Barbarians are rage incarnate, a deadly mix of unstoppable toughness and unyielding aggression. A novice may scoff at the barbarian's recklessness, but an experienced warrior knows the value of a man who will never once hesitate to act. They possess a degree of wilderness skill, but the main function of any barbarian is to charge the front lines and cave in some skulls.
The standard barbarian is a relentless warrior that can take extreme punishment and shrug off impossible injury. Their abilities allow them to charge in first and ask questions later, taking action where others may hesitate.
d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Ride(Dex), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, light armor, medium armor, and shields, but not tower shields.
Alignment Restriction: Barbarians cannot be lawful.
| Level | BAB | Fort | Ref | Will | Features |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 0 | 0 | Illiteracy, Rage 1/day |
| 2 | 2 | 3 | 0 | 0 | Uncanny Dodge |
| 3 | 3 | 3 | 1 | 1 | Fast Movement +10, Trap Sense +1 |
| 4 | 4 | 4 | 1 | 1 | Rage 2/day |
| 5 | 5 | 4 | 1 | 1 | Improved Uncanny Dodge |
| 6 | 6/1 | 5 | 2 | 2 | Trap Sense +2 |
| 7 | 7/2 | 5 | 2 | 2 | Damage Reduction 2/- |
| 8 | 8/3 | 6 | 2 | 2 | Rage 3/day |
| 9 | 9/4 | 6 | 3 | 3 | Unyielding Rage, Trap Sense +3 |
| 10 | 10/5 | 7 | 3 | 3 | Fast Movement +20, Damage Reduction 4/- |
| 11 | 11/6/1 | 7 | 3 | 3 | Greater Rage |
| 12 | 12/7/2 | 8 | 4 | 4 | Barbaric Endurance, Rage 4/day, Trap Sense +4 |
| 13 | 13/8/3 | 8 | 4 | 4 | Damage Reduction 6/- |
| 14 | 14/9/4 | 9 | 4 | 4 | Indomitable Will |
| 15 | 15/10/5 | 9 | 5 | 5 | Trap Sense +5 |
| 16 | 16/11/6/1 | 10 | 5 | 5 | Damage Reduction 8/-, Rage 5/day |
| 17 | 17/12/7/2 | 10 | 5 | 5 | Fast Movement +30, Tireless Rage |
| 18 | 18/13/8/3 | 11 | 6 | 6 | Barbaric Endurance, Trap Sense +6 |
| 19 | 19/14/9/4 | 11 | 6 | 6 | Damage Reduction 10/- |
| 20 | 20/15/10/5 | 12 | 6 | 6 | Too Angry to Die, Mighty Rage, Rage 6/day |
Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write.
Barbarians who gain levels in other classes automatically gain literacy. Similarly, other classes who take levels in barbarian do not lose their existing literacy.
A barbarian can fly into a rage as a free action during his turn. While in a rage, a barbarian temporarily gains a +4 bonus to Strength and Constitution and a +2 morale bonus to will saves, but also suffers a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 per level, but these hit points are lost at the end of the rage.
While raging, a barbarian cannot use any Charisma, Intelligence, Constitution, or Dexterity based skills (except for Balance, Escape Artist, Intimidate, and Ride), cannot perform any actions that require patience or concentration, cannot cast spells or activate magic items that require a command word, spell trigger, or spell completion to function, and cannot use the Combat Expertise feat, item creation feats, or metamagic feats.
A rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier, or until the barbarian is knocked unconscious or chooses to end it early. When the rage ends, the barbarian becomes fatigued until the end of combat.
A 1st level barbarian can only rage once per day. At 4th level and every four levels thereafter, the barbarian may rage an additional time per day.
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead.
At 3rd level, the barbarian's land speed increases by +10. This benefit applies only when he is wearing medium armor or lighter and is not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
For every 7 levels beyond 3rd, this speed bonus increases by +10.
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex Saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter. Trap sense bonuses gained from multiple classes stack.
At 5th level and higher, a barbarian can no longer be flanked.
At 7th level, the barbarian gains Damage Reduction 2/-. Unlike most damage reduction, this also reduces fire, cold, electric, acid, and sonic damage as if it were energy resistance of the appropriate type. This ability can also stack with other sources of damage reduction and energy resistance.
This damage reduction increases by 2 for every three levels beyond 7th.
Starting at 9th level, whenever a barbarian fails a saving throw while in a rage, he may choose to automatically succeed the saving throw by ending his rage. The barbarian must be aware of the effect that caused the saving throw. Ending the rage this way causes the barbarian to become fatigued as normal.
