UNSTOPPABLE HULK - Barbarian Archetype [HULK]
Some barbarians are seemingly normal and intelligent at first glance, but take rage to a whole new level when they lose it.
You must select Invulnerable Rager archetype and combine this archetype with it to get the Unstoppable Hulk archetype. You must have at least 15 Strength and 15 Constitution at 1st level to even take this archetype.
Alignment: Any Chaotic.
Hit Die: d12.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The unstoppable hulk's class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (any) (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Base Attack Bonus: Good (= Class Level)
Base Fortitude Save: Good (2 + 1/2 Class Level)
Base Reflex Save: Poor (1/3 Class Level)
Base Will Save: Poor (1/3 Class Level)
1st Level: Fast movement, invulnerability, rage, weakling form, AC bonus (wis), unarmed damage 1d6
2nd Level: Rage power, invulnerability (DR 1/-), angry mind
3rd Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
4th Level: Rage power, invulnerability (DR 2/-), AC bonus +1, unarmed damage 1d8
5th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
6th Level: Rage power, invulnerability (DR 3/-)
7th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
8th Level: Rage power, invulnerability (DR 4/-), AC bonus +2, unarmed damage 1d10
9th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
10th Level: Rage power, invulnerability (DR 5/-)
11th Level: Greater Rage, extreme endurance (resist +1 vs. cold or fire, stackable)
12th Level: Rage power, invulnerability (DR 6/-), AC bonus +3, unarmed damage 2d6
13th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
14th Level: Rage power, invulnerability (DR 7/-), indomitable will
15th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
16th Level: Rage power, invulnerability (DR 8/-), AC bonus +4, unarmed damage 2d8
17th Level: Tireless rage, extreme endurance (resist +1 vs. cold or fire, stackable)
18th Level: Rage power, invulnerability (DR 9/-)
19th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
20th Level: Rage power, invulnerability (DR 10/-), mighty rage, AC bonus +5, unarmed damage 2d10
http://www.d20pfsrd.com/classes/core-classes/barbarian
http://www.d20pfsrd.com/classe...s/invulnerable-rager
WEAPON AND ARMOR PROFICIENCY
Unstoppable hulks are proficient with simple weapons. They begin with Improved Unarmed Strike, Catch Off-guard, Endurance and Throw Anything as bonus feats instead of the weapon and armor proficiency feats of normal barbarians. They also gain increased unarmed damage and an AC bonus as a monk of equal level, though they only gain the increased unarmed damage while raging.
WEAKLING FORM:
Whenever you are not raging, you take a penalty to Strength and Constitution equal to your current score - 10 so that your Strength and Constitution scores are always 10 while you are not raging (though you use your normal Con score to determine your daily rounds of rage per day). In exchange, you gain a morale bonus to Intelligence equal to your Strength penalty and a bonus to Wisdom equal to your Constitution penalty (but only while not raging). You lose hit points temporarily from the Con loss. You also gain skill ranks appropriately from the Int boost as if wearing a headband of vast intelligence but only if you do not rage for at least 24 hours. You must select which skills are gained/lost with this transition and once chosen, they cannot be changed. You lose your fast movement, invulnerable barbarian damage reduction and energy resistance while in weakling form. However, in any form you gain fast healing equal to half your barbarian level while you are at less than half your normal HP (but not while fatigued or exhausted). In addition, you may learn Rogue Talents instead of Rage powers. However, your Rogue Talents only function while you are NOT raging and your Rage powers only function while you are raging.
ANGRY MIND
This functions like Indomitable Will except that it does not apply against
confusion or
rage effects. Against
confusion and
rage effects, you instead take a -4 penalty to Will saves. At 14th level this improves to function as Indomitable Will normally instead.
RAGE POWERS
Unlike other barbarians, an unstoppable hulk's rage power options are limited to the following: Rage Power options are restricted to the following:</b> Beast Totem, Bestial Climber, Bestial Leaper, Bleeding Blow, Body Bludgeon, Clear Mind, Come and Get Me, Crippling Blow, Energy Resistance, Fearless Rage, Flesh Wound, Ground Breaker, Greater Ground Breaker, Hurling, Lesser Hurling, Greater Hurling, Greater Energy Resistance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Knockdown, Overbearing Advance, Powerful Blow, Raging Leaper, Raging Swimmer, Reckless Abandon, Regenerative Vigor, Renewed Vigor, Renewed Vitality, Roused Anger, Smasher, Sprint, Strength Surge, Swift Foot, Terrifying Howl and the new rage power options listed below.
Great Leap: (requires Raging Leaper) While raging you gain Great Leap as a 6th level monk but use your barbarian level instead of your monk level to determine the bonus. In addition, as a swift action, you can expend 2 rounds of rage to grant you a +20 bonus to jump checks for 1 round.
Great Speed: (requires Swift Foot) While raging your Swift Foot speed bonus increases to +10 feet when you charge or overrun. In addition, you can spend 2 rounds of rage to add an additional +20-foot increase to your base speed for 1 round (stacking with fast movement and swift foot).
Hulking Size (Su): (requires Barbarian 6)
When you begin a rage, you may choose to grow in size by 1 category as if by the
Enlarge Person spell gaining all the normal benefits of the spell for the duration of the rage. If you do this, each round of rage you remain in hulking form consumes two of your daily rage rounds instead of just one. This is a supernatural effect. You can opt to select Unstoppable Size instead, which functions the same way except that you do not have the option to NOT grow in size when you transform. Instead, you are always forced to grow in size when you rage, but the cost is only 3 rounds of rage per 2 rounds you remain raging instead of double (4 per 2).
Greater Hulking Size (Su): (requires Hulking Size and Barbarian 12)
When you use Hulking Size, your Strength size bonus increases to +4 (instead of +2). In addition, you can double your size bonus to +8 if you expend 3 rounds of rage perday per 1 round of Hulking Size Rage.
Earthquake: (requires Greater Ground-breaker and Barbarian 16) Once per day, while raging, you can use the Earthquake spell as a supernatural ability but your range is limited to your melee reach. Your effective caster level is equal to your barbarian level.
Powerful Build: While raging and subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change the subject's size category.
Greater Powerful Build: (requires Powerful Build and Barbarian 6)
While raging, as an immediate action you can improve the benefits of your Powerful Build by up to two size categories instead of one size category until the end of your next turn. Doing this costs you 2 rounds of your daily rage.
Reactive Healing: (requires Regenerative Vigor, Renewed Vigor, Barbarian 12)
While raging, you always have Fast Healing 1. This stacks with Regenerative Vigor. In addition, you can still begin raging and use Renewed Vigor, even while unconscious.
This message was last edited by the GM at 02:04, Fri 05 Sept 2014.