Barbarian

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DIE! DIE! DIE! RARH!!!

Description

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: d6

Starting Wealth: 250 gp

Bailiwick Skill: Naturalism

Natural Talent: At character creation, all characters get natural talent with their bailiwick skill, and one additional skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

Skill Ranks Per Level: 6 + Int modifier.

Recommended Ability Score Priority: CON and STR (used by many class abilities) are vital, in that order. Either WIS or CHA (Barbaric Mien) as tertiary. DEX, INT and the stat not needed for your barbaric mien (among WIS or CHA) are optional, depending on character concept. DEX can be useful for AC and reflex saves. INT can be helpful for additional skill points. WIS improves your will saves (though Rage grants a nice bonus to will saves). CHA is good for social skills, if you're into that sort of thing.

Table: Barbarian

Level BAB Fort Ref Will Damage Resistance Special
1st +1 2 0 0 Iron-Thewed, Rage, Barbaric Mien, Rage Power
2nd +2 3 0 0 1 Rage Power, Damage Resistance
3rd +3 3 1 1 1 Fast Movement
4th +4 4 1 1 2 Intensification I, Mien Instinct I
5th +5 4 1 1 2 Uncanny Dodge
6th +6 / +1 5 2 2 3 Rage Power
7th +7 / +2 5 2 2 3 Impermeable Hide
8th +8 / +3 6 2 2 4 Intensification II
9th +9 / +4 6 3 3 4 Greater Rage (+3 hp/lvl)
10th +10 / +5 7 3 3 5 Rage Power
11th +11 / +6 / +1 7 3 3 5 Blood Dancer
12th +12 / +7 / +2 8 4 4 6 Intensification III, Mien Instinct II
13th +13 / +8 / +3 8 4 4 6 Improved Uncanny Dodge
14th +14 / +9 / +4 9 4 4 7 Rage Power
15th +15 / +10 / +5 9 5 5 7 Furious Fixation
16th +16 / +11 / +6 / +1 10 5 5 8 Intensification IV
17th +17 / +12 / +7 / +2 10 5 5 8 Mighty Rage (+4 hp/lvl)
18th +18 / +13 / +8 / +3 11 6 6 9 Rage Power
19th +19 / +14 / +9 / +4 11 6 6 9 Building Frenzy
20th +20 / +15 / +10 / +5 12 6 6 10 Intensification V, Strongarm

Class Features

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, a barbarian uses his Constitution modifier instead of his Strength modifier when calculating to-hit and damage numbers, as well as their Maneuver Offense and Maneuver Defense, when not using Rage. Wielding two-handed weapons adds 1.5 times his Con modifier instead of Str modifier. A barbarian's Con modifier is also used when calculating hit points and Fortitude saves, as normal. The barbarian's Strength modifier, when not raging, is only used for Strength-based skill modifiers, Strength checks and 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 ability (See below).

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 him 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 who is dual-wielding calculates his 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.
  • Combat maneuvers, such as Trip, Grapple and Bull Rush, deal bonus damage equal to the barbarian's level/5 + 1 (drop fractions; +1 to +8).
    • Maneuver Offense and Maneuver Defense are unaffected by rage, and continue to use the barbarian's CON modifier in place of his STR modifier.
  • +1 rage bonus to Will saves
  • +1 bonus hit point per class level of barbarian, which disappear when the rage ends. These bonus hit points will stack with temporary hit points. Any damage the barbarian takes is removed first from his temporary hit points (if any), then his bonus hit points from rage, then his normal hit points. Bonus hit points are not restored by healing effects or temporary hit point effects of any sort, but can be added to by some rage powers and intensifications. When the rage ends, any bonus hit points from rage which remain are immediately lost. (They do not come 'off the bottom', however, and there is no danger that ending rage will cause a barbarian to fall unconscious or die, unless they are already unconscious or dead.)

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 he wishes to use, of course.

A barbarian can end his 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, his rage immediately ends.

Rage Power (Ex)

At 1st level, the barbarian chooses a rage power. He chooses a second rage power at level 2. Thereafter, he chooses one additional rage power at 6th, 10th, 14th, 18th, 22nd, 26th, 30th and 34th levels, for a total of 10 rage powers at level 34.

A barbarian may only select a rage power for which he meets 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 a rage power has been selected, it is permanent, and can only be changed via the character re-training mechanic.

