Ultimate Barbarian

Game Rule Information

Barbarians have the following game statistics.

  • Abilities: Same as in Player’s Handbook.
  • Alignment: Any.
  • Hit Points per Level: 1d12 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The barbarian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save  Special                   .
1st    +1              +2    +0    +0    Savagery 1/day, Illiteracy
2nd    +2              +3    +0    +0    Furious blow, Untamed
3rd    +3              +3    +1    +1    Savagery 2/day
4th    +4              +4    +1    +1    Savagery (1st step)
5th    +5              +4    +1    +1    Savagery 3/day
6th    +6/+1           +5    +2    +2    Untamed
7th    +7/+2           +5    +2    +2    Savagery 4/day
8th    +8/+3           +6    +2    +2    Savagery (2nd step)
9th    +9/+4           +6    +3    +3    Savagery 5/day
10th   +10/+5          +7    +3    +3    Untamed
11th   +11/+6/+1       +7    +3    +3    Savagery 6/day
12th   +12/+7/+2       +8    +4    +4    Savagery (3rd step)
13th   +13/+8/+3       +8    +4    +4    Savagery 7/day
14th   +14/+9/+4       +9    +4    +4    Untamed
15th   +15/+10/+5      +9    +5    +5    Savagery 8/day
16th   +16/+11/+6/+1   +10   +5    +5    Savagery (4th step)
17th   +17/+12/+7/+2   +10   +5    +5    Savagery 9/day
18th   +18/+13/+8/+3   +11   +6    +6    Untamed
19th   +19/+14/+9/+4   +11   +6    +6    Savagery 10/day
20th   +20/+15/+10/+5  +12   +6    +6    Savagery (5th step)

Class Features

All of the following are class features of the barbarian.

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

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Savagery

At 1st level, each barbarian chooses a staple ability that represents his wild heart and untamed nature. Available abilities are: blood bonds, fetishes, frenzy, rage, shouts, tattoos. A barbarian can use his savage power once per day, and extra once for every 2 additional barbarian levels he gains (twice at 3rd level, three times at 5th level, and so on).


Blood Bond (Ex)

A barbarian comes from the culture where honor is very important, and a debt never goes unpaid. If something of a great value to barbarian is saved (such as his life, honor or family), he has life debt and will bond with the savior (if the savior is willing) by letting a small amount of blood. At any given time a barbarian can only have one blood bond. Any creature that bonded with barbarian is called brother. A barbarian can do so only if his brother is up to 30 feet away. Activating bond is a free action that does not provoke attacks of opportunity, but can only be done during barbarian’s turn. When the bond is active, both the barbarian and his brother temporarily gain +2 bonus to Strength and Dexterity, +1 bonus on saving throws, and whenever a barbarian or his brother suffers hit point damage, half of that damage is transferred to the other one instead. This ability is not a form of rage and barbarian activating the bond can act normally and suffers no ill effect when the bond ends. Blood bond lasts for a number of rounds equal to 3 + the barbarian’s Charisma modifier. The bond is severed if the brother dies, even if he is later returned to life (but nothing prevents the barbarian from bonding with the same individual once again), or if he betrays the barbarian. Should the barbarian acquire new brother, blood bond and all related abilities begin to work one week from ritual blood letting.

  • Combat Link (Ex): At 4th level, whenever a barbarian and his brother are within 5 feet of each other (at adjacent squares) and neither of them is flat-footed or helpless, each gains +2 dodge bonus to AC.
  • Telepathic Ties (Su): At 8th level, a barbarian and his brother develop mind-link between each other. They can communicate telepathically over a distance of 60 feet.
  • Greater Bond (Ex): At 12th level, a barbarian’s and his brother’s bonuses to Strength and Dexterity during his blood bond each increase to +4, and their bonus on saving throws increases to +2.
  • Soul Link (Su): At 16th level, whenever a barbarian or his brother is target of mind-affecting spell or ability, both of them make Will saving throw, and the better result counts as Will save.
  • True Bond (Ex): At 20th level, a barbarian’s and his brother’s bonuses to Strength and Dexterity during his blood bond each increase to +6, and their bonus on saving throws increases to +3.


