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.
Alignment: Any non-lawful
Hit Die: d12
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The barbarian's class skills are 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.
Table: Barbarian
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
+1
|
+2
|
+0
|
+0
|
Fast movement +10, 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, Bloodl in the Water
|
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
|
Indomitable will, rage power
|
15th
|
+15/+10/+5
|
+9
|
+5
|
+5
|
Trap 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, 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
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 land speed is faster than the norm for his race by +10 feet. This benefit applies only when he 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 land speed.
This bonus increases to +20 feet at 11th level.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he 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 his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, these hit points are considered temporary hit points and are removed first. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to the number of rounds spent in the rage. 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, his rage immediately ends, placing him in peril of death.
Rage Powers (Ex)
As a barbarian gains levels, he learns to use his rage in new ways. Starting at 2nd level, a barbarian gains a rage power. He gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Uncanny Dodge (Ex)
At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a barbarian already has uncanny dodge from a different class, he 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 Armor Class 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.
Blood in the Water (Ex)
While raging, any time the barbarian confirms a critical hit, he gains an additional +1 bonus to all attack and damage rolls. If his weapon has a x3 critical multiplier the bonus is +2. If the multiplier is x4 the bonus is +3. While raging, the effects of multiple critical hits stack. The bonus resets to 0 at the end of his rage, or if he does not confirm another critical hit within 1 round per barbarian level he possess.
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 him, 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 he 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 points. Damage reduction can reduce damage to 0 but not below 0.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he 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 his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, these hit points are considered temporary hit points and are removed first. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to the number of rounds spent in the rage. 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, his rage immediately ends, placing him in peril of death.
Rage Powers (Ex)
As a barbarian gains levels, he learns to use his rage in new ways. Starting at 2nd level, a barbarian gains a rage power. He gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Uncanny Dodge (Ex)
At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a barbarian already has uncanny dodge from a different class, he 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 Armor Class 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.
Blood in the Water (Ex)
While raging, any time the barbarian confirms a critical hit, he gains an additional +1 bonus to all attack and damage rolls. If his weapon has a x3 critical multiplier the bonus is +2. If the multiplier is x4 the bonus is +3. While raging, the effects of multiple critical hits stack. The bonus resets to 0 at the end of his rage, or if he does not confirm another critical hit within 1 round per barbarian level he possess.
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 him, 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 he 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 points. Damage reduction can reduce damage to 0 but not below 0.
Double the amount of damage reduction from barbarian levels while he is raging.
Greater Rage (Ex)
At 11th level, when a barbarian enters rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.
Indomitable Will (Ex)
While in rage, a barbarian of 14th level or higher 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 he also receives during his rage.
Tireless Rage (Ex)
Starting at 17th level, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex)
At 20th level, when a barbarian enters rage, the morale bonus to his Strength and Constitution increases to +8 and the morale bonus on his Will saves increases to +4.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.
Greater Rage (Ex)
At 11th level, when a barbarian enters rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.
Indomitable Will (Ex)
While in rage, a barbarian of 14th level or higher 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 he also receives during his rage.
Tireless Rage (Ex)
Starting at 17th level, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex)
At 20th level, when a barbarian enters rage, the morale bonus to his Strength and Constitution increases to +8 and the morale bonus on his Will saves increases to +4.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.