Activating Rage Powers

Rage powers may only be activated during combat, and only if the barbarian is raging.
The barbarian can activate one rage power each round he is raging. The barbarian may activate additional rage powers, up to the maximum for his level, as long as he activates the rage powers while he is threatened by at least 3 enemies. If the barbarian is unable to make himself threatened by at least 3 enemies, he cannot activate any rage powers beyond the first one, this round.
Monsters with roles are treated as potentially more than one monster for purposes of counting how many creatures threaten the barbarian. Minions each count as a single monster for purposes of threatening the barbarian. Heavies, Killers, Leaders, Shooters, Sneaks, and Tanks each count as two creatures for purposes of threatening the barbarian. Villains and Threats each count as four creatures for purposes of threatening the barbarian.
A barbarian may activate up to a maximum of 2 of the rage powers he has learned per round. This maximum increases to 3 rage powers at level 11, 4 rage powers at level 21, and 5 rage powers at level 31.
Each rage power may only be activated once per round, unless it specifically states otherwise. Effects from an activated rage power always expire at either the end of the barbarian's current turn, or the start of his next turn. Refer to the rage power description for details.

Barbaric Mien (Ex)

At 1st level, a barbarian chooses a barbaric mien, defining the source of his rage, or the origin of his volatile demeanor. A barbarian's selected mien provides several benefits to him while raging, as well as making additional rage powers available for selection which are exclusive to that mien.

Feral Mien

A barbarian with the feral mien is more in touch with his more basic, bestial instincts. While he does not take on any animalistic features, grow claws or sprout fur, he is generally less civilized than other barbarians (which is saying quite a lot), and cares little for the trappings of society. When enraged, he is 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 at level 10, +3 at level 20, and +4 at level 30.
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 his 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 at level 10, +3 at level 20, and +4 at level 30.
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 at level 10, +3 at level 20, and +4 at level 30.
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 his rage boils over and he coldly slaughters everyone who has dared to offend him. 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 at level 10, +3 at level 20, and +4 at level 30.
In addition, an urban mien barbarian may make selections from the urban mien rage powers.

Damage Reduction (Ex)

At 2nd level, a barbarian gains damage reduction 1/-. Subtract 1 from the damage the barbarian takes each time he is dealt physical damage from any source. Energy damage, Non-Lethal Damage, and some specific damage types are capable of bypassing DR x/-.

The barbarian's DR continues to improve as he gains additional levels. See Table: Barbarian and Table: Epic Barbarian for details.

Fast Movement (Ex)

Beginning at 3rd level, your Walk speed increases by +10 feet. This benefit applies only when you are wearing no armor, or light armor, and 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.

Intensification I (Ex)

Beginning at 4th level, the barbarian can intensify his actions once per round during combat, while raging. The benefits of Intensification are in addition to benefits granted by rage powers, and require only a free action to activate. The barbarian can choose one benefit from the list below to activate once per round:

  • Instantly gain +2 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +1 damage to all attacks you make this round. This is precision damage, and is not multiplied on a critical hit.

Mien Instinct I

At 4th level, the barbarian gains a new class feature, based on the Barbaric Mien that he chose at level 1. Refer to the list below to see which class feature you receive:

Tantrum (Ex)
  • Requires: Barbarian 4, Feral Mien
  • Benefit: While raging, you calculate your base weapon damage as though you are 7 levels higher. In addition, the maximum multiplier for your base weapon damage is x6 instead of x5. 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 - 3 1x (normal)
4 - 7 2x
8 - 14 3x
15 - 21 4x
22 - 28 5x
29+ 6x
Abide the Storm (Ex)
  • Requires: Barbarian 4, Primal Mien
  • Benefit: While raging, you have ER versus one of the following: fire, cold, acid, lightning, or sonic, equal to the amount of DR granted by your barbarian class feature. At 10th level, you gain ER to a second energy type, also equal to the DR granted by your barbarian class feature. At 20th level, Abide the Storm grants you ER against all energy types (ER x/-), equal to the DR granted by your barbarian class feature. At 30th level, you gain energy absorption against the energy type you selected for Abide the Storm at level 4. 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 instead heal an amount equal to the damage of that energy type the effect would normally deal, to a maximum healing amount equal to the DR granted by your barbarian class feature. The ER granted by Abide the Storm stacks with any other permanent source of ER of the same type.
Superstition (Ex)
  • Requires: Barbarian 4, 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 4 levels the barbarian has attained beyond 4th level (e.g. +4 at level 8, +5 at level 12, 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 4, 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. Beginning at 10th level, you gain the Strength In Numbers bonuses per ally within 10 feet of you. At 20th level, you gain the Strength In Numbers bonuses per ally within 15 feet of you. At 30th level, you gain the Strength In Numbers bonuses per ally within 20 feet of you. Precision damage does not multiply on a critical hit.

