Barbarian

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DIE! DIE! DIE! RARH!!!

There are people in the world for whom rules mean little, people who are driven, if not ruled, by their passions. Their emotions are bigger, more intense, than most people. Their joy is more complete, their sorrow deeper, their happiness incandescent, and their anger....

Oh, their anger.

These people, who power their way through a life that's just a little more...intense...than others, are barbarians. The classic barbarian is the glowering, steel-eyed savage, but there are so many more ways for these people who fill their lives so completely to appear. The disgraced nobles son who cares not a fig for his family's disappointment, the mighty warrior who can drive his emotions and spirit into the earth and air and the very fabric of reality, and the dour, wary-eyed slayer of monsters and haunts and spirits, these are all barbarians, people for whom life is much more real and intense than other people.

Alignment: Any non-lawful

Hit Die: d12

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Constitution: primary; the majority of a barbarian's damage and durability come from Constitution.
  • Strength: secondary; Strength is a useful adder to a barbarian's damage output.
  • Wisdom: tertiary if either the Primal Mien or Superstitious Mien is selected. Otherwise, wisdom is a low priority.
  • Charisma: tertiary if either the Feral Mien or Urban Mien is selected. Otherwise, charisma is a low priority.
  • Dexterity: low priority.
  • Intelligence: low priority.
Base To-Hit:
Barbarians calculate their to-hit numbers using their Constitution modifier in any place that Strength modifier would normally be used, due to their Iron-Thewed class feature (see below).
  • Melee To-Hit: Base Attack Bonus (BAB) + Constitution Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
Barbarians calculate their weapon damage numbers using their Constitution modifier in any place that Strength modifier would normally be used, due to their Iron-Thewed class feature (see below).
  • Melee Damage: Base Weapon Damage + Constitution Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Constitution Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Constitution Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A barbarian's base armor class is 10, and their armor class is calculated normally.
  • Armor Class: 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A barbarian calculates their maneuver defense using their Constitution modifier in place of their Strength modifier, due to their Iron-Thewed class feature (see below).
  • Maneuver Defense: 10 + ½ Character Level (round down) + Constitution Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Barbarians get 6 + Int modifier skill ranks per Barbarian class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Barbarian

If the Barbarian class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Barbarian (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +0   +0   10 Practiced Rage

Practiced Rage (Ex)

If barbarian is your favored class, you gain a bonus Rage Power, selected from those powers available to level 1 barbarians, including any specific to your chosen Barbaric Mien (see below). You must meet any prerequisites of the rage power in order to select it.

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Courageous Barbarian (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +0   +0   10 Iron-Thewed, Rage, Barbaric Mien, Rage Power I
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +0   +0   10 Intensification I,
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +1 (+1)   +1 (+1)   10 Damage Resistance I, Fast Movement
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +1   +1   10 Rage Power II, Frenzy
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +1   +1   10 Mien Instinct I

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Ex)

Beginning at 1st level, you use your Constitution modifier instead of your Strength modifier when calculating weapon to-hit and damage numbers, as well as Maneuver Defense. Wielding two-handed weapons adds 1.5 times your CON modifier instead of your STR modifier. Your CON modifier is still used when calculating hit points and Fortitude saves, as normal. Your Strength modifier, when not raging, is only used for Strength-based skill checks and for encumbrance calculations.

Iron-thewed is the ability that lets female barbarians be such slender little engines of destruction, as they are depicted on the covers of countless high-quality comic books. Note, however, that a high Strength score is still very valuable to a Barbarian when using their Rage class feature.

Iron-Thewed does not allow you to use your Constitution score in place of your Strength score for purposes of meeting prerequisites for weapons (e.g., Massive (Quality) weapons). You must still meet any prerequisites normally.

Rage (Ex)

Beginning at 1st level, during combat (i.e., while an initiative order is in effect), a barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. A barbarian can enter rage during combat as a swift action, and maintain it each round as a free action. A barbarian can rage for as long as the battle lasts, or dismiss it at any time prior to that, if they prefer.

A barbarian's rage provides the following benefits:

  • Melee to-hit and damage rolls are calculated using both the barbarian's Constitution and Strength modifiers.
    • A barbarian wielding a two-handed weapon calculates their damage bonus as 1.5x the sum of their STR and CON modifiers.
    • A barbarian that is dual-wielding calculates their off-hand weapon damage bonus as 0.5x the sum of the barbarian's STR and CON modifiers.
  • Encumbrance is calculated using the sum of the barbarian's STR and CON scores (not modifiers) to determine carrying capacity. This allows raging barbarians to lift, carry and throw insanely huge objects.
  • Might skill bonus is calculated using both STR and CON modifiers. Many Combat Maneuvers are much easier while raging!
  • Combat maneuvers based on the Might skill deal a number of points of bonus damage equal to the number of experience tiers in the Barbarian class they possess (+1 to +7)
  • Maneuver Defense is unaffected by rage, and continues to use the barbarian's CON modifier in place of their STR modifier.
  • Will saves made while raging are made with a rage bonus equal to the number of experience tiers in the Barbarian class they possess (+1 to +7)

While in rage, concentrating on details and exercising patience are nearly impossible, and as a result, most skills are beyond the capacity of the barbarian's enraged mind. Therefore, a raging barbarian may only make skill checks against the following skills:

While not raging, the barbarian can use any skill they wish to use, of course.

A barbarian can end their 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, their rage immediately ends.

Barbaric Mien (Ex)

At 1st level, a barbarian chooses a barbaric mien, defining the source of their rage, or the origin of their volatile demeanor. A barbarian's selected mien provides several benefits to them while raging, as well as making additional rage powers available for selection which are exclusive to that mien. Once chosen, the barbarian's Mein cannot be changed, except through the re-selection process.

Feral Mien

A barbarian with the feral mien is more in touch with their more basic, bestial instincts. While they do not take on any animalistic features, grow claws, or sprout fur, they are generally less civilized than other barbarians (which is saying quite a lot), and care little for the trappings of society. When enraged, they are merciless, violent, swift, and efficient.
  • Tertiary Ability Score: Charisma. Many of a feral mien barbarian's rage powers make use of the barbarian's charisma modifier for effects.
  • Benefits: In addition to the list of skills a barbarian can use while raging, a feral mien barbarian can also make Stealth and Knowledge (Dungeoneering) checks. The feral mien barbarian gains a +1 training bonus in both of these skills, which increases to +2 if they have at least three experience tiers in the Barbarian class (i.e. at Barbarian level 11), +3 if they have at least five tiers in the Barbarian class (i.e. at Barbarian level 21), and +4 if they possess all 7 tiers of the Barbarian class (i.e. at Barbarian level 31).
In addition, a feral mien barbarian may make selections from the feral mien rage powers.

Primal Mien

A barbarian with the primal mien is aligned to the elemental forces of the world, and can make use of those forces to destroy their enemies. This attunement is not tied to the living creatures of the world, but its fundamental energies. Many of a primal mien barbarian's rage powers deal elemental damage, provide elemental resistances, or even allow the barbarian to tap into magical forces.
  • Tertiary Ability Score: Wisdom. Many of a primal mien barbarian's rage powers make use of the barbarian's wisdom modifier for effects.
  • Benefits: In addition to the list of skills a barbarian can use while raging, a primal mien barbarian can also make Use Magic Device and Knowledge (Arcana) checks. The primal mien barbarian gains a +1 training bonus in both of these skills, which increases to +2 if they have at least three experience tiers in the Barbarian class (i.e. at Barbarian level 11), +3 if they have at least five tiers in the Barbarian class (i.e. at Barbarian level 21), and +4 if they possess all 7 tiers of the Barbarian class (i.e. at Barbarian level 31).
In addition, a primal mien barbarian may make selections from the primal mien rage powers.

Superstitious Mien

A barbarian with the superstitious mien has a rich understanding of the underlying mysteries of the world. This can seem like a somewhat crazy, folksy mysticism and paranoia of the many jinxes and hoodous that are constantly trying to exploit unwary souls, but don't underestimate these barbarians. Their alertness to the spiritual world, and constant vigilance against the evils of magic and death make them cagey and dangerous opponents, especially against spellcasters and undead creatures.
  • Tertiary Ability Score: Wisdom. Many of a superstitious mien barbarian's rage powers make use of the barbarian's wisdom modifier for effects.
  • Benefits: In addition to the list of skills a barbarian can use while raging, a superstitious mien barbarian can also make Sense Motive and Knowledge (Religion) checks. The superstitious mien barbarian gains a +1 training bonus in both of these skills, which increases to +2 if they have at least three experience tiers in the Barbarian class (i.e. at Barbarian level 11), +3 if they have at least five tiers in the Barbarian class (i.e. at Barbarian level 21), and +4 if they possess all 7 tiers of the Barbarian class (i.e. at Barbarian level 31).
In addition, a superstitious mien barbarian may make selections from the superstitious mien rage powers.

Urban Mien

A barbarian with the urban mien might appear to be quite civilized and polite, right up until their rage boils over and they coldly slaughter everyone who has dared to offend them. Such barbarians are comfortable in the trappings of society, often even respected and well-liked individuals, but their tempers are terrifying things that can only be whispered about quietly in private spaces, lest it surface and rain terrible woe upon any caught mentioning it.
  • Tertiary Ability Score: Charisma. Many of an urban mien barbarian's rage powers make use of the barbarian's charisma modifier for effects.
  • Benefits: In addition to the list of skills a barbarian can use while raging, an urban mien barbarian can also make Bluff and Knowledge (Local) checks. The urban mien barbarian gains a +1 training bonus in both of these skills, which increases to +2 if they have at least three experience tiers in the Barbarian class (i.e. at Barbarian level 11), +3 if they have at least five tiers in the Barbarian class (i.e. at Barbarian level 21), and +4 if they possess all 7 tiers of the Barbarian class (i.e. at Barbarian level 31).
In addition, an urban mien barbarian may make selections from the urban mien rage powers.

