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Brave

The brave views the world in absolute terms. In his mind, life is an endless struggle between his tribal kin and the civilized men attempting to tame them. Transgressions against his people —real, exaggerated and imagined — fuel his rage. Though almost always affiliated with a tribe, the brave sees authority, even within his loosely configured society, as hindering rather than helping him in his battle against external forces trying to subjugate the lands and its inhabitants to their will. Chieftains and elders within the community admire the brave’s courage and determination, but often disapprove of the actions and tactics he uses to advance his goals. In his eyes, and those of his fellow tribesmen, the brave is a hero unfettered by the bonds of politics and economics. In simplest terms, he is a one-man guerrilla army devoted to the cause of protecting his kin and their hunting grounds from those seeking to exploit them. The brave believes that riding and training an animal is akin to enslaving it; therefore, he always travels on foot.

Unlike most barbarians, the brave uses speed and stealth to maximum advantage. He prefers to sneak up on his quarry and emerge unseen from the tall grasses as he hurls his fearsome throwing axe at those who stand in his way.

Weapon and Armor Proficiency

A brave is not proficient with medium armor.

Skills

A brave does not gain Handle Animal (Cha) and Ride (Dex) as class skills; instead, he gains Knowledge (geography) and Stealth (Dex) as class skills.

Expert Thrower (Ex)

At 2nd level, the brave’s expertise wielding the throwing axe and any other thrown weapon improves by leaps and bounds. Increase the range increment of any thrown weapon or object by 10 feet. In addition, the brave gets a +1 bonus on attack and damage rolls with thrown weapons at ranges of up to 20 feet.

This ability replaces uncanny dodge.

Terrain Expert (Ex)

At 3rd level, the brave gains a +1 bonus on Acrobatics, Knowledge (geography), Knowledge (nature), Stealth and Survival checks made in plains terrain. These bonuses improve by +1 every three levels after 3rd.

This ability replaces trap sense.

Plains Walk (Ex)

At 5th level, the brave can move through 10 feet of difficult terrain each round as if it were normal terrain. At 10th level and every 5 levels thereafter, the brave can move through an additional 5 feet of difficult terrain each round. This benefit only applies when moving through grasslands, and it stacks with the benefits gained from the Acrobatic Steps and Nimble Moves feats.

This ability replaces improved uncanny dodge.

Rage Powers: The following rage powers complement the brave archetype: bestial leaper**, fearless rage, hurling*, greater hurling*, hurling charge*, lesser hurling*, low-light vision, night vision, primal scent**, quick reflexes, raging leaper, scent, sprint**, swift foot and terrifying howl.

Section 15: Copyright Notice

Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss