Barbarian

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The Barbarian
Common Roles Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier, survivalist, nature's warrior
Common Races Giantborn, Khazad-Mornir, Humans (especially the Dranei, Aesir), Oruch, Sith'makar, Half-orcs
Influential Faiths Angoron, Dana, Gilead, Kor
Common Organizations Ygdrassil Union, Battleguard of Kor, Order Paramount, Wards of the Invisible Path, Temples of: Gilead, Dana, Angoron, Kor
Some IC Hangouts Alexandrian Grid: A03: Colosseum District, A02: Ma Rosie's Goblintown Gambling Hall, A05: Ox-Strength Tavern

Wilderness Pointe Grid: W01: Wayfarer's Inn

PRD Entry Unchained Barbarian
Associated Characters Barbarians

Despite the number of industrialized city-states and nations that dot the landscape of the Great Continent, there are still many wild and outlying areas consisting of unexplored and untamed regions inhabited by cultures that hold firm to the traditions and beliefs of their past. Some of these regions are quite vast, populated by proud and powerful people and others are small, inhabited by simple rustic people who are satisfied with their way of life and see no need to change.

The barbarian represents the power of the wilderness and survival. They are warriors who have tapped into the rugged, primal power that infuses the world. The barbarian possesses overwhelming strength and tenacity. Though cultures associated with them possess many other classes, such as druids, clerics and even fighters, the barbarian is the embodiment of primal forces.

The iconic Emblem of Ea barbarian will usually hail from one of the outlying frontier areas or culturally exotic places in the world. Human, Orc and Half-Orc barbarians typically emerge from the vast realm of Dran and its regional affiliates. Sith'makar barbarians are are some of their tribes' fiercest warriors. The nation of Dran is well known for its brutal warrior traditions and mercenary armies and they have produced some of the most powerful warriors the world has ever known. To the northwest, the reaches of far-away Stormgarde produce proud warriors of a primal heritage. The enormous Giantborn emerge from both the high north of Stormgarde and the harsh Tablelands of Dran. Legendary Storm Dwarves dwell on high mountain peaks, atop their faithful griffon mounts. Human, dwarf and Jotunbrud Barbarians might emerge from these lands as well. Among the Mountain Dwarves, barbarians sometimes emerge from among their Stonesmasher and Skyhammer clans. An Lucht Siuil barbarians ride the lengths of The Vast as outriders, side by side human barbarians from the Phurai Dae tribes of horse lords and nomads.

Barbarians also often exist among the mercenary thugs, criminals and malcontents that make the depths of The Desolation their home coupled with simple rustic tribes or monstrous races that are simply trying to survive there and exist in solitude.

Barbarian

Alignment: Any nonlawful.

Hit Die: d12.

Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

The Barbarian
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Rage power, uncanny dodge
3rd +3 +3 +1 +1 Danger 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, Danger 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 Danger 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, Danger sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, Rage power
15th +15/+10/+5 +9 +5 +5 Danger sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, Rage power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power, Danger 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

All of the following are class features of the barbarian.

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 base 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. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.

A barbarian may only possess one style of totem rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

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, nor does she lose 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.

Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

Improved Uncanny Dodge (Ex): At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.

If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0.

Greater Rage (Ex): At 11th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Indomitable Will (Ex): At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.

Tireless Rage (Ex): At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn't gain any temporary hit points from her rage.

Mighty Rage (Ex): At 20th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Rage Powers

Rage Powers
Rage Power Description Level Pre-Reqs Notes
Accurate Stance (Ex) The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. -- -- Stance
Animal Fury (Ex) The barbarian gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the barbarian is Medium; 1d3 if the barbarian is Small) plus the barbarian's Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the barbarian's full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll. The barbarian can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the barbarian against the target until the end of the round gain a +2 bonus. -- --
Armor Ripper While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks. -- --
Auspicious Mark (Su) The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits' favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day. -- --
Brawler (Ex) While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small). -- --
Brawler (Greater) (Ex) While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. -- Brawler
Calm Stance (Ex) The barbarian can enter a state of calm. While in this stance, the barbarian doesn't gain any benefits from rage other than the temporary hit points, but she doesn't take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against her total number of rounds of rage per day. This is a stance rage power. -- -- Stance
Celestial Blood, Lesser (Su) While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack. This is a totem rage power. -- -- Totem
Energy Resistance (Ex) The barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). At 8th level, she gains limited immunity to the same type of energy, as protection from energy. She can absorb 2 points of damage per level, and she applies her energy resistance first. The energy type is chosen when this rage power is selected, and it can't be changed. This rage power can be selected more than once; each time, it applies to a different energy type. -- --
Erratic Charge (Ex) As part of the full-round action to perform a charge attack against a creature at least 20 feet away, the barbarian can move 5 feet in any direction before making the charge. This movement is not a 5-foot step and provokes attacks of opportunity as normal, and using this option reduces the maximum distance of the charge by 10 feet. -- --
Guarded Stance (Ex) The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. -- -- Stance
Inspire Ferocity (Ex) While in the reckless stance, the barbarian imparts the stance's bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power. -- Reckless Stance
Intimidating Glare (Ex) The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian's current rage. -- --
Knockback (Ex) Once per round, the barbarian can attempt a bull rush against one target in place of a melee attack, using her full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the barbarian's Strength modifier and is knocked back as normal. The barbarian doesn't move with the target. This bull rush doesn't provoke an attack of opportunity. -- --
Knockdown Stance (Ex) The barbarian can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn't provoke an attack of opportunity. This is a stance rage power. -- -- Stance
Low-Light Vision (Ex) The barbarian's senses sharpen, and she gains low-light vision. -- --
Night Vision (Ex) The barbarian's senses grow incredibly sharp, and she gains darkvision out to a range of 60 feet. If she already has darkvision, the range of that darkvision increases by 60 feet. A barbarian must have a darkvision racial trait, low-light vision racial trait, or the low-light vision rage power to select this rage power. -- A darkvision racial trait, low-light vision racial trait, or the low-light vision rage power
No Escape (Ex) The barbarian can move up to double her base speed as an immediate action. She can use this ability only 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. -- --
Perfect Clarity (Ex) While in the calm stance, the barbarian can roll twice for any miss chances or Will saving throws to disbelieve illusions, taking the better result. A barbarian must have the calm stance rage power to select this rage power. -- Calm Stance
Powerful Stance (Ex) The barbarian can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. -- -- Stance
Quick Reflexes (Ex) The barbarian can make one additional attack of opportunity per round. -- --
Raging Climber (Ex) The barbarian gains a climb speed equal to 1/2 her base land speed, taking into account her fast movement class feature. She can't use this climb speed to climb any surface with a DC higher than 20. She also gains a +8 enhancement bonus on Climb checks. -- --
Raging Leaper (Ex) The barbarian is always considered to have a running start when attempting an Acrobatics check to jump. In addition, she gains a +8 bonus on Acrobatics checks to jump. Finally, if the barbarian falls, she halves the total distance fallen for the purposes of determining damage taken from the fall. -- --
Raging Swimmer (Ex) The barbarian gains a swim speed equal to 1/2 her base land speed (taking into account her fast movement class feature). She also gains a +8 enhancement bonus on Swim checks. -- --
Reckless Stance (Ex) The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power. -- -- Stance
Renewed Vitality (Ex) The barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends. -- --
Roaring Drunk (Ex) While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels. -- --
Roused Anger (Ex) The barbarian can enter a rage even when fatigued. If the barbarian enters a rage while fatigued, she loses the fatigued condition and she does not gain temporary hit points from rage. Once this rage ends, the barbarian is exhausted for 10 minutes. -- --
Scent (Ex) The barbarian gains the scent ability. She can use this ability to locate unseen foes. -- --
Shove Aside (Ex) Whenever the barbarian charges, she may push past one of her allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally's position; it simply allows the barbarian to move past. -- --
