Barbarian Alternate Class Features

Alternate class features are small, modular archetypes. They swap out a single class feature (or two related class features) for new abilities. By affecting only small parts of the class at a time, a player is able to build the barbarian that best fits her ideas. With these alternate class features, the legendary barbarian is more flexible than ever before.

If an archetype or alternate class replaces one of the below class features, the replacement class feature may be exchanged for an alternate class feature.

Mix and match these alternate class features to build your perfect barbarian!

## **Weapon and Armor Proficiency**

Barbarians don’t always rely on forged steel and honed axes. The following weapon and armor proficiency options allow for additional character concepts right out of the gate.

**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).

**Weapon and Armor Proficiency:** A barbarian is proficient with all simple weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Barbarians gain Improved Unarmed Combat, Catch off Guard, and Throw Anything as bonus feats.

**Weapon and Armor Proficiency:** A barbarian is proficient with all simple weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Barbarians gain Exotic Weapon Proficiency as a bonus feat.

## **Endurance**

The legendary barbarian gains Endurance as a bonus feat for free. It’s a flavorful, non-combat boost to the barbarian’s survival abilities. However, there are a few other options for the barbarian that improve her flexibility without doubling down on her brutality.

**Endurance:** A barbarian gains Endurance as a bonus feat.

**Animal Affinity:** A barbarian gains Animal Affinity as a bonus feat.

**Athletic:** A barbarian gains Athletic as a bonus feat.

**Eagle Eyes:** A barbarian gains Eagle Eyes as a bonus feat. She does not need to meet the requirements for this feat.

**Run:** A barbarian gains Run as a bonus feat.

**Self-Sufficient:** A barbarian gains Self-Sufficient as a bonus feat.

**Wild Empathy (Ex):** A barbarian can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The barbarian rolls 1d20 and adds her barbarian level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the barbarian and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A barbarian can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

## **Fast Movement**

Fast movement is a barbarian classic, but nothing about the class feature is necessary to the core of what a barbarian is. As a relatively powerful bonus both in and out of combat, fast movement alternate class features provide a range of potentially concept defining abilities.

**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.

**Big Game Hunter (Ex):** A barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than herself.

**Destructive (Ex):** Whenever the barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, she adds half her barbarian level (minimum +1) to the damage roll.

**Fast Rider (Ex):** The speed of any creature the barbarian is riding is increased by 10 feet and it gains the Endurance feat whenever she is riding it.

**Favored Terrain (Ex):** A barbarian may select a favored terrain at 1st level as a ranger. Favored terrain bonuses increase by +2 every 5 levels after 1st, but unlike a ranger the barbarian does not gain additional favored terrains.

## **Uncanny Dodge**

Uncanny dodge is a relatively tame, extremely situational, and somewhat fiddly class feature which only activates on a handful of occasions. While it can be important in some combats, it is largely dead weight for our raging friend. Alternate class features for uncanny dodge and improved uncanny dodge generally provide specific combat bonuses or survival options.

**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 flatfooted, 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.

**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.

**Improved Sunder (Ex):** At 2nd level, a barbarian gains Improved Sunder as a bonus feat.

This ability replaces uncanny dodge.

**Greater Sunder (Ex):** At 5th level, a barbarian gains Greater Sunder as a bonus feat.

This ability replaces improved uncanny dodge.

**Invulnerability (Ex):** At 2nd level, a barbarian 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.

**Savage Grapple (Ex):** At 2nd level, a barbarian 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.

**Improved Savage Grapple (Ex):** At 5th level, a barbarian takes no penalties to Dexterity, attack rolls, or combat maneuver checks when she has the grappled condition.

She also is treated as one size larger than her actual size when determining whether he can grapple or be grappled by another creature.

This ability replaces improved uncanny dodge.

**Track (Ex):** At 2nd level, a barbarian adds half her level to Survival skill checks made to follow tracks.

This ability replaces uncanny dodge.

**Favored Enemy:** At 5th level, a barbarian selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A barbarian may make Knowledge skill checks untrained when attempting to identify these creatures.

This ability replaces improved uncanny dodge.

## **Danger Sense**

Danger sense can be a powerful tool in a barbarian’s arsenal, and it helps to round out the class. However, many character concepts find little correlation between barbarians and traps. The alternate class features for danger sense expand the barbarian’s out of combat abilities in a variety of ways.

**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).

**Animalistic (Ex):** At 3rd level, a barbarian takes on strange, animalistic features. She chooses and gains one of the following abilities:

* The barbarian’s eyes turn green and become those of a tiger. She gains darkvision (60 feet).
* The barbarian’s nose flattens into that of a pig. She gains scent.
* The barbarian’s fingers elongate and grow fur, like the fingers of a monkey. She gains a climb speed equal to 1/2 her base land speed.
* The barbarian’s hands and feet grow webs like a fish’s fins. She gains a swim speed equal to 1/2 her base land speed.
* The barbarian gains the rough gills of a shark. She gains the ability to breathe underwater.

This ability replaces danger sense.

**Battle Scavenger (Ex):** At 3rd level, a barbarian takes no penalty on attack rolls when using improvised weapons or weapons with the broken condition. In addition, she gains a +1 bonus on damage rolls with improvised or broken weapons, increasing by 1 for every 3 levels beyond 3rd.

This ability replaces danger sense.

**Big Game Hunter (Ex):** At 3rd level, a barbarian gains a +1 bonus on damage rolls against animals, dragons, and magical beasts larger than herself. This bonus increases by +1 every 3 levels after 3rd.

This ability replaces danger sense.

**Extreme Endurance (Ex):** At 3rd level, a barbarian 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 3 levels beyond 3rd.