Fetish (Ex)

A barbarian believes that collecting fragments of defeated opponents grants him some part of their strength and power. Fetish barbarians usually harvest ears, fangs, fingers (but sometimes go for teeth, hair, tongues or the such), and fashion them into necklaces, belts, or bracelets. Some barbarians go as far as making whole clothing from the skin of fallen foes. Barbarian should collect one kind of above-mentioned “items�, but this is not strict requirement and it’s ultimately up to DM. Invoking power is a free action that does not provoke attacks of opportunity, but can only be done during barbarian’s turn. He temporarily gains +2 bonus to Strength, Dexterity, and Wisdom, and his land speed increases by 10 feet (this stacks with fast movement, if any). This ability is not a form of rage and barbarian invoking power can act normally and suffers no ill effect when the power wears off. An invoked power lasts for a number of rounds equal to 3 + the barbarian’s (newly increased) Wisdom modifier. Should a barbarian lose his fetish in some way, he cannot invoke power unless he makes a new one. For each killed opponent’s part a fetish has, its barbarian can invoke power once per day (but still must respect the limits outlined by general savagery rules, so 20th level barbarian can invoke power up to 5 times per day, even if his fetish consists of 21 ears). One barbarian’s fetish is useless to another barbarian, but can be treated as a part of defeated foe, should the barbarian be slain.

  • Faith in Victory (Ex): At 4th level, while invoking power, a barbarian becomes immune to fear spells and effects.
  • Talisman (Su): At 8th level, a barbarian can summon vitality of the destroyed enemies to aid him. By spending one invoke attempt, as a standard action, he shakes his fetish firmly and heals a number of hit points equal to 5 x his Wisdom bonus.
  • Invoke Greater Power (Ex): At 12th level, a barbarian’s bonuses to Strength, Dexterity and Wisdom during his invoked power each increase to +4, and his speed bonus increases to +20.
  • Terrifying Invocation (Ex): Whenever a 16th level barbarian is under the effect of fetish ability, each opponent trying to attack him in melee (including attacks of opportunity) must make successful Will save (DC 10 + 1/2 the barbarian's class level + barbarian's Wisdom bonus) or take a -6 penalty on attack rolls against the barbarian for as long as barbarian's fetish is active. On successful save, an opponent is immune to terrifying invocation of this barbarian for 24 hours. This is a fear effect.
  • Invoke True Power (Ex): At 20th level, a barbarian’s bonuses to Strength, Dexterity and Wisdom during his invoked power each increase to +6, and his speed bonus increases to +30.


Frenzy (Ex)

A barbarian can fly into a screaming frenzy. When a barbarian enters frenzy, he temporarily gains a +4 bonus to Dexterity, +2 bonus to damage and +4 bonus to confirm a critical hit. While in frenzy, the barbarian can make one extra attack in a round at his highest base attack bonus, but this attack, as well as all other attacks he makes in the same round, is at -2 penalty. This penalty applies until the barbarian’s next turn. While in frenzy, a barbarian cannot use any skills that require patience, focus, or a complex thought, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He cannot take any action or option that increases his AC at the cost of attack bonus (such as total defense action). A fit of frenzy lasts for a number of rounds equal to 5 + the character’s Constitution modifier. A barbarian may prematurely end his frenzy. At the end of the frenzy, the barbarian loses the frenzy modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

  • Bloodthirsty (Ex): At 4th level, when the barbarian is in frenzy, whenever he score a critical hit he gains amount of Temporary Hit Points equal to his double barbarian level. Temporal Hit Points last till end of frenzy.
  • Whirling Frenzy (Ex): At 8th level, when the barbarian is in frenzy, he can make two extra attacks in a round instead of one. Both extra attacks are at his highest base attack bonus, but all his attacks until next round suffer –5 penalty (instead of –2).
  • Greater Frenzy (Ex): At 12th level, a barbarian’s bonus to Dexterity during his frenzy increases to +6, bonus to damage to +4 and bonus to confirm a critical hit to +6.
  • Tireless Frenzy (Ex): At 16th level, a barbarian is no longer fatigued at the end of his frenzy.
  • Mighty Frenzy (Ex): At 20th level, a barbarian’s bonus to Dexterity during his frenzy increases to +8, to damage to +6 and bonus to confirm a critical hit to +8.


Rage (Ex)

A barbarian can empower himself with a wild fury. In a rage, a barbarian temporarily gains a +4 bonus to Strength, damage reduction 2/-, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a barbarian cannot use any skills that require patience, focus, or a complex thought, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He cannot take any action or option that increases his AC at the cost of attack bonus (such as total defense action). A fit of rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier. A barbarian may prematurely end his rage. 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, can’t charge or run) for the duration of the current encounter. Entering a rage takes no time itself, but a barbarian can do it only during his round, not in response to someone else’s action.

  • Indomitable (Ex): At 4th level, a barbarian becomes more resistant to mental and flashy influence while raging. While in a rage, he gains a +2 bonus on Reflex and Will saves. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
  • Unstoppable Brute (Ex): At 8th level, when barbarian is raging, at the end of each turn in which he receive at least 40 points of damage, his Damage Reduction grows by 2. This bonus is cumulative and lasts till end of the rage.
  • Greater Rage (Ex): At 12th level, a barbarian’s bonus to Strength during his rage increases to +6, his damage reduction increases to 3/-, and his bonus on Will saves increases to +3. The penalty to AC remains at –2.
  • Tireless Rage (Ex): At 16th level, a barbarian is no longer fatigued at the end of his rage.
  • Mighty Rage (Ex): At 20th level, a barbarian’s bonus to Strength during his rage increases to +8, his damage reduction improves to 4/-, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2. A barbarian must have greater rage to take this ability.

