Barbarian

For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial combat, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death.

They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within the barbarian storms the primal spirit of battle, and woe to those who face its rage.

Role

Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.

Alignment

Barbarians are never lawful. A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian but retains all other benefits of the class.

Table: The Barbarian

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+2+0+0Endurance, fast movement, rage 1/day
2nd+2+3+0+0Rage power, uncanny dodge
3rd+3+3+1+1Trap sense +1
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 +2
7th+7/+2+5+2+2Damage reduction 1/—
8th+8/+3+6+2+2Rage 3/day, rage power
9th+9/+4+6+3+3Trap sense +3
10th+10/+5+7+3+3Damage reduction 2/—, rage power
11th+11/+6/+1+7+3+3Greater rage
12th+12/+7/+2+8+4+4Rage 4/day, rage power, trap sense +4
13th+13/+8/+3+8+4+4Damage reduction 3/—
14th+14/+9/+4+9+4+4Indomitable will, rage power
15th+15/+10/+5+9+5+5Trap sense +5
16th+16/+12/+6/+1+10+5+5Damage reduction 4/—, rage 5/day, rage power
17th+17/+12/+7/+2+10+5+5Tireless rage
18th+18/+13/+8/+3+11+6+6Rage 3/day, rage power, trap sense +6
19th+19/+14/+9/+4+11+6+6Damage reduction 5/—
20th+20/+15/+10/+5+12+6+6Mighty rage, rage 6/day, rage power
Hit Die: d12
Class Skills (4 + Int modifier per level): Athletics, Handle Animal, Intimidate, Natural Lore, Perception, and Profession
Starting Wealth: Respectable (3d6 × 10 gp, Average 105 gp)

Class Features

Weapon and Armor Proficiency

A Barbarian is proficient with Basic weapons plus any three other weapon groups of your choice. They are proficient with light and medium armor and with shields (but not with tower shields).

If not using weapon groups, a Barbarian is proficient with simple and martial weapons.

Endurance

A barbarian gains Endurance as a bonus feat.

Fast Movement

A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution does not give additional hit points or increase the barbarian’s maximum hit points. Instead, the barbarian gains 2 temporary hit points per Hit Die. These temporary hit points last until the end of the barbarian’s rage.

While raging, a barbarian cannot use Deception, Heal, Persuasion, Stealth, or any Intelligence-based skills or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, Item Creation feats, Metamagic or Metapsionic feats, or Spellcasting feats.

A fit of rage lasts for a number of rounds equal to 3 + the barbarian’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage.

At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run, maximum of level 2 exhaustion) for the duration of the current encounter.

At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Rage Powers

As a barbarian gains levels, he learns to use his rage in new ways. Starting at 2nd level and every two levels thereafter, a barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Any barbarian who meets the powers’ prerequisites can select and use rage powers.

Rage powers require a barbarian to expend some of his rage to use. This can take two different forms. The most powerful abilities require the barbarian to expend 1 daily use of his rage, reducing the number of times he can rage in a day. Other abilities require the barbarian to reduce the number of rounds remaining in his current rage, exchanging the duration of his rage for a useful ability. If a rage power reduces the number of rounds remaining to 0, then the barbarian’s rage ends immediately at the end of his turn.

List of Rage Powers

Uncanny Dodge

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized or helpless. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trap Sense

Starting at 3rd level, a barbarian gains a +1 dodge bonus on Reflex saves made to avoid traps and to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage

At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Indomitable Will

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage

At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage

At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Barbarian Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Barbarian Archetypes

ArchetypesClass Features Replaced or Modified
EnduranceFast MovementRageRage PowersUncanny DodgeTrap SenseImproved Uncanny DodgeDamage ReductionGreater RageIndomitable WillTireless RageMighty Rage
Tribal Totems111111111111
Ape Totem BarbarianXXXC
Bear Totem BarbarianXXXX
Boar Totem BarbarianXXXXC
Eagle Totem BarbarianXXXXXXX
Horse Totem BarbarianXXXXC
Lion Totem BarbarianXXX
Serpent Totem BarbarianXCX
Wolf Totem BarbarianXCXX
X = replaced, C = changed, blank = as original class

Barbarian Alternate Class Features

The following alternate features replace one or more of a normal class features. As a Barbarian, you may choose any number of these for which you can meet the requirements. Classes with an archetype may also select these options if they meet all of the requirements.

Unwavering

You are fearless.
Level: 5th.
Replaces: Improved uncanny dodge.

Benefit

You are immune to fear effects.

Street Brawler

Growing up on the streets of Aldhaven is as dangerous as any untamed wilderness, but you learned to survive.
Level: 1st.
Replaces: If you choose this ability, you do not gain proficiency with martial weapons, medium armor, or shields..

Benefit

You gain Improved Unarmed Strike as a bonus feat. Your penalty when using improvised weapons is reduced by 2, so you only take a -2 penalty instead of the usual -4. Additionally, when fighting unarmed or with improvised weapons, you gain the benefits of the Two-Weapon Fighting feat. At 6th level, you gain the effects of Improved Two-Weapon Fighting when fighting unarmed or with improvised weapons, and at 11th level, you gain the effects of Greater Two-Weapon Fighting when fighting unarmed or with improvised weapons.

Evasive Charge

You practically dance across the battlefield, evading attacks with ease as you run down your target.
Level: 3rd.
Replaces: If you choose this ability, you do not gain the trap sense ability..

Benefit

You do not take a -2 penalty to Armor Class when charging. Furthermore, you add 1/3 of your barbarian level (rounded down) as a dodge bonus to your AC against attacks of opportunity when charging.