Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Poison use, rage 1/day, Stealthy |
2nd | +2 | +3 | +0 | +0 | Rage power, uncanny dodge |
3rd | +3 | +3 | +1 | +1 | Trap killer |
4th | +4 | +4 | +1 | +1 | Rage 2/day, rage power |
5th | +5 | +4 | +1 | +1 | Improved uncanny dodge |
6th | +6/+1 | +5 | +2 | +2 | Rage power, trap sense +1 |
7th | +7/+2 | +5 | +2 | +2 | Venom focus +1 |
8th | +8/+3 | +6 | +2 | +2 | Rage 3/day, rage power |
9th | +9/+4 | +6 | +3 | +3 | Trap sense +2 |
10th | +10/+5 | +7 | +3 | +3 | Rage power, venom focus +2 |
11th | +11/+6/+1 | +7 | +3 | +3 | Greater rage |
12th | +12/+7/+2 | +8 | +4 | +4 | Rage 4/day, rage power, trap sense +3 |
13th | +13/+8/+3 | +8 | +4 | +4 | Venom focus +3 |
14th | +14/+9/+4 | +9 | +4 | +4 | Indomitable will, rage power |
15th | +15/+10/+5 | +9 | +5 | +5 | Trap sense +4 |
16th | +16/+12/+6/+1 | +10 | +5 | +5 | Rage 5/day, rage power, venom focus +4 |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless rage |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Rage 3/day, trap sense +5 |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Venom focus +5 |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Mighty rage, rage 6/day, rage power |
Class Features
A Serpent Totem Barbarian does not gain the Fast Movement and Damage Reduction class features.
Trap Sense is delayed until 6th level, and its bonus is reduced by 1 thereafter.
Poison Use
A serpent totem barbarian is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a weapon. He also gains a +2 bonus on saves against poison.
Stealthy
At 1st level, a serpent totem barbarian gains Stealthy as a bonus feat.
Trap Killer
A serpent totem barbarian is exceptionally familiar with traps and gains a bonus on Perception checks made to locate traps equal to half his barbarian level and the ability to disable magical traps.
A serpent totem barbarian can attempt to disarm a trap by attacking its mechanisms. He makes an attack roll against the trap’s Disable DC. If successful, the trap is disarmed. If his attack roll fails, the trap is automatically triggered instead.
A barbarian can only disarm traps that he can reach with a melee attack. For mechanical traps, he must be able to attack the trigger or mechanisms of the trap, such as pressure plates, gears, or other parts. For a magic trap, he must be able to find and destroy a visible rune or other component of the trap. Some traps, such as pits and many magical traps, have no mechanisms which can be directly attacked and disarmed in this way.
Trap Sense
A serpent totem barbarian gains trap sense at 6th level rather than 3rd, and its bonus is 1 point lower than for a standard barbarian. However, a serpent totem barbarian gains one additional benefit: He adds his trap sense bonus to his attack rolls for disabling traps.
Venom Focus
At 7th level, a serpent totem barbarian learns to improve the potency of poisons he uses. He increases the save DC of any poison he crafts by 1.
The save DC again increases by 1 every three barbarian levels thereafter (10th, 13th, 16th, and 19th level).