Barbarian

For some, there is only rage.  In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know.  Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors - they are the battle possessed, creatures of slaughter and spirits of war.  Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death.  They possess a sixth sense in regard to danger and the endurance to weather all that might entail.  These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world.  Within barbarians storms the primal spirit of battle, and woe to those who face their rage.

In the mist-shrouded fens of Albion, they are known as Woad Raiders.  In Norsca and the Chaos Wastes beyond, they are the fearsome and merciless Marauders.  They rarely hail from the civilized lands of Bretonnia or the Empire, but some make rare appearances in the lands of the Border Princes.

**Role:**Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves.  With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.

**Alignment:**Any nonlawful.

**Hit Die:**D12

## **Allowed Races**

* Humans
	+ Albion
	+ Amazonia
	+ The Border Princes
	+ The Chaos Wastes
	+ Norsca
* Savage Orcs

## **Starting Wealth**

The following table lists the starting gold piece value of barbarian characters.  In addition, each character beings play with an outfit worth 10GP or less.

## **Class Skills**

The barbarian's class skills are:

* Acrobatics (Dex)
* Climb  (Str)
* Craft  (Int)
* Handle Animal  (Cha)
* Intimidate  (Cha)
* Knowledge [Nature]  (Int)
* Perception  (Wis)
* Ride  (Dex)
* Survival  (Wis)
* Swim  (Str)

**Skill Ranks per level:**4 + Int modifier.

## **Class Features**

All of the following are class features of the barbarian.

