my enemies.”

Prerequisites: Barbarian class, scale armor proficiency

You study a unique fighting style where you jump up and fall onto your foes. This allows you a great deal of maneuverability in combat and allowing you to strike unexpectedly.

Dragoon Path Features
Dragon Hunter (11th level): You deal 10 more points of damage to dragons. At 21st level this increases to 15 extra points of damage.
Jump Mastery (11th level): When you spend an action point, if you use that action to shift or use a power that allows you to shift you can shift 3 more squares.
Two-Handed Mastery (16th level): You can add your Wisdom modifier to damage rolls with two-handed weapons.

Dragoon Exploits
Show

Greatest Leap; Dragoon Attack 11
You leap high into the air, and then come down after a while to deal large amounts of damage to a foe.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: After you use this power but before you attack you are immune to all forms of damage until the start of your next turn. At the start of your next turn you can shift your Wisdom modifier + 5 squares then attack the target. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.

Returning Jump; Dragoon Utility 12
You jump back to your starting position.
Encounter ✦ Martial
Immediate Reaction; Personal
Trigger: You use a power that lets you shift before you attack.
Effect: You can return to the square you occupied before you shifted after you attack.

Multi-Jump; Dragoon Attack 20
You jump from one foe to the next raining blows from the sky.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: You can shift your Wisdom modifier + 3 squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is knocked prone.
Effect: You can shift your Wisdom modifier + 3 squares before you make a secondary attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Secondary Target: One creature other than the primary target.
Secondary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is knocked prone.
Effect: You can shift your Wisdom modifier + 3 squares before you make a tertiary attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Tertiary Target: One creature other than the primary or secondary targets.
Tertiary Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is knocked prone.


Frenzied Berserker
“The thrill of battle is all I care about.”

Prerequisite: Barbarian class

You care not for right or wrong, rather you fight just for the thrill of battle and not for a higher ideal. You fight with a wild frenzy that few can match and that all fear.

Frenzied Berserker Path Features
Battlefield Frenzy (11th level): As long as you are armed with a melee weapon an adjacent creature takes your Constitution modifier damage at the end of your turn during an encounter.
Berserker’s Action (11th level): You can spend an action point to reroll a melee attack roll or a melee damage roll, instead of taking an extra action.
Show No Mercy (16 level): When you push or knockdown an enemy it takes damage equal to your Constitution modifier.

Frenzied Berserker Exploits
Show

Brute Smash; Frenzied Berserker Attack 11
You make a terrible blow that flings your opponent away.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is either knocked prone or pushed 1 square.

Frenzied Retaliation; Frenzied Berserker Utility 12
You sink into a rage against the enemy that just harmed you, tearing him apart.
Daily ✦ Martial, Weapon
Immediate Reaction; Personal
Trigger: You take damage.
Effect: Until the end of your next turn, you gain a +2 bonus to attack and damage rolls against the enemy that damaged you.

Finisher Blow; Frenzied Berserker Attack 20
You finish off grounded opponents and those that are barely clinging to life.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage. If the target was bloodied before the attack, it takes +2[W] damage. If the target was prone before the attack, it takes +1[W] damage.
Miss: Half damage.


Savage Whirlwind
“I am a whirlwind of destruction.”

Prerequisite: Barbarian class

You have become a living whirlwind of destruction and death. You attack with weapons that rend and cut your foes with more attacks than you can count. Caring not for your own health, you jump into the fray and slaughter enemies around you.

Savage Whirlwind Class Features
Dual Mastery (11th level): You have a +1 bonus to attack rolls when you dual wield weapons.
Whirling Action (11th level): When you spend an action point to gain an extra action, you can shift 4 squares.
Whirling Rage (16th level): When you benefit from the rage class feature, you can deal damage equal to your Strength modifier to adjacent enemies at the end of your turn.

Savage Whirlwind Exploits
Show

Savage Whirlwind; Savage Whirlwind Attack 11
You become a savage tornado of blade and blood.
Encounter ✦ Martial, Weapon
Standard Action; Close bust 1
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is weakened until the start of your next turn.

