Barbarian
For you, there is only rage. In the ways of your people, in the fury of your passion, in the howl of battle, conflict is your passion. Noble savages, devoted muscle, masters of intense martial techniques, barbarians are not soldiers or professional warriors — they are the battle-possessed, creatures of fervor and spirits of war. They possess a sixth sense in regard to danger and are suspicious of gods, magic, and civilization. These wild warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the untamed places of the world. As a barbarian, you are untamed, and you have an affinity for wildness and wilderness. You respect your ancestors and believe that they watch over you.
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.
Restrictions: Lawful characters cannot take the Barbarian class. Barbarians who become lawful lose signature abilities (those gained at levels 1, 6, 11, and 16) and cannot gain more barbarian levels. They retain all other benefits of the class. Barbarians are uneasy around divine and especially arcane magic. If you cast divine and/or arcane spells, including divine and arcane cantrips, you receive a penalty of -1 on saving throw DCs; you also receive a -1 penalty to caster level when determining the variable effects of arcane spells and cantrips you cast.
Base Attack Bonus: +1 / level.
Caster Level: +0.25 / level.
Will Save: +0.25 / level.
Fort Save: +0.75 / level.
Reflex Save: +0.25 / level.
Hit Die: d12.
Level | Base Attack Bonus | Caster Level | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|
1st | +1 | 0 (0.25) | +0 (+0.75) | +0 (+0.25) | +0 (+0.25) | Tyro Signature: Rage |
2nd | +2 | 0 (0.50) | +1 (+1.50) | +0 (+0.50) | +0 (+0.50) | Wild Appearance OR Hunting Guide |
3rd | +3 | 0 (0.75) | +2 (+2.25) | +0 (+0.75) | +0 (+0.75) | Animal Fury OR Knockback |
4th | +4 | 1 (1.00) | +3 (+3.00) | +1 (+1.00) | +1 (+1.00) | Fast Movement OR Scale, Leap, Dive |
5th | +5 | 1 (1.25) | +3 (+3.75) | +1 (+1.25) | +1 (+1.25) | Tyro Tier Choice |
6th | +6/+1 | 1 (1.50) | +4 (+4.50) | +1 (+1.50) | +1 (+1.50) | Adventurer Signature: Damage Reduction |
7th | +7/+2 | 1 (1.75) | +5 (+5.25) | +1 (+1.75) | +1 (+1.75) | Intimidating Glare OR Intuit Danger |
8th | +8/+3 | 2 (2.00) | +6 (+6.00) | +2 (+2.00) | +2 (+2.00) | Rolling Dodge OR Spirit Guide |
9th | +9/+4 | 2 (2.25) | +6 (+6.75) | +2 (+2.25) | +2 (+2.25) | Sixth Sense OR Night Senses |
10th | +10/+5 | 2 (2.50) | +7 (+7.50) | +2 (+2.50) | +2 (+2.50) | Adventurer Tier Choice |
11th | +11/+6/+1 | 2 (2.75) | +8 (+8.25) | +2 (+2.75) | +2 (+2.75) | Hero Signature: Greater Rage |
12th | +12/+7/+2 | 3 (3.00) | +9 (+9.00) | +3 (+3.00) | +3 (+3.00) | Terrifying Howl OR Intuit Magic |
13th | +13/+8/+3 | 3 (3.25) | +9 (+9.75) | +3 (+3.25) | +3 (+3.25) | Fearless OR Hurling |
14th | +14/+9/+4 | 3 (3.50) | +10 (+10.50) | +3 (+3.50) | +3 (+3.50) | Extreme Endurance OR Intuit Nature |
15th | +15/+10/+5 | 3 (3.75) | +11 (+11.25) | +3 (+3.75) | +3 (+3.75) | Hero Tier Choice |
16th | +16/+11/+6/+1 | 4 (4.00) | +12 (+12.00) | +4 (+4.00) | +4 (+4.00) | Legend Signature: Greater Damage Reduction |
17th | +17/+12/+7/+2 | 4 (4.25) | +12 (+12.75) | +4 (+4.25) | +4 (+4.25) | Bully Buddy OR Righteous Anger |
18th | +18/+13/+8/+3 | 4 (4.50) | +13 (+13.50) | +4 (+4.50) | +4 (+4.50) | Spirit Mark OR Indomitable Will |
19th | +19/+14/+9/+4 | 4 (4.75) | +14 (+14.25) | +4 (+4.75) | +4 (+4.75) | Dive and Wade OR Dream Visit |
20th | +20/+15/+10/+5 | 5 (5.00) | +15 (+15.00) | +5 (+5.00) | +5 (+5.00) | Legend Tier Choice |
Skill Proficiencies
The barbarian's proficient skills are Break (Str), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge of Nature (Int), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiencies
You are proficient with all simple weapons. Select four of these weapon groups: Axes, Heavy Blades, Light Blades, Bows, Close, Combo, Flails, Hammers, Pole Arms, Spears, and Thrown. You are proficient with all simple weapons in these four groups. You are proficient in martial weapons in three of these four groups, and with exotic weapons in one of the three martial groups. You are also proficient with light armor, medium armor, bucklers and light shields (not heavy or tower shields).