Rage Power I (Ex)

At 1st level, the barbarian chooses a rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

Activating Rage Powers

Activating a rage power is a free action that may only be performed during combat, and only while the barbarian is raging.

The barbarian can activate one rage power each round they are raging, even if the barbarian possesses multiple rage powers (but see Frenzy, below). Effects from an activated rage power always expire at either the end of the barbarian's current turn, or the start of their next turn. Refer to the rage power description for details.

Intensification I (Ex)

Beginning at 2nd level, the barbarian may choose how their rage manifests itself. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. Base weapon damage always stacks with any other source of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action.

Once chosen, the selection cannot be changed, except through the re-selection process.

Damage Resistance I (Ex)

Beginning at 3rd level, any time the barbarian is Raging, they gain 3 points of Damage Resistance versus all types of physical damage (DR 3/-). Subtract 3 points from the damage the barbarian takes each time they are dealt physical damage from any source. Attacks that inflict energy damage or primal (undefined damage type) damage are not reduced by Damage Resistance; only damage types that are physical in nature are reduced.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Fast Movement (Ex)

Beginning at 3rd level, the barbarian's Walk speed increases by +10 feet. This benefit applies only when you are wearing either light armor or no armor, and only if you are not carrying a heavy load. Apply this movement bonus before modifying your speed because of any load carried. This bonus stacks with any other bonuses to your Walk speed.

Rage Power II (Ex)

At 4th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Frenzy (Ex)

Beginning at 4th level, once per encounter, the barbarian can declare that they are frenzying, allowing them to activate up to two rage powers during that round, instead of just one.

If the barbarian has at least four experience tiers of the Barbarian class (i.e. at least Barbarian level 16), they may activate up to three rage powers during any round in which they are frenzying. If the barbarian has all seven tiers of the Barbarian class (i.e. at least Barbarian level 31), they may activate up to four rage powers during any round in which they are frenzying.

Mien Instinct I (Ex)

At 5th level, the barbarian gains a new class feature, based on the Barbaric Mien that they chose at level 1. Refer to the list below to see which class feature you receive:

Tantrum (Ex)

  • Requires: Barbarian 5, Feral Mien
  • Benefit: While raging, you calculate your base weapon damage as though you are one experience tier higher. In addition, the maximum multiplier for your base weapon damage is x8 instead of x7. Note that base weapon damage refers only to the dice caused by the weapon, not the modifiers from your ability scores, feats, magic enhancement bonus, etc. For example, a longsword's base weapon damage is 1d8, regardless of who is wielding it. Refer to the table below to see how this affects your base weapon damage:
Barbarian Level Base Weapon Damage
1 - 4 1x (normal)
5 2x
6 - 10 3x
11 - 15 4x
16 - 20 5x
21 - 25 6x
26 - 30 7x
31+ 8x

Abide the Storm (Ex)

  • Requires: Barbarian 5, Primal Mien
  • Benefit: While raging, you have Energy Resistance (ER) versus one common energy type (common (Acid,  Cold,  Fire,  Lightning,  Sonic)) equal to the amount of DR granted by your Damage Resistance class feature.
If you have at least three experience tiers in the Barbarian class (i.e. at Barbarian level 11), you gain ER to a second common energy type, also equal to the DR granted by your barbarian class feature.
If you have at least five experience tiers in the Barbarian class (i.e. at Barbarian level 21), Abide the Storm grants you ER against all energy types (ER x/-), equal to the DR granted by your barbarian class feature.
If you have all seven experience tiers of the Barbarian class (i.e. at Barbarian level 31), you gain energy absorption against the energy type you selected for Abide the Storm at level 5. As a result, any time you are the target of an effect which deals damage of the selected energy type (and only that energy type), you suffer no damage from it, and instead heal an amount equal to the DR granted by your Damage Resistance class feature (as instantaneous healing).
The ER granted by Abide the Storm stacks with any other permanent source of ER of the same type.

Superstition (Ex)

  • Requires: Barbarian 5, Superstitious Mien
  • Benefit: The barbarian gains a +3 bonus on all saving throws made to resist spells, spell-like, and supernatural abilities. This bonus increases by +1 for every experience tier of the Barbarian class you possess after the courageous tier (i.e. gain an additional +1, to a total of +4, at Barbarian level 6, +5 at Barbarian level 11, +6 at Barbarian level 16, etc.). The save bonus from Superstition applies whether you are raging or not. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Strength In Numbers (Ex)

