Alignment: Any nonlawful. Traits Hit Die: d12. Base Attack Bonus: +1.00 Starting Fort Save: +2.50 Starting Ref Save: +.33 Starting Will Save: +.33 Fort Save: +.50 Ref Save: +.33 Will Save: +.33 Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Class Skills Initial Class Skills: 6 + Int modifier Class Skills at Multiclass: +4 The barbarian’s available 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). Class Features All of the following are class features of the barbarian. Weapon and Armor Proficiency: A barbarian is proficient with two additional weapon groups, light armor, medium armor, and with shields (except tower shields). Blind-Fight: A dragon-totem barbarian gains Blind-Fight as a bonus feat. Climb Speed (Ex): An ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape totem barbarian has a climb speed of 10 feet. See Movement Modes, page 311 of the Monster Manual for more information on creatures with a climb speed. Fast Movement (Ex): A horse-, jaguar-, and wolf-totem 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. Ferocious Rage (Ex): When raging, a boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the requirements. Illiteracy: Barbarians are the only characters who do not automatically know how to read and write thier own language. A barbarian may spend 2 skill points to gain the ability to read and write his own language. Any other character who gains a barbarian level does not lose the literacy he or she already had. Keen Vision: An eagle-totem barbarian gains a +2 bonus on Spot checks. 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 wound points by 4 and his vitality points by 2 points per level, but these wound and vitality points go away at the end of the rage when his Constitution score drops back to normal. (These extra wound and vitality points are not lost first the way temporary wound or vitality 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. Run: A lion-totem barbarian gains Run as a bonus feat. Poison Resistant: A serpent-totem barbarian gains +2 bonus on Fortitude saves against poison. Toughness: A bear-totem barbarian gains Toughness as a bonus feat. Improved Grapple: At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat. A serpent-totem barbarian also gains this feat at 3rd level. Improved Trip: At 2nd level, a wolf-totem barbarian gains Improved Trip as a bonus feat. Intimidating: At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks. Resistant: At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects. Run: At 2nd level, a horse-totem barbarian gains Run as a bonus feat. Silent: At 2nd level, a serpent-totem barbarian gains a +2 bonus on Move Silently checks. Sneaky: At 2nd level, a lion-totem barbarian gains a +2 bonus on Hide checks. Uncanny Dodge (Ex): At 2nd level, eagle- and jaguar-totem barbarians retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If such a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Enduring Rage (Ex): At 3rd level and higher, a boar-totem barbarian's rage lasts 2 rounds longer than normal. Equine Empathy: At 3rd level, a horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse. Great Fortitude: At 3rd level, a bear-totem barbarian gains Great Fortitude as a bonus feat. Lightning Reflexes: At 3rd level, an eagle-totem barbarian gains Lightning Reflexes as a bonus feat. Power Attack: At 3rd level, an ape-totem barbarian gains Power Attack as a bonus feat. Trap Sense (Ex): Starting at 3rd level, jaguar- and lion-totem barbarians gain 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. Bear Hug (Ex): At 5th level and higher, a bear-totem barbarian gains a +4 bonus on grapple checks when raging. Endurance: At 5th level, a horse-totem barbarian gains Endurance as a bonus feat. Frightful Presence (Ex): At 5th level, a dragon-totem barbarian's very presence unsettling to foes. It takes effect automatically when the barbarian performs some sort of dramatic action (such as charging, attacking, or entering a rage). Opponents within range who witness the action may become frightened or shaken. The range is 30 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the barbarian has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 barbarian's level + barbarian’s Cha modifier). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Improved Climb Speed (Ex): At 5th level and higher, an ape-totem barbarian's climb speed equals his base land speed. Improved Initiative: At 5th level, a serpent-totem barbarian gains Improved Initiative as a bonus feat. Improved Uncanny Dodge (Ex): At 5th level and higher, eagle- and jaguar-totem barbarians can no longer be flanked. This defense denies a character the ability to precise attack or sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue or scout 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 or scout must be to flank the character. Powerful Charge (Ex): At 5th level and higher, a lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges. Track: At 5th level, a wolf-totem barbarian gains Track as a bonus feat. Thick Skin (Ex): At 7th level, a barbarian gains a class bonus to Armor Rating. At 7th level, the barbarian gains +1 to his Armor Rating. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this bonus increases by 1 point. Armor Rating can reduce damage to 0 but not below 0. Boar's Hide (Ex): Beginning at 7th level, a boar-totem barbarian's thick skin bonus to Armor Rating is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's Armor Rating bonus is +2, and it rises by 1 point every three levels thereafter. 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. Ex-Barbarians A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (thick skin and any totem abilities gained). | |||||||||||||||||||||||||||||||||||||||||||||||||||
