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Barbarian

Most people in the civilized lands take much for granted. They have their printing press, a postal network that allows instantaneous delivery from one side of the continent to the other and other magical and technological amenities that make modern life much easier for the layperson. Also, most individuals that attend school have the potential to harness arcane power, even those that wouldn’t do well as pure wizards can harness this energy. Those that can have access to cantrips that can be used so that demeaning tasks can be accomplished without the need of them having them done through physical labor. But most importantly, these people have a governmental system that puts a roof over their heads no matter their station within society.

In the wilderness, there exist those that shirk the pleasantries of the civilized lands and find it quite disgusting. These nomads live in harmony with the land and only take what they need from it to survive. They have no roof over their head; instead they revel at living under the open sky. They are primitive, yes, but they are also stronger for this. They have honed their bodies and their mind to survive and to be able to fight off the terrors that lurk in the shadows. There is nothing scarier than seeing these primitives in combat.

When they do fight they work up a frenzy that makes them quite indomitable combatants. While they are in this frenzy they fight recklessly and without regard for their physical well being. Fortunately for them their ability to frenzy, or rage as the class feature is called, gives them a psychotic insight. This insight provides them with a bonus
to their Strength and Constitution scores and gives them a slightly higher resistance to effects that target their will. Until they reach fifteenth level all barbarians suffer a penalty to their armor class due to their reckless actions in combat.

Alignment: Any non-lawful

Hit Die: d10

Requirements

To qualify to become a barbarian, a character must fulfill all the following criteria.
  • Skills: Intimidate 5 ranks, Survival 5 ranks
  • Feats: Alertness, Endurance, Run, Self-Sufficient, Survivalist

Class Skills

Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier



Fort Ref Will
Level Base Attack Bonus Save Save Save Special Abilities Brute ForceRage Powers
1st +1 +1 +0 +0 Dauntless, Rage, Survivor +0
2nd +2 +1 +0 +0 Resist Magic +2
+1 1
3rd +3 +2 +1 +1 Survivor
+2
4th +4 +2 +1 +1 Resist Magic +3 (Allies)
+2 2
5th +5 +3 +1 +1 Greater Rage
+2
6th +6/+1 +3 +2 +2 Resist Magic +4
+3 3
7th +7/+2 +4 +2 +2 Tireless Rage
+3
8th +8/+3 +4 +2 +2 Resist Magic +5
+3 4
9th +9/+4 +5 +3 +3 Eyes of Menace
+4
10th +10/+5 +5 +3 +3 Resist Magic +6
+4 5
11th +11/+6/+1 +6 +3 +3 Mighty Rage
+4
12th +12/+7/+2 +6 +4 +4 Resist Magic +7
+5 6
13th +13/+8/+3 +7 +4 +4 Primal Scream
+5
14th +14/+9/+4 +7 +4 +4 Resist Magic +8
+5 7
15th +15/+10/+5 +8 +5 +5 Vicious Rage
+6

Class Features

Weapon and Armor Proficiency: Barbarians are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Dauntless (Ex): The bonus gained from Endurance increases to +8. In addition the Barbarian gains 2 additional hit points per class level gained.

Rage (Ex): The barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 12 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

The barbarian can end her rage as a free action and is fatigued after raging for a number of rounds equal to 2 times the number of rounds spent in the rage. The barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If the barbarian falls unconscious, her rage immediately ends, placing her in peril.

Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. 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.

Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. The barbarian can select this rage power one additional time, increasing the amount damage dealt as if he gained a size category increase.

Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 8th level before selecting this rage power.

Guarded Stance (Ex): The barbarian gains a +1 natural armor bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 5 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Damage Reduction (Ex): The barbarian gains damage reduction increases by 1/—. This increase is always active while the barbarian is raging. The barbarian can select this rage power up to 5 times. Its effects stack.

Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. The barbarian must be at least 4th level before selecting this rage power.

Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Low-Light Vision (Ex): The barbarian’s senses sharpen and she gains low-light vision (x2) while raging. The barbarian can select this rage power up to 3 times; each time increasing the range by +1 (x2 to x3, x3 to x4).

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.

Night Vision (Ex): The barbarian’s senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power. The barbarian can select this rage power up to 3 times; each time increasing the range by 30 feet (60 ft becomes 90 ft, 90 ft. becomes 120 ft.)

No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.

Raging Climber (Ex): When raging, the barbarian adds 5 + her level as an enhancement bonus on all Climb skill checks.

Raging Leaper (Ex): When raging, the barbarian adds 5 + her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.

Raging Swimmer (Ex): When raging, the barbarian adds 5 + her level as an enhancement bonus on all Swim skill checks.

Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.

Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes.

Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 3 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Swift Foot (Ex): The barbarian gains a 10 foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.

Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage.

Survivor (Ex): At 1st and 3rd level the barbarian may select one environment from those shown on the table below. The barbarian gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in the selected environment. Barbarians traveling through their chosen environment leave no trail and cannot be tracked (though they may leave a trail if she so chooses). In addition, at 3rd level the skill bonus and initiative bonus in any in the terrain chosen at 1st level increases by +2.

Barbarian Survivor Environments
Cold (ice, glaciers, snow, and tundra)
Underground (caves and dungeons)
Jungle Forest
Swamp Plains
Desert (sand and wastelands) Water (above and below)
Mountain (including hills)

Brute Force (Ex): Barbarians harbor an innate distrust of magic, even enchanted equipment. Barbarians make up for their lack of such tools through raw combat ability. Barbarians use the bonus from this ability to their attack and damage rolls. Attacks made by the barbarian ignore damage reduction as if their weapon is enchanted. If the barbarian ever uses any magic item they lose the bonus gained by this ability for 24 hours thereafter.

Resist Magic (Ex): Barbarians hail from pockets of wilderness that have embraced the power and ferocity of nature, rebuking everything that opposes or that wishes to tame it, and magic is no exception. Barbarians have an ingrained hatred for divine and arcane magic in any form; they have honed their minds and bodies to rebuke its effects. Barbarians generally get along with divine casters that are animists, druids and spellsingers, seeing the power that comes from them as the gift of the green.

At 2nd level the barbarian gains a +2 morale bonus to all saves against effects generated by spells, spell-like abilities and magic items. At 4th level, this bonus increases to +3 and the barbarians’ sheer force of will can diminish the consequences of a spell affecting the barbarian. Any time one or more of the barbarian’s allies that is within a 10 foot radius of her and is affected by the same spell or effect as the barbarian, they gain a +3 morale bonus to their own save. The barbarian’s morale bonus increases to +4 at 5th level and continues to increase by +1 for every three two gained thereafter, capping at +8 at 14th level. The bonus the barbarian grants to her companions remains at +3 and never increases. In addition the barbarian also reduces damage inflicted against her from spells by the same bonus she gains against magic effects.

Greater Rage (Ex): At 5th 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.

Tireless Rage (Ex): At 7th level and higher the barbarian no longer becomes fatigued at the end of her rage.

Eyes of Menace (Su): At 9th level, when the barbarian locks eyes with an opponent, they must make a Will save (DC 15 + the barbarian’s class level) or become frightened. Since this is a supernatural ability, even opponents that are immune to fear effects must make a Will save.

Mighty Rage (Ex): At 11th level the barbarian’s bonuses to Strength and Constitution during her rage each increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Primal Scream (Su): At 13th level, the barbarian can let loose a primal yell that can emulate the roar of any animal that has a CR equal to her class level, which can be heard from five miles away but only affects opponents within 100 foot radius. All such opponents must make a Will save (DC 10 + twice the barbarian's class level) or be stunned for 1D4+1 rounds.

Vicious Rage (Ex): At 15th level the barbarian’s bonuses to Strength and Constitution during her rage each increase to +10, and her morale bonus on Will saves increases to +6. The penalty to her AC is nullified.

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