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Warmonger

Alignment: Chaotic Neutral
Hit Die: d10
Class Skills: The warmonger's class skills are are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Points per Level: 2 + Int modifier.
Starting Wealth: 5d6 × 10 gp (average 175 gp)

Weapon and Armor Proficiency: warmonger are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Warmongers are also proficient with the exotic weapon War Sword.

Special: The warmonger are the special warriors of Aragon. Each is considered his paladins and are fanatically devoted to advancing the cause of the master of war and chaos.

Level

Base Attack Bonus

Fort Ref Will Special
1
2
3
4
1 +1 +2 +2 +0 Aura of Chaos, Detect Law, Holy Rage 1/day, Smite Law 1/day
2 +2 +3 +3 +0 Lay on hands
3 +3 +3 +3 +1 Aura of courage, Divine Health
4 +4 +4 +4 +1 Smite Law 2/day 0
5 +5 +4 +4 +1 Holy Rage 2/day, Special Mount 1
6 +6/+1 +5 +5 +2 Rage Powers 1
7 +7/+2 +5 +5 +2 Smite Law 3/day 1 0
8 +8/+3 +6 +6 +2 Damage Reduction 1/- 1 1
9 +9/+4 +6 +6 +3 Rage Powers 2 1
10 +10/+5 +7 +7 +3 Holy Rage 3/day, Smite Law 4/day 2 1 0
11 +11/+6/+1 +7 +7 +3 Damage Reduction 2/-, Greater Rage 2 1 1
12 +12/+7/+2 +8 +8 +4 Rage Powers 2 2 1
13 +13/+8/+3 +8 +8 +4 Smite Law 5/day 3 2 1 0
14 +14/+9/+4 +9 +9 +4 Aura of Faith, Damage Reduction 3/- 3 2 1 1
15 +15/+10/+5 +9 +9 +5 Holy Rage 4/day, Rage Powers 3 2 2 1
16 +16/+11/+6/+1 +10 +10 +5 Smite Law 6/day 3 3 2 1
17 +17/+12/+7/+2 +10 +10 +5 Damage Reduction 4/-, Tireless Rage 4 3 2 1
18 +18/+13/+8/+3 +11 +11 +6 Rage Powers 4 3 2 2
19 +19/+14/+9/+4 +11 +11 +6 Smite Law 7/day 4 3 3 2
20 +20/+15/+10/+5 +12 +12 +6 Avatar of Chaos, Damage Reduction 5/-, Holy Rage 5/day  4 4 3 3

Aura of Chaos (Ex): The power of a warmonger's aura of chaos (see the detect chaos spell) is equal to his warmonger level.

Detect Law (Sp): At will, a warmonger can use detect law, as the spell. A warmonger can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is lawful, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the warmonger does not detect law in any other object or individual within range.

Holy Rage: A warmonger can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a warmonger 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 warmonger can rage per day. A warmonger 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 warmonger 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 warmonger 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a warmonger cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A warmonger can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A warmonger cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a warmonger falls unconscious, his rage immediately ends, placing him in peril of death.

Smite Law (Su): Once per day, a warmonger can call out to the powers of chaos to aid him in his struggle against order. As a swift action, the warmonger chooses one target within sight to smite. If this target is lawful, the warmonger adds his Cha bonus (if any) to his attack rolls and adds his warmonger level to all damage rolls made against the target of his smite. If the target of smite law is an outsider with the lawful subtype, an lawful-aligned dragon, or a construct, the bonus to damage on the first successful attack increases to 2 points of damage per level the warmonger possesses. Regardless of the target, smite law attacks automatically bypass any DR the creature might possess.

In addition, while smite law is in effect, the warmonger gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the warmonger targets a creature that is not lawful, the smite is wasted with no effect.

The smite law effect remains until the target of the smite is dead or the next time the warmonger rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the warmonger may smite law one additional time per day to a maximum of seven times per day at 19th level.

Lay on Hands (Su) : Beginning at 2nd level, a warmonger can heal wounds (his own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 his warmonger level plus his Charisma modifier. With one use of this ability, a warmonger can heal 1d6 hit points of damage for every two warmonger levels she possesses. Using this ability is a standard action, unless the warmonger targets herself, in which case it is a swift action. Despite the name of this ability, a warmonger only needs one free hand to use this ability.

Alternatively, a warmonger can use this healing power to deal damage to constructs, dealing 1d6 points of damage for every two levels the warmonger possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Constructs do not receive a saving throw against this damage.

Aura of Courage (Su): Beginning at 3nd level, a Warmonger is immune to fear (magical or otherwise). Allies within 10 feet of the Warmonger gain a +4 morale bonus on saving throws against fear effects.

Divine Health: A Warmonger is immune to all diseases, including magical diseases.

Spells: Beginning at 4th level, a warmonger gains the ability to cast a small number of divine spells which are drawn from the warmonger spell list. A warmonger must choose and prepare his spells in advance.

To prepare or cast a spell, a warmonger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warmonger's spell is 10 + the spell level + the warmonger's Charisma modifier.

Like other spellcasters, a warmonger can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When indicated that the warmonger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A warmonger must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A warmonger may prepare and cast any spell on the warmonger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a warmonger has no caster level. At 4th level and higher, his caster level is equal to his warmonger level – 3.

Special Mount (Su): The warmonger gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against law. This mount is usually a heavy horse (for a Medium warmonger) or a pony (for a Small warmonger), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the warmonger's level as his effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a warmonger may magically call his mount to his side. This ability is the equivalent of a spell of a level equal to one-third the warmonger's level. The mount immediately appears adjacent to the warmonger. A warmonger can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the Entropic creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a warmonger's mount gains spell resistance equal to the warmonger's level + 11.

