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Barbarians
From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety and atrocities. These "barbarians" have proven their mettle and their value to those who would be their allies.

Characteristics: The barbarian is an excellent warrior. The fighter's skill in combat comes from training and discipline, however, the barbarian has a powerful rage. Barbarians are at home in the wild and they run at great speed.

Alignment: Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength and it could not live in a lawful soul. At best, barbarians of chaotic alignment are free and expressive. At worst, they are thoughtlessly destructive.

Other Classes: As people of the wild, barbarians are most comfortable in the company of rangers, druids and clerics who worship nature deities. Many barbarians admire the talents of bards and are enthusiastic about music. However, barbarians don't trust what they don't understand, which includes the practices of wizards. They are more tolerant toward sorcerers, perhaps because sorcerers are so charismatic. Barbarians have little in common with the practical, deliberate approach to combat that monks take, but these two classes are not necessarily hostile to one another. Barbarians have no special attitude toward fighters, paladins, clerics, or rogues.

Role: A barbarian's typical primary role in a group of adventurers is as a front-line combat specialist. No other character can match a barbarian's sheer toughness. He can also serve as a good scout, thanks to his speed, skill selection and trap sense.

Abilities: Strength is important for barbarians, because it boosts combat capabilities. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several of the barbarian's class skills. A high Constitution score lets a barbarian rage longer (and live longer, because it gives him more hit points).

Hit Die: d12

Class Skills

  • Intimidate, Listen and Survival.


  • Skill Points at 1st Level: (4 + Int modifier) x 4.


  • Skill Points at Each Additional Level: 4 + Int modifier.


  •  The Barbarian
    Level
    Base Attack Bonus
    Fort Save
    Refx Save
    Will Save
    Special
    1st
    +1
    +2
    0
    0
    Fast Movement,
    Rage 1 time/day
    2nd
    +2
    +3
    0
    0
    Uncanny Dodge
    3rd
    +3
    +3
    +1
    +1
    Trap Sense +1
    4th
    +4
    +4
    +1
    +1
    Rage 2 times/day
    5th
    +5
    +4
    +1
    +1
    Improved Uncanny Dodge
    6th
    +6/+1
    +5
    +2
    +2
    Trap Sense +2
    7th
    +7/+2
    +5
    +2
    +2
    Damage Reduction 1/
    8th
    +8/+3
    +6
    +2
    +2
    Rage 3 times/day
    9th
    +9/+4
    +6
    +3
    +3
    Trap Sense +3
    10th
    +10/+5
    +7
    +3
    +3
    Damage Reduction 2/

    Class Features

    Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor and shields.

    Fast Movement: A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed due to any load carried or armor worn.

    For example, a human barbarian has a speed of 40 feet rather than 30 feet when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.

    Rage: A barbarian can fly into a screaming blood frenzy a certain number of times per day. While raging, a barbarian gains phenomenal strength and durability but becomes reckless and less capable of defending himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but he takes a 2 to AC.

    The Constitution bonus increases the barbarian's hit points by two points per level, but these hit points disappear once the rage ends, at which point his Constitution score drops back to normal.

    While raging, a barbarian cannot use skills or abilities that require patience or concentration (such as casting a spell or moving silently). He can use any feat he has except for Combat Expertise, item creation feats, metamagic feats and Skill Focus.

    A fit of rage lasts for the number of rounds equal to 3 + the character's newly improved Constitution modifier. At the end of the rage, the barbarian loses the rage modifiers and restrictions, and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cannot charge or run) for the same number of rounds as the rage lasted.

    A barbarian can fly into a rage only once per encounter. At 1st level, he can use his rage ability once per day, twice at 4th level and a maximum of three times per day at 8th level. Entering a rage can only be done during the barbarian's action, not in response to someone else's action. For example, a barbarian can't fly into a rage when struck by an arrow just to get the extra hit points from the Con bonus. Those extra hit points would only be helpful if the barbarian initiated a rage before being struck.

    Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    Note: If a barbarian already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge (see below) instead.

    Trap Sense: Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (at 6th and 9th level). Trap sense bonuses gained from multiple classes stack.

    Improved Uncanny Dodge: At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.

    If a character already has Uncanny Dodge (see above) from a second class, the character automatically gains Improved Uncanny Dodge instead and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.

    Damage Reduction: At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. One point of damage is subtracted each time a barbarian is dealt damage from a weapon or natural attack. At 10th level, the damage reduction rises by one point, so two points of damage is subtracted at that level. Damage reduction can reduce damage to 0 but not below 0.