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| + | /* À compléter: Classe */ | ||
| + | ====== Barbare ====== | ||
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| + | {{tag> | ||
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| + | Barbarian Origin | ||
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| + | d8 | ||
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| + | Origin | ||
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| + | 1 | ||
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| + | I fought as a mercenary in La Dernière Guerre, and even served alongside one of my party. To me, that is a blood-kin bond. | ||
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| + | 2 | ||
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| + | My tribe was massacred during the Last War. I’ve sworn to avenge them, but I know I can’t do it alone. | ||
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| + | 3 | ||
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| + | My people have abandoned their ancient traditions and assimilated into one of the major nations. I follow the old ways, even if I must do so alone. | ||
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| + | 4 | ||
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| + | I was given a quest by a clan elder and can’t return to my people until I’ve seen it through. | ||
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| + | 5 | ||
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| + | I’m amazed by the wonders of the civilized world—especially the food—and I’m always eager to travel to new places. | ||
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| + | 6 | ||
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| + | I serve as an ambassador and scout for my people, doing what I can to help my clan through my adventures. | ||
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| + | 7 | ||
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| + | I’m searching for an artifact that belonged to a champion of my people. If I happen to follow in a legendary hero’s footsteps, all the better. | ||
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| + | 8 | ||
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| + | I killed a rival in a fit of rage and have been exiled from my homeland. My rival’s kin still seek vengeance. | ||
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| + | MA1103: Barbaric Practices Even in these enlightened times, barbarism lingers in L' | ||
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| + | Savage Warriors Eberron is a setting in which arcane magic has been harnessed to build great civilizations. But there are primitive cultures scattered across the world. In choosing to play such a barbarian, a crucial question is what has drawn you out into the role of adventurer? Why have you left your tribe or clan behind, and what binds you to your adventuring companions? How long have you been in civilized lands? Are you constantly amazed by the wonders of civilization, | ||
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| + | The Tribus des Charognes The Les Désolations Démoniaques are harsh and deadly, home to malevolent spirits and echoes of ancient wars. To survive in this savage land, one must come to terms with the fiends that infest it. Each of the Tribus des Charognes forge pacts with the powers of the Wastes, and these malefic forces fuel their inHumain rage. As a barbarian of the Tribus des Charognes, you were raised in a savage culture and bound to fiends. Your class features and subclass reflect this malefic connection. The Paths of the Red Reaver (Xanathar’s Perdu Notes) and Berserker are both strong choices for the Tribus des Charognes. If you actively serve one of the dark powers, you might follow the Path of the Zealot. In playing a Tribus des Charognes barbarian, the critical question is what is your relationship with your people and your Démon? Tied to this, what has brought you out of the Wastes— and why would the other characters choose to associate with you? One option is that you’re a pragmatist: you spill blood in the name of your | ||
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| + | beast in hobbit flesh. These are the hobbit barbarians: tribal champions who embrace the strength and Furie of mighty Dinosaurees. The Path of the Totem Warrior is the most Commun path for Talenta barbarians. The hobbits have their own names for the totems: The Bear is the Hammertail, known for its heavy armor and powerful tail club. The Eagle is the high-flying Aile-planante. The Wolf is the Longues-griffes, | ||
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| + | Orc Barbarians: Ghaash’kala, | ||
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| + | The Tribes of the Plaines de Talenta The hobbits of the Plaines de Talenta are nomads who work closely with the Dinosaurees of the plains. From the mighty beasts of burden to the swift raptor mounts, the hobbits forge close bonds with their scaled companions. The shamans say that when a warrior’s beloved mount dies, the hobbit can embrace its spirit… drawing it in and becoming an unstoppable | ||
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| + | Orcs are passionate by nature, given to strong emotion and deep devotion to their friends and ideals. They are quick to angelr, but they feel joy and sorrow just as strongly as Furie. There are a number of different orc cultures in Eberron, and barbarians can be found in each of them. The Ghaash’kala—or “ghost guardians”—are an alliance of orc clans that dwell in the canyons that separate the Les Désolations Démoniaques from the rest of Khorvaire. These fierce warriors are devoted to Kalok Shash, the flame that binds the darkness, a force known to others as the Flamme d' | ||
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| + | Chapter 1 | CLASSES IN EBERRON | ||
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| + | 9 | ||
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| + | darkness, and you have no time or patience for the luxuries or distractions of the civilized world, and the people of Khorvaire likely seem soft and naïve. The Frontières de l' | ||
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| + | 10 | ||
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| + | Chapter 1 | CLASSES IN EBERRON | ||
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| + | Civilized Barbarians As a class, the barbarian is a survivor whose Unarmored Defense, Dangelr Sense, and Feral Instinct help avoid or survive the threats they face. They are fast, reflected both by improved movement speed and Feral Instinct. They are skilled combatants who shun heavy armor. They are defined by Reckless Attack and most of all by Rage—a surge of strength and aggressive power. All of these abilities fit the classic barbarian warrior. However, these abilities can reflect other stories. Feral Instincts don’t have to be feral but can simply reflect remarkable reflexes. Rage is a temporary surge of strength that can only be maintained in the heat of battle, but it could be explained as a focused trance or another sort of combat enhancement. Here’s a few examples of barbarians that aren’t barbaric, followed by the Path of the Extreme Explorer, a subclass that embraces this idea. | ||
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| + | The Eldeen Champion The people of the Confins d' | ||
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| + | but you understand the ways of the civilized world… even if you may think it corrupt and foul. When creating you character, consider what has drawn you from your beloved woods? Are you tied to one of the Sectes Druidiques and serving its goals? Or are you driving by curiosity, or instincts you can’t explain? | ||
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| + | Super Soldier War drives innovation, and over the course of a century of conflict the Maisons Marquées Du Dragon and the Cinq Nations explored many paths in search of the perfect weapon. The Guerrier de Fer were built for battle, and many class features can be interpreted as specialized design features. As a Guerrier de Fer barbarian, your “rage” is a battle surge boosting your musculature to increase your damage, reinforce your armor, and reduce injuries. The Path of the Berserker is a simple choice for this, but the Path of the Totem Warrior or the Path of the Storm Herald can easily represent specialized design. A “bear totem” reflects your superior bulwark of armor instead of spiritual devotion. While everyone in Khorvaire has heard of the Guerrier de Fer, a Guerrier de Fer barbarian is a rare design from one of the many secret research programs during La Dernière Guerre that aren’t so well known. Notably, Maison Létourneau is known for the practice of using magic to breed beats with enhanced abilities and mystical capabilities, | ||
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| + | ====== Dragonmarks: | ||
| + | rian is a savage warrior from a primitive culture, who relies on pure rage or primal magic to overwhelm foes. Or so they are generally depicted. But as with all classes, you can use the mechanics of the barbarian to represent a wide variety of stories. In this post I’ll look at how the barbarian fits into Eberron, and present some alternate ideas for barbarian characters that could fit into any campaign. | ||
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| + | ====== ACTUAL BARBARIANS ====== | ||
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| + | Sometimes you just want to be an actual barbarian, and Eberron has a number of options that fill this need. Bear in mind that just as every priest isn’t a cleric, not ever warrior from a savage culture is a barbarian; classed barbarians would typically be elite warriors and champions. | ||
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| + | * **Talenta Halflings. **That’s right: our iconic barbarian is a halfling. [[http:// | ||
| + | * **The Carrion Tribes**. The people of the Demon Wastes are savage killers bound to fiendish Overlords. For a PC, the main question is why you broke with your tribe and left the Wastes. The simple answer is the Drizzt approach: you had a revelation that now sets you in opposition to your ancestors and their demonic patrons. Perhaps you were going to be sacrificed because you have the potential to shift the Prophecy in a way that harms the Lords of Dust – and now you seek to discover how to bring that destiny about. An interesting possibility here is that your “Rage” could actually be drawing on the power of your Overlord. You could be bound to Rak Tulkhesh, and that connection still gives you power in battle… even as you oppose his plans. If your rage has such a supernatural element, it makes a good justification for Xanathar’s //Storm Herald path. // | ||
| + | * **The Ghaash’kala. **The [[http:// | ||
| + | * **The Eldeen Reaches. **Barbarians are often presented as a //primal //path, which is entirely in keeping with the Druidic sects of the Eldeen Reaches. You could definitely find barbarian champions protecting the roving tribes of the Towering Woods. I’ll talk more about shifters in general below. The //Totem //path is an easy match for any of the Eldeen sects, but I could see //Storm Herald //or //Berserker //working just as well. And the //Zealot //path could actually be an interesting one for a warrior of the Children of Winter – not actually worshipping a god, but channeling the power of life itself in their pursuit of undead and others who violate the natural order. | ||
| + | * **The Shadow Marches**. The Marches are split into the largely civilized clans and the more savage tribes, and you could definitely have a tribal warrior who follows a barbaric path. // | ||
| + | This is an easy few, but there are definitely other options. Xen’drik, Q’barra, Droaam, the tundras or deserts of Sarlona – there are lots of uncivilized regions a character could come from. With that said, a barbarian doesn’t have to BE a barbarian… | ||
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| + | ====== A RAGE BY ANY OTHER NAME ====== | ||