Spells and Spell Casting
Spells: At fourth level, when your caster level is one, you can cast inherent spells, which are drawn from the inherent spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by 1/4 of a caster level every time you gain a barbarian level.
Note that casting inherent spells is different from casting other spells. There are no specific and particular words or gestures required -- instead, you just speak from your heart, if the spell has verbal components, or clap someone on the back, or scowl, or point, as you would do naturally in conversation, if there are somatic components. As a player, you track spell slots and game mechanics; as a character, you may not even be aware you are casting a spell. Your character might not realize there is anything magic in lifting a mug and having a pint to cast a Firebelly spell, nor see anything unusual in the cold resistance the spell grants.
Characters who cast in this way (Barbarians, Fighters, and Rogues) are called marrowmancers by those who study magic deeply. As an marrowmancer, constitution is your spell casting ability score.
Learning new spells: When you gain a caster level, you have the option to learn two spells from the intrinsic spell list. Divide your barbarian class level by four -- that's the highest spell level you can add to your known list (minimum 1). For example, at barbarian class level 4, you can add first level intrinsic spells to your list; at barbarian class level 8, you can add second level intrinsic spells.
Class Abilities
TYRO TIER
Level 1 Barbarian Tyro Tier Signature Ability: Rage (Ex): You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to your odd (column A) Constitution modifier plus two rounds per character level. 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 you can rage per day. 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. You can enter rage as a free action.
While raging, you gain a +4 morale bonus to your Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points per Hit Dice, but these disappear when your rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Tumble, Fly, Intimidate, and Ride) or any ability that requires patience or concentration, such as spell casting.
NOTE: You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Level 2 Barbarian Tyro Tier Interaction Ability (pick one):
- Wild Appearance (Ex): Your disdain for effete and civilized morays manifests in a wild and untamed appearance. You choose how this works, but it could include an unkempt or unconventional hairstyle; unconventional behavior; tattoos; piercings; bone, shell, stone, or wood jewelry; furs, hide, or homespun clothing; etc. Your appearance gives you a +2 circumstance bonus on Intimidate and Bluff checks, so long as you maintain your wild look and manners.
- Hunting Guide (Ex): You can take 10 on all Survival checks. You can provide food and water for one other person for every 1 point (not 2 points) by which your check result exceeds 10. You grant your fortitude save bonus against severe weather to one other character for every 1 point by which your Survival check result exceeds 10 (not 15). While you travel through natural terrain, a DC20 Spot check, rolled secretly by the game master, tells you what the major predators are in the area; you gain a bonus on that Spot check of +2 per size category the predator is bigger than you.
Level 3 Barbarian Tyro Tier Combat Ability (pick one):
- Animal Fury (Ex): You gain a bite attack as a secondary natural weapon. Your bite attack uses your full BAB -5 and deals 1d4 points of damage (assuming you are Medium; 1d3 points of damage if Small; 1d6 if Large) plus half your Strength modifier. The attack at -5 with half your strength bonus applies even if you have no other natural attacks or if the bite is the only attack you make in a round.
- Knockback (Ex): Once per round, you can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Level 4 Barbarian Tyro Tier Exploration Ability (pick one):
- Fast Movement (Ex): Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your land speed.
- Scale, Leap, Dive (Ex): You gain a +2 competence bonus on all Climb, Jump, and Swim skill checks. When making a jump, you are always considered to have a running start.
Level 5 Barbarian Tyro Tier Choice: Select a barbarian Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.
ADVENTURER TIER
Level 6 Barbarian Adventurer Tier Signature Ability: Damage Reduction (Ex): You gain damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. For every two character levels you gain after gaining this ability, your damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Level 7 Barbarian Adventurer Tier Interaction Ability (pick one):
- Intimidating Glare (Ex): You can make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.
- Intuit Danger (Ex): When you are within 60 ft of and have line of sight to other creatures (and they have line of sight to you), you know if their attitude towards you is hostile or unfriendly. A move action must be used to intuit danger. After sensing danger, you gain a +3 insight bonus on Sense Motive and Diplomacy checks when interacting with these creatures.
Level 8 Barbarian Adventurer Tier Combat Ability (pick one):
- Rolling Dodge (Ex): You gain a +2 dodge bonus to your Armor Class against ranged attacks.
- Spirit Guide (Su): The spirit of an ancestor rewards your success, granting you a +1 morale bonus on the next attack you make in the same round after landing a hit. You take no action to gain this bonus.