**Weapon and Armor Proficiency:**A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
**Fast Movement (Ex):**A barbarian's land speed is faster than the norm for her race by +10 feet.  This benefit applies only when she 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.  This bonus stacks with any other bonuses to the barbarian's land speed.
**Rage (Ex):**A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess.  Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier.  At each level after 1st, she 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 barbarian can rage per day.  A barbarian can enter rage as a free action.  The total number of rounds of rager per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves.  In addition, she takes a -2 penalty to Armor Class.  The increase to Constitution grants the barbarian 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 barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her 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 barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.  If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
**Rage Powers (Ex):**As a barbarian gains levels, she learns to use her rage in new ways.  Starting at 2nd level, a barbarian gains a rage power.  She gains another rage power for every two levels of barbarian attained after 2nd level.  A barbarian gains the benefits of rage powers only while raging, and some of these powers requrie the barbarian to take an action first.  Unless otherwise noted, a barbarian cannot select an individual power more than once.  Totem rage powers grant powers in a theme.  A barbarian cannot select from more than one group of totem rage powers.  For example, a barbarian that selects a beast totem rage power cannot later choose to gain any of the spirit totem 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.  **PRG:CRB**
*Auspicious Mark (Su):* The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses.  Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits' favor.  Using auspicious mark grants her a +1D6 bonus on one D20 roll she has just made.  She can call on the auspicious mark after seeing the result of the D20 roll.  **PRG:UC**
*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) + the barbarian's Strength modifier.  **PRG:APG**
*Beast Totem (Su):*  While raging, the barbarian gains a +1 *natural armor bonus* to her Armor Class.  This bonus increases by +1 for every four levels the barbarian has attained.  A barbarian must have the Beast Totem, Lesser rage power to select this rage power.  A barbarian must be at least **6th level** to select this rage power.  **PRG:APG**
*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 x3 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.  **PRG:APG**
*Bestial Climber (Ex):*  While raging, the barbarian gains a natural climb speed equal to her land speed.  A barbarian must have the Raging Climber rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Bestial Leaper (Ex):*  While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move.  A barbarian must have the Raging Leaper rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Bestial Swimmer (Ex):*  While raging, the barbarian gains a natural swim speed equal to her normal land speed.  A barbarian must have the Raging Swimmer rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Bleeding Blow (Ex):*  When she uses her Powerful Blow rage power, the barbarian also deals bleed damage equal to her bonus damage with the Powerful Blow.  This bleed damage bypasses damage reduction.  A barbarian must have the Powerful Blow rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*Body Bludgeon (Ex):*  While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1D8 points of bludgeoning damage, assuming the opponent is sized Small.  Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage.  A size Tiny creature deals 1D6 points of damage, a size Medium creature deals 1D10 points of damage, and so on.  The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus.  Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target.  If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or piining the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.  A barbarian must be at least **10th level** before selecting this rage power.  **PRG:UC**
*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).  **PRG:APG**
*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.  **PRG:APG**
*Clear Mind (Ex):*  A barbarian may refroll 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.  **PRG:CRB**
*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.  **PRG:APG**
*Crippling Blow (Ex):*  When using her Powerful Blow rage power, the barbarian can forgo the normal bonus to damage (including any bleed damage granted by the Bleeding Blow rage power or similar boosts to the damage of the Powerful Blow rage power) and instead deals 1 point of ability damage to the target's Strength or Dexterity score for every four class levels the barbarian has attained.  The target can attempt a Fortitude saving throw (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) to halve this ability damage.  A barbarian must have the Powerful Blow rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*Deadly Accuracy (Ex):*  If the barbarian scores a critical threat when using her Surprise Accuracy rage power, she applies double the Surprise Accuracy bonus when rolling ot confirm the critical.  A barbarian must have the Surprise Accuracy rage power and be at least **4th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*Dragon Totem (Su):*  The barbarian must select a single type of dragon (black, blue, forest, red, sea, white, or chaos) as her totem.  While raging, she gains a +1 bonus on Perception checks and a +1 *morale bonus* on saving throws against fear, paralysis, and sleep effects.  This bonus increases by +1 for each additional Dragon Totem rage power (such as Dragon Totem Resilience and Dragon Totem Wings) the barbarian possesses.  A barbarian must have the Animal Fury and Intimidating Glare rage powers and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Dragon Totem Resilience (Su):* While raging, the barbarian gains resistance to the energy type that is associated with her Dragon Totem - acid (black, chaos, forest), cold (white), electricity (blue), or fire (chaos, red).  This resistance equals double her current DR/- from her barbarian damage reduction class feature; this DR increases by 2 for each Dragon Totem rage power she possesses, including this one.  A barbarian must have the Dragon Totem rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*Dragon Totem Wings (Su):*  When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her.  While raging and wearing medium or lighter armour, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average maneuverability).  She can expend 2 rounds of her rage to instead spend an immediate action to gain this fly speed.  She can end her fly speed any time, even when it is not her turn.  Each round she spends raging and flying counts as 2 rounds of rage.  Her ability to fly ends automatically when she ceases raging.  A barbarian must have the Dragon Totem and Dragon Totem Resilience rage powers, and must be at least **10th level** before selecting this rage power.  **PRG:UC**
*Eater of Magic (Su):*  Once per rage, when a barbarian fails a saving throw against a spell, supernatural abilty, or spell-like ability, she can reroll the saving throw against the effect (this is not an action).  If she succeeds at the second saving throw, she is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect's caster level (in the case of spell or spell-like abilities) or the CR of the effect's creator (in the case of supernatural abilities).  These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first.  A barbarian must have the Superstition rage power and be at least **10th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*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 Elemental Rage, Lesser 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.  **PRG:APG**
*Elemental Rage, Greater (Su):*  While raging, all of the barbarian's critical hits made with melee weapon deal an additional 1D10 points of energy damage (2D10 if the weapon deals x3 damage on a critical hit, 3D10 if the weapon deals x4 on a critical hit).  The type of this damage is the same as the type chose 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.  **PRG:APG**
*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 inflicted.  These temporary hit points last until the end of the barbarian's rage.  A barbarian must have the Energy Resistance, Greater rage power to select this power.  A barbarian must be at least **12th level** to select this rage power.  **PRG:APG**
*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 inflicts 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.  **PRG:APG**
*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 applied to a different energy type.  **PRG:APG**
*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 reistance).  A barbarian must have the Energy Resistance rage power to select this power.  A barbarian must be at least **8th level** to select this rage power.  **PRG:APG**
*Fearless Rage (Ex):*  Whle 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.  **PRG:AP**
*Ferocious Mount, Greater (Ex):*  While raging and mounted, the barbarian's mount also 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 power that require actions to activate, even if they are free actions.  A barbarian must have the Ferocious Mount rage power to select this power.  A barbarian must be at least **8th level** to select this rage power.  **PRG:APG**
*Ferocious Trample (Ex):*  While raging and mounted, the barbarian's mount gains the trample special attack (Pathfinder RPG Bestiary 305).  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 mounts 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 power.  A barbarian must be at least **8th level** to select this rage power.  **PRG:APG**
*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 power.  A barbarian must be at least **12th level** to select this rage power.  **PRG:APG**
*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 attack 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) + the barbarian's Strength modifier (1/2 if it is a secondary attack).  The barbarian must belong to a **Cult of Chaos** in order to use this Totem rage power.  **PRG:APG**
*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 Fiend Totem, Lesser rage power to select this power.  A barbarian must be at least **6th level** to select this rage power.  The barbarian must belong to a **Cult of Chaos** in order to use this Totem rage power.  **PRG:APG**
*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 power.  A barbarian must be at least **10th leve**l to select this rage power.  The barbarian must belong to a **Cult of Chaos** in order to use this Totem rage power.  **PRG:APG**
*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.  **PRG:APG**
*Ghost Rager (Su):*  While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons.  She also gains a +3 *morale* bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level).  This can't raise her AC above her full AC.  A barbarian must be at least **6th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*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.  **PRG:APG**
*Ground Breaker, Greater (Ex):*  When using the Ground Breaker rage power, the barbarian can extend the radius of the effect by 5 feet.  This rage power can be selected up to three times, and its effects stack.  A barbarian must have the Ground Breaker rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*Guarded Life, Greater (Ex):*  When using the Guarded Life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage.  A barbarian must have the Guarded Life rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:CR**
