6.3 Barbarian
Rank (Level) | |||||
1 (1) | Instant recovery |
Rage |
Outlandish weaponry, savage precision |
Primal maneuvers |
Totem animal |
2 (4) | Battle-scarred | Fearless anger | Versatile savagery | Augmented maneuvers | Animal instincts |
3 (7) | Resilient blow | Aggravated violence | Savage rush | Primal maneuvers+ | Feral ferocity |
4 (10) | Primal resilience | Primal brawn | Primal agility | Augmented maneuvers+ | Totem animal+ |
5 (13) | Limitless recovery | Insensible anger | Savage precision+ | Primal maneuvers+ | Feral explosion |
6 (16) | Battle-scarred+ | Unwavering rage | Endless rush | Augmented maneuvers+ | Animal instincts+ |
7 (19) | Unbreakable | Titanic rage | Primal rush | Primal maneuvers+ | Totem animal+ |
Barbarians are primal warriors who fight using raw physical prowess and unfettered emotions. Most barbarians originate from the outskirts of civilization, where the societal constraints of civilization are less present. Of course, becoming a barbarian is no secret rite. The only thing that is required is a willingness to fully experience one’s emotions and channel them into physical betterment. This path evokes ancient memories from a time when physical supremacy was sufficient for victory, before the complexity of organized warfare. Anyone can discover that path for themselves.
Barbarians are famous for their furious battlerage. Anger is one of the easiest emotions to channel into the violence of battle. It is a common starting point for new barbarians. However, any emotion can be used as a source of primal power, as long as it is sufficiently intense.
Barbarians and monks have a curious relationship. Members of both classes place a great importance on physical excellence, and believe that the mind and body must work together to maximize potential. However, a typical monk sees emotions as a tool at best and an obstacle at worst. They value serenity and control over their mind and body. From the perspective of a barbarian, monks completely surrender to civilization’s taming and placating influences, and