  • Requires: Barbarian 5, Urban Mien
  • Benefit: While raging, at the start of each of your turns, you gain a +1 bonus to-hit and +2 points of precision damage per ally adjacent to you, to a maximum of +3 to-hit and +6 points of precision damage. These bonuses apply to all attacks you make before the start of your next turn, even if you move away from your allies during your turn.
If you have at least three experience tiers in the Barbarian class (i.e. at Barbarian level 11), you gain the Strength In Numbers bonuses per ally within 10 feet of you.
If you have at least five experience tiers in the Barbarian class (i.e. at Barbarian level 21), you gain the Strength In Numbers bonuses per ally within 15 feet of you.
If you have all seven experience tiers of the Barbarian class (i.e. at Barbarian level 31), you gain the Strength In Numbers bonuses per ally within 20 feet of you.
Precision damage does not multiply on a critical hit.
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Intrepid Barbarian (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +2 (+1)   +2 (+1)   10 (Iron-Thewed), (Rage), (Barbaric Mien), Rage Power III, Uncanny Dodge
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +2   +2   10 Intensification II,
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +2   +2   10 Damage Resistance II
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +3 (+1)   +3 (+1)   10 Rage Power IV
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +3   +3   10 Mien Instinct II

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Intrepid Tier)

If you do not already have the Iron-Thewed class feature, you gain it at 6th level. See Iron-Thewed for details on how this works.

Rage (Intrepid Tier)

If you do not already have the Rage class feature, you gain it at 6th level. See Rage for details on how this works.

Barbaric Mien (Intrepid Tier)

If you do not already have the Barbaric Mien class feature, you gain it at 6th level. See Barbaric Mien for details on how this works.

If you do already have a Barbaric Mien, you must continue to use the same Mien going forward. You may not change Miens just because you reached a new experience tier of Barbarian. Barbaric Miens can only be changed via the re-selection process.

Rage Power III (Ex)

At 6th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Uncanny Dodge (Ex)

Beginning at 6th level, you gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You can still be made flat-footed if an opponent successfully uses the feint action against you.

Intensification II (Ex)

At 7th level, the barbarian's rage intensifies further. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. If this option was selected with a prior Intensification class feature, it stacks, since base weapon damage always stacks with other sources of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action. If this option was selected with a prior Intensification class feature, it grants a second use of the ability per encounter. Since it is a free action to activate, the barbarian may activate multiple uses of this ability at the same time to effectively achieve a longer move as part of the same free action.
  • Once per encounter, as a free action while raging, the barbarian can reduce a Status Condition they are afflicted with by one step in its array. Thus, if the status condition is a strong condition, it becomes moderate. If it is a moderate condition, it becomes a weak. If it is a weak condition, it is removed completely. This ability can only be used during the barbarian's turn.

Once chosen, the selection cannot be changed, except through the re-selection process.

Damage Resistance II (Ex)

If you do not already have the Damage Resistance class feature, you gain it at 8th level. See Damage Resistance I for details on how this works.

If you already have this class feature from a previous experience tier of Barbarian, your DR versus all physical damage increases by +3 upon reaching 8th level in the Barbarian class.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Rage Power IV (Ex)

At 9th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Mien Instinct II (Ex)

At 10th level, the barbarian gains a new class feature, based on the Barbaric Mien that they chose at level 1. Refer to the list below to see which class feature you receive:

Stalker (Ex)

  • Requires: Barbarian 10, Feral Mien
  • Benefit: You can move full speed while in a stealth stance without suffering the normal -10 penalty for doing so.

Earth's Tender Grasp (Ex)

  • Requires: Barbarian 10, Primal Mien
  • Benefit: Any time you are subject to falling damage, the ground itself bends to absorb your fall. Make an acrobatics check, and divide the result by 5, dropping fractions. This is the number of squares you can fall before you begin calculating falling damage. E.g. if you fall 100 feet, but make an acrobatics check of 44, you can ignore the first 8 squares (40 feet) of falling damage, effectively only falling 60 feet instead (6d6 points of falling damage, instead of 10d6). This instinct may not be combined with the normal 'Mitigate Falling Damage' use of Acrobatics.
In addition, any time you are subject to forced movement, you may reduce the forced movement by 2 squares. If you have at least five experience tiers in the Barbarian class (i.e. at Barbarian level 21), you can reduce any forced movement by 3 squares. If you have all seven experience tiers of the Barbarian class (i.e. at Barbarian level 31), you can reduce any forced movement by 4 squares.

Haunt Slayer (Ex)

  • Requires: Barbarian 10, Superstition Mien
  • Benefit: You gain +1 base weapon damage with all attacks made against undead creatures. Furthermore, all of your attacks are made as though you had the Ghost Touch magic weapon property, dealing full damage to both incorporeal and corporeal creatures.

Gang Leader (Ex)

  • Requires: Barbarian 10, Urban Mien
  • Benefit: While raging, all allies you can see gain a +1 rage bonus to-hit and +2 rage bonus to damage rolls with all attacks they make, as long as they are within 10 feet of you. If you have at least five experience tiers in the Barbarian class (i.e. at Barbarian level 21), the bonuses from Gang Leader apply to any ally within 15 feet of you, and the damage bonus improves to +5. If you have all seven experience tiers of the Barbarian class (i.e. at Barbarian level 31), the bonuses from Gang Leader apply to any ally within 20 feet of you, and the to-hit bonus improves to +2.
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Heroic Barbarian (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +3   +3   10 (Iron-Thewed), (Rage), (Barbaric Mien), Rage Power V, Improved Uncanny Dodge
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +4 (+1)   +4 (+1)   10 Intensification III
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +4   +4   10 Damage Resistance III
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +4   +4   10 Rage Power VI
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +5 (+1)   +5 (+1)   10 Blood Dancer

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Heroic Tier)

If you do not already have the Iron-Thewed class feature, you gain it at 11th level. See Iron-Thewed for details on how this works.