*Hive Totem (Su):* While raging, the barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like *Summon Swarm* used to summon spiders or *Insect Plague*).  She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5).  A barbarian must have the Animal Fury rage power and be at least **4th level** before selecting this rage power.  **PRG:UC**
*Hive Totem Resilience (Su):* While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed.  She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5).  A barbarian must have the Hive Totem rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Hive Totem Toxicity (Su):* While raging, the barbarian increases her bite damage die type with the Animal Fury rage power by one die type and decreases the penalty on attack rolls with the bite to -2.  Once per rage, a bite that hits can deliver an injury toxin that has a frequency of once per round for 4 rounds, deals 1D3 points of Constitution damage, and has a cure of one save.  The saving throw has a Fortitude save DC of 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier.  A barbarian must have the Hive Totem and Hive Totem Resilience rage powers and be at least **8th level** before selecting this rage power.  **PRG:UC**
*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 (Core Rulebook 443) 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.  **PRG:APG**
*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 Hurling, Lesser rage power to select this rage power.  A barbarian must be at least **8th level** to select this rage power.  **PRG:APG**
*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 power.  A barbarian must be at least **12th level** to select this rage power.  **PRG:APG**
*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 Hurling, Lesser rage power to select this power.  A barbarian must be at least **6th level** to select this rage power. **PRG:APG**
*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.  **PRG:CRB**
*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 power.  **PRG:APG**
*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.  **PRG:CRB**
*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.  **PRG:CRB**
*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.  **PRG:CRB**
*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 and attack of opportunity.  **PRG:APG**
*Lethal Accuracy (Ex):* When using her Surprise Accuracy rage power, the barbarian's critical multiplier for damage increases by 1 (a x2 multiplier becomes a x3, a 19 - 20/x2 multiplier becomes a 19 - 20/x3, a x3 multiplier becomes a x4, and a x4 multiplier becomes x5).  A barbarian must have the Surprise Accuracy and Deadly Accuracy rage powers and be **16th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*Low-Light Vision (Ex):*  The barbarian's senses sharpen and she gains low-light vision while raging.  **PRG:CRB**
*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.  **PRG:CRB**
*Moment of Clarity (Ex):*  The barbarian does not gain any benefits or take any of the penalties from rage for 1 round.  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 con only be used once per rage. **PRG:CRB**
*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.  **PRG:CRB**
*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.  **PRG:CRB**
*Overbearing Advance (Ex):* While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.  **PRG:APG**
*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 power.  A barbarian must be at least **6th level** to select this rage power.  **PRG:APG**
*Perfect Clarity (Ex):* While using her Moment of Clarity rage power, the barbarian can roll twice for any miss chance or Will saving throws to disbelieve illusions, taking the better result.  A barbarian must have the Moment of Clarity rage power before selecting this power.  **PRG:UC**
*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.  **PRG:CRB**
*Primal Scent (Ex):* When using her Scent rage power, the barbarian adds half her barbarian level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures she cannot see.  If she pinpoints the location of a creature that has total concealment, she treats it as having concealment.  A barbarian must have the Scent rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*Quick Reflexes (Ex):*  While raging, the barbarian can make one additional attack of opportunity per round.  **PRG:CRB**
*Raging Climber (Ex):*  When ragining, the barbarian adds her level as an enhancement bonus on all Climb skill checks.​  **PRG:CRB**
*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.  **PRG:CRB**
*Raging Swimmer (Ex):*  When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.  **PRG:CRB**
*Reckless Abandon (Ex):* While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. This AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four level thereafter.  **PRG:APG**
*Reflexive Dodge (Ex):* While using her Rolling Dodge rage power, the barbarian may apply her *dodge bonus* to AC as a bonus on Reflex saving throws.  A barbarian must have the Rolling Dodge rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Regenerative Vigor (Ex):*  After using her Renewed Vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3).  She regains hit points from fast healing at the start of each of her turns.  A barbarian must have the Renewed Vigor rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*Renewed Life (Ex):* While raging, the barbarian ignores the effect of one temporary negative level per four barbarian levels she has (maximum 5).  Once per day, when a barbarian with temporary negative levels ends her rage, she can attempt saving throws to remove a number of negative levels equal to the number of levels she could ignore while raging.  A barbarian must have the Renewed Vitality rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*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 about 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.  **PRG:CRB**
*Renewed Vitality (Ex):*  While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10).  Once per day, when a barbarian with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage.  If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging.  A barbarian must have the Renewed Vigor rage power and be at least **4th level** before selecting this rage power.  **PRG:UC**
*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 dow not provoke an attack of opportunity.  **PRG:CRB**
*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.  **PRG:APG**
*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.  **PRG:CRB**
*Scent (Ex):*  The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Appendix 1 [Pathfinder Core Rulebook] for rules on scent ability).  **PRG:CRB**
*Sharpened Accuracy (Ex):* When using her Surprise Accuracy rage power, the barbarian ignores the miss chance for concealment and treats total concealment as concealment.  She also ignores cover penalties except those from total cover.  A barbarian must have the Surprise Accuracy rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*Spell Sunder (Su):*  Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check.  For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level.  To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature's CMD +5, ignoring any miss chance caused by a spell or spell-like ability.  If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9.  If she exceeds the CMD by 10 or more, the effect is dispelled.  A barbarian must have the Witch Hunter rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*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 power.  A barbarian must be at least **6th level** to select this rage power.  **PRG:APG**
*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.  **PRG:APG**
*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 Spirit Totem, Lesser rage power to select this power.  A barbarian must be at least **6th level** to select this rage power.  **PRG:APG**
*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.          **PRG: APG**
*Sprint (Ex):*  Once per rage, the barbarian can use a single full-round action to move up to 6 times her speed or a single full-round charge action to move up to 3 times her speed.  A barbarian must have the Swift Foot rage power and be at least **4th level** before selecting this rage power.  **PRG:UC**
*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.  **PRG:APG**
*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.  **PRG:CRB**
*Sunder Enchantment (Su):*  While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target's CMD.  A barbarian must have the Spell Sunder rage power and be at least **8th level** before selecting this rage power.  **PRG:UC**
*Superstition (Ex):*  The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural ablities, 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.  **PRG:CRB**
*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.  **​PRG:CRB**
*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.  **​PRG:CRB**
*Terrifying Howl (Ex):*  The barbarian unleashes a terrifying how 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.  **​PRG:CRB**
*Unexpected Strike (Ex):*  The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regarless 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.  **​PRG:CRB**
*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 attained.  A barbarian must have the Superstition rage power to select this power.  **PRG:APG**
*World Serpent Totem (Su):*  While raging, the barbarian gains a +1 *insight bonus* to AC against outsiders and aberrations.  This bonus increases by +1 for each World Serpent rage power the barbarian possesses, excluding this one.  **PRG:UC**
*World Serpent Spirit (Su):* While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction.  She also gains a +1 *resistance bonus* on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.  This bonus increases by +1 for each World Serpent rage power the barbarian possesses, excluding this one.  A barbarian must have the World Serpent rage power and be at least **6th level** before selecting this rage power.  **PRG:UC**
*World Serpent Totem Unity (Su):*  While raging, the barbarian doubles her *fast movement bonus* to land speed and cannot be knocked prone.  She also doubles her World Serpent Totem *insight bonus* to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her.  A barbarian must have the World Serpent Totem and World Serpent Spirit rage powers and be at least **10th level** before selecting this rage power.  **PRG:UC**
**Uncanny Dodge (Ex):** At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so.  She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.  She still loses her Dexterity bonus to AC if immobilized.  A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has Uncanny Dodge from a different class, she automatically gains Improved Uncanny Dodge (see below) instead.
**Trap Sense (Ex):** 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 increase 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 her, 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 another class, the levels from the class that grant Uncanny Dodge stack to determine the minimum rogue levels required 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 she is dealt damage, the barbarian takes each time she 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, when a barbarian enters rage, the *morale bonus* to her Strength and Constitution increases to +6 and the *morale bonus* on her Will saves increases to +3.
**Indomitable Will (Ex):**  While in 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 she also receives during her rage
**Tireless Rage (Ex):**  Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
**Mighty Rage (Ex):**  At 20th level, when a barbarian enters rage, the *morale bonus* to her Strength and Constitution increases to +8 and the *morale bonus* on her Will saves increases to +4.