Smasher (Ex) Whenever the barbarian attempts a sunder combat maneuver or makes an attack against an unattended object, she ignores 1 point of the object's hardness per barbarian level she has. -- --
Strength Stance (Ex) The barbarian can summon mighty strength. She gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power. -- -- Stance
Superstition (Ex) The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies. -- --
Swift Foot (Ex) The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack. -- --
Witch Hunter (Ex) The barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the barbarian has. In addition, if she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect). A barbarian must have the superstition rage power to select this rage power. -- Superstition
Beast Totem (Lesser) (Su) While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier. -- -- Totem
Chaos Totem (Lesser) (Su) While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses. -- --
Good for What Ails You (Ex) While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect. -- --
Guarded Life (Ex) While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes. -- --
Hurling, Lesser (Ex) As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate. -- --
Liquid Courage (Ex) While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels. -- --
Overbearing Advance (Ex) While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver. -- --
Spirit Totem, Lesser (Su) While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier. -- -- Totem
Staggering Drunk (Ex) While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels. -- --
'Two-Fanged Pounce If the barbarian is wielding a pair of daggers, kukris, or punching daggers, she can attack once with each of the two weapons when she charges. If she does, she loses the bonus on attack rolls for charging and takes an additional –2 penalty to her AC, and she applies precision damage or effects that occur on a hit only once, even if she hits with both attacks. -- --
World Serpent Totem (Su) While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one. -- -- Totem
Deadly Accuracy (Ex) If the barbarian scores a critical threat while in the accurate stance, she applies double the accurate stance's bonus when rolling to confirm the critical. A barbarian must have the accurate stance rage power and be at least 4th level to select this rage power. 4 Accurate Stance
Elemental Stance (Su) When the barbarian adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the barbarian's critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power. A barbarian must be at least 4th level to select this rage power. 4 -- Stance
Hive Totem (Su) While raging, the barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like summon swarm used to summon spiders or insect plague). She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5). 4 Animal Fury Totem
Regenerative Stance (Ex) The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power. A barbarian must be at least 4th level to select this rage power. 4 -- Stance
Renewed Vigor (Ex) As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power. 4 --
Sprint (Ex) The barbarian adds 1/2 her speed to the distance she can move when she runs or charges. A barbarian must have the swift foot rage power and be at least 4th level to select this rage power. 4 --
Battle Roar (Su) When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent. 6 Intimidating Glare --
Beast Totem (Su) While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power. 6 Lesser Beast Totem Totem
Boasting Taunt (Ex) "While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. 6 --
Celestial Blood (Su) While raging, the barbarian gains resistance 5 to acid and cold. Barbarian must be L6. This is a totem rage power. 6 Celestial Blood, Lesser Totem
Chaos Totem (Su) While raging, the barbarian's form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks 6 Chaos Totem, lesser
Dragon Totem (Su) The barbarian must select a single color of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white) as her totem. While raging, she gains a +1 bonus on Perception checks and a +1 morale bonus on saving throws against fear, paralysis, and sleep effects. This bonus increases by +1 for each additional dragon totem rage power (such as dragon totem resilience and dragon totem wings) the barbarian possesses. 6 Animal Fury, Intimidating Glare Totem
Ghost Rager (Ex) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superstition rage power and be at least 6th level before selecting this rage power. 6 Superstition
Ground Breaker (Ex) The barbarian can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 Reflex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power. 6 --
Guarded Life, Greater (Ex) When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage. 6 Guarded Life
Hive Totem Resilience (Su) While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5). 6 Hive Totem Totem
Hurling Charge (Ex) While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge. 6 Hurling, Lesser.
Overbearing Onslaught (Ex) While raging, the barbarian may overrun more than one target per round, with a –2 penalty on her CMB for each overrun check after the first. 6 Overbearing Advance
Reflexive Dodge (Ex) While in the guarded stance, the barbarian can apply her dodge bonus to AC as a bonus on Reflex saving throws. A barbarian must have the guarded stance rage power and be at least 6th level to select this rage power. 6 Guarded Stance
Savage Dirty Trick (Ex) Once per round while raging, the barbarian can attempt a dirty trick combat maneuver (Pathfinder RPG Advanced Player’s Guide 320) in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the target takes an amount of damage equal to the barbarian’s Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the following table.
Savage Dirty Trick
Initial Penalty Additional Penalty
Blinded Staggered
Dazzled Dazed
Deafened Staggered
Entangled Anchored in place and unable to move from that square
Sickened Nauseated

On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.

For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian’s combat maneuver equal to the barbarian’s Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw.

This power can only be used once per opponent per rage. A barbarian must be at least 6th level to select this rage power.

6 --
Spirit Totem (Su) While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach) 6 Lesser Spirit Totem Totem
World Serpent Spirit (Su) While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. She also gains a +1 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one 6 World Serpent Totem Totem
Bleeding Blow (Ex) While in the powerful stance, the barbarian can make an attack that causes her enemies to bleed profusely. Once per round, she can have one of her attacks deal an amount of bleed damage equal to 1/2 her bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn't stack with itself. A barbarian must have the powerful stance rage power and be at least 8th level to select this rage power. 8 Powerful Stance
Clear Mind (Ex) When the barbarian fails a Will saving throw, she can attempt another Will saving throw at the end of her next turn (using the original DC). If the second saving throw is successful, the barbarian is treated as if she succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the barbarian suffers the full effects of the spell or effect as normal. A barbarian must be at least 8th level to select this rage power. 8 --
Crippling Blow (Ex) Once per day when the barbarian hits with an attack, she can deal 1 point of ability damage to the target's Strength or Dexterity score. This damage increases by 1 point for every 4 levels the barbarian has. A barbarian must be at least 8th level to select this rage power. 8 --
Disruptive When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power. 8 Superstition
Dragon Totem Resilience (Su) While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one. 8 Dragon Totem Totem
Erratic Charge, Greater (Ex) The barbarian can move 10 feet when using erratic charge. If she does so, the creature she is charging must be at least 20 feet away and the movement reduces the maximum distance of her charge by 20 feet. 8 Erratic Charge
Ground Breaker, Greater (Ex) When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. 8 Ground Breaker
Hive Totem Toxicity (Su) While raging, the barbarian increases her bite damage die type with the animal fury rage power by one die type and decreases the penalty on attack rolls with that bite to –2. Once per rage, a bite that hits can deliver an injury toxin that has a frequency of once per round for 4 rounds, deals 1d3 points of Constitution damage, and has a cure of one save. The saving throw has a Fortitude save DC of 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier. 8 Hive Totem, Hive Totem Resilience Totem
Hurling (Ex) As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category. 8 Hurling, Lesser.
Increased Damage Reduction (Ex) The barbarian's damage reduction increases by 2/— whenever she is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power. 8 --
Internal Fortitude (Ex) The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power. 8 --
Primal Scent (Ex) When using her scent rage power, the barbarian adds half her barbarian level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures she cannot see. If she pinpoints the location of a creature that has total concealment, she treats it as having concealment. 8 Scent Rage
Protect Vitals (Ex) While in the guarded stance, the barbarian gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits. A barbarian must have the guarded stance rage power and be at least 8th level to select this rage power. 8 Guarded Stance
Sharpened Accuracy (Ex) While in the accurate stance, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the accurate stance rage power and be at least 8th level to select this rage power. 8 Accurate Stance
Shove Aside, Greater (Ex) This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge. A barbarian must have the shove aside rage power and be at least 8th level to select this rage power. 8 Shove Aside
Sunder Enchantment (Su) While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target's CMD. 8 Witch Hunter
Terrifying Howl (Ex) The barbarian unleashes a terrifying howl as a standard action. All enemies that have been shaken by the barbarian (usually through the Intimidate skill) within 30 feet must succeed at a Will save (DC = 10 + 1/2 the barbarian's level + her Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it's immune to this power for 24 hours. A barbarian must be at least 8th level and have the intimidating glare rage power to select this rage power. 8 Intimidating Glare
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 that movement would normally provoke an attack of opportunity. The barbarian can use this ability only when there are no other foes in a square threatened by the barbarian. A barbarian must be at least 8th level to select this rage power. 8 --
Beast Totem (Greater) (Su) While raging, the barbarian gains the pounce special ability with her claws, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power. (Tenebrae Update: This rage power's pounce ability is limited to the claws granted by the totem, and animal fury.) 10 -- Totem
Body Bludgeon (Ex) While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. 10 --