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| + | As with the bard, let’s take a moment to look at the concrete mechanical definition of a barbarian. | ||
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| + | * d12 hit die – the best hit points of any class. | ||
| + | * Proficiency with martial weapons, shields, and light and medium armor… essentially everything except heavy armor. | ||
| + | * A skill set that certainly skews towards nature (Nature, Survival, Animal Handling)… but that includes the more general Athletics, Intimidation and Perception. | ||
| + | * A barbarian is a // | ||
| + | * A barbarian is //fast// – as reflected by Fast Movement and Feral Instinct. | ||
| + | * A barbarian can choose to take advantage on their attack rolls, at the cost of providing advantage to enemies that attack them. This is called //Reckless Attack// – but there’s no reason it can’t be presented as a calculated martial technique. | ||
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| + | And finally we have //Rage// – the heart of the barbarian. But what IS Rage? It’s a state the barbarian enters voluntarily and can end voluntarily as a bonus action. It is tied to combat, ending early if the user doesn’t make an attack or suffer an injury. It provides resistance to damage, advantage on strength checks and saves, and a bonus to damage with melee attacks. But //**does it have to be “Rage”? **// The character remains in full control of their actions and can end the state voluntarily; | ||
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| + | ===== THE REVENANT BLADE ===== | ||
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| + | The Tairnadal believe that their ancestors work through them. The Revenant Blade specializes in channeling the spirit of their patron ancestor. Set aside all the preconceptions of the barbarian and consider it as an elite Tairnadal soldier: lightly armored, blindingly fast and comfortable in the wilds (with a wood elf base and fast movement, a base speed of 45 and able to hide in natural environs). Their high hit points reflect exceptional skill as opposed to sheer physical durability. And their “rage” is about channeling the spirit of their ancestor and letting it guide them; let’s call it //Revenant Trance//. For such a warrior, their resistance to damage while “raging” doesn’t reflect physical durability, but rather a preternatural ability to avoid damage. The additional damage while raging reflects absolute precision. While //Ancestral Guardian //might seem like a logical path for such a barbarian, that path deals with spirits that manifest BEYOND the character. Personally I think the // | ||
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| + | One could reasonably ask “//If the damage bonus from rage is about precision rather than force, shouldn’t they be able to use it with a bow?//” It’s a reasonable question. But the whole point of the ancestral guidance is that it only lets you do what the ANCESTOR excelled at. This idea is based on the premise that the ancestor in question was an exceptional melee combatant with a fighting style that placed offense ahead of their own safety (explaining the “Reckless Attack” ability). The character can USE a bow… but it’s not what their patron specialized in, and thus, they gain no special benefit when they use it during their //Revenant Trance//. | ||
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| + | ===== | ||
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| + | Barbarian can also be an interesting choice for a warforged… a skirmisher designed to hit fast and hard, who can temporarily go into an overdrive mode when things are at their worst. Given the concept of a warforged as an innately magical being, I can imagine the warforged physically transforming in “rage” mode – with the resistance to damage being reflected either by ablative plating generated on the spot or by a temporary hardening of all surfaces. Personally I lean towards the //Berserker //model for this style of warforged, but you could reflavor Totem to reflect design as opposed to spiritual interaction. Another interesting option is to take the warforged Zealot Barbarian as a warforged //built //to channel the power of the Silver Flame. As a side note, in the // | ||
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| + | ===== | ||
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| + | The barbarian shuns heavy armor, and has excellent unarmored defense. Combine this with the speed// //and reflexes of the barbarian – Fast Movement, Danger Sense, Feral Instinct – and you can imagine a swashbuckler who relies on precision instead of force. In this case, Reckless Attack again becomes a conscious //style //that favors offense over defense as opposed to sheer wildness. I tie this to Lyrandar because it fits with the idea of the //Storm ////Herald //path… specifically the Sea path, which ties to lightning and water. In this case I envision a Lyrandar heir who enters a battle trance using the Mark of Storm. Given that the Storm Herald suggests an ongoing storm around them, you could see the physical damage resistance as being winds that deflect incoming blows. If I was going to CHANGE rules, I’d shift the Rage Damage bonus to be lightning damage and potentially switch the Strength-related bonuses to be Dexterity related – making this a path for a finesse-driven swashbuckler who might have no Strength to speak of – but that’s not an absolute requirement to make the idea work. Obviously this is awkward when, y’know, we don’t have rules for Dragonmarks – but the point of the Lyrandar Storm Sorcerer or Barbarian is that you can use the class abilities as a way to imply the presence of the Dragonmark even if you DON’T have rules for using it on its own. Alternately, | ||
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| + | **BLADES OF FURY** | ||
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| + | Rather than being the product of a civilization, | ||
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| + | {{url> | ||
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