Whirling Blades; Savage Whirlwind Utility 12
As you attack you spin your blades to strike again.
Daily ✦ Martial
Standard Action; Personal
Effect: The next attack you do before the end of the turn deals an extra 1[W] damage.

Living Tornado; Savage Whirlwind Attack 20
You drag enemies along and then make a great spinning strike that blows enemies away.
Daily ✦ Martial, Weapon
Standard Action; Close burst 2
Special: Before you attack you can shift 6 squares. If you move adjacent to an enemy you pull it one square every time you leave a square before you attack.
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and push the target 2 squares.
Miss: Half damage and push the target 1 square.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Feats

Berserker’s Blow [Barbarian]
Prerequisites: Barbarian, Brutal Blow class feature
Benefit: The extra damage dice from your Brutal Blow class feature increases from d4s to d6s.

Bully’s Blow [Barbarian]
Prerequisites: Barbarian
Benefit: If score a critical hit with an attack that uses the bonus damage from a Brutal Blow you can push the target 1 square after dealing damage.

Mighty Rage [Barbarian]
Prerequisites: Barbarian, Rage class feature
Benefit: While you are under the effect of the Rage class feature you take 1 less point of damage from all types of damage. At 11th level you take 2 less points of damage, and at 21st level you take 3 less points of damage.

Warrior of Rage [Multiclass Barbarian]
Prerequisites: Str 13 or Con 13
Benefit: You gain training in one skill from the barbarian’s class skill list.
Once per encounter, you can use the barbarian’s Brutal Blow class feature.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Well this is a Barbarian class based off of the Diablo II barbarian. I'll get around to posting the Paragon Paths and Feats death knight class (after I finish it).

Also, this class plays the same from level 1-30, and is very hack-n-slash friendly.

Design Log
----------------
6/4/08 - Posted Barbarian
6/4/08 - Posted Paragon Paths
6/7/08 - Posted Feats
6/7/08 - Editted Blitz and the Dragoon Paragon Path.
6/8/08 - Fixed a few mistakes. Damn it I'm turnning into a WotC employee.
7/15/08 - Nerfed Non-Dragoon "Jump" attacks.
7/15/08 - Nerfed the hell outa two as one.
7/15/08 - Made bonuses power bonuses.
7/16/08 - Increased HP of Champion Paragon Path to that of a Defender. If you want more healing surges pick up Durable.
7/17/08 - Edited Champion so Defenders can't have crazy high hp.
7/17/08 - Rewrote Champion 12th level power to read as Champion Utility 12. I am WotC .
7/18/08 - Made some "special" effects for using two-handed weapons and minor changes.
7/30/08 - Gave Howl powers bonus to hit.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

nice work.

I'll have to come back and critic it.

At first glace a fair number of slightly over powered abilities, but nothing ridiculous.
Well done, I feel that this class captures the d2 barbarian pretty well. Some powers may be slightly overpowered but not by much and playtesting can sort this out.

One thing that stood out though is the powers like impact which are strength vs AC but the power seems to be unrelated to weapon. seems like it may be better to be against fortitude or reflex instead. Of course that then also raises the question of an implement which I had thought about for the conversions I was doing (I came up with magical tattoos). On the whole though I think that this is well done and I may try to convince my friends to allow me to play one in the next game I play in order to try it out.
Feel free to nerf the heck out of it once you start play testing. I know I will. *Self note: get around to making those feats, bad pig.*
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Blitz seems overpowered for a level 1 power, daily or not. 4[W]+mod damage doesn't show up on other classes til a least level 5 (paladin lv5 daily Martyr's Blessing) which requires you to burn a healing surge to simply make the attack. The OA provoke on a miss is a drawback for sure, but to have a level 1 power deal 4[W] or what may as well be written as half damage on a miss, even taking the OA would not stop me from using that. I feel it would be fine as written as a level 5 daily, but to keep it level one is a bit much.

The only other thing that just screamed abusable to me was the Returning Jump feature for the Dragoon. Personally, I'd never allow that in my games (my players would make me regret it). That feature seems more fit as a Utility power rather than making every single "jump" power a ranged attack.