Rage (Heroic Tier)

If you do not already have the Rage class feature, you gain it at 11th level. See Rage for details on how this works.

Barbaric Mien (Heroic Tier)

If you do not already have the Barbaric Mien class feature, you gain it at 11th level. See Barbaric Mien for details on how this works.

If you do already have a Barbaric Mien, you must continue to use the same Mien going forward. You may not change Miens just because you reached a new experience tier of Barbarian. Barbaric Miens can only be changed via the re-selection process.

Rage Power V (Ex)

At 11th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Improved Uncanny Dodge (Ex)

Beginning at 11th level, the barbarian's natural instincts improve even further, making it impossible to flank them. Enemies no longer gain a +2 bonus to-hit while flanking the barbarian, and effects that require flanking to be activated, such as a rogue's sneak attack, cannot be activated against the barbarian (unless there is some other way, besides flanking, to activate the ability).

Intensification III (Ex)

At 12th level, the barbarian's rage intensifies further. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. If this option was selected with a prior Intensification class feature, it stacks, since base weapon damage always stacks with other sources of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action. If this option was selected with a prior Intensification class feature, it grants a second use of the ability per encounter. Since it is a free action to activate, the barbarian may activate multiple uses of this ability at the same time to effectively achieve a longer move as part of the same free action.
  • Once per encounter while raging, if the barbarian does not perform a full attack action this round, but instead attacks using only a standard action, they may make a bonus attack as a free action, at their highest attack bonus. This bonus attack does not stack with any other sources of bonus attacks, such as Haste (though most such sources require a full attack to grant the bonus attack).

Once chosen, the selection cannot be changed, except through the re-selection process. Options that were available in previous versions of Intensification that don't show up in the current options are not available to be chosen at this level.

Damage Resistance III (Ex)

If you do not already have the Damage Resistance class feature, you gain it at 13th level. See Damage Resistance I for details on how this works.

If you already have this class feature from a previous experience tier of Barbarian, your DR versus all physical damage increases by +3 upon reaching 13th level in the Barbarian class.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Rage Power VI (Ex)

At 14th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Blood Dancer (Ex)

At 15th level, the barbarian's Dexterity is permanently increased by +2. This increase stacks with any other adjustments or bonuses to Dexterity, and is available to the barbarian at all times, whether they are raging or not.

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Undaunted Barbarian (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +5   +5   10 (Iron-Thewed), (Rage), (Barbaric Mien), Rage Power VII, Loping Balance
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +5   +5   10 Intensification IV
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +6 (+1)   +6 (+1)   10 Damage Resistance IV
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +6   +6   10 Rage Power VIII
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +6   +6   10 Strongarm, Death Dealer I

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Undaunted Tier)

If you do not already have the Iron-Thewed class feature, you gain it at 16th level. See Iron-Thewed for details on how this works.

Rage (Undaunted Tier)

If you do not already have the Rage class feature, you gain it at 16th level. See Rage for details on how this works.

Barbaric Mien (Undaunted Tier)

If you do not already have the Barbaric Mien class feature, you gain it at 16th level. See Barbaric Mien for details on how this works.

If you do already have a Barbaric Mien, you must continue to use the same Mien going forward. You may not change Miens just because you reached a new experience tier of Barbarian. Barbaric Miens can only be changed via the re-selection process.

Rage Power VII (Ex)

At 16th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Loping Balance (Ex)

Beginning at 16th level, any time you are subjected to the Splayed, Prone or Quelled conditions, they automatically degrade to no condition at all, and instead grant you a bonus 5-foot step as a free action. This 5-foot step does not count as movement, it does not prevent you from using a move action to move, nor does it prevent you from using your normal 5-foot step for the round.

You may still fall Prone as a voluntary action, in order to end forced movement. Loping Balance does not make you immune to a Prone condition you voluntarily incur.

Intensification IV (Ex)

At 17th level, the barbarian's rage intensifies further. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. If this option was selected with a prior Intensification class feature, it stacks, since base weapon damage always stacks with other sources of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action. If this option was selected with a prior Intensification class feature, it grants a second use of the ability per encounter. Since it is a free action to activate, the barbarian may activate multiple uses of this ability at the same time to effectively achieve a longer move as part of the same free action.
  • The free action movements gained from any other Intensification class features becomes non-provoking movement, any time the barbarian wishes it to not provoke. The barbarian may still choose to allow the movement to provoke, if they prefer. This option does not grant any additional movement, and therefore does nothing by itself. It is only useful if the barbarian has previously selected the ability to move as a free action, in previous Intensification levels.

Once chosen, the selection cannot be changed, except through the re-selection process. Options that were available in previous versions of Intensification that don't show up in the current options are not available to be chosen at this level.

