Barbarian

## Basic Features

Base Attack: 1

Base Caster/Manifester: ½

Base Saves: Good Fortitude / Poor Reflex / Average Will

Hit-Die: D12 (9)

Skill Points: 4+Int

Trained Skills: Select 4 (Acrobatics, Athletics, Combat Awareness, Escape, Listen, Stealth, Survival)

Weapon Groups: 4 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed)

Combat Proficiency: Grapple, Push, Sunder, Trip

Armor Proficiency: Light, Medium, & Basic

Initiative: Dexterity

Key Attribute Score: Wisdom

## Class Features

### Instinct

When the Barbarian makes a Wisdom based skill check, they may add their BW as an insight bonus, as long as they do not take 10 or 20. Increase this bonus by 2 if they have scent.

### Rage

**Basic**: As a free action, the Barbarian may enter Rage, which lasts for a number of rounds equal to 3+Con. They are perturbed, take a -2 penalty to AC & TV, gain THP equal to CLx2, gain +1 to natural speeds, & have +2 on attack, damage, saves, Initiative, MD, & GG. As the Rage ends, the Barbarian takes 1d12+Str non-lethal (Fortitude ½ DC 10+½CL+Str).

**Greater**: As basic, except: +4 bonus, +2 speeds, THP = 2d12+CLx2, & the non-lethal damage is 2d12+Str.

**Tireless**: The Barbarian’s Rage lasts 3 rounds longer. If they would go into negative HP while raging, they may make a Fortitude save (DC = negative hp total) to function normally. The save must be repeated each round, & the DC doubles if they pass their death threshold (unless they have Diehard).

**Mindless**: The Barbarian is immune to [Compulsion] while raging.

**Mighty**: As greater, except: +6 bonus, +3 speeds, THP = 5d12+CLx2, & the non-lethal damage is 3d12.

### Totem

The Barbarian chooses 1 animal as their totem, gaining the associated benefits at the listed CL.

#### **Ape**

1: +2 Athletics, Diplomacy

3: Favored Enemy (as the basic Ranger ability)

7: Furor (the Barbarian may roll Stabilization immediately prior to a Social check; on a success add a bonus equal to BF)

13: Bolstering Voice (as the Stance, but always active while the Barbarian is capable of speaking)

19: Wild Learning (choose a totem ability for any totem of level below 19)

#### **Bear**

1: +2 Athletics, Survival

3: Berserk Strength (see below)

7: Intimidating Presence (add Str bonus to Bluff, Diplomacy, & Perform checks)

13: Increase inherent natural armor by 2

19: *Bite of the Werebear* 1/day as an innate spell with no components

#### **Boar**

1: +2 Combat Awareness, Hypnosis

3: Ferocity (remain conscious in negative HP)

7: Fearless (at the beginning of their turn while Raging, reduce the Barbarian’s fear rating by 1)

13: Fortification (Constitution/+½BF)

19: Undying (1/day as a supernatural reaction *Regenerate*)

#### **Elk**

1: +2 Acrobatics, Escape

3: +2 dodge to defense during Rage or Berserker Strength

7: Run

13: Faster Movement

19: Natural Harmony (the Barbarian casts spells as though they have 3 additional levels of Druid)

#### **Hawk**

1: +2 Sense Motive, Spot

3: +2d8 Skirmish

7: Intense Focus (as the Barbarian enters Rage, they may make a DC 10 Hypnosis check to avoid becoming perturbed)

13: Defensive Roll (as the Rogue talent)

19: True Clarity (1/day as a supernatural swift action, the Barbarian may gain the benefits of *True Seeing* until their current Rage ends)

#### **Leopard**

1: +2 Acrobatics, Stealth

3: +2d8 Sudden Strike

7: Hide in Plain Sight (as the Rogue Talent)

13: Disappear (3/day as a supernatural immediate action, the Barbarian gains total concealment for ½CL rounds, or until they make an attack)

19: Sudden Death (when the Barbarian deals Sudden Strike damage on a critical hit, the creature takes 1d12 random physical ability damage, Reflex negates DC 10+½CL+Str)

#### **Lion**

1: +2 Diplomacy, Stealth

3: Powerful Charge

7: Napping (while inactive for 1 hour, the Barbarian heals HP equal to ½CL, & up to 1 ability damage)

13: Leading the Charge (as the Stance, but always active)

19: Roar (1/Rage as a supernatural standard action, each enemy within the Barbarian’s charge range that can hear them gains +1 fear rating for 1d12 rounds, Fortitude ½ duration DC 10+½CL+Cha)

#### **Viper**

1: +2 Escape, Stealth

3: Touché +1d6 (as Duelist)

7: Opportunist (as Rogue Talent)

13: Evasion = 2xCL

19: Advantage on critical confirmations

#### **Wolf**

1: +2 Listen, Stealth

3: +2d6 Sneak Attack

7: Scent

13: Quickstep (as the Ranger)

19: Uncanny Speed (as the Ranger)

### Exotic Weapon Proficiency

The Barbarian increases their proficiency.

### Shrug Off

Whenever the Barbarian activates Rage, they may re-save against an ongoing effect that began within the last round.

### Berserker Strength

As long as the Barbarian is at CLx5 or fewer HP, they gain: +4 Str, +2 to all saves, & +2 DR/-. At CL3, a Bear instead gains +2 Strength, +1 saves, & +1 DR/- (these bonuses stack with CL9).

### Indomitable Will

The Barbarian receives a +4 bonus on Will saves as long as they have at least 1 daily use of Rage remaining. While this bonus applies, if they attempt to Shrug Off a [Mind], they have advantage.