## ​**Barbarian Archetypes**

### **​Armoured Hulk​**

​Some barbarians disdain the hides and leathers used as armour by most of their kin.  Instead they master the heaviest of armours, even those created by more civilized people, to gain greater protection and stability in battle.  The Armoured Hulk has the following class features.  **PRG:UC**

*Weapon and Armor Proficiency:*  An Armoured Hulk gains proficiency in Heavy Armour.
*Indomitable Stance (Ex):* An Armoured Hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks.  She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.  This ability replaces Fast Movement.
*Armoured Swiftness (Ex):*  At 2nd level, and Armoured Hulk moves faster in medium and heavy armour.  When wearing medium or heavy armour, an Armoured Hulk can move 5 feet faster than normal, to a maxium of her speed.  This ability replaces Uncanny Dodge.
*Resilience of Steel (Ex):* At 3rd level, an Armoured Hulk is able to use her armour to help avoid deadly hits.  While wearing heavy armour, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls.  This bonus increases by +1 every 3 levels beyond the 3rd (maximum +6 at 18th level).  This ability replaces Trap Sense.
*Improved Armoured Swiftness (Ex):* At 5th level, an Armoured Hulk's land speed is faster than the norm for her race by +10 feet.  This benefit applies when she is wearing any armour, including heavy armour, but not while carrying a heavy load.  Apply this bonus before modifying the Armoured Hulk's speed because of any load carried or armour worn.  This bonus stacks with any other bonuses to the barbarian's land speed.  This ability replaces Improved Uncanny Dodge.
*Rage Powers:*  The following rage powers complement the Armoured Hulk archetype.
* Boasting Taunt
* Guarded Life
* Guarded Life, Greater
* Guarded Stance
* Increased Damage Reduction
* No Escape
* Overbearing Advance
* Overbearing Onslaught
* Reflexive Dodge
* Rolling Dodge
* Unexpected Strike