Damage Resistance IV (Ex)

If you do not already have the Damage Resistance class feature, you gain it at 18th level. See Damage Resistance I for details on how this works.

If you already have this class feature from a previous experience tier of Barbarian, your DR versus all physical damage increases by +3 upon reaching 18th level in the Barbarian class.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Rage Power VIII (Ex)

At 19th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Strongarm (Ex)

At 20th level, the barbarian's Strength is permanently increased by +2. This increase stacks with any other adjustments or bonuses to Strength, and is available to the barbarian at all times, whether they are raging or not.

Death Dealer I (Ex)

At 20th level, the barbarian learns to inflict truly savage wounds on their foes, powered by their insatiable rage. The first time each round that you successfully hit an enemy creature with a melee attack or melee touch attack, you may add 150 points of bonus damage to that attack. Death Dealer's damage type is the same as the damage type of the weapon that inflicts it. Bonus damage is not multiplied on a critical hit.

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Valorous Barbarian (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +7 (+1)   +7 (+1)   10 (Iron-Thewed), (Rage), (Barbaric Mien), Rage Power IX, Hair-Trigger Rage
22nd   +21   +16   +11   +6   +13   +7   +7   10 Intensification V
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +8 (+1)   +8 (+1)   10 Damage Resistance V
24th   +22   +17   +12   +7   +14   +8   +8   10 Rage Power X
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +9 (+1)   +9 (+1)   10 Masque of Rage, Death Dealer II

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Valorous Tier)

If you do not already have the Iron-Thewed class feature, you gain it at 21st level. See Iron-Thewed for details on how this works.

Rage (Valorous Tier)

If you do not already have the Rage class feature, you gain it at 21st level. See Rage for details on how this works.

Barbaric Mien (Valorous Tier)

If you do not already have the Barbaric Mien class feature, you gain it at 21st level. See Barbaric Mien for details on how this works.

If you do already have a Barbaric Mien, you must continue to use the same Mien going forward. You may not change Miens just because you reached a new experience tier of Barbarian. Barbaric Miens can only be changed via the re-selection process.

Rage Power IX (Ex)

At 21st level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Hair-Trigger Rage (Ex)

Beginning at 21st level, initiating rage becomes a free action instead of a swift action, but it can still only be done during combat. Furthermore, your Damage Resistance class feature is now active at all times (even outside of combat), instead of only while raging.

Intensification V (Ex)

At 22nd level, the barbarian's rage intensifies further. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. If this option was selected with a prior Intensification class feature, it stacks, since base weapon damage always stacks with other sources of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action. If this option was selected with a prior Intensification class feature, it grants a second use of the ability per encounter. Since it is a free action to activate, the barbarian may activate multiple uses of this ability at the same time to effectively achieve a longer move as part of the same free action.
  • Once per encounter while raging, the barbarian may declare that the next creature they successfully strike with an attack this round is immediately reduced to its bloodied hit point value (half its maximum hit point total). This occurs instead of the damage the barbarian would normally deal with the attack. If the attack includes any secondary effects, such as inflicting a status condition, they are resolved as normal. If the creature is already at or below its bloodied hit point value, this intensification has no effect, and the attack is resolved as normal. This intensification has no effect on creatures with roles, such as Heavies, Threats or Minions.

Once chosen, the selection cannot be changed, except through the re-selection process. Options that were available in previous versions of Intensification that don't show up in the current options are not available to be chosen at this level.

Damage Resistance V (Ex)

If you do not already have the Damage Resistance class feature, you gain it at 23rd level. See Damage Resistance I for details on how this works.

If you already have this class feature from a previous experience tier of Barbarian, your DR versus all physical damage increases by +3 upon reaching 23rd level in the Barbarian class.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Rage Power X (Ex)

At 24th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Masque of Rage (Ex)

At 25th level, the barbarian may choose to permanently increase either their Wisdom or Charisma by +2. This increase stacks with any other adjustments or bonuses to the chosen ability score, and is available to the barbarian at all times, whether they are raging or not.

Death Dealer II (Ex)

If you do not already have the Death Dealer I class feature, you gain it at 25th level. See Death Dealer I for details on how this works.

If you already have the Death Dealer I class feature from a previous tier of the Barbarian class, it improves at 25th level, instead. The 150 points of bonus damage granted by Death Dealer is now applied to up to the first five melee attacks, melee touch attacks, or combat maneuvers you perform that successfully hit your target(s) each round during your turn (was just the first successful melee attack each round). Any attack that is performed outside of your turn (such as an attack of opportunity), or that misses the target, does not get the benefit of Death Dealer's bonus damage. If you are unable to perform at least five successful attacks or maneuvers during your turn, any unused instances of Death Dealer are wasted (though you can try again next round).

