Legendary Barbarian

Contents

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 8 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 105 gp.) 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 1-1: The Legendary Barbarian
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Endurance, fast movement, rage, rage form
2nd +2 +3 +0 +0 Rage power, uncanny dodge
3rd +3 +3 +1 +1 Danger sense +1
4th +4 +4 +1 +1 Rage power
5th +5 +4 +1 +1 Improved uncanny dodge, rage form
6th +6/+1 +5 +2 +2 Danger sense +2, rage power
7th +7/+2 +5 +2 +2 Damage Reduction 1/—
8th +8/+3 +6 +2 +2 Rage power
9th +9/+4 +6 +3 +3 Danger sense +3
10th +10/+5 +7 +3 +3 Damage Reduction 2/—, rage power, rage form
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Danger sense +4, rage power
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 Danger sense +5, rage form
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 Danger sense +6, rage power
19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Barbaric strike, mighty rage, rage form, rage power

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 4 rounds per day, plus 1 point of her Constitution modifier per legendary barbarian level. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds 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 (rounding down, 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.

Animal Rage (Ex)

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) plus the barbarian’s Strength modifier. If she already has claw attacks, they deal damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).

Greater Animal Rage (Ex)

At 11th level, while raging, the barbarian also gains a bite attack. This attack is considered a primary attack and is made at the barbarian’s full base attack bonus. The bite deals 1d4 points of damage (1d3 if Small) plus the barbarian’s Strength modifier. If she already a bite attack, it deals damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).

Mighty Animal Rage (Ex)

At 20th level, while raging, the barbarian also gains a gore attack. This attack is considered a primary attack and is made at the barbarian’s full base attack bonus. The gore attack deal 1d8 points of damage (1d6 if Small) plus the barbarian’s Strength modifier. If she already a gore attack, it deals damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).

Battle Meditation (Ex)

While in a rage, a barbarian gains a +3 bonus on attack rolls and a +3 dodge bonus to AC. This AC bonus does not negate the AC penalty from raging.

Greater Battle Meditation (Ex)

At 11th level, a barbarian’s bonus on attack rolls and AC while raging increases to +4.

Mighty Battle Meditation (Ex)

At 20th level, a barbarian’s bonus on attack rolls and AC while raging increases to +5.

Bestial Rage (Su)

When a barbarian enters a rage, she can assume the form of any Small or Medium creature of the animal type. If the form she assumes has any of the following abilities, she gains the listed ability:

climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Bestial rage is a supernatural ability which otherwise acts like beast shape I. Unlike most rage forms, entering a bestial rage is a standard action.

Greater Bestial Rage (Su)

At 11th level, when a barbarian enters a rage, she can assume the form of a Tiny, Small, Medium or Large creature of the animal type, similar to using beast shape II. If the form she assumes has any of the following abilities, she gains the listed abilities:

Unlike most rage forms, entering a bestial rage is a standard action.

Mighty Bestial Rage (Su)

At 20th level, when a barbarian enters a rage, she can assume the form of a Diminutive, Tiny, Small, Medium, Large or Huge creature of the animal type, similar to using beast shape III. If the form she assumes has any of the following abilities, she gains the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Unlike most rage forms, entering into a bestial rage is a standard action.

Close Quarters Rage (Ex)

While in a rage, a barbarian gains a +3 bonus on ranged attack and damage rolls, but only against targets within the first range increment of her attack. Against a target within 10 feet, the barbarian’s 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. While raging, the barbarian doubles her attack penalty due to range increments.

Greater Close Quarters Rage (Ex)

At 11th level, a barbarian’s bonus on ranged attack and damage rolls while raging increases to +4.

Mighty Close Quarters Rage (Ex)

At 20th level, a barbarian’s bonus on ranged attack and damage rolls, and Will saves while raging increases to +5.

Closing Wounds Rage (Su)

While in a rage, a barbarian gains fast healing equal to half her level (minimum 1).

Greater Closing Wounds Rage (Su)

At 11th level, a barbarian gains fast healing equal to half her level.

When she scores a critical hit, she gains 1 temporary hit point per barbarian level.

Mighty Closing Wounds Rage (Su)

At 20th level, a barbarian gains fast healing equal to half her level.

When she scores a critical hit, she gains 2 temporary hit points per barbarian level.

