Barbarian (Legendary)

“Speech is for the weak. This is the time for blood.”

—Marus the Mad

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.

**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

**Hit Die:** d12

**Starting Wealth:** 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp 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), and 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 and with all armor (heavy, light, and medium) and shields (including tower shields).

### Endurance

A barbarian gains Endurance as a bonus feat.

### Fast Movement (Ex)

A barbarian’s base 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 base speed.

### Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 1 additional round per day. Temporary increases to Constitution, such as that gained from *bear’s endurance*, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains the benefits of her rage form and a +4 bonus on Will saves against fear effects but takes a –2 penalty to her Armor Class. She also gains 2 temporary hit points per Hit Die. At 11th level this increases to 3 temporary hit points per level, and at 20th level this increases to 4 temporary hit points per level. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage.

While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Spells, feats, and abilities which grant extra rounds of rage only grant the legendary barbarian half as many rounds of rage as normal (minimum 1). The Extra Rage feat grants three rounds of rage instead of six.

**Rage Forms (Ex):** At 1st level, a barbarian selects one of the following rage forms. She selects an additional rage form at 5th, 10th, 15th, and 20th levels. Whenever she rages, she enters into one of her selected rage forms. A barbarian cannot change rage forms while in a rage.

(Barbarian Rage Forms can be found here)

### **Rage Powers (Ex)**

As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

(Barbarian Rage Powers can be found here)

### **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 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.

### **Danger Sense (Ex)**

At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

### **Improved Uncanny Dodge (Ex)**

At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.

If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

### **Damage Reduction (Ex)**

At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0.

### **Greater Rage (Ex)**

At 11th level, a barbarian in a rage gains the benefit of her greater rage form. While raging, she is immune to fear effects. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

### **Indomitable Will (Ex)**

At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers.

### **Tireless Rage (Ex)**

At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.

### **Mighty Rage (Ex)**

At 20th level, a barbarian in a rage gains the benefit of her mighty rage form. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

### **Barbaric Strike (Ex)**

At 20th level, whenever the barbarian scores a critical hit on a target, the barbarian may spend 1 round of rage to rend her target’s flesh apart in a barbaric strike. The target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier.

## **Archetypes**

Barbarian Alternate Class Features

Degenerate Berserker

Fury

Gunpowder Savage

Incredible Bulk

Mutagenic Rager

Pint-Sized Rager

Righteous Berserker

Savage

Slavering Nightmare

Steppe Warrior

Vengeful Bruiser

## **Barbarian Brands**

This section introduces barbarian brands, which any user of rage can take to increase her rounds of rage. They are similar to a paladin’s oaths or a monk’s vows.

A barbarian can brand or ceremonially scar her flesh to gain more rounds of rage. By adhering to the tenants of her brand, the barbarian increases her maximum daily rounds of rage by the amount listed in the brand’s description. Every brand comes with a penalty or limitation to offset this increase in rage.

If a barbarian knowingly and willingly goes against the tenants of her brand, her rounds of rage are reduced to 0 (as if she had spent all of her rage) and she cannot replenish her rage or use abilities that require rage until she has redeemed herself. The redemption required is specified in the brand (and does not require the *atonement* spell).

After the redemption, the barbarian’s normal rage pool (without the bonus from the brand) returns. If she upholds the previously broken brand for a full month, her rage pool regains the additional rounds from taking the brand, and she can decide whether to continue with her brand or forgo her brand without penalty. Once a barbarian forgoes a brand in this fashion, she can never gain a rage bonus from that brand.

A barbarian may have multiple brands. Their effects and increase to her rounds of rage stack. Breaking one brand does not affect other brands.

### **Brand of Destruction**

Nothing in this world is beyond destruction. The barbarian seeks out the demolition of all things. If her rage ends without sundering an item or destroying a crafted object with at least 20 hp, then she breaks this brand.

**Benefit:** A barbarian with this brand increases her maximum daily rounds of rage by 1 round of rage per 3 barbarian levels.

**Redemption:** The barbarian must sunder and destroy a magical item (worth at least 1,000 gp x her barbarian level) that she would otherwise be able to use.

### **Brand of Exhaustion**

The branded barbarian holds nothing back in her rage. A barbarian who takes this brand is exhausted instead of fatigued for 1 minute upon exiting rage. If she has the tireless rage ability, she is instead fatigued for 1 minute upon exiting rage.

**Benefit:** A barbarian with this brand increases her maximum daily rounds of rage by 1 round of rage for every 3 barbarian levels.

**Special:** When a barbarian gains a level, she may choose to remove this brand from her body. If she does, she can never gain it again.

### **Brand of the Old Ways**

A barbarian who takes this brand instantly forgets all written forms of language. As long as the barbarian is branded, she cannot read or write.

**Benefit:** A barbarian with this brand increases her maximum daily rounds of rage by 1 round of rage for every 4 barbarian levels.

**Special:** When a barbarian gains a level, she may choose to remove this brand from her body. If she does, she can never gain it again.

### **Brand of Pain**

Life is pain. The barbarian understands that better than most. If the barbarian is at her maximum hit points when her rage ends, then she breaks this brand.

**Benefit:** A barbarian with this brand increases her maximum daily rounds of rage by 1 round of rage for every 4 barbarian levels.

**Redemption:** The barbarian must spend 24 hours with fewer than 5 hit points remaining.

### **Brand of Silence**

Violence solves all problems. Words are for the weak. If a barbarian speaks or otherwise communicates while in a rage, then she breaks this brand. Wordlessly intimidating enemies or roaring in anger does not break this brand.

**Benefit:** A barbarian with this brand increases her maximum daily rounds of rage by 1 round of rage for every 3 barbarian levels.

**Redemption:** The barbarian must go one week without speaking or communicating in any way.

### **Brand of Slaughter**

The barbarian must seek out death as a means to resolve conflict. If her rage ends before she has killed a creature with a HD at least half her own (minimum 1), then she breaks this brand.

**Benefit:** A barbarian with this brand increases her maximum daily rounds of rage by 1 round of rage per barbarian level.

**Redemption:** The barbarian must slay a surrendered, helpless enemy of her own race and alignment.