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Mythic Barbarian (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +9   +9   10 (Iron-Thewed), (Rage), (Barbaric Mien), Rage Power XI, Furious Fixation
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +10 (+1)   +10 (+1)   10 Intensification VI
28th   +24   +19   +14   +9   +16   +10   +10   10 Damage Resistance VI
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +11 (+1)   +11 (+1)   10 Rage Power XII
30th   +25   +20   +15   +10   +17   +11   +11   10 Rawhide Bones, Death Dealer III

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Mythic Tier)

If you do not already have the Iron-Thewed class feature, you gain it at 26th level. See Iron-Thewed for details on how this works.

Rage (Mythic Tier)

If you do not already have the Rage class feature, you gain it at 26th level. See Rage for details on how this works.

Barbaric Mien (Mythic Tier)

If you do not already have the Barbaric Mien class feature, you gain it at 26th level. See Barbaric Mien for details on how this works.

If you do already have a Barbaric Mien, you must continue to use the same Mien going forward. You may not change Miens just because you reached a new experience tier of Barbarian. Barbaric Miens can only be changed via the re-selection process.

Rage Power XI (Ex)

At 26th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Furious Fixation (Ex)

At 26th level, whenever you make a full attack action while raging, if you attack the same creature more than once in the same round, you gain a cumulative +1 bonus to hit on each attack after the first (i.e. +1 to hit on the second attack, +2 to hit on the third attack, etc.). The bonus increments by 1 even if you miss with an attack. The bonus immediately resets to zero at the end of your turn, or if you make an attack roll against any other creature during your turn. Attacks that include other creatures but don't require an attack roll (such as splash damage) do not reset the counter, but attacks that do require a separate attack roll (such as cleave) will reset the counter.

Intensification VI (Ex)

At 27th level, the barbarian's rage intensifies further. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. If this option was selected with a prior Intensification class feature, it stacks, since base weapon damage always stacks with other sources of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action. If this option was selected with a prior Intensification class feature, it grants a second use of the ability per encounter. Since it is a free action to activate, the barbarian may activate multiple uses of this ability at the same time to effectively achieve a longer move as part of the same free action.
  • Once per encounter, as a free action while raging, the barbarian can reduce a Status Condition they are afflicted with by one step in its array. Thus, if the status condition is a strong condition, it becomes moderate. If it is a moderate condition, it becomes a weak. If it is a weak condition, it is removed completely. This ability can only be used during the barbarian's turn. If this option was selected with a prior Intensification class feature, it is instead usable once per round while raging.

Once chosen, the selection cannot be changed, except through the re-selection process. Options that were available in previous versions of Intensification that don't show up in the current options are not available to be chosen at this level.

Damage Resistance VI (Ex)

If you do not already have the Damage Resistance class feature, you gain it at 28th level. See Damage Resistance I for details on how this works.

If you already have this class feature from a previous experience tier of Barbarian, your DR versus all physical damage increases by +3 upon reaching 28th level in the Barbarian class.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Rage Power XII (Ex)

At 29th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Rawhide Bones (Ex)

At 30th level, the barbarian's Constitution is permanently increased by +2. This increase stacks with any other adjustments or bonuses to Constitution, and is available to the barbarian at all times, whether they are raging or not.

Death Dealer III (Ex)

If you do not already have the Death Dealer I class feature, you gain it at 30th level. See Death Dealer I for details on how this works.

If you already have the Death Dealer I class feature, but do not yet have the Death Dealer II class feature, you gain that at 30th level, instead. See Death Dealer II for details on how this works.

If you already have both the Death Dealer I and Death Dealer II class features from previous tiers of the Barbarian class, they improve at 30th level, instead. The 150 points of bonus damage granted by Death Dealer is now applied to any melee attack, melee touch attack, or combat maneuver that you perform during your turn, hit or miss, a maximum of five times per round (was four times per round and only applied to attacks or maneuvers that hit). Any attack that is performed outside of your turn (such as an attack of opportunity) does not get the benefit of Death Dealer's bonus damage. If you are unable to perform at least five melee attacks, melee touch attacks, or combat maneuvers (or any combination thereof) during your turn, any unused instances of Death Dealer are wasted (you should probably start pestering the wizard for a Haste spell).

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Legendary Barbarian (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +12 (+1)   +12 (+1)   10 (Iron-Thewed), (Rage), (Barbaric Mien), Rage Power XIII, Welling Rage
32nd   +26   +21   +16   +11   +18   +12   +12   10 Intensification VII
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +13 (+1)   +13 (+1)   10 Damage Resistance VII
34th   +27   +22   +17   +12   +19   +13   +13   10 Rage Power XIV
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +14 (+1)   +14 (+1)   10 Terrifying Persistence

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, and light shields.

A barbarian who is wearing armor of any kind cannot enter a rage or activate rage powers.

Iron-Thewed (Legendary Tier)

If you do not already have the Iron-Thewed class feature, you gain it at 31st level. See Iron-Thewed for details on how this works.

Rage (Legendary Tier)

If you do not already have the Rage class feature, you gain it at 31st level. See Rage for details on how this works.

Barbaric Mien (Legendary Tier)

If you do not already have the Barbaric Mien class feature, you gain it at 31st level. See Barbaric Mien for details on how this works.

