BARBARIAN

Barbarians are particularly tough warriors that can fly into a rage in the heat of battle.

Class Points
  • Hit Points per level:   10 + Constitution modifier
  • Focus Points per level:  8 + Wisdom modifier
  • Skill Points per level:  6 + Intelligence modifier

Class Skills
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
Starting Feats
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:


BARBARIAN CLASS FEATURES

  1. Rage, class skills, starting feats
  2. Talent
  3. Power
  4. Talent
  5. Power
  6. Talent
  7. Power
  8. Talent
  9. Power
  10. Talent, advanced features
  11. Power
  12. Talent
  13. Power
  14. Talent
  15. Power
  16. Talent
  17. Power
  18. Talent
  19. Power
  20. Talent, capstone ability



RAGE

As a swift action, a barbarian that is not fatigued or exhausted can spend 3 FP to enter a rage gaining a bonus to damage rolls, Strength-based ability/skill checks, CMB checks, CMD, Fortitude saves, and Will saves equal to half their class level rounded up for up to 1 minute. This damage bonus is doubled for attacks with two-handed weapons and heavy natural weapons that normally deal x1.5 or x2 Strength bonus to damage. During this time, they also gain the benefits of any Rage Powers they possess and are unable to concentrate or use any skills except Acrobatics, Brawn, Climb, Fly, Intimidate, Perception, Survival, and Swim. They can end this rage early as a free action on their turn. After raging, they become exhausted for a duration equal to however long they were raging and then fatigued for that long after that. For example, if they were raging for 8 rounds, they then become exhausted for 8 rounds afterwards and then fatigued 8 rounds after that. Every round they are raging, consumes 1 Focus Point at the end of their turn each round and ends immediately if they drop to 0 focus points.



BARBARIAN POWERS

You gain a class power at every odd class level after 1st. You can increase your Rage bonus by 1 (max 1/2 your class level rounded up) or select a Rage Power, or a power listed below, provided you meet the prerequisites.

Blood Rage (Ex): You can concentrate while raging and use any skill and even cast spells. Your rage bonus to your spell DCs as well.

Potent Eldritch Heritage: (Prerequisites: Cha 15, Eldritch Heritage, ability to cast spells) You learn all the bonus spells listed in you bloodline provided you are a high enough caster level to cast them. These spells must be Charisma-based and you must select a tradition for them.

Spells: Pick one spellcasting tradition and spellcasting modifier: alchemy (Int or Wis), arcane (Int or Cha), divine (Wis or Cha), occult (Int or Cha), primal (Wis or Cha). You gain two 0-level spells within this tradition. The second time you take this you gain one 0-level spell and one 1st-level spell. The third time you take this, you gain two 1st-level spells. The fourth time you gain one 1st-level spell and one 2nd-level spell. Each time you keep taking this, repeat this pattern of gaining two spells of the highest spell slot you already have (max 3) or gaining one spell of your current highest spell level and one spell of the next level higher (max 3 of each spell level). Your class level -3 is your caster level for these spells (minimum 1).



BARBARIAN TALENTS

You gain a class talent at every even class level. Some stack but you can only take the same talent up to a number of times equal to one-fourth your class level, rounded up. Advanced talents can't be selected until at least 10th level in the class.

Archetype Ability: You can gain an archetype ability that would normally replace any other talent listed here. For example, the Armored Hulk archetype normally replaced Fast Movement with Indomitable Stance. So you could select Indomitable Stance as a barbarian Talent.

Damage Reduction (Ex): You gain DR2/-. This is stackable.

Danger Sense (Ex): +5 bonus on AC and Reflex saves and Perception checks vs. traps and ambushes. 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.

Fast Movement (Ex): +5 feet to your base land speed. This is stackable.

Uncanny Dodge (Ex): You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed and you don't lose your Dexterity bonus to AC if immobilized. This doesn't prevent you from losing your Dexterity bonus to AC if an opponent successfully uses the feint action against you.



ADVANCED BARBARIAN TALENTS

At 10th level in the class you add the following to the list of talents you can select.

Improved Uncanny Dodge (Ex):You can no longer be flanked. This defense denies enemies the ability to sneak attack you by flanking you, unless the attacker has at least 4 more levels in a class that provides sneak attack than you have in classes that have this ability as a class talent.

Indomitable Will (Ex): You have advantage on Will saves to resist enchantment spells while raging.

Tireless Rage (Ex): You can spend 6 FP to enter a rage. If you do so, you are not exhausted at the end of your rage but go straight to the fatigued state. If you take this a second time, you can spend 10 FP to enter rage and then don't even become fatigued afterwards.



BARBARIAN CAPSTONE ABILITY

At 20th level you can increase your rage bonus by 2 or take one of the alternate capstone abilities of your choice: Perfect Body Flawless Mind, The Boss, Unstoppable, With this Sword, or Won’t Stay Dead.