### **Breaker**

While most barbarians are skilled at breaking things, some find the need to destroy their surroundings an almost uncontrollable urge when in the middle of a rage.  These barbarians are a danger not only to their foes, but also to the very environment around them.  A Breaker barbarian has the following class features.  **PRG:APG**

*Destructive (Ex):* Whenever the Breaker barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, she adds half her barbarian level (minimum +1) on the damage roll.  This ability replaces Fast Movement.
*​Battle Scavenger (Ex):*​  At 3rd level, the Breaker barbarian suffers no penalty on attack rolls when using an improvised weapon or a weapon with the *broken* condition.  In addition, she gains a +1 bonus on damage rolls with improvised or broken weapons for every levels beyond 3rd.  This ability replaces Trap Sense.
*Rage Powers​:  The following rage powers complement the Breaker archetype.*
* *​Ground Breaker*
* *​Smasher*
* *​Strength Surge*

### **Brutal Pugilist​**

**​**​Some barbarians focus on using their bare hands to tear their opponents limb from limb.  These Brutal Pugilists also learn a great deal about various combat maneuvers, using them to cripple or crush their foes.  A Brutal Pugilist has the following class features.  **PRG:APG**

*Savage Grapple (Ex):*​  At 2nd level, the Brutal Pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the *grappled* condition.  She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack.  If she hits with this attack of opportunity, she gains a +2 *circumstance* bonus to her CMD against the grapple attempt.  She cannot make these attacks of opportunity once a grapple has succeeded.  This ability replaces Uncanny Dodge.
*Pit Fighter (Ex):*​  At 3rd level, the Brutal Pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas.  She selects one combat maneuver and gains a +1 *insight* bonus on her CMB or to her CMD in that maneuver.  This bonus increases to +2 if the barbarian is wearing no armour (shields are allowed).  At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD.  This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD.  This ability replaces Trap Sense.
*Improved Savage Grapple (Ex):* ​At 5th level, the Brutal Pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the *grappled* condition.  She also is treated as one size larger than her actual size when determing whether she can be grappled using the grab ability or swallowed by another creatures.  This ability replaces the Improved Uncanny Dodge.
*​Rage Powers:*​  The following rage powers complement the Brutal Pugilist archetype.
* Animal Fury
* Brawler
* Brawler, Greater
* Knockback
* Knockdown
* Overbearing Advance
* Overbearing Onslaught
* Strength Surge

### **Drunken Brute​**

​Barbarians are known for their ability to consume potent drink, but Drunken Brutes turn drinking into a combat tactic, using the potent liquor to fuel their rage and grant them additional powers.  A Drunken Brute has the following class features.  **PRG:APG**

*​Raging Drunk (Ex):*​  While raging, the Drunken Brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity.  A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage that day (instead of the alcohol's normal effects).  For each alcoholic drink consumed while raging, the barbarian is *nauseated* for 1 round when her rage expires, in addition to the normal fatigue that follows a rage.  Tireless Rage does not negate this *nauseated* condition but the Internal Fortitude rage power does.  This ability replaces Fast Movement.
​*Rage Powers**​:*  The following rage powers complement the Drunken Brute archetype.
* Boasting Taunt
* Good For What Ails You
* Internal Fortitude
* Liquid Courage
* Moment of Clarity
* Roaring Drunk
* Staggering Drunk

### **Elemental Kin​**

​Some barbarian tribes have strong ties to the elemental forces of nature.  Their shamans anoint the warriors at birth, tying them to the patron element of the tribe and granting them lasting boons agianst such forces.  An Elemental Kin has the following class feature.  **PRG:APG**

* Elemental Rage, Lesser
* Elemental Rage
* Elemental Rage, Greater
* Energy Absorption
* Energy Eruption
* Energy Resistance
* Energy Resistance, Greater

*Elemental Fury (Ex)​:*  At 3rd level, whenever the Elemental Kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day.  At 6th level, and every three levels therafter, the number of extra rounds per energy attack increases +1, to a maximum of +6 rounds per energy attack at 18th level.  This ability replaces Trap Sense.
*Rage Powers​:* The following rage powers complement the Elemental Kin archetype.

