BARBARIAN
Alignment: Any non-lawful.
Hit Die: d12.
Special Restriction: Characters cannot
take the Barbarian class as a multi-class unless the Barbarian is chosen
first. This is because the Barbarian class is something that you
are born into and not something that you train for. People who wish
to learn the rage must take the Berserker prestige
class instead. Optionally, DMs may allow characters from barbaric
cultures to choose this class later as long as the character has grown
up in the barbaric society with barbaric restrictions.
Class Skills: The
barbarian’s class skills (and the key ability for each skill) are Climb (Str),
Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis),
Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st
Level: (4 + Int
modifier) x 4.
Skill Points at Each
Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial
weapons, light armor, medium armor, and shields (except tower shields).
| Level |
Attack Bonus |
|
|
|
Special |
| 1 | +1 | +2 | +0 | +0 | Rage 1/day; fast movement, Illiteracy |
| 2 | +2 | +3 | +0 | +0 | Uncanny dodge |
| 3 | +3 | +3 | +1 | +1 | Totemic magic, Trap Sense +1 |
| 4 | +4 | +4 | +1 | +1 | Rage 2/day |
| 5 | +5 | +4 | +1 | +1 | Improved Uncanny Dodge |
| 6 | +6/+1 | +5 | +2 | +2 | Trap Sense +2 |
| 7 | +7/+2 | +5 | +2 | +2 | Damage Reduction 1/- |
| 8 | +8/+3 | +6 | +2 | +2 | Rage 3/day |
| 9 | +9/+4 | +6 | +3 | +3 | Trap Sense +3 |
| 10 | +10/+5 | +7 | +3 | +3 | Damage Reduction 2/- |
| 11 | +11/+6/+1 | +7 | +3 | +3 | Greater Rage |
| 12 | +12/+7/+2 | +8 | +4 | +4 | Rage 4/day, Trap Sense +4 |
| 13 | +13/+8/+3 | +8 | +4 | +4 | Damage Reduction 3/- |
| 14 | +14/+9/+4 | +9 | +4 | +4 | Indomitable Will |
| 15 | +15/+10/+5 | +9 | +5 | +5 | Trap Sense +5 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | Rage 5/day; Damage Reduction 4/- |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless Rage |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | Trap Sense +6 |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | Damage Reduction 5/- |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | Rage 6/day; Mighty Rage |
| 21 | +21/+16/+11/+6 | +12 | +7 | +7 | Trap Sense +7 |
| 22 | +22/+17/+12/+7 | +13 | +7 | +7 | Damage Reduction 6/- |
| 23 | +23/+18/+13/+8 | +13 | +7 | +7 | - |
| 24 | +24/+19/+14/+9 | +14 | +8 | +8 | Rage 7/day, Trap Sense +8, bonus feat |
| 25 | +25/+20/+15/+10 | +14 | +8 | +8 | Damage Reduction 7/- |
| 26 | +26/+21/+16/+11 | +15 | +8 | +8 | - |
| 27 | +27/+22/+17/+12 | +15 | +9 | +9 | Trap Sense +9 |
| 28 | +28/+23/+18/+13 | +16 | +9 | +9 | Damage Reduction 8/-, Rage 8/day, bonus feat |
| 29 | +29/+24/+19/+14 | +16 | +9 | +9 | - |
| 30 | +30/+25/+20/+15 | +17 | +10 | +10 | Trap Sense +10 |
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.
Illiteracy:
Barbarians are the only characters who do not automatically know how to read and
write. A barbarian may spend 2 skill points to gain the ability to read and
write all languages he is able to speak.
A barbarian
who gains a level in any other class automatically gains literacy. Any other
character who gains a barbarian level does not lose the literacy he or she
already had.
Rage
(Ex): A barbarian can
fly into a rage a certain number of times per day. In a rage, a barbarian
temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2
morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The
increase in Constitution increases the barbarian’s hit points by 2 points per
level, but these hit points go away at the end of the rage when his Constitution
score drops back to normal. (These extra hit points are not lost first the way
temporary hit points are.) While raging, a barbarian cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist,
Intimidate, and Ride), the Concentration skill, or any abilities that require
patience or concentration, nor can he cast spells or activate magic items that
require a command word, a spell trigger (such as a wand), or spell completion
(such as a scroll) to function. He can use any feat he has except Combat
Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a
number of rounds equal to 3 + the character’s (newly improved) Constitution
modifier. A barbarian may prematurely end his rage. At the end of the rage, the
barbarian loses the rage modifiers and restrictions and becomes fatigued (–2
penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the
duration of the current encounter (unless he is a 17th-level barbarian, at which
point this limitation no longer applies; see below).
A barbarian
can fly into a rage only once per encounter. At 1st level he can use his rage
ability once per day. At 4th level and every four levels thereafter, he can use
it one additional time per day (to a maximum of six times per day at 20th
level). Entering a rage takes no time itself, but a barbarian can do it only
during his action, not in response to someone else’s action.
Totemic Magic: Barbarian tribes mainly worship ancient animal gods and have access to Totemic Magic. This system of magic grants them powers and abilities far beyond most solitary fighters. Barbarians have a personal totem and possibly a tribe totem (DMs option) that they may use without the Totemic Magic feat. Barbarians must take the Totemic Magic feat and have someone to teach them in order to use other totems.
Uncanny
Dodge (Ex): At 2nd
level, a barbarian retains his Dexterity bonus to AC (if any) even if he is
caught flat-footed or struck by an invisible attacker. However, he still loses
his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny
dodge from a different class, he automatically gains improved uncanny dodge (see
below) instead.
Trap
Sense (Ex): Starting
at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise 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 (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 a second
class, the character automatically gains improved uncanny dodge instead, and the
levels from the classes that grant uncanny dodge stack to determine the minimum
level a rogue must be 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 point. Damage reduction can reduce
damage to 0 but not below 0.
Greater
Rage (Ex): At 11th
level, a barbarian’s bonuses to Strength and Constitution during his rage each
increase to +6, and his morale bonus on Will saves increases to +3. The penalty
to AC remains at –2.
Indomitable
Will (Ex): While in a
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): At 17th
level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Mighty
Rage (Ex): At 20th
level, a barbarian’s bonuses to Strength and Constitution during his rage each
increase to +8, and his morale bonus on Will saves increases to +4. The penalty
to AC remains at –2.