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    Image used by permission of Yama Orce.

    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 non-lawful

    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.

    Table: Barbarian
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +0 +0 Fast movement, rage
    2nd +2 +3 +0 +0 Rage power, uncanny dodge
    3rd +3 +3 +1 +1 Trap sense +1
    4th +4 +4 +1 +1 Rage power
    5th +5 +4 +1 +1 Improved uncanny dodge
    6th +6/+1 +5 +2 +2 Rage power, trap sense +2
    7th +7/+2 +5 +2 +2 Damage reduction 1/—
    8th +8/+3 +6 +2 +2 Rage power
    9th +9/+4 +6 +3 +3 Trap sense +3
    10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power
    11th +11/+6/+1 +7 +3 +3 Greater rage
    12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4
    13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
    14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power
    15th +15/+10/+5 +9 +5 +5 Trap sense +5
    16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power
    17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
    18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6
    19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
    20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power

    Class Features

    Iconic NPCs

    Looking for the the iconic Pathfinder Roleplaying Game Barbarian? The NPC Codex introduced pre-built characters based on these characters, at levels 1, 7, and 12.

    Check them out HERE.

    The characters from the NPC Codex and other sources are also available in Hero Lab!


    Lesser Spirit Totem: Who decides who the spirits attack, and what effects affect the spirits?

    The barbarian decides who the spirits attack each round. The spirits are not affected by effects that aid their attacks or damage (such as bardic performance or bless) or penalize their attacks or damage (such as bane or darkness). The spirits always strike from your direction. They do not get flanking bonuses or help a combatant get one.

    Titan Mauler: Does the Jotungrip class feature allow the Titan Mauler to use oversized weapons?

    No. Jotungrip allows the titan mauler to use two-handed melee weapons in one hand, but only if the weapon is appropriately sized for the character. The massive weapon class feature allows her to use over-sized weapons with decreased penalty, but does not allow her to use two-handed weapons of that size in one hand.

    Update: In the titan mauler archetype, in the Jotungrip class feature, in the first sentence, insert the word "melee" between "two-handed" and "weapon."

    Titan Mauler: Can a Medium titan mauler wield a Large two-handed weapon, such as a Large greatsword?

    No. The "Inappropriately Sized Weapons" rule says (in summary) that a creature can't wield an inappropriately-sized weapon if the size difference would increase it one or more "steps" beyond "two-handed." None of the titan mauler's abilities say the character can break the "steps" part of the "Inappropriately Sized Weapons" rule, so the character still has to follow that rule.

    Totem Warrior: Does this archetype allow you to take more than one type of totem rage powers?

    No, a barbarian cannot select from more than one group of totem rage powers.

    Totem Warrior: Does this archetype allow you to take more than one type of totem rage powers?

    No, a barbarian cannot select from more than one group of totem rage powers.

    Source(s) Advanced Player's Guide FAQ, Ultimate Combat FAQ

    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 he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. 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 rage 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 require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

    Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

    (Editor's Note: A complete list of rage powers can be found here: Rage Powers)

    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 Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class 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 Armor Class 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 classes that grant uncanny dodge stack to determine the minimum rogue level 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 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.


    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.

    Alternative Racial Favored Class Bonuses

    Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have barbarians as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

    Table: Alternate Favored Class Bonuses
    Race Bonus Source
    Core Races
    Dwarves Add 1 to the dwarf's total number of rage rounds per day. APG
    Elves Add 1 to the elf's base speed. In combat this has no effect unless the elf has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability. APG
    Gnomes Add a +1/2 bonus to the barbarian's trap sense. ARG
    Half-elves Add 1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense. ARG
    Half-orcs Add 1 to the Half-orc's total number of rage rounds per day. APG
    Halflings Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power. ARG
    Humans Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstition rage power. APG
    Other Races
    Goblins Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus. ARG
    Orcs Add +1 to the barbarian's total number of rage rounds per day. ARG
    Ratfolk When raging, add +1/4 to the barbarian's swarming trait's flanking bonus on attack rolls. ARG
    Strix Add +1 to the barbarian's total number of rage rounds per day. ARG
    Tengus Add +1/3 to the bonus from the superstition rage power. ARG
    3rd Party Publishers
    Super Genius Games
    Asterion +1 ft. fast movement. (+5 feet fast movement for every five times you select this option.) SGG:HHO
    Lapith Reduce AC penalty when raging by 1/5, to a maximum reduction of 2. (AC penalty is reduced by 1 for every five times you select this option.) SGG:HHO

    Archetypes & Alternate Class Features

    When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

    A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

    Presented below are several classic barbarian archetypes and alternate class features to help you in building your character, each one including a number of suggested rage powers that, while not mandatory, work to flesh out the character concept.

    Table: Archetypes / Alternate Class Features
    Archetype / Alternate Class Feature Class Features Changed or Replaced
    Class Skills Weapon & Armor Fast Movement Rage Rage Powers Uncanny Dodge Trap Sense Improved Uncanny Dodge Damage Reduction Greater Rage Indomitable Will Tireless Rage Mighty Rage
    2 4 6 8 10 12 14 16 18 20
    Armored Hulk   C X                       X X X          
    Breaker     X                         X            
    Brutal Pugilist                             X X X          
    Drunken Brute     X                                      
    Elemental Kin                               X            
    Hurler     X                                      
    Invulnerable Rager                             X X X X        
    Mad Dog       C X   X   X   X   X   X   X C   X    
    Mounted Fury     X                       X   X          
    Savage Barbarian                               X   X        
    Scarred Rager     X                       X X X          
    Sea Reaver   C X                                      
    Superstitious                               X   X        
    Titan Mauler (see errata)     X                       X X X     X    
    Totem Warrior (see errata)                                            
    True Primitive   X X                         X            
    Urban Barbarian C C X C                             C     C
    Wild Rager       C                     X   X          
    Racial Archetypes - The following class archetypes are available to members of the listed race.
    Feral Gnasher (Goblin)   C X   X                     X X          
    Hateful Rager
          C X     X     X     X   C X          
    3rd Party Publishers
    4 Winds Fantasy Gaming
    Serene Barbarian       X                             X     X
    Radiance House
    Totemic Sage     X                       X X X X        
    Rite Publishing
    Savage Tactician     X C X   X   X   X   X   X X X          
    Racial Archetypes - The following class archetypes are available to members of the listed race.
    Henge Emishi (Hengeyokai)
      C X X                       X     X X   X
    Spes Magna Games
    Jotunkin       X                       X     X X   X
    Super Genius Games
    Blacksnake       X X X X X X X X X X X         X X X X
    Cloakfighter       X X X X X X X X X X X         X X X X
    Harrier       X X X X X X X X X X X         X X X X
    Physical Exemplar       X X X X X X X X X X X         X X X X
    Spellhammer       X X X X X X X X X X X         X X X X
    Weapon Champion       X X X X X X X X X X X         X X X X
    Youxia       X X X X X X X X X X X         X X X X
    X=replaced, (X)=optionally replaced, C=changed, 1=archetype package 1, 2=archetype package 2