Level 9 Barbarian Adventurer Tier Exploration Ability (pick one):
- Sixth Sense (Su): When you are within short range (25 ft +5 ft/2 caster levels) of incorporeal creatures and continuing magical effects (including effects created by magic items, but not magic items themselves), you sense these phenomena 75% of the time (the game master makes this sixth sense roll secretly); roll once for each phenomena encountered per day. If you do sense a magic effect or incorporeal creature, then there is a further 75% chance you will also be able to determine direction and distance. No impediment stops detection of presence, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks direction and distance.
- Night Senses (Ex): Your senses grow incredibly sharp, and you gain low-light vision. If you already have low-light vision, or permanently gain it later, then you can choose between darkvision 60 feet or scent.
Level 10 Barbarian Adventurer Tier Choice: Select a barbarian Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.
HERO TIER
Level 11 Barbarian Hero Tier Signature Ability: Greater Rage (Ex): When you enter rage, the morale bonus to your Strength and Constitution increases to +6 and the morale bonus on your Will saves increases to +3. Prerequisite: Tyro Tier Rage Ability.
Level 12 Barbarian Hero Tier Interaction Ability (pick one):
- Terrifying Howl (Ex): You can unleash a terrifying howl as a standard action. All enemies within 30 feet must make a Will save (DC equal to your Intimidate skill roll) or be shaken for 1d4+1 rounds. Enemies who are already shaken are 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.
- Intuit Magic (Ex): When you are within 60 ft of and have line of sight to other creatures, you know if they can cast arcane or divine spells or SLAs. A move action must be used to intuit magic. After sensing magic, you gain a +3 insight bonus on saves vs arcane and divine magic effects created by these creatures.
Level 13 Barbarian Hero Tier Combat Ability (pick one):
- Fearless (Ex): You gain a +4 on all saving throws against fear effects that result in the shaken, frightened, and panicked conditions.
- Hurling (Ex): When you use thrown weapons sized for you, the range increment is increased by +20. You can hurl melee and improvised weapons sized for you one-handed with no penalty to hit and a range increment of 10. And you can hurl thrown, melee, and improvised weapons that are inappropriately sized with only a cumulative -1 penalty to hit for each size category of difference between the size of its intended wielder and the size of its actual wielder, and with no penalty if the hurled weapon is improvised. You may apply Power Attack to all thrown and hurled attacks.
Level 14 Barbarian Hero Tier Exploration Ability (pick one):
- Extreme Endurance (Ex) You have become inured to either hot or cold climate effects (choose one). You gain a +4 bonus on saving throws against fire and cold, you are protected as if using Endure Elements, and you gain cold and fire resistance 5.
- Intuit Nature (Sp): You place your ear to the ground and listen for a full round. You gain information as if you had cast Commune with Nature. You can use this ability once per day
Level 15 Barbarian Hero Tier Choice: Select a barbarian Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.
LEGEND TIER
Level 16 Barbarian Legend Tier Signature Ability: Greater Damage Reduction (Ex): Your damage reduction now also applies to energy damage. If an attack inflicts both physical and energy damage, apply the reduction to both forms of damage. In addition, if you are affected by ability score damage or if an energy drain attack applies negative levels to you, reduce the ability damage or the negative levels by one. Greater Damage reduction can reduce damage to 0 but not below 0. Prerequisite: Adventurer Tier Damage Reduction Ability.
Level 17 Barbarian Legend Tier Interaction Ability (pick one):
- Bully Buddy (Ex): If you successfully use Intimidate to change a person's attitude and then remain in the person's presence for 1d4 days, then their attitude toward you becomes permanently friendly, so long as you are friendly towards them.
- Righteous Anger (Ex): You are indignant when confronted with injustice. When you feel that you have been wronged by the actions of others, you gain a +5 bonus on Diplomacy rolls to convince others to see things your way.
Level 18 Barbarian Legend Tier Combat Ability (pick one):
- Spirit Mark (Su): You have been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark that your ancestors have now placed on you. Once per day as a free action you can call upon the spirits' favor, gaining a +1d6 morale bonus on one d20 roll you have just made. You can call on the auspicious mark after seeing the result of the d20 roll.
- Indomitable Will (Ex): You gain a +2 bonus on Will saves. You are immune to possession and domination.
Level 19 Barbarian Legend Tier Exploration Ability (pick one):
- Dive and Wade (Ex): You can hold your breath for a number of rounds equal to four times your Constitution score (not double). In addition, you can move normally though squares of water that is not over your head. It does not cost you extra movement to wade with this ability.
- Dream Visit (Sp): You visit with your ancestors in your dreams. They offer advice, though their words may be hard to understand. This spell-like effect requires a night's sleep and offers information similar to a Divination or Legend Lore spell, although your ancestors may offer advice on a topic of their choice, as well as answering your quesitons.
Level 20 Barbarian Legend Tier Choice: Select a barbarian Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.