Other than those, as others have said, minor tweaks would be in order on things here and there.

Griping aside, this truly does have the flavor of the D2 Barb. Very nice job on whole thing.
I'll edit the dragoon (which I included to make it more Diablo II-y, we all know there are like 200+ dragoons in D2) and remove blitz (well remake it). Also, have never played Diablo II. YouTube and strategy guides tell me all I need .
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

For not having played the game you did a great job with giving this class the D2 feel. Quite impressive. Having played D2 as much as I have I am quite interested in using this class in my current campaign. On that note, without really messing with anything it feels like a fun class to slap on a boss. Since monster npcs have stronger powers than PCs anyway, having some of the powers here as is would fit a boss type nicely I think. Maybey make it a Dragoon dwarf...ooh my party would gawk at that..
very cool class
always liked the barbarian in 3.5

i think u have some typos/omissions from some of ur powers

for example:

Nauseating Strike; Barbarian Attack 17
You strike your opponent with such force as it causes him to be sick.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is stunned and takes a penalty to Fortitude equal to your Constitution modifier.



I think u meant to include (save ends), because as written, the target is permenantly stunned

there are several other powers with similar circumstances to this one
All powers that cause an effect should be: until the start of your next turn.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Update-o-fied
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Since this guy probably won't pump Dex/Int, won't he be AC 13 at first level?

Right now I see two builds 1) a Dex pumper that, consequently, doesn't have a high Con; and 2) a character that burns feats to turtle up into heavy armor.
I made it that way. All out strength/hp and little defense. When I balance classes I tend to balance them in ways people don't immediatly see.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

I see something you could change. It was the first thing I saw and it struck me as too low.

The HP is too low. You have the barbarian as having 12/5 (12+Con and 5 per level)

In the PH, the
Cleric has 12/5
Fighter has 15/6
Paladin has 15/6
Ranger has 12/5
etc..

12/5 is the normal, and you have the Barbarian having less HP than your typical fighter.

I would boost the Barbarian to 20/7 or at least 18/7. His AC will be lower, due to his armor limitations, but his HP should be much higher than the typical fighter.
It's not a defender, it's a striker and thus get's striker HP. However the champion should get some extra HP from being a defender...
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
Great work here.... I'm about to resurrect a website I had regarding playing D&D in the Diablo world and update it to 4e. If it's ok with you I'd like to reference this class.
Just give me cred. I'll give the champ more hp. Also the champion is not a defender, it is defender-ish. Also, Taunt isn't a defendery skill. It's to get a guy to move away from his allies.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

I was just saying that the champion might warrant a little extra Hp, as they (theoretically) want to aggro a little more. I mean the Mark is going to get you attacked, sure you have a shield, but a little hp might not hurt.
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
You shouldn't be the main tank. You are supposed to tank the creature you are currently attacking and dragging away from the group.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Fair enough point.
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
Made a poster for all my stuff. Here's the barbarian's (click on it to see it):

IMAGE(http://img501.imageshack.us/img501/2206/yzx91wqdlajj2.th.jpg)
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

I'm a little frusterated with the class- all the other classes that get this or that (Rogue and their brawny rogue, or sneaky rogue) um, ranger (TWF or ranged) get special powers to either build.

This seems to be like Special: Wielding 2 weapons makes you better

Where are the specials for people who want to wield a 2h weapon?

Also, do you think you could kind of redo this into a....Defender kind of thing, not based on diablo, but use this for a basis and kind of mix some things around to make it defender friendly, too, as an alternate to the fighter? I like fighter, but if I could do equally as good a job defending folks as a fighter but be a barbarian, i'd do it, no questions asked.
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.


D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

Well 2 weapons is the more accurate tree of abilities and it is more trouble than it's worth to balance out the 2 weapon powers into 2 handable powers. As for no 2 handed specials, I'll get around to it. Even though it looks done doesn't mean it is.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

What if the two different builds (Rangers option of range or TWF) could be Striker or Defender build. In the Striker build, you can choose to specialize in TWF or 2-hand weapon, among other things. In the Defender build , your bonuses would be an increase in starting/level HP, among other things.