At 11th level, a barbarian's bonuses to Strength and Constitution during a rage increase to +6, and the morale bonus to Will saves increases to +3.
At 12th and 18th level, the barbarian's Constitution score increases permanently by 2. This increase stacks with all other increases, including the one from rage.
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells and fear effects.
At 17th level and higher, a barbarian no longer becomes fatigued at the end of a rage.
At 20th level, a barbarian becomes impossible to kill during a rage. Any effect that would kill the raging barbarian or deal enough damage to disable or knock the barbarian unconscious instead ends the rage and sets the barbarian's HP to 1 (loss of constitution from ending the rage this way does not reduce HP below 1).
At 20th level, a barbarian's bonuses to Strength and Constitution during a rage increase to +8, and the morale bonus to Will saves increases to +4.
The totem barbarian usually hails from an animist tribe - one that seeks the power and wisdom of nature spirits. Where the rangers and druids of such a tribe may seek the wisdom of the land or of nature as a whole, barbarians take after the spirits of wild animals. They forego every last bit of the regular barbarian's refinement to harness a range of supernatural powers.
d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Listen(Wis), Ride(Dex), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple weapons, light armor, medium armor, and shields, but not tower shields.
Alignment Restriction: Barbarians cannot be lawful.
| Level | BAB | Fort | Ref | Will | Features |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 0 | 0 | Totem Attunement, Illiteracy, Rage 1/day |
| 2 | 2 | 3 | 0 | 0 | Uncanny Dodge |
| 3 | 3 | 3 | 1 | 1 | Totem Feature |
| 4 | 4 | 4 | 1 | 1 | Rage 2/day |
| 5 | 5 | 4 | 1 | 1 | Improved Uncanny Dodge |
| 6 | 6/1 | 5 | 2 | 2 | Totem Feature |
| 7 | 7/2 | 5 | 2 | 2 | Damage Reduction 1/- |
| 8 | 8/3 | 6 | 2 | 2 | Rage 3/day |
| 9 | 9/4 | 6 | 3 | 3 | Totem Feature, Unyielding Rage |
| 10 | 10/5 | 7 | 3 | 3 | Damage Reduction 2/- |
| 11 | 11/6/1 | 7 | 3 | 3 | Greater Rage |
| 12 | 12/7/2 | 8 | 4 | 4 | Totem Feature, Rage 4/day |
| 13 | 13/8/3 | 8 | 4 | 4 | Damage Reduction 3/- |
| 14 | 14/9/4 | 9 | 4 | 4 | Indomitable Will |
| 15 | 15/10/5 | 9 | 5 | 5 | Totem Feature |
| 16 | 16/11/6/1 | 10 | 5 | 5 | Damage Reduction 4/-, Rage 5/day |
| 17 | 17/12/7/2 | 10 | 5 | 5 | Tireless Rage |
| 18 | 18/13/8/3 | 11 | 6 | 6 | Totem Feature |
| 19 | 19/14/9/4 | 11 | 6 | 6 | Damage Reduction 5/- |
| 20 | 20/15/10/5 | 12 | 6 | 6 | Mighty Rage, Rage 6/day |
At 1st level, the totem barbarian must choose an animal spirit to attune to, gaining certain benefits as he levels up. This decision cannot be changed, save for exceptional circumstances. The barbarian may choose one of the following animal spirits, or work with the DM to create a new one.
Totem abilities do not work if the barbarian is wearing heavy armor, carries a medium or heavy load, or if the barbarian becomes lawful. Additionally, as supernatural abilities, they do not function within an antimagic field. Feats granted by totem features, for example, do not function in an antimagic field, nor do any feats using them as a prerequisite.
At 1st level, a totem barbarian gains a +4 bonus on Handle Animal and Ride checks when dealing with his chosen animal type.
Barbarians of the lion totem are aggressive and impulsive. As a lion totem barbarian advances, his fingers and hands become slowly more claw-like and his hair and eyes may shift to a more golden hue.
At 3rd level, the lion totem barbarian gains low-light vision and can see twice as well as a human in conditions of low illumination. If the barbarian's race already grants this feature, he instead gains darkvision with a range of 60 feet.
At 6th level, the lion totem barbarian gains the Pounce ability, allowing the barbarian to make a full attack action at the end of a charge.
At 9th level, the lion totem barbarian gains a +2 bonus on Spot checks.
At 12th level, the lion totem barbarian gains a bite attack that deals 1d6 damage. If the barbarian already has a bite attack, its damage increases as though one size category larger.
At 15th level, the lion totem barbarian may roar as a free action whenever he begins a rage. Creatures within 10 feet of the barbarian when he roars must make a fortitude save (DC = 10 + 1/2 the barbarian's class level) or be deafened for 2d4 rounds.
At 18th level, the lion totem barbarian can fully embody the spirit of the lion. While raging, the barbarian gains a +4 bonus to Dexterity, the barbarian's bite attack increases in damage as though one size larger, and the barbarian's eyes and hair glow a golden color.
(This set of abilities could also be used to represent barbarians devoted to other felines such as tigers or leopards.)
Barbarians of the wolf totem are territorial and fiercely loyal. As a wolf totem barbarian advances, his voice becomes like a low growl and his hair may shift to a black or silvery color.
At 3rd level, the wolf totem barbarian gains the Improved Trip feat, even if the prerequisites for the feat have not been met.
At 6th level, the wolf totem barbarian gains the Scent ability.
At 9th level, the wolf totem barbarian gains a +2 bonus on melee attack rolls against flanked targets.
At 12th level, the wolf totem barbarian gains a bite attack that deals 1d6 damage. If the barbarian already has a bite attack, its damage increases as though one size category larger.
At 15th level, a wolf totem barbarian that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the barbarian.
At 18th level, the wolf totem barbarian can fully embody the spirit of the wolf. While raging, the barbarian's eyes glow gold and his skin becomes grey, and any opponent the barbarian successfully trips is stunned for 1 round.
(This set of abilities could also be used to represent barbarians devoted to other canines such as hyenas or dogs.)
Barbarians of the horse totem are cautious and vigilant. As a horse totem barbarian advances, his movements and breathing become slower and more measured, punctuated by frightening bursts of speed.
At 3rd level, the horse totem barbarian gains the Mounted Combat feat, even if the prerequisites for the feat have not been met.
At 6th level, the horse totem barbarian gains the Spirited Charge feat, even if the prerequisites for the feat have not been met.
At 9th level, the horse totem barbarian can use Spirited Charge to deal triple damage with any two-handed melee weapon during a mounted charge, not just the lance.
At 12th level, the horse totem barbarian can choose to take 10 on any Ride check while riding a horse.
At 15th level, the horse totem barbarian may grant a +20 enhancement bonus to movement speed to any horses within 30 feet. This does not require an action from the barbarian and lasts until the horse ends its turn more than 30 feet away from the barbarian.
At 18th level, the horse totem barbarian can become one with his steed's spirit. While raging and mounted on a horse, the barbarian gains a +8 bonus to hit while charging instead of the normal +2 and may charge over difficult terrain.
(This set of abilities could also be used to represent barbarians devoted to other mounts such as worgs or gryphons.)
Barbarians of the eagle totem are more detatched and patient than the typical barbarian. As an eagle totem barbarian advances, he may begin to grow feathers along his arms and head.
At 3rd level, the eagle totem barbarian gains Evasion. A successful Reflex save against an effect that allows a Reflex save for half damage allows the barbarian to take no damage.
At 6th level, the eagle totem barbarian's rage increases his Wisdom score by +4. This bonus increases in line with the barbarian's bonuses to Strength and Constitution at levels 11 and 20. The boost to Will saves from this increase stacks with the morale bonus to will saves from rage.
At 9th level, the eagle totem barbarian gains a fly speed equal to his land speed while raging.
At 12th level, the eagle totem barbarian gains Flyby Attack as a bonus feat.
At 15th level, the eagle totem barbarian gains Alertness as a bonus feat.
At 18th level, the eagle totem barbarian grows large feathery wings upon his back. These wings grant a fly speed of 60 feet which increases to 90 feet while raging. Unlike other totem abilities, this is not a supernatural ability and works in an anti-magic field.
(This set of abilities could also be used to represent barbarians devoted to other birds of prey such as owls and hawks.)
Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write.
Barbarians who gain levels in other classes automatically gain literacy. Similarly, other classes who take levels in barbarian do not lose their existing literacy.
A barbarian can fly into a rage as a free action during his turn. While in a rage, a barbarian temporarily gains a +4 bonus to Strength and Constitution and a +2 morale bonus to will saves, but also suffers a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 per level, but these hit points are lost at the end of the rage.
While raging, a barbarian cannot use any Charisma, Intelligence, Constitution, or Dexterity based skills (except for Balance, Escape Artist, Intimidate, and Ride), cannot perform any actions that require patience or concentration, cannot cast spells or activate magic items that require a command word, spell trigger, or spell completion to function, and cannot use the Combat Expertise feat, item creation feats, or metamagic feats.
A rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier, or until the barbarian is knocked unconscious or chooses to end it early. When the rage ends, the barbarian becomes fatigued until the end of combat.
A 1st level barbarian can only rage once per day. At 4th level and every four levels thereafter, the barbarian may rage an additional time per day.
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead.
At 5th level and higher, a barbarian can no longer be flanked.
At 7th level, the barbarian gains Damage Reduction 1/-. Unlike most damage reduction, this also reduces fire, cold, electric, acid, and sonic damage as if it were energy resistance of the appropriate type. This ability can also stack with other sources of damage reduction and energy resistance.
This damage reduction increases by 1 for every three levels beyond 7th.
Starting at 9th level, whenever a barbarian fails a saving throw while in a rage, he may choose to automatically succeed the saving throw by ending his rage. The barbarian must be aware of the effect that caused the saving throw. Ending the rage this way causes the barbarian to become fatigued as normal.
At 11th level, a barbarian's bonuses to Strength and Constitution during a rage increase to +6, and the morale bonus to Will saves increases to +3.
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells and fear effects.
At 17th level and higher, a barbarian no longer becomes fatigued at the end of a rage.
At 20th level, a barbarian's bonuses to Strength and Constitution during a rage increase to +8, and the morale bonus to Will saves increases to +4.
The hunter is a strange type of barbarian. Their rages are controlled and precise, and their weapon of choice is the bow. While they lack much of a regular barbarian's toughness, they make up for it with better awareness of the natural world and the ability to kill from afar.
d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Nature)(Int), Listen(Wis), Ride(Dex), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, light armor, medium armor, and shields, but not tower shields.
Alignment Restriction: Barbarians cannot be lawful.
| Level | BAB | Fort | Ref | Will | Features |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 0 | 0 | Point Blank Shot, Illiteracy, Whirling Frenzy 1/day |
| 2 | 2 | 3 | 0 | 0 | Track |
| 3 | 3 | 3 | 1 | 1 | Fast Movement +10, Trap Sense +1 |
| 4 | 4 | 4 | 1 | 1 | Whirling Frenzy 2/day |
| 5 | 5 | 4 | 1 | 1 | Melee Archery |
| 6 | 6/1 | 5 | 2 | 2 | Trap Sense +2 |
| 7 | 7/2 | 5 | 2 | 2 | Uncanny Dodge |
| 8 | 8/3 | 6 | 2 | 2 | Whirling Frenzy 3/day |
| 9 | 9/4 | 6 | 3 | 3 | One with the Bow, Trap Sense +3 |
| 10 | 10/5 | 7 | 3 | 3 | Fast Movement +20 |
| 11 | 11/6/1 | 7 | 3 | 3 | Archer's Frenzy |
| 12 | 12/7/2 | 8 | 4 | 4 | Whirling Frenzy 4/day, Trap Sense +4 |
| 13 | 13/8/3 | 8 | 4 | 4 | Improved Precise Shot |
| 14 | 14/9/4 | 9 | 4 | 4 | Evasive Frenzy |
| 15 | 15/10/5 | 9 | 5 | 5 | Greater Frenzy, Trap Sense +5 |
| 16 | 16/11/6/1 | 10 | 5 | 5 | Whirling Frenzy 5/day |
| 17 | 17/12/7/2 | 10 | 5 | 5 | Fast Movement +30, Tireless Frenzy |
| 18 | 18/13/8/3 | 11 | 6 | 6 | Unerring Shot, Trap Sense +6 |
| 19 | 19/14/9/4 | 11 | 6 | 6 | Hunt the Rain |
| 20 | 20/15/10/5 | 12 | 6 | 6 | Hunt the Stars, Whirling Frenzy 6/day |
Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write.
Barbarians who gain levels in other classes automatically gain literacy. Similarly, other classes who take levels in barbarian do not lose their existing literacy.
A barbarian can fly into a whirling frenzy as a free action during his turn. While in this special type of rage, a barbarian temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
While raging, a barbarian cannot use any Charisma, Intelligence, Constitution, or Dexterity based skills (except for Balance, Escape Artist, Intimidate, and Ride), cannot perform any actions that require patience or concentration, cannot cast spells or activate magic items that require a command word, spell trigger, or spell completion to function, and cannot use the Combat Expertise feat, item creation feats, or metamagic feats.
A rage lasts for a number of rounds equal to 3 + the character's Constitution modifier, or until the barbarian is knocked unconscious or chooses to end it early. When the rage ends, the barbarian becomes fatigued until the end of combat.
A 1st level barbarian can only rage once per day. At 4th level and every four levels thereafter, the barbarian may rage an additional time per day.
Whirling frenzy is a type of rage, and any abilities that affect rage also affect whirling frenzy. The barbarian cannot use two different types of rage at the same time.
The hunter gains Point Blank Shot as a bonus feat. This feat cannot be used while wearing heavy armor or carrying a heavy load.
At 2nd level, the hunter gains Track as a bonus feat.
At 3rd level, the barbarian's land speed increases by +10. This benefit applies only when he is wearing medium armor or lighter and is not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
For every 7 levels beyond 3rd, this speed bonus increases by +10.
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex Saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter. Trap sense bonuses gained from multiple classes stack.
Starting at 5th level, a frenzying hunter no longer provokes attacks of opportunity for making ranged attacks in melee.
At 7th level, a hunter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a hunter already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead.
Beginning at 9th level, the hunter may treat the Strength rating on any composite bow as being up to twice as high. This does not change the bow itself. The hunter must have a high enough Strength bonus to use the bow, and he cannot increase the bow's rating to a number higher than his Strength bonus.
At 11th level, the hunter's frenzy no longer applies a -2 penalty to ranged attack rolls if an extra attack is made. It still applies normal penalties to melee weapon attacks.
Additionally, the bonus to attack and damage granted by Point Blank Shot increases to +2.
At 13th level, the hunter gains Improved Precise Shot as a bonus feat, even if he does not meet the prerequisites.
If the hunter already has Improved Precise Shot, he may instead choose any feat which lists Point Blank Shot as a prerequisite. He must meet the prerequisites for this bonus feat.
While in a frenzy, a hunter of 14th level or higher gains Evasion. A successful Reflex save against an effect that allows a Reflex save for half damage allows a frenzying hunter to take no damage.
At 15th level, a frenzying hunter's bonus to Strength increases to +6, and the dodge bonus to AC and Reflex saves increases to +3.
At 17th level and higher, a hunter no longer becomes fatigued at the end of a frenzy.
Starting at 18th level, an opponent who attempts to use the Deflect Arrows feat or a similar effect to negate a ranged attack made by a hunter within 30 feet must make a reflex save (DC = the hunter's bonus on the attack roll). On a failed save, the arrow strikes the opponent anyway.
Additionally, the bonus to attack and damage granted by Point Blank Shot increases to +3.
As a full-round action during a frenzy, a 19th level hunter may make a ranged attack with a weapon at his full base attack bonus at each opponent within 30 feet.
Starting at 20th level, a frenzying hunter may make ranged attacks with a weapon against any target within line of sight, with no penalty for range.
When even the unbridled strength of a regular barbarian isn't enough, a berserker is needed. The anger of a berserker is razor-focused on causing as much destruction as possible, as quickly as possible. While they tend to be less durable than other barbarians, their ability to tear through even the toughest enemies is unmatched.
d10 Hit Die (10 + Con HP at 1st level, 6 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Ride(Dex), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, light armor, medium armor, and shields, but not tower shields.
Alignment Restriction: Barbarians cannot be lawful.
| Level | BAB | Fort | Ref | Will | Features |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 0 | 0 | Illiteracy, Whirling Frenzy 1/day |
| 2 | 2 | 3 | 0 | 0 | Uncanny Dodge |
| 3 | 3 | 3 | 1 | 1 | Fast Movement +10 |
| 4 | 4 | 4 | 1 | 1 | Whirling Frenzy 2/day |
| 5 | 5 | 4 | 1 | 1 | Improved Uncanny Dodge |
| 6 | 6/1 | 5 | 2 | 2 | Tireless Frenzy |
| 7 | 7/2 | 5 | 2 | 2 | Berserker Strike 1/rage |
| 8 | 8/3 | 6 | 2 | 2 | Whirling Frenzy 3/day |
| 9 | 9/4 | 6 | 3 | 3 | Frenzied Counter |
| 10 | 10/5 | 7 | 3 | 3 | Fast Movement +20, Berserker Strike 2/rage |
| 11 | 11/6/1 | 7 | 3 | 3 | Greater Frenzy |
| 12 | 12/7/2 | 8 | 4 | 4 | Barbaric Might, Whirling Frenzy 4/day |
| 13 | 13/8/3 | 8 | 4 | 4 | Berserker Strike 3/rage |
| 14 | 14/9/4 | 9 | 4 | 4 | Indomitable Will |
| 15 | 15/10/5 | 9 | 5 | 5 | Unstoppable Frenzy |
| 16 | 16/11/6/1 | 10 | 5 | 5 | Whirling Frenzy 5/day, Berserker Strike 4/rage |
| 17 | 17/12/7/2 | 10 | 5 | 5 | Fast Movement +30 |
| 18 | 18/13/8/3 | 11 | 6 | 6 | Barbaric Might |
| 19 | 19/14/9/4 | 11 | 6 | 6 | Berserker Strike 5/rage |
| 20 | 20/15/10/5 | 12 | 6 | 6 | Final Wrath, Mighty Frenzy, Whirling Frenzy 6/day |
Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write.
Barbarians who gain levels in other classes automatically gain literacy. Similarly, other classes who take levels in barbarian do not lose their existing literacy.
A barbarian can fly into a whirling frenzy as a free action during his turn. While in this special type of rage, a barbarian temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
While raging, a barbarian cannot use any Charisma, Intelligence, Constitution, or Dexterity based skills (except for Balance, Escape Artist, Intimidate, and Ride), cannot perform any actions that require patience or concentration, cannot cast spells or activate magic items that require a command word, spell trigger, or spell completion to function, and cannot use the Combat Expertise feat, item creation feats, or metamagic feats.
A rage lasts for a number of rounds equal to 3 + the character's Constitution modifier, or until the barbarian is knocked unconscious or chooses to end it early. When the rage ends, the barbarian becomes fatigued until the end of combat.
A 1st level barbarian can only rage once per day. At 4th level and every four levels thereafter, the barbarian may rage an additional time per day.
Whirling frenzy is a type of rage, and any abilities that affect rage also affect whirling frenzy. The barbarian cannot use two different types of rage at the same time.
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead.
At 3rd level, the barbarian's land speed increases by +10. This benefit applies only when he is wearing medium armor or lighter and is not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
For every 7 levels beyond 3rd, this speed bonus increases by +10.
At 5th level and higher, a barbarian can no longer be flanked.
At 6th level and higher, a berserker no longer becomes fatigued at the end of a frenzy.
Once per rage, a 7th level berserker may declare an attack as a Berserker Strike. This attack deals extra damage equal to half the berserker's level, rounded down. This ability must be declared before the attack roll is made, and it is still used up if the attack misses. The berserker may begin a new rage in the middle of his current rage to refresh his uses of Berserker Strike.
This ability can be used one additional time per rage for every three levels beyond 7th.
When a 9th level berserker is struck by a melee attack while raging, he may choose to make a melee attack at his highest base attack bonus against the opponent who struck him as a free action. The berserker's rage ends immediately after making the attack, even if it missed. This attack can be declared as a Berserker Strike.
This counterattack happens after the berserker takes damage. If the berserker is killed or otherwise cannot make an attack after the damage has been taken and the attack's other effects (if any) have been applied, he cannot make the counterattack.
This ability is not an attack of opportunity. The berserker may make a frenzied counter against an attack that has already provoked an attack of opportunity.
At 11th level, a frenzying berserker's bonus to Strength increases to +6, and the dodge bonus to AC and Reflex saves increases to +3.
At 12th and 18th level, the barbarian's Strength score increases permanently by 2. This increase stacks with all other increases, including the one from rage.
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells and fear effects.
A 15th level berserker's rage does not end if he is knocked unconscious or dies. Additionally, the berserker cannot choose to end his own rage if doing so is the result of magical or supernatural compulsion.
If a 20th level berserker dies during a rage, his very soul makes one last attempt at vengeance. Upon death, a raging berserker may immediately make one melee attack at his highest base attack bonus against the creature or object that caused his downfall. This attack cannot miss, but an attack roll is still made to determine if it is a critical hit - critical threats are likewise automatically confirmed. This attack is automatically a Berserker Strike, even if the berserker has no more uses of the ability left.
Effects that imprison or destroy a target's soul cannot prevent this attack, though they still affect the berserker's soul immediately afterwards as normal.
At 20th level, a frenzying berserker's bonus to Strength increases to +8, and the dodge bonus to AC and Reflex saves increases to +4.
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