Shouts (Ex)

A barbarian can enter state of fanatic exultation. In this state, a barbarian temporarily gains +2 bonus on Charisma, and can roar with fury as a standard action each round. If he does, opponents within 60 feet who fail Will saving throw (DC 10 + 1/2 barbarian’s level + barbarian’s (newly increased) Cha modifier) are shaken for 1d6 rounds and take 1 point of sonic damage per barbarian level. A barbarian can opt not to deal damage if he wishes so. This in mind-affecting, sonic effect. This ability is not a form of rage and a shouting barbarian can act normally and suffers no ill effect when the power wears off. Exultation lasts for a number of rounds equal to 3 + the barbarian’s (newly increased) Charisma modifier

  • Battle Yell (Ex): At 4th level, barbarian's shouting not only scares enemies, but also encourages allies. Whenever he shouts, all allies within 60 feet gain +4 morale bonus against fear effects and +1 morale bonus on attack rolls against all creatures shaken, frightened, or panicked by a shout.
  • Howl (Ex): At 8th level, a barbarian can scream a bone-chilling howl as a full-round action once per exultation. Opponents within 60 feet who fail Will saving throw (DC 10 + 1/2 barbarian’s level + barbarian’s Charisma modifier) are frightened of barbarian for 2d6 rounds. Creatures with twice or more hit dice than barbarian’s level are immune to howl. This in mind-affecting, sonic effect.
  • Piercing Yell (Su): At 12th level, a barbarian can produce a painful scream as a full-round action once per exultation. Opponents within 60 feet who fail Fortitude saving throw (DC 10 + 1/2 barbarian’s level + barbarian’s Charisma modifier) become deafened for a number of minutes equal to barbarian's level. This is a sonic effect.
  • Banshee Scream (Su): At 16th level, a barbarian can prematurely end his exultation to produce a devastating sonic wave as a standard action. The wave is cone 30 feet long and deals 1d6 points of sonic damage per barbarian level to all creatures inside the area of effect and shakens all affected for 1d6 rounds. Any affected creature can attempt a Reflex save to half the damage (DC is 10 + half barbarian’s levels + barbarian’s Charisma modifier) and ignore shaken condition.
  • Dragon Roar (Ex): At 20th level, a barbarian can scream a bloodcurdling yell as a full-round action once per exultation. Opponents within 60 feet who fail Will saving throw (DC 10 + 1/2 barbarian’s level + barbarian’s Charisma modifier) are panicked by the barbarian for 3d6 rounds. Creatures with twice or more hit dice than barbarian’s level are immune to dragon roar.


Tattoos (Su)

A barbarian’s body is covered with ritual tattoos. Those tattoos may take various forms and shapes. They can be painted or carved in skin (or scale), and are usually symbols that represent ideas important to a barbarian. Regardless of all that, all tattooed barbarians have one thing in common: they believe that their skin marks grant them deity’s favor and protect them from ill. The more powerful a barbarian is in combat, the more tattoos he has, and the more prestige in the eyes of fellow warriors. Activating tattoos is a free action that does not provoke attack of opportunity, but can only be done during barbarian’s round. He temporarily gains +6 luck bonus to AC, +2 morale bonus on all saving throws and fast healing 2. This ability is not a form of rage and barbarian using tattoos can act normally and suffers no ill effect when the power wears off. Used tattoos last for a number of rounds equal to 10 + the barbarian’s Constitution modifier. A barbarian cannot use this ability if he is wearing armor and most of his body must be uncovered (details are left to player and DM), so he could display his tattoos.

  • Iron Skin (Ex): At 4th level, a barbarian gains +1 natural armor bonus to AC.
  • Shaman’s Tattoo (Ex): At 8th level, when barbarian’s tattoos are active, he also gains Spell Resistance equal to 5 + his barbarian levels.
  • Chieftain’s Tattoo (Ex): At 12th level, while barbarian’s tattoos are active, his bonus to AC increases to +8, his bonus to saves increases to +3, and fast healing increases to 3.
  • Withstand Elemental Fury (Ex): When a 16th level barbarian’s tattoos are active, he also gains Cold and Fire resistance 15.
  • Warlord’s Tattoo (Ex): At 20th level, while barbarian’s tattoos are active, his bonus to AC increases to +10, his bonus to saves increases to +4, and fast healing increases to 4.