I know it flies in the face of each class being pidgeon-holed into a specific type of fighting style, but if done correctly, this could be quite easily executed.
Ya, if you want to be defender-y pick Champion.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

I like the class, and I completely agree that a barbarian should be a striker not a defender- they don't do heavy armor and they don't much care for plugging holes in a battle line (they'd much rather run around making those holes).
However, there is absolutely no reason to play a barbarian wielding 2 handed weapons. All of the powers either have no bonus based on the weapon wielded or require dual wielding. And there is the paragon path that gives +1 to hit when dual wielding (which is what the basic 2hander barb would get).
I'd also like to see more hit points. With just cloth, leather and hide proficiencies and no reason to pump Dex a barb's AC will be terrible. I know strikers aren't supposed to have hp values that rival defenders, but they also tend to pump Dex. And the traditional babarian is someone who will take lots of blows but ignore them and continue to kick some ass.

Co-author on AoA 2-3 and 4-1.

The lack of hp is why I gave him some self heal utilities.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Updated.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

After playtesting I have found that this is on par with the rogue and ranger. Does slightly more damage, but dies easier. It is ready for play. Just tell me if anything is broken (can't have another Blade Cascade, I know it was fix).
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Well, it looks like it doesn't play exactly the same way, throughout it's whole level span. It looks like the abilities check out, balance wise. Otherwise I trust the balance in this class.

I find it pretty nifty personally, I never looked at this thread due to it saying diablo. However the 4th ed class index introduced this to me, looks like I was wrong to skimp this class over.

However, if I recall correctly, there are abilities that are save ends, and then on a miss, are a till the end of yer next turn? Unsure if thats really better, I suppose if so since it's a 50/50 of a chance. However if the barbarian misses, then the effect is a 100%, and just ends at that said end. Sounds like I'd rather miss a bit, that way the effect actually goes off. Without worry of the other chance of the ability failing. Just kinda makes me wonder on that.
Aren't saves made at the end of your turn?
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

At the end of the targeted person turn when ye make saving throws. So if they are slowed (save ends), once their turn ends, before moving on, they have to make saving throws. I think at the start of the turn, ye take yer ongoing damage? and regeneration, and such.

Sounds about right, that should be on page 268 of the PH of course.
Wow.
As a Diablo 2 fan (eagerly awaiting the upcoming Diablo 3), I'm impressed. D*mned impressed.
While one could easily build a Barbarian with either Fighter or Ranger right now (especially with the multiclass feats), I really like this.
Looking at this, I can only hope that when Players Handbook 2 comes out next year, the WotC 4E Barbarian will be as cool as this.
The sycophants and EULA quoters aren't worth our time. 4E =/= Essentials; Essentials =/= 4E. To WotC/DDI: GO "SOON" YOURSELVES. Internet Rule #41. Needs moar Desu. No exceptions.
Dude, this thing is AWESOME. My only concern is the use of TWF. In 4e, this and archery seem to be the exclusive specialty of the ranger.
The ranger has better TWF than the barbarian. Does more damage, has better effects, more powers, ect. The Barbarian's TWF is best when comboed with other powers.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

Slight Update.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

BUMP-DOKEN!!!!!!!
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

hmm might use this for a character I have been thinking of if the actual barbarian doesn't get releaseed before i have the chance to make it. And if the DM allows it.
I'm into it, I don't see any problems. Though if I played I would change up rage. I think it balances out but since he has Striker HP and a low AC I wouldn't want to suddenly be even easier to hit when I have lost half of my life. It seems to me that if this penalty makes you easier to hit then it wouldn't be as fun and if your already so easy to hit that it doesn't matter then I would just drop it. However I don't actually think it needs to be changed to work, I like how it is set up and hope to see more.
I'm one of the minds behind the Avatar the Last Airbender 4e Project. We're about a quarter of the way through releasing the revised PDF, containing all four bender classes, paragon paths, epic destinies and a menagerie of feats and items from the show. Come by and lend your mind to the swarm.