### **Hurler​**

​A raging barbarian is frightening enough in melee, but some become skilled at throwing objects at their foes before closing in for the kill.  A Hurler has the following class features.  **PRG:APG**

*Skilled Thrower (Ex)​:*  The Hurler is skilled at throwing objects in combat.  Increase the range increment of any thrown weapon or object by 10 feet.  This ability replaces Fast Movement.
*Rage Powers​:*  The following rage powers complement the Hurler archetype.
* Hurling, Lesser
* Hurling
* Hurling, Greater
* Hurling Charge
* Strength Surge
* Surprise Accuracy

### **Invulnerable Rager​**

​Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease.  These barbarians invite their enemies to attack them, and use pain to fuel their rage.  An Invulnerable Rager has the following class features.  **PRG:APG**

​*Invulnerability (Ex)**​:*  At 2nd level, the Invulnerable Rager gains DR/- equal to half her barbarian level.  This damage reduction is doubled against nonlethal damage.  This ability replaces Uncanny Dodge, Improved Uncanny Dodge, and Damage Reduction.
​*Extreme Endurance (Ex)**​:*  At 3rd level, the Invulnerable Rager is inured to either hot or cold climate effects (choose one) as if using *Endure Elements*.  In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.  This ability replaces Trap Sense.
​*Rage Powers**​:*  The following rage powers complement the Invulnerable Rager archetype.
* Come and Get Me
* Guarded Life
* Increased Damage Reduction
* Inspire Ferocity
* Reckless Abandon
* Renewed Vigor

### **Mounted Fury​**

​Many barbarian tribes are masters of the horse, teaching their members how to ride from a young age.  As a result, barbarians from such tribes are even more terrifying when mounted, using their steeds' speed and strength to great advantage.  A Mounted Fury has the following class features.  **PRG:APG**

*Fast Rider (Ex)​:*  The speed of any mount the barbarian rides is increased by 10 feet.  This ability replaces Fast Movement.
*Bestial Mount (Ex)​*:  At 5th level, the Mounted Fury gains the service of a feral mount.  This ability functions as a druid's animal companion, using the barbarian's level -4 as her effective druid level.  This companion must be one that she is capable of riding and is suitable as a mount.  A Medium barbarian can select a camel or a horse.  A Small barbarian can select a pony or a wolf, but can also select a boar or a dog if she is at least 8th level.  Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 *morale* bonus to its Strength.  This ability replaces Uncanny Dodge and Improved Uncanny Dodge.
*Rage Powers​:*  The following rage powers complement the Mounted Fury archetype.
* Ferocious Mount
* Ferocious Mount, Greater
* Ferocious Trample
* Ferocious Trample, Greater
* Spirit Steed

### **Savage Barbarian​**

**​**​Some barbarians are truly savage, having little training in modern arms.  These Savage Barbarians learn to avoid blows and toughen up their skin.  A Savage Barbarian has the following class features.  **PRG:APG**

*Naked Courage (Ex)​:*  At 3rd level, the Savage Barbarian gains a +1 *dodge* bonus to AC and a +1 *morale* bonus on saving throws against fear when wearing no armor (shields are allowed).  This bonus increases by +1 for every six levels after 3rd.  This ability replaces Trap Sense.
*Natural Toughness (Ex)​:*  At 7th level, the Savage Barbarian gains a +1 *natural armor* bonus to AC when wearing no armor (shields are allowed).  This bonus increases by +1 for every three levels beyond 7th.  This ability replaces Damage Reduction.
​*Rage Powers**​:*  The following rage powers complement the Savage Barbarian archetype.
* Flesh Wound
* Guarded Stance
* Increased Damage Reduction
* Intimidating Glare
* Rolling Dodge
* Superstition
* Terrifying Howl

### **Scarred Rager**

Some barbarians wear marks of prowess and savagery upon their bodies.  The Scarred Rager believes each wound tells the tales of her prowess and bravery.  She augments these ragged trophies with brands and tattoos in order to win the notice and favor of her gods, ancestors, or totem spirits.  The Scarred Rager's gnarled and exotic appearance terrifies civilized onlookers, but is awe-inspiring to her savage kin.  The Scarred Rager has the following class features.   **PRG:UC**

​*Terrifying Visage (Ex)**​:*  A Scarred Rager adds 1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes.  When dealing with barbarians, the Scarred Rager may choose to add this bonus on Diplomacy checks instead.  The DC of any fear effect created by the Scarred Rager also increases by 1.  This ability replaces Fast Movement.
*Tolerance (Ex)​:*  At 2nd level, a Scarred Rager who fails a save against an effect that causes her to become nauseated, sickened, fatigued, or exhausted can make a second save to negate the effect on the start of her next turn.  Only one save is allowed.  If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round).  This ability replaces Uncanny Dodge.
​*Scarification (Ex)**​:*  At 3rd level, a Scarred Rager can ignore 1 point of bleed damage per round.  This amount increases by 1 every three levels beyond 3rd.  At 15th level, a Scarred Rager can ignore 1 bleed effect each round.  This ability replaces Trap Sense.
​*Improved Tolerance (Ex)**​:*  At 5th level, a Scarred Rager's Tolerance ability also applies to effects that would cause her to become dazed, frightened, shaken, or stunned.  This ability replaces Improved Uncanny Dodge.
*Rage Powers​:* The following rage powers complement the Scarred Rager archetype.
* Auspicious Mark
* Body Bludgeon
* Come and Get Me
* Increased Damage Reduction
* Inspire Ferocity
* Internal Fortitude
* Intimidating Glare
* Reckless Abandon
* Regenerative Vigor
* Renewed Life
* Renewed Vigor
* Renewed Vitality
* Roused Anger
* Terrifying Howl