Destructive Rage (Ex)

While in a rage, a barbarian gains a +3 bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers.

She ignores 5 points of a target’s damage resistance and object hardness.

Greater Destructive Rage (Ex)

At 11th level, a barbarian’s bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers while raging increases to +4. She ignores 10 points of a target’s damage resistance and object hardness.

Mighty Destructive Rage (Ex)

At 20th level, a barbarian’s bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers while raging increases to +5. She ignores 20 points of a target’s damage resistance and object hardness.

Dueling Rage (Ex)

When a barbarian enters a rage, she chooses one target within sight to challenge. While in a rage, she gains a +3 bonus on attack rolls and damage rolls against the target of her challenge. The barbarian does not take the –2 penalty to her Armor Class for being in rage against attacks made by the target of her challenge. If the target of the challenge is killed, the barbarian can expend one extra round of rage as a swift action (at the beginning of their next turn, if their challenged foe is killed when it is not their turn) to challenge another enemy within sight and continue their rage. If they do not challenge a new foe, the barbarian exits the rage.

Greater Dueling Rage (Ex)

At 11th level, a barbarian’s bonus on attack rolls and damage rolls against the target of her challenge increases to +4.

Mighty Dueling Rage (Ex)

At 20th level, a barbarian’s bonus on attack rolls and damage rolls against the target of her challenge increases to +5.

Elemental Rage (Su)

When a barbarian enters a rage, she chooses an energy type (acid, cold, electricity, or fire). While in a rage, she gains an elemental aura of the chosen energy type. Creatures within five feet of the barbarian at start of her turn take 1d6 points of energy damage of the selected type. The barbarian’s attacks deal an additional 1d6 points of energy damage of the selected type.

Greater Elemental Rage (Su)

At 11th level, a barbarian’s elemental aura deals 2d6 points of energy damage.

Mighty Elemental Rage (Su)

At 20th level, a barbarian’s elemental aura deals 4d6 points of energy damage.

Enlarging Rage (Su)

While in a rage, a barbarian’s size increases by one size category. The barbarian gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to her increased size. A Medium humanoid barbarian whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. All equipment worn or carried by the barbarian is similarly enlarged by the spell. Enlarging rage is a supernatural ability which otherwise acts like enlarge person. Unlike most rage forms, entering an enlarging rage is a standard action.

Greater Enlarging Rage (Su)

At 11th level, a barbarian’s size increases by two size categories while raging. The barbarian gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid barbarian whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet.

Mighty Enlarging Rage (Su)

At 20th level, a barbarian’s size increases by three size categories while raging.

The barbarian gains a +6 size bonus to Strength, and takes a –6 size penalty to Dexterity and a –4 penalty on attack rolls and to AC because of its increased size. A Medium humanoid barbarian whose size increases to Gargantuan has a space of 20 feet and a natural reach of 15 feet.

Invincible Rage (Ex)

While in a rage, a barbarian gains damage reduction and resist against all energy attacks equal to half her barbarian level (minimum 1). This damage reduction and energy resistance stack with other damage reduction or energy resistance gained from class abilities or rage powers. She also gains a +3 bonus on all Fortitude and Reflex Saves.

Greater Invincible Rage (Ex)

At 11th level, a barbarian’s bonus to Fortitude and Reflex Saves increases to +4.

Mighty Invincible Rage (Ex)

At 20th level, a barbarian’s bonus to Fortitude and Reflex Saves increases to +5.

Reckless Rage (Ex)

While in a rage, a barbarian gains a +3 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws.

Greater Reckless Rage (Ex)

At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4.

Mighty Reckless Rage (Ex)

At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +5.

Terrifying Rage (Ex)

While in a rage, a barbarian gains a +3 bonus on melee damage rolls. She gains a bonus on Intimidate checks equal to her level.

Greater Terrifying Rage (Ex)

At 11th level, a barbarian gains a +4 bonus on melee damage rolls. She gains a bonus on Intimidate checks equal to her level.

Mighty Terrifying Rage (Ex)

At 20th level, a barbarian gains a +5 bonus on melee damage rolls. She gains a bonus on Intimidate checks equal to her level.

Vicious Rage (Su)

When in a rage, a barbarian gains a +3 bonus to attack rolls. When a barbarian in a rage strikes an opponent with an attack, the barbarian pours out their own life energy to make the blow strike true.