Should the warmonger's mount die, the warmonger may not summon another mount for 30 days or until he gains a warmonger level, whichever comes first. During this 30-day period, the warmonger takes a –1 penalty on attack and weapon damage rolls.

Rage Powers (Ex): As a warmonger gains levels, he learns to use his rage in new ways. Starting at 6th level, a warmonger gains a rage power. He gains another rage power for every three levels of warmonger attained after 6th level. A warmonger gains the benefits of rage powers only while raging, and some of these powers require the warmonger to take an action first. Unless otherwise noted, a warmonger cannot select an individual power more than once.

Warmongers can choose from among the following Barbarian rage powers:

  • Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
  • 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.
  • Beast Totem, Greater (Su): While raging, the barbarian gains the pounce special ability, 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 x 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.
  • 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.
  • 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 also 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. The barbarian must be at least 6th level to select this power.
  • Brawler: 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: While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
  • 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. A barbarian must have the lesser chaos totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
  • 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. A barbarian must have the chaos totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
  • 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.
  • Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
  • Come and Get Me (Ex): While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power.
  • Disruptive: When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
  • Elemental Rage (Su): While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage. A barbarian must have the lesser elemental rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser elemental rage power while using this rage power, but she must select a different energy type.
  • Elemental Rage, Greater (Su): While raging, all of the barbarian’s critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power. A barbarian must have the elemental rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
  • Elemental Rage, Lesser (Su): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.
  • Energy Absorption (Su): While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inf licted. These temporary hit points last until the end of the barbarian’s rage. A barbarian must have the greater energy resistance rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
  • Energy Eruption (Su): While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inf licts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) for half damage even if the original effect did not allow a save. A barbarian must have the energy absorption rage power to select this rage power. A barbarian must be at least 16th level to select this rage power.
  • Energy Resistance (Ex): While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed. This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.
  • Energy Resistance, Greater (Ex): Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance). A barbarian must have the energy resistance rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
  • Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
  • Ferocious Mount (Ex): While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
  • Ferocious Mount, Greater (Ex): While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions. A barbarian must have the ferocious mount rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
  • Ferocious Trample (Ex): While raging and mounted, the barbarian’s mount gains the trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both. A barbarian must have the ferocious mount rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
  • Ferocious Trample, Greater (Ex): A barbarian’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample. A barbarian must have the ferocious trample rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
  • Fiend Totem (Su): While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage. A barbarian must have the lesser fiend totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
  • Fiend Totem, Greater (Su): While raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian’s turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected. A barbarian must have the fiend totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
  • Fiend Totem, Lesser (Su): While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).
  • Flesh Wound (Ex): Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian 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.
  • 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.
  • Ground Breaker (Ex): Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone. A barbarian must be at least 6th level to select this rage power.
  • 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.
  • Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
  • 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. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
  • 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. A barbarian must be at least 12th level to select this rage power.
  • 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 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.
  • 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. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
  • Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.
  • Inspire Ferocity (Ex): While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1). A barbarian must have the reckless abandon rage power to select this rage power.
  • Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.
  • Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
  • Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
  • Knockdown (Ex): Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
  • 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.
  • Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.
  • 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. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.
  • Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.
  • Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.
  • No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability 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. This power can only be used once per rage.
  • Overbearing Advance (Ex): While raging, the barbarian inf licts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
  • 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. A barbarian must have the overbearing advance rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
  • Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
  • Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.
  • Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
  • Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
  • Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
  • Reckless Abandon (Ex): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter
  • Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
  • 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.
  • Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
  • Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
  • Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
  • Smasher (Ex): Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object’s hardness. This ability must be used before the attack roll or sunder check is made.
  • Spellbreaker: When raging, the barbarian gains Spellbreaker as a bonus feat. A barbarian must have the disruptive rage power and be at least 12th level to select this rage power.
  • Spirit Steed (Su): While raging and mounted, the barbarian’s mount gains DR/magic equal to 1/2 the barbarian’s level. The mount’s natural weapons count as magical for the purpose of overcoming damage reduction. A barbarian must have the ferocious mount rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
  • 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). A barbarian must have the lesser spirit totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
  • 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. A barbarian must have the spirit totem rage power and be at least 10th level to select this rage power.
  • 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.
  • 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.
  • Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
  • Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
  • Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
  • Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
  • Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.
  • 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 or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.
  • Witch Hunter (Ex): While raging, 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 four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Damage Reduction (Ex): At 8th level, a warmonger 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 11th level, and every three warmonger levels thereafter (14th, 17th, and 20th 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, when a warmonger enters rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.

Aura of Faith (Su): At 14th level, a warmonger's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the warmonger is conscious, not if she is unconscious or dead.

Tireless Rage (Ex): Starting at 17th level, a warmonger no longer becomes fatigued at the end of his rage.

Avatar of Chaos (Su): At 20th level, a warmonger becomes a conduit for the power of Aragon. When the warmonger enters rage, the morale bonus to his Strength and Constitution increases to +8 and the morale bonus on his Will saves increases to +4. Whenever he uses smite law and successfully strikes a lawful outsider, the outsider is also subject to a banishment, using his warmonger level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he uses lay on hands to damage a creature he does the maximum possible amount.

Ex-Warmongers: A Warmonger who ceases to follow the tenants of Aragon loses all special abilities and spells, including the service of the Warmonger's warhorse. He also may not progress in levels as a Warmonger. He regains his abilities if he atones for his violations, as appropriate. Alternately, a warmonger who becomes a paladin immediately gains a paladin level for each level of warmonger he trades in.

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