Character Options
Classes
Barbarian
Classes
Barbarian
After reading through the final Pathfinder rules, I kept coming back to the idea that some classes (particularly the primary melee classes) still felt like they needed a bit of polish. While everything was much better than in standard 3.5, and on the whole, the classes were more balanced than the Beta versions, they still had some rough edges and ill thought out abilities. Barbarian wasn't the worst, but a lot of the rage powers were questionably useful, with high opportunity costs and mediocre benefits. Any ability requiring a standard or move equivalent action to activate, for instance, prevents a barbarian from making a full attack or charging, so they have to be balanced against the significant loss of damage output for the round. Others were just weak (Low Light Vision, Night Vision, Raging Climber/Leaper/Swimmer, etc.) or felt like bad choices in comparison to other rage powers/feats (Moment of Clarity, Quick Reflexes, Powerful Blow, for instance).
Alignment: Any non-lawful
Hit Die: d12
Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str)Skill Ranks Per Level: 4 + Int modifier
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Fast movement, Rage |
| 2nd | +2 | +3 | +0 | +0 | Rage power, Uncanny dodge |
| 3rd | +3 | +3 | +1 | +1 | Trap Sense +1 |
| 4th | +4 | +4 | +1 | +1 | Rage power |
| 5th | +5 | +4 | +1 | +1 | Improved uncanny dodge |
| 6th | +6/+1 | +5 | +2 | +2 | Rage power, Trap Sense +2 |
| 7th | +7/+2 | +5 | +2 | +2 | Damage reduction 1/— |
| 8th | +8/+3 | +6 | +2 | +2 | Rage power |
| 9th | +9/+4 | +6 | +3 | +3 | Trap Sense +3 |
| 10th | +10/+5 | +7 | +3 | +3 | Damage reduction 2/—, Rage power |
| 11th | +11/+6/+1 | +7 | +3 | +3 | Greater rage |
| 12th | +12/+7/+2 | +8 | +4 | +4 | Rage power, Trap Sense +4 |
| 13th | +13/+8/+3 | +8 | +4 | +4 | Damage reduction 3/— |
| 14th | +14/+9/+4 | +9 | +4 | +4 | Rage power |
| 15th | +15/+10/+5 | +9 | +5 | +5 | Trap Sense +5 |
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Rage power, Damage reduction 4/— |
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless rage |
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Rage power, Trap Sense +6 |
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | Damage reduction 5/— |
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Mighty rage, Rage power |
Class Features
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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 (Ex): A 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 4 + 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 a 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. A barbarian can end her rage at any time as a free action. After raging, a barbarian is fatigued for two rounds for every round she spent raging. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. Unless otherwise noted, a barbarian gains the benefits of rage powers only while raging, and cannot select an individual power more than once.
Animal Fury (Ex): While raging, the barbarian gains a bite attack. This bite may be used as part of a full attack action at the barbarian’s full base attack bonus –5. The barbarian may also deal their bite damage automatically after any successful grapple check (either to maintain or escape a grapple). The bite deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier.
Clear Mind (Ex): As a free action, the barbarian may reroll a single failed Will save. This power is used after the first save has been attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
Focus (Ex): While raging, the barbarian adds her level as an enhancement bonus on all Climb and Swim skill checks as well as Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
Frenzied Blows (Ex): The barbarian gains a +1 morale bonus to all melee attack and damage rolls for one round. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action and can only be used once per rage.
Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.
Indomitable Will (Ex): While raging, the barbarian 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 she also receives during her rage. A barbarian must be at least 12th level before selecting this rage power.
Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.
Intimidating Glare (Ex): After scoring a critical hit or dealing lethal damage to a foe, the barbarian may make an Intimidate check against one adjacent foe as an immediate action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
Knockback (Ex): 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. Using this ability does not provoke an attack of opportunity.
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 12th level before selecting this power. This power can only be used once per rage.
Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power is used as a swift action and can only be used once per rage.
No Escape (Ex): As an immediate action, the barbarian can move up to double her normal speed when an adjacent foe moves away from her. She must end her movement adjacent to that enemy. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
Renewed Vigor (Su): As a move action, the barbarian heals 2 points of damage per barbarian level, and gains fast healing 2 for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
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.
Sharpened Senses (Ex): While raging, the barbarian gains Low Light Vision, Scent, and receives a +2 bonus on all Perception checks. If the barbarian already has Low Light Vision, this ability grants Darkvision instead.
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action and can only be used once per rage.
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Swift Foot (Ex): The barbarian gains a 10-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.
Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.
Unnatural Reflexes (Ex): While raging, the barbarian can make two additional attacks of opportunity per round and receives a +2 bonus to Reflex saves.
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. A barbarian must be at least 8th level before selecting this power.
Whirling Frenzy (Ex): The barbarian gains a +1 dodge bonus to her Armor Class for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity. This power can only be used once per rage.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase 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 (Ex): 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 her, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she 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 (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
Arcane Legionary Spell List
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.
5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.
5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
| Additional Ratings |
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| Balance: |
( 16 Votes ) |
| Utility: |
( 16 Votes ) |
| Clarity: |
( 14 Votes ) |
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