Uncanny Dodge (Ex)

Beginning at 5th 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, nor do you lose your Dex bonus to AC if the attacker is invisible. You can still lose your Dexterity bonus to Armor Class if an opponent successfully uses the feint action against you.

Impermeable Hide (Ex)

At 7th level, you gain the Endurance feat, except that the DR versus Non-Lethal Damage it grants is instead equal to the DR x/- granted by your Barbarian Class feature.

Intensification II (Ex)

At 8th level, your options for Intensification change to the following:

  • Instantly gain +2 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +1 damage to all attacks you make this round. This is precision damage, and is not multiplied on a critical hit.
  • Move 10 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Greater Rage (Ex)

At 9th level, when a barbarian enters rage, the rage bonus to her hit points increases to +2 per class level of barbarian, and the rage bonus on her Will saves increases to +2.

Blood Dancer (Ex)

At 11th 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 he is raging or not.

Intensification III (Ex)

At 12th level, your options for Intensification change to the following:

  • Instantly gain +2 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +2 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 10 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Mien Instinct II

At 12th level, the barbarian gains a new class feature, based on the Barbaric Mien that he chose at level 1. Refer to the list below to see which class feature you receive:

Stalker (Ex)
  • Requires: Barbarian 12, 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 12, 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. At 20th level, you can reduce any forced movement by 3 squares, and at 30th level, you can reduce any forced movement by 4 squares.
Haunt Slayer (Ex)
  • Requires: Barbarian 12, Superstition Mien
  • Benefit: The first time in any round in which you are raging that you are attacked by an undead creature, you instantly gain +2 fury, in addition to any fury the attack might normally generate. 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 12, 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. At 20th level, the bonuses from Gang Leader apply to any ally within 15 feet of you, and the damage bonus improves to +5. At 30th level, the bonuses from Gang Leader apply to any ally within 20 feet of you, and the to-hit bonus improves to +2.

Uncanny Dodge, Improved (Ex)

Beginning at 13th level, the barbarian's natural instincts improve even further, making it impossible to flank him. Enemies no longer gain a +2 bonus to-hit while flanking the barbarian, and effects which 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).

Furious Fixation (Ex)

At 15th 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 which include other creatures but don't require an attack roll (such as splash damage) do not reset the counter, but attacks which do require a separate attack roll (such as cleave) will reset the counter.

Intensification IV (Ex)

At 16th level, your options for Intensification improve again, changing to the following:

  • Instantly gain +2 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +2 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 10 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.
  • If you do not perform a full-attack action this round, you may make a bonus attack at your highest attack bonus.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Mighty Rage (Ex)

At 17th level, when a barbarian enters rage, the rage bonus to her hit points increases to +3 per class level of Barbarian, and the rage bonus on her Will saves increases to +3.

Building Frenzy (Ex)

Beginning at 19th level, while raging, any time you miss with an attack, you gain +1d4 damage on each successful attack thereafter until the encounter ends or your rage ends, whichever comes first. This effect can stack (each time you miss) up to 5 times, to a maximum of +5d4 damage. These dice are precision damage, and are not multiplied on a critical strike.

Intensification V (Ex)

At 20th level, your options for Intensification improve again, changing to the following:

  • Instantly gain +3 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +3 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 10 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.
  • If you do not perform a full-attack action this round, you may make a bonus attack at your highest attack bonus.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

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 he is raging or not.

Ex-Barbarians

A barbarian who becomes lawful loses the ability to Rage or generate Fury, loses his Ironthewed and Bloodthirst abilities, such that to-hits and damage are now calculated normally, and cannot gain more levels as a barbarian. He retains all other benefits of the class.

A barbarian who takes levels with another class (multi-class) loses the Ironthewed ability and calculates his to-hits and damage from Strength normally, but he may still use Rage and rage powers. He still gains fury while raging, but he is capped to a maximum number of fury points equal to the number of barbarian class levels he has.