### **Sea Reaver​**

Not all barbarians hunt forests, plains, and mountains.  Some are raiding terrors on the sea and coasts, pillaging those who hoard treasure and pursuing monsters of the deep.  Some Sea Reavers are no more than hunters of the open sea, while other are raiders striking fear into coastal settlements within reach of the Sea Reavers' longships.  The Sea Reaver has the following class features.  **PRG:UC**

​*Weapon and Armour Proficiency**​:*  A Sea Reaver is not proficient with Medium Armour.
* Bestial Leaper
* Bestial Swimmer
* Come and Get Me
* Hurling Charge
* Raging Leaper
* Raging Swimmer
* Rolling Dodge
* Smasher

*Marine Terror (Ex)​:*  A Sea Reaver can hold her breath for a number of rounds equal to four times her Constitution score.  In addition, a Sea Reaver can move normally through squares of standing water or bog that is 1 foot deep.  It does not cost her extra movement to traverse these terrains.  Lastly, a Sea Reaver ignores the normal cover bonus to AC when attacking creatures are partially immersed in water.  This ability replaces Fast Movement.
*Eye of the Storm (Ex)​:*  At 2nd level, a Sea Reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved.  This ability replaces Uncanny Dodge.
*Savage Sailor (Ex)​:*  At 3rd level, a Sea Reaver gains a +1 bonus on Acrobatics, Climb, Profession (Sailor), Survival, and Swim checks made in aquatic terrain, including aboard a ship or along shorelines.  These bonuses improve by +1 every three levels after 3rd.  This ability replaces Trap Sense.
​*Sure-Footed (Ex)**​:*  At 5th level, a Sea Reaver takes no penalties when moving across slick surfaces, whether natural or magical (e.g., *Grease*, *Ice Storm*, and *Sleet Storm*).  She is not at risk of falling, is not denied her Dexterity bonus when moving across such areas, and does not treat them as difficult terrain.  This ability replaces Improved Uncanny Dodge.
*Rage Powers​:*  The following rage powers complement the Sea Reaver archetype.

### **Superstitious​**

​Many barbarians distrust magic.  While most just shy away from magic, others focus their rage on users of such foul arts.  These barbarians are naturally distrusting, and develop keen senses to protect them from harm.  A Superstitious Barbarian has the following class features.  **PRG:APG**

​*Sixth Sense (Ex)**​:*  At 3rd level, the Superstitious Barbarian gains a +1 bonus on initiative and a +1 *insight* bonus to AC during surprise rounds.  This bonus increases by +1 for every three levels after 3rd.  This ability replaces Trap Sense.
​*Keen Senses (Ex)**​:* At 7th level, the Superstitious Barbarian gains low-light vision (triple normal vision rage in dim light if she already has low-light vision).  At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed).  At 13th level, she gains scent.  At 16th level, she gains blindsense 30 feet.  At 19th level, she gains blindsight 30 feet.  This ability replaces Damage Reduction.
*Rage Powers​:*  The following rage powers complement the Superstitious archetype.
* Clear Mind
* Disruptive
* Roused Anger
* Spellbreaker
* Superstition
* Witch Hunter

### **Titan Mauler​**

**​**​In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of barbarians hone tactics and traditions with one purpose - to bring low these massive foes.  While her enemies' size makes the creatures strong, the Titan Mauler is even stronger, taking up weapons from her fallen foes that no lesser warrior can lift, and using them when she beseeches the spirits to grant her increased size and greater ferocity against her titanci foes.  The Titan Mauler has the following class features.  **PRG:UC**

*Big Game Hunter (Ex)​:* A Titan Mauler gains a +1 bonus on attack rolls and a +1 *dodge* bonus to AC in melee with creatures larger than themselves.  This ability replaces Fast Movement.
​*Jotungrip (Ex)**​:*  At 2nd level, a Titan Mauler may choose to wield a two-handed weapon in one hand with a -2 penalty on attack rolls while doing so.  The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.  This ability replaces Uncanny Dodge.
*Massive Weapons (Ex)​:*  At 3rd level, a Titan Mauler becomes skilled in the use of massive weapons looted from her titanic foes.  She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4.  However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).  This ability replaces Trap Sense.
*Evade Reach (Ex)​:*  At 5th level, as a swift action, a Titan Mauler may choose one creature within her line of sight.  Until the end of her turn, that target's reach is treated as if it were 5 feet shorter with respect to reaching the Titan Mauler, and the reduction increases by 5 feet for every five levels beyond 5th.  This ability replaces Improved Uncanny Dodge.
*Titanic Rage (Su)​:* At 14th level, a Titan Mauler may choose to gain the benefits of *enlarge person* when she enters a rage.  While using Titanic Rage, she must spend 2 rounds of rage per round, and she becomes exhausted rather than fatigued when the rage ends.  This ability replaces Indomitable Will.
*Rage Powers​:*  The following rage powers complement the Titan Mauler archetype.
* Body Bludgeon
* Ground Breaker
* Ground Breaker, Greater
* Knockback
* Mighty Swing
* Powerful Blow
* Smasher
* Strength Surge

