Barbarian

Barbarian
For some heroes, the rage that lives within them can't be contained. Whether this fury is a product of heritage or of nature, these adventurers have learned to harness it, turning its power against their foes. The primal warriors known as barbarians transform their rage into a potent weapon on a battlefield. Heedless of their wounds and possessed of unstoppable bloodlust, these savage brutes are the embodiment of war.

Hit Die: d12.
Starting Gold: 140 gp

Class Skills
Your class skills are Acrobatics (Dex), Athletics (Str), Escape Artist (Dex), Handle Animal (Wis/Cha), Intimidate (Str/Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sap (Str), Scrutiny (Int/Wis), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

Table: Barbarian
Level BAB Fort Ref Will 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 +5 +2 +2 Danger sense +2, rage power
7th +7 +5 +2 +2 Damage reduction 1/—
8th +8 +6 +2 +2 Rage power
9th +9 +6 +3 +3 Danger sense +3
10th +10 +7 +3 +3 Damage reduction 2/—, rage power
11th +11 +7 +3 +3 Greater rage
12th +12 +8 +4 +4 Danger sense +4, rage power
13th +13 +8 +4 +4 Damage reduction 3/—
14th +14 +9 +4 +4 Indomitable will, rage power
15th +15 +9 +5 +5 Danger sense +5
16th +16 +10 +5 +5 Damage reduction 4/—, rage power
17th +17 +10 +5 +5 Tireless rage
18th +18 +11 +6 +6 Danger sense +6, rage power
19th +19 +11 +6 +6 Damage reduction 5/—
20th +20 +12 +6 +6 Mighty rage, rage power

Class Features
The following are the class features of the barbarian.

Weapon and Armor Proficiency: You are proficient with weapons (unarmed, simple, martial), armor (light, medium), and shields.

Fast Movement (Ex): Your base speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing medium or lighter armor, and not carrying a heavy load. Apply this bonus before modifying the your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the your base speed.

Rage (Ex; Con): You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. At 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. For each level after 1st you possess, you 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 you can rage per day. You 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, you gain a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, you take a –2 penalty to Armor Class. You also gain 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 you enter a rage again within 1 minute of your previous rage. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill or any ability that requires patience or concentration.

You can end your rage as a free action, and are fatigued for 1 minute after a rage ends. You can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

Rage Powers (Ex): As you gain levels, you learn to use your rage in new ways. At 2nd level and every 2 levels thereafter, you gain a rage power. You gain the benefit of rage powers only while raging. Some of these powers are always active during a rage, and others require you to take an action to use them. Unless otherwise noted, you 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. You can't have more than one stance rage power active at a time. If you activate a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of your turn as a free action; otherwise, it lasts until the rage ends.


Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if immobilized. You can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against you.

If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.

Danger Sense (Ex): At 3rd level, you gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain 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.

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

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

Damage Reduction (Ex): At 7th level, you gain damage reduction. Each time you take 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, you gain 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 you gain during your rage.

Tireless Rage (Ex): At 17th level, you are no longer fatigued at the end of your rage.

Mighty Rage (Ex): At 20th level, your 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.

Archetypes

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