Epic Barbarian

Table: Epic Barbarian

Level BAB Fort Ref Will Damage Resistance Class Features
21st +21 / +16 / +11 / +6 13 7 7 11 Masque of Rage (+2 WIS or +2 CHA)
22nd +21 / +16 / +11 / +6 13 7 7 11 Epic Rage Power
23rd +22 / +17 / +12 / +7 14 8 8 12 Hair-Trigger Rage
24th +22 / +17 / +12 / +7 14 8 8 13 Intensification VI
25th +23 / +18 / +13 / +8 15 9 9 13 Mightier Rage (+5 hp/lvl)
26th +23 / +18 / +13 / +8 15 9 9 14 Epic Rage Power
27th +24 / +19 / +14 / +9 16 10 10 15 Terrifying Persistence
28th +24 / +19 / +14 / +9 16 10 10 15 Intensification VII
29th +25 / +20 / +15 / +10 17 11 11 16 Rawhide Bones (+2 Con)
30th +25 / +20 / +15 / +10 17 11 11 17 Epic Rage Power
31st +26 / +21 / +16 / +11 18 12 12 17 Loping Balance
32nd +26 / +21 / +16 / +11 18 12 12 18 Intensification VIII
33rd +27 / +22 / +17 / +12 19 13 13 19 Mightiest Rage (+6 hp/lvl)
34th +27 / +22 / +17 / +12 19 13 13 19 Epic Rage Power
35th +28 / +23 / +18 / +13 20 14 14 20 Intensification IX
36th Apotheosis!

Epic Class Features

Damage Reduction (Ex)

An epic level barbarian's DR continues to improve, as detailed in the Table: Epic Barbarian, up to level 35. Beyond level 35, the barbarian's DR no longer improves due to class levels (though it can still be increased via feats).

Masque of Rage (Ex)

At 21st level, the barbarian may choose to permanently increase either his 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 he is raging or not.

Epic Rage Power (Ex)

At levels 22, 26, 30 and 34, the barbarian selects new barbarian rage powers. The barbarian must meet any requirements specified by the rage power at the time it is selected. Once a rage power has been selected, it is permanent, and can only be changed via the character re-training mechanic.

Hair-Trigger Rage (Ex)

Beginning at 23rd level, initiating rage becomes a free action instead of a swift action, but it can still only be done during combat. Furthermore, you automatically initiate rage at the beginning of combat at the top of the initiative order, rather than waiting until your turn comes up, even during a surprise round.

Intensification VI (Ex)

At 24th level, your options for Intensification improve again, changing to the following:

  • Instantly gain +4 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +3 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 10 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.
  • If you do not perform a full-attack action this round, you may make a bonus attack at your highest attack bonus.
  • You may degrade one status condition you are currently afflicted with by 1 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.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Mightier Rage (Ex)

Beginning at 25th level, when you rage, your rage bonus to your hit points increases to +4 per Class Level of Barbarian and your rage bonus to Will saves increases to +4.

Terrifying Persistence (Su)

At 27th level, the first time in an encounter that you are reduced to zero or fewer hit points, you are instantly restored to 0 hit points and gain a number of temporary hit points equal to your CON modifier. You are immune to all damage until the start of your next turn. This occurs before you fall unconscious or prone. Any abilities which you have active, such as rage, remain active.

Intensification VII (Ex)

At 28th level, your options for Intensification improve again, changing to the following:

  • Instantly gain +6 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +5 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 20 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.
  • If you do not perform a full-attack action this round, you may make a bonus attack at your highest attack bonus.
  • You may degrade one status condition you are currently afflicted with by 1 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.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Rawhide Bones (Ex)

At 29th 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 he is raging or not.

Loping Balance (Ex)

Beginning at 31st 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 VIII (Ex)

At 32nd level, your options for Intensification improve again, changing to the following:

  • Instantly gain +8 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +5 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 20 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.
  • If you do not perform a full-attack action this round, you may make a bonus attack at your highest attack bonus.
  • You may degrade one status condition you are currently afflicted with by 1 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.
  • The first creature you successfully hit 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 you 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.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Mightiest Rage (Ex)

Beginning at 33rd level, when you rage, your rage bonus to your hit points increases to +5 per Class Level of Barbarian and your rage bonus to Will saves increases to +5.

Intensification XI (Ex)

At 35th level, your options for Intensification improve for the last time, changing to the following:

  • Instantly gain +15 bonus hit points, added the bonus hit points your rage granted to you. These bonus hit points go away when your rage ends. This is not healing, simply a temporary increase to your current and maximum hit points.
  • Add +7 points of precision damage to all attacks you make this round. Precision damage is not multiplied on a critical hit.
  • Move 30 feet as a free action. This movement provokes attacks of opportunity, but does not count against your movement for the round, nor does it prevent you from making a 5-foot step if you take no other movement this round.
  • If you do not perform a full-attack action this round, you may make two bonus attacks at your highest attack bonus.
  • You may degrade one status condition you are currently afflicted with by 1 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.
  • The first creature you successfully hit 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 you 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.

You may still only gain the benefits of Intensification once per round, during combat, while raging.

Welling Rage (Ex)

You may activate one additional rage power if you are afflicted with any status conditions 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 afflicted with one or more status conditions. Welling Rage does not increase the maximum number of rage powers you can activate per round for your barbarian class level (i.e. it is still 5 rage powers maximum).