This ability replaces danger sense.

**Intimidating Bulk (Ex):** At 3rd level, a barbarian gains Intimidating Prowess as a bonus feat (or any other feat she qualifies for if she already possesses Intimidating Prowess). In addition, she gains a +1 bonus on Intimidation checks. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level).

This ability replaces danger sense.

**Massive Weapons (Ex):** At 3rd level, a barbarian 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 improved danger sense.

**Naked Courage (Ex):** At 3rd level, a barbarian who wears no armor (shields are allowed) gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear effects. This bonus increases by +1 every 3 levels after 3rd.

This ability replaces danger sense.

**Pit Fighter (Ex):** At 3rd level, a barbarian has learned combat tricks in fighting in cage matches and gladiatorial arenas. She may take Exotic Weapon Proficiency in a melee weapon, or she may add a +1 bonus to his CMB or CMD for any one combat maneuver. This bonus is increased to +2 if the barbarian is wearing no armor (shields are allowed). Every 3 levels after 3rd, the barbarian may take another Exotic Weapon Proficiency or add another bonus to a combat maneuver. This bonus can be applied to each maneuver no more than twice, once to CMB and once to CMD.

This ability replaces danger sense.

**Savage Sailor (Ex):** At 3rd level, a barbarian gains a +1 bonus on Acrobatics, Climb, Profession (sailor), Survival, and Swim checks made in aquatic areas, including on board a ship and along shorelines. These bonuses improve by +1 every 3 levels after 3rd.

This ability replaces danger sense.

**Shamanistic Inclinations (Su):** At 3rd level, a barbarian gains the ability to cast divine spells drawn from the shaman spell list. A barbarian must choose and prepare her spells in advance.

To prepare or cast a spell, a barbarian must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a barbarian’s spell is 10 + the spell’s level + the barbarian’s Wisdom modifier.

Like other spellcasters, a barbarian can cast only a certain number of spells of each spell level per day. A barbarian can only cast three level 0 spells and one level one spell each day. In addition, she receives bonus spells per day if she has a high Wisdom score.

Barbarians commune with their gods to prepare their spells. Each barbarian must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells. A barbarian can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

The barbarian has caster level 1, and her caster level does not increase as the barbarian gains levels. Barbarians learn no additional spells and gain no additional spell slots as they gain levels.

This ability replaces danger sense.

**Sixth Sense (Ex):** At 3rd level, a barbarian gains a +1 bonus to initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 every 3 levels after 3rd.

This ability replaces danger sense.

## **Damage Reduction**

Damage reduction is reasonably central to many barbarian concepts. After all, one of the core barbarian paradigms is invulnerability. However, invulnerability can encompass a range of different abilities, and some character may wish to embrace the danger of death instead. The alternate class abilities for damage reduction either improve other defenses or embrace the inevitable.

**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.

**Barbarian Horde (Ex):** At 7th level, a barbarian gains the Leadership feat and gains Profession (soldier) as a class skill. When attracting a barbarian cohort or warrior followers, the barbarian uses her Strength modifier rather than her Charisma modifier to modify her Leadership score. She gains a +1 bonus on Profession (soldier) checks and to her Leadership score for every 3 levels beyond 7th.

This ability replaces damage reduction.

**Desperate Measures (Ex):** At 7th level, a barbarian learns to embrace the danger of death. While the barbarian is at or below half of her maximum hit points, her critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). This critical multiplier increase does not stack with other effects which increase critical multipliers.

This ability replaces damage reduction.

**Dishonorable (Ex):** At 7th level and every 3 barbarian levels thereafter, a barbarian gains a +1 bonus on combat maneuver checks when performing dirty tricks and to her CMD to resist others’ dirty tricks.

This ability replaces damage reduction.

**Energy Resistance (Ex):** At 7th level, a barbarian gains resist 2 against all energy damage. Each time the barbarian takes damage from energy damage, subtract 2 from the damage taken. At 10th level and every 3 levels thereafter, this energy resistance rises by 2 point (up to 10 points at 19th level).

This ability replaces damage reduction.

**Focused Body and Mind (Ex):** At 7th level, a barbarian gains a +1 morale bonus to his saving throws. This bonus increases to +2 at 14th level.

This ability replaces damage reduction.

**Giant Fighter (Ex):** At 7th level, a barbarian gains a +1 dodge bonus to AC against enemies that are larger than him. This bonus increases by +1 every 3 levels beyond 7th. A barbarian is also considered one size larger than his actual size for determining whether size-dependent special attacks (e.g., grapple, swallow whole, trample, whirlwind) affect him. This ability stacks with improved savage grapple.

This ability replaces damage reduction.

**Keen Senses (Ex):** At 7th level, a barbarian gains low-light vision (triple normal vision range 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.

## **Indomitable Will**

Indomitable will is a bit of an oddball, a moderate bonus to one save in a specific circumstance designed to shore up a barbarian’s defenses. It’s not particularly interesting, and it is easily swapped out for a variety of other abilities. Indomitable will alternate class abilities are generally minor defenses which apply only during a rage.

**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.

**Independent Mind (Ex):** Starting at 14th level, a barbarian’s mind becomes impossible to sway. While in rage, she is immune to charm and compulsion effects.

This ability replaces indomitable will.

**Impermeable Gut (Ex):** At 14th level, the barbarian gains a +4 bonus on Fortitude saves to resist poison effects and disease while raging. This bonus stacks with all other modifiers.

This ability replaces indomitable will.

**Raging Evasion (Ex):** At 14th level, a barbarian can avoid even magical and unusual attacks with great agility. While in a rage, if she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless barbarian does not gain the benefit of raging evasion.

This ability replaces indomitable will.