### **​Totem Warrior​**

​A barbarian often has a special totem that is the patron of her tribe.  While individual totems vary, those in the tribe that call upon a totem receive similar abilities.  Totem Warrior barbarians can select the following rage powers.  **PRG:APG**

*Rage Powers​:*  The Totem Warrior is based entirely upon his totem rage powers.  In addition to the totem powers themselves, the following rage powers complement the Totem Warrior archetype (depending on the totem chosen).
* Animal Fury
* Low-Light Vision
* Night Vision
* Raging Climber
* Raging Leaper
* Raging Swimmer
* Swift Foot

### **True Primitive​**

​Isolated and xenophobic tribes that dwell in areas untouched by civilization often see anything from cities and organized settlements as strange, dangerous, and decadent.  They gain power from their truly primitive nature; their bodies and spirits are hardened by the wild and untainted existence far from the pathentic softness of so-called civilization.  Even when forced to mingle with civilization, the True Primitive stays apart in both traditions and trappings.  The True Primitive has the following class features.  **PRG:UC**

*Weapon and Armour Proficiency​:* A True Primitive is proficient with hide armour and armours made from bone.  A True Primitive is also proficient with bone shields and the following weapons.
* Battleaxe
* Blowgun
* Club
* Greatclub
* Handaxe
* Longspear
* Shortspear
* Sling
* Spear

*Illiteracy​:*  A True Primitive cannot read or write, and her supersititon about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.
​*Favored Terrain (Ex)**​:*  A True Primitive has a favored terrain representing her native homeland.  This ability functions as the ranger class feature, and the True Primitive's bonuses in that terrain improve by +2 at 5th level and every five levels thereafter.  However, she does not gain any additional favored terrains.  This ability replaces Fast Movement.
* Animal Fury
* Eater of Magic
* Ghost Rager
* Low-Light Vision
* Night Vision
* Primal Scent
* Scent
* Spell Sunder
* Sunder Enchantment
* Superstition
* Witch Hunter

​*Trophy Fetish (Ex)**​:*  A True Primitive collects teeth, bones, hair, and other trophies from vanquish enemies, representing their power and strength.  At 3rd level, a True Primitive can attach a trophy fetish to one of their traditional True Primitive weapons listed above.  When wielding that weapon, the True Primitive gains a +1 *morale* bonus on damage rolls.  Furthermore, if that weapon has the *fragile* property, once per day, the True Primitive can ignore the effects of a single natural 1 roll.  A trophy fetish can also be attached to a suit of hide or bone armour, granting the True Primitive a +1 *morale* bonus on saving throws.  Furthermore if that armour has the *fragile* property, once per day, the True Primitive can choose not to have the armour break on the confirmation of a critical hit made against her.  Every five levels beyond 3rd, a True Primitive can use an additional trophy fetish.  Multiple trophy fetishes can be attached to the same armour or weapon; their effects stack.  A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it.  It has no effect if attached to other types of weapons or armour.  This ability replaces Trap Sense.
Rage Powers​:  The following rage powers complement the True Primitive archetype.

### **​Wild Rager​**

​Rages are barely controlled, but there are those who wholly give in to their more savage side, letting their rages take them to a confusing and uncontrolled place of terrible savagery.  The barbarians become beasts, consumed with absolute bloodlust to the point where they cannot tell friend from foe.  The Wild Rager has the following class features.  **PRG:UC**

*Uncontrolled Rage (Ex)​:*  A Wild Rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) or become *confused*.  For the remainder of her current turn, she attacks the nearest creature other than herself.  On the following round, refer to the *Confusion* spell to determine her action.  At the end of this round, and each round thereafter, she can attempt a new saving throw to end the *confusion* effect.  The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use her rage powers while confused.
*Wild Fighting (Ex)​:*  At 2nd level, even when not raging, Wild Ragers often fight with reckless, savage abandon.  A Wild Rager using the full-attack action can make one extra attack per round at her highest base attack bonus.  Until the beginning of her next turn, however, she takes a -2 penalty on attack rolls and -4 penalty to AC.  This ability replaces Uncanny Dodge.
Rage Conversion (Ex)​:  At 5th level, a Wild Rager who fails a saving throw against any mind-affecting effect can attempt a new saving throw at the beginning of her next turn.  If the save succeeds, that effect ends and she instead rages and becomes *confused* as noted above.  This ability replaces Improved Uncanny Dodge.
*Rage Powers​:*  The following rage powers complement the Wild Rager archetype.
* Animal Fury
* Bloody Blow
* Body Bludgeon
* Brawler
* Brawler, Greater
* Crippling Blow
* Intimidating Glare
* Mighty Swing
* No Escape
* Powerful Blow
* Quick Reflexes.

## ​**Ex-Barbarians**

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian.  She retains all other benefits of the class.