Barbarian
- Details
- Category: Classes
- Published on Wednesday, 19 August 2009 05:00
- Written by Brodiggan Gale
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.
| Additional Ratings |
|
| Balance: |
1 1 1 1 1 1 1 1 1 1 Rating 4.00 (17 Votes) |
| Utility: |
1 1 1 1 1 1 1 1 1 1 Rating 4.65 (17 Votes) |
| Clarity: |
1 1 1 1 1 1 1 1 1 1 Rating 4.47 (15 Votes) |