Furious Blow (Ex)

Barbarians are unmatched when it comes to raw blow exchange. A 2nd level barbarian can spend one use of savagery when making a melee attack to strike for extra damage. He can use this ability after determining if the attack hit or not. The extra damage is 1d6 per 2 barbarian levels. A barbarian can't use furious blow with light weapons, can't deal nonlethal damage with that attack, and can't use furious blow more than once per round.


Untamed

At 2nd level, and every 4 levels thereafter, a barbarian gains a special ability of his choice from among the following options. A number of abilities deals nonlethal damage to the barbarian. If he is immune or resistant to the damage, ability cannot be activated. Damage can be healed normally.

  • Totem Abilities: A barbarian may choose one totem ability.
  • Burst of Speed (Ex): A barbarian can move faster for short periods of time. He can increase his land speed by +20 ft. for one round as a free action. If he does, he suffers 1d6 points of nonlethal damage.
  • Devastating Hit (Ex): If a barbarian uses full-round action to make a single melee attack with two handed weapon, he adds 1/2 his barbarian level to attack roll and his full barbarian level to damage. Whenever barbarian uses this ability he suffers 1d6 points of nonlethal damage.
  • Fierce Attack (Ex): Whenever a barbarian makes an attack roll, he can add 2 points of damage (this damage is never multiplied by any effect). Whenever barbarian uses this ability he suffers 1d6 points of nonlethal damage.
  • Fists of Fury (Ex): A barbarian spent his whole life fighting with bare hands. He might have been gladiator, pugilist, or plain brawler. He adds 1/4 his barbarian level to his unarmed damage.
  • Health of the Ox (Ex): Whenever a barbarian makes a Fortutide save, he can gain a bonus on that save up to his Constitution bonus. If he does, he suffers 1d6 points of nonlethal damage for every 2 points he added, rounding up (if he adds 3 points, for example, he suffers 2d6 damage).
  • Natural Resistance (Ex): As a free action, a barbarian can gain energy resistance 3 or more (against all energy types) until the beginning of his next turn. For every 3 points of resistance he gains, he suffers 1d6 points of nonlethal damage.
  • Rabid (Ex): Whenever a barbarian makes a Will save, he can gain a bonus on that save up to his Constitution bonus. If he does, he suffers 1d6 points of nonlethal damage for every 2 points he added, rounding up (if he adds 3 points, for example, he suffers 2d6 damage).
  • Stamina (Ex): Whenever a barbarian fails a Fortitude save against a spell, he gains two possible benefits. If a spell has duration other than instantaneous or permanent, the duration is halved in regard to barbarian (if it has multiple targets, other targets are affected as usual). If the spell deals damage, a barbarian takes only half of the damage. (Thanks Basic_Set)
  • Shock Resistance (Ex): A barbarian’s body is very resistant to pain and damage trauma. He is immune to death from massive damage. He is not immune to coup de grace, but gains +4 bonus on Fortitude save to avoid its effects.
  • Stampede (Ex): If a barbarian charges, he gains Damage Reduction 10/- against first successful attack against him that is made until the beginning of his next round.
  • Thick Hide (Ex): A barbarian gains the ability to ignore some damage from attacks. As a free action he can gain Damage Reduction 2/- or more until the beginning of his next turn. For every 2 points of DR he gains, he suffers 1d6 points of nonlethal damage. This Damage Reduction does not protect him from nonlethal damage he suffers when using class abilities.
  • Tough as Nails (Ex): When a critical hit is scored on the barbarian, or if he suffers precision damage, there is a 20% chance that the critical hit is negated and the precision damage is resisted and damage is instead rolled normally. If a barbarian is under another similar effect (such as fortification armor), roll the dice seperately and use better result.
  • Uncanny Dodge (Ex): A barbarian doesn’t lower his defenses when fighting invisible opponents or when surprised. 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.
  • Unyielding (Ex): A barbarian’s body does not easily surrender to altering magic. If he is affected by a transmutation spell or effect he can always make a fort save to resist its effect.

Epic Barbarian

An epic barbarian is a terror to behold. The very incarnation of rage, this furious warrior can cut his opponents to ribbons with awe-inspiring ease.

Barbarian
Level      Special          
21st       Savagery 11/day
22nd       Untamed
23rd       Savagery 12/day
24th       Untamed
25th       Savagery 13/day 
26th       Untamed
27th       Savagery 14/day
28th       Untamed
29th       Savagery 15/day
30th       Untamed

Savagery

The epic barbarian gains one extra use of his chosen savagery per day at 21st level and every 2 levels thereafter (23rd, 25th, 27th, and so on).

Untamed

An epic barbarian gains extra special ability at 22nd level, and every 2 levels thereafter (24th, 26th, 28th, and so on). Whenever he gains such an ability, he can choose an epic feat or 2 non-epic feats instead. The list of available epic feats is same as in Epic Level Handbook.

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