Serpent Totem Barbarian

Table: The Serpent Totem Barbarian

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+2+0+0Poison use, rage 1/day, Stealthy
2nd+2+3+0+0Rage power, uncanny dodge
3rd+3+3+1+1Trap killer
4th+4+4+1+1Rage 2/day, rage power
5th+5+4+1+1Improved uncanny dodge
6th+6/+1+5+2+2Rage power, trap sense +1
7th+7/+2+5+2+2Venom focus +1
8th+8/+3+6+2+2Rage 3/day, rage power
9th+9/+4+6+3+3Trap sense +2
10th+10/+5+7+3+3Rage power, venom focus +2
11th+11/+6/+1+7+3+3Greater rage
12th+12/+7/+2+8+4+4Rage 4/day, rage power, trap sense +3
13th+13/+8/+3+8+4+4Venom focus +3
14th+14/+9/+4+9+4+4Indomitable will, rage power
15th+15/+10/+5+9+5+5Trap sense +4
16th+16/+12/+6/+1+10+5+5Rage 5/day, rage power, venom focus +4
17th+17/+12/+7/+2+10+5+5Tireless rage
18th+18/+13/+8/+3+11+6+6Rage 3/day, trap sense +5
19th+19/+14/+9/+4+11+6+6Venom focus +5
20th+20/+15/+10/+5+12+6+6Mighty 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).