This energy deals an extra 2d6 points of damage to the opponent (of the same type of damage as the weapon normally deals). The barbarian takes 1d6 points damage on each successful hit; this damage is not subject to energy resistance or damage reduction.

Greater Vicious Rage (Su)

At 11th level, a barbarian gains a +4 bonus to attack rolls. Her disruptive energy deals 4d6 points of damage to the opponent and 2d6 points of damage to the barbarian.

Mighty Vicious Rage (Su)

At 20th level, a barbarian gains a +5 bonus to attack rolls. Her disruptive energy deals 6d6 points of damage to the opponent and 3d6 points of damage to the barbarian.

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.

Stance Rage Powers: Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.

Totem Rage Powers: Totem rage powers grant powers related to a theme. Totem rage powers can be selected from multiple groups of totem rage powers.

Existing Rage Powers: The following rage powers can be used unaltered: Boasting taunt, body bludgeon, brawler, brawler (greater), chaos totem, chaos totem (greater), chaos totem (lesser), disruptive, dragon totem, dragon totem resilience, ferocious mount, ferocious mount (greater), ferocious trample, ferocious trample (greater), fiend totem, fiend totem (greater), fiend totem (lesser), ghost rager, good for what ails you, guarded life, guarded life (greater), hive totem, hive totem resilience, hive totem toxicity, hurling, hurling (greater), hurling (lesser), hurling charge, liquid courage, overbearing advance, overbearing onslaught, primal scent, roaring drunk, spirit steed, spirit totem, spirit totem (greater), spirit totem (lesser), staggering drunk, sunder enchantment, world serpent spirit, world serpent totem, world serpent totem unity.

Existing Unchained Rage Powers: The following unchained rage powers can be used unaltered: Accurate stance, animal fury, bleeding blow, calm stance, clear mind, deadly accuracy, eater of magic, elemental stance, energy resistance, fearless rage, ground breaker, ground breaker (greater), guarded stance, increased damage reduction, inspire ferocity, internal fortitude, intimidating glare, knockback, knockdown stance, lethal accuracy, low-light vision, night vision, no escape, perfect clarity, powerful stance, protect vitals, quick reflexes, raging climber, raging leaper, raging swimmer, reckless stance, reflexive dodge, regenerative stance, renewed vitality, roused anger, scent, sharpened accuracy, shove aside, shove aside (greater), smasher, sprint, strength stance, superstition, swift foot, taunting stance, terrifying howl, unexpected strike, witch hunter.

A list of legendary rage powers can be found at the end of this chapter (see page 27).

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.

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.

Alternate Class Features

The following features replace the named base class feature.

Weapon and Armor Proficiency

The following features each replace the standard weapon and armor proficiency class feature:

  • Proficiency with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
  • Proficiency 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.
  • Proficiency 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 following features replace the endurance class feature.

  • Endurance: A barbarian gains Endurance as a bonus feat (this just means that if a player prefers to retain the core class feature they can).
  • 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

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

These abilities replace fast movement.

  • 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.

Alternate Class Features

The following features replace the named feature.

Replaces Weapon and Armor Proficiency

The following features each replace the Weapon and Armor Proficiency proficiency of standard barbarians.

  • Option 1: A barbarian is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
  • Option 2: 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.
  • Option 3: 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.

Replaces 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.

These abilities replace Endurance.

  • 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.

Replaces 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.

These abilities replace fast movement.

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.

Replaces 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 14 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. The barbarian must already have Improved Sunder. 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.

Replaces 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. These abilities replace danger sense.

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.

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.

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.

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.

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).

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).

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.

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.

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.

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.

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.

Replaces 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. These abilities replace damage reduction.

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.

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.

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.

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).

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.

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.

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.

Replaces 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. These abilities replace indomitable will.

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.

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.

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.

Section 15: Copyright Notice

Legendary Classes: Sword and Fist © 2022, Legendary Games; Authors: Jason Nelson, N. Jolly, Alex Augunas, Jesse Benner, Siobhan Bjorknas, Clinton J. Boomer, Robert Brookes, Kieran Easter, Jeff Gomez, Matt Goodall, Elise Gott, Cerise Herndon, Hal Kennette, Blake Morton, Dave Nelson, Adam Ricks, Wren Rosario, Samuel Saylor, Onyx Tanuki.

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