Hit Dice: d12

Adventuring Skills: Athletics (Str), Nature (Int)
Skill Points per Level: 1 + 1/2 Int Modifier.
Background Skills: Artistry (Int), Craft (Int), Handle Animal (Cha), Lore (Int), Profession (Wis)
Background Skill Points per Level: 2

Level Base Attack Fort Ref Will Special
1 +1 +2 +0 +0 Fast Movement, Stamina, Rage
2 +2 +3 +0 +0 Rage Power, Uncanny Dodge
3 +3 +3 +1 +1 Danger Sense +1
4 +4 +4 +1 +1 Rage Power
5 +5 +4 +1 +1 Improved Uncanny Dodge
6 +6 +5 +2 +2 Rage Power, Danger Sense +2
7 +7 +5 +2 +2 Damage Reduction 1/-
8 +8 +6 +2 +2 Rage Power
9 +9 +6 +3 +3 Danger Sense +3
10 +10 +7 +3 +3 Damage Reduction 2/-, Rage Power
11 +11 +7 +3 +3 Greater Rage
12 +12 +8 +4 +4 Rage Power, Danger Sense +4
13 +13 +8 +4 +4 Damage Reduction 3/-
14 +14 +9 +4 +4 Indomitable Will, Rage Power
15 +15 +9 +5 +5 Danger Sense +5
16 +16 +10 +5 +5 Damage Reduction 4/-, Rage Power
17 +17 +10 +5 +5 Tireless Rage
18 +18 +11 +6 +6 Rage Power, Danger Sense +6
19 +19 +11 +6 +6 Damage Reduction 5/-
20 +20 +12 +6 +6 Mighty Rage, Rage Power

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: A barbarian's land speed is faster than the norm for her 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.

Stamina: A barbarian has an inner reserve of strength that she can call upon in combat. At level 1 a barbarian has a number of points in her stamina pool equal to 5 + Twice her Constitution modifier. Temporary increases to Constitution do not increase the number of stamina points in her pool. The most basic way a barbarian can utilize her stamina is to gain a bonus on an attack roll. Before she makes her attack, a barbarian can expend up to 5 stamina points to gain an equal bonus on her attack roll. If a barbarian expends all of her stamina, she gains a level of fatigue until she has at least 1 point of stamina in her pool again. All points of stamina are refreshed after a long rest.

A barbarian gains 3 points of stamina every time she gains a level.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Entering a rage is a free action that can only be done on her turn. Entering a rage costs the barbarian 1 point of stamina, and maintaining a rage costs 1 point of stamina at the beginning of the barbarian's turn each round.

While in rage, a barbarian gains a +2 morale bonus to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves. In addition, she takes a –2 penalty to Armor Class. The barbarian also gains 2 temporary hit points per level while she is raging. 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 her rage as a free action and gains a level of fatigue after rage until she takes a short rest. 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.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She 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.

Totem rage powers grant powers in a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian that selects a beast totem rage power cannot later chose to gain any of the spirit totem rage powers.

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.

Rage Powers

Uncanny Dodge: 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 Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Danger Sense: 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. She also receives a +1 bonus on Perception checks to avoid being surprised by a foe. 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: 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.

Damage Reduction: 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: 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: 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 she also receives during her rage.

Tireless Rage: Starting at 17th level, a barbarian no longer gains a level of fatigue at the end of her rage.

Mighty Rage: 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.

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