If you do already have a Barbaric Mien, you must continue to use the same Mien going forward. You may not change Miens just because you reached a new experience tier of Barbarian. Barbaric Miens can only be changed via the re-selection process.

Rage Power XIII (Ex)

At 31st level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Welling Rage (Ex)

At 31st level, you may activate one additional rage power if you have less than your maximum hit points at the start of any turn in which you are raging. This effectively changes your one free activation of a rage power per round to two free activations, if you are injured. If used during a round in which you use Frenzy, welling rage adds one to the number of rage powers you can activate that round.

Intensification VII (Ex)

At 32nd level, the barbarian's rage intensifies further. The barbarian may choose one of the following options:

  • Increase base weapon damage dealt with all attacks made during combat while raging by +1. As base weapon damage, this damage increases as the character reaches each new experience tier above courageous. That is, it becomes +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, +6 at 26th level, and +7 at 31st level and above. Base weapon damage is always multiplied on a critical hit. If this option was selected with a prior Intensification class feature, it stacks, since base weapon damage always stacks with other sources of base weapon damage.
  • Gain the ability to move up to 10 feet as a free action during your turn, once per encounter while raging. This movement provokes attacks of opportunity as normal, and may use any movement type the barbarian possesses. It does not reduce the amount of movement the barbarian may make with a normal move action, nor does it prevent them from making a 5-foot step(s) if they do not move with a move action. If this option was selected with a prior Intensification class feature, it grants a second use of the ability per encounter. Since it is a free action to activate, the barbarian may activate multiple uses of this ability at the same time to effectively achieve a longer move as part of the same free action.
  • Once per encounter, the barbarian may declare that the next creature they successfully strike with an attack this round is immediately reduced to its bloodied hit point value (half its maximum hit point total). This occurs instead of the damage the barbarian would normally deal with the attack. If the attack includes any secondary effects, such as inflicting a status condition, they are resolved as normal. If the creature is already at or below its bloodied hit point value, this intensification has no effect, and the attack is resolved as normal. This intensification has no effects on creatures with roles, such as Heavies, Threats or Minions. If this option was selected with a prior Intensification class feature, the barbarian may use it up to once per round, instead of only once per encounter.

Once chosen, the selection cannot be changed, except through the re-selection process. Options that were available in previous versions of Intensification that don't show up in the current options are not available to be chosen at this level.

Damage Resistance VII (Ex)

If you do not already have the Damage Resistance class feature, you gain it at 33rd level. See Damage Resistance I for details on how this works.

If you already have this class feature from a previous experience tier of Barbarian, your DR versus all physical damage increases by +3 upon reaching 33rd level in the Barbarian class.

Damage Resistance from other sources, such as magic items, dweomermetals, feats, etc. can stack with this DR, as long as it is also versus all physical damage (i.e. DR x/-). DR versus one or more specific types of physical damage does not stack; instead, only the highest available value is used.

Damage resistance from this class feature is only active while the barbarian is Raging, unless they also have the Hair-Trigger Rage class feature. Anything that causes the barbarian to stop raging, such as falling unconscious, or at the end of combat (when rage automatically ends) they also lose their Damage Resistance. This means that non-encounter damage, such as damage caused by a trap outside of an encounter, cannot be reduced by this class feature.

Rage Power XIV (Ex)

At 34th level, the barbarian gains a new rage power. A barbarian may only select a rage power for which they meet all the requirements. Some rage powers require a minimum barbarian level, or require a particular Barbaric Mien. If a rage power lists a requirement like "Barbarian 4", this means you must have at least 4 levels of barbarian in order to activate it.

Once chosen, the rage power cannot be changed, except through the re-selection process.

For details on how to activate a rage power, see Activating Rage Powers (above).

Terrifying Persistence (Su)

At 35th level, the first time in an encounter that you are reduced to zero or fewer hit points, you are instantly restored to your bloodied hit point value (half your maximum hit points) and you become immune to all damage until the start of your next turn. This occurs before you fall unconscious or prone. Any abilities that you have active, such as rage, remain active.

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Apotheotic Barbarian (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.

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Ex-Barbarians

A barbarian who becomes lawful loses the ability to Rage (and therefore, lose access to their rage powers, as well). They cannot gain more levels as a barbarian unless they somehow change their alignment again, such that it is no longer lawful. They retain all other benefits of the class.

Note: GMs are cautioned to avoid this scenario as much as is practical, providing multiple warnings to a player who continuously acts outside of their alignment before taking their barbarian-ly abilities away entirely. Because the loss of a character's class is so devastating, it is tantamount to making them start a new character, in many cases. While a long redemption arc of suffering and contrition can make for a really good story, make sure your player is willing to go through with that degree of suffering before forcing it upon them. In all cases, if a GM strips a barbarian of their class features due to some overly-lawful action (or actions), they should offer the player an opportunity to roll up a new character, instead of making them play the now-powerless one. (And then, much later, the GM should bring the ex-barbarian back as an NPC villain to torment the party. Obviously.)