Celestial Blood, Greater (Su) Once per rage, the barbarian can reroll one ability check, skill check, or saving throw she just made. She must take the second result, even if it’s lower. She must decide to use this ability after the die is rolled but before results are revealed. Barbarian must be L10. This is a totem rage power. 10 Celestial Blood Totem
Chaos Totem (Greater) (Su) While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction 10 Chaos Totem Totem
Dragon Totem Wings (Su) When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her. While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average manoeuvrability). She can expend 2 rounds of her rage to instead spend an immediate action to gain this fly speed. She can end her fly speed at any time, even when it is not her turn. Each round she spends raging and flying counts as 2 rounds of rage. Her ability to fly ends automatically when she ceases raging. 10 Dragon Totem, Dragon Totem Resilience Totem
Eater of Magic (Su) When the barbarian succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell's level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect's creator (in the case of supernatural abilities). These temporary hit points disappear when the barbarian's rage ends, and they stack with her temporary hit points from rage but not with other temporary hit points gained from this rage power. A barbarian must have the superstition rage power and be at least 10th level to select this rage power. 10 Superstition
Flesh Wound (Ex) Once per day, the barbarian can avoid serious harm from an attack. She attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If she succeeds, she takes no damage from the attack. If she fails, she takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled. A barbarian must be at least 10th level to select this rage power. 10 --
Spirit Totem, Greater (Su) While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage 10 Spirit Totem, Lesser Spirit totem Totem
World Serpent Totem Unity (Su) While raging, the barbarian doubles her fast movement bonus to land speed and cannot be knocked prone. She also doubles her world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her. 10 World Serpent Totem, World Serpent Spirit Totem
Bloody Fist (Ex) While raging, the barbarian may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the barbarian must confirm a critical hit against an opponent with a natural attack or unarmed strike. The barbarian deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’s Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. This power can only be used once per rage. 12 --
Energy Absorption (Su) Once per day, the barbarian can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance rage power. She takes no damage from the attack and doesn't attempt a saving throw. Instead, she increases the temporary hit points from her rage by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the barbarian is at least 16th level, once before her rage ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the barbarian would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the barbarian's level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon. A barbarian must have the energy resistance rage power and be at least 12th level to select this rage power. 12 Energy Resistance (rage power)
Fearless Rage (Ex) The barbarian is immune to the shaken and frightened conditions (but not the panicked condition). A barbarian must be at least 12th level to select this rage power. 12 --
Hurling, Greater (Ex) As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories. A barbarian must have the hurling rage power to select this rage power. 12 Hurling, Lesser. Hurling
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. This ability can be used only once per day. A barbarian must be at least 12th level to select this rage power. 12 --
Taunting Stance (Ex) The barbarian can leave herself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian while she's in this stance, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to each provoking attack. This is a stance rage power. A barbarian must be at least 12th level to select this rage power. 12 -- Stance
Lethal Accuracy (Ex) While in the accurate stance, the barbarian's critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the accurate stance and deadly accuracy rage powers and be at least 16th level to select this rage power. 16 Accurate Stance and Deadly Accuracy



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Barbarian PC Badge
The Fury Inside: How does your rage manifest? What drives you to achieve feats of nearly impossible strength?
Fighting Style: Be it with the largest weapons man can wield with overwhelming force, or a spinning flurry of death, what implements of war are used, and why?
Rage Powers: What has manifested from your inner anger?
Outlander: How do you fit into civilization? Is it constraining? Or just another proving ground?
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{{Badge-Icon|Barbarian.png}} 
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{{Badge-Title|Barbarian PC Badge}}
{{Badge-Entry|The Fury Inside}} How does your rage manifest? What drives you to achieve feats of nearly impossible strength?
{{Badge-Entry|Fighting Style}} Be it with the largest weapons man can wield with overwhelming force, or a spinning flurry of death, what implements of war are used, and why?
{{Badge-Entry|Rage Powers}} What has manifested from your inner anger?
{{Badge-Entry|Outlander}} How do you fit into civilization? Is it constraining? Or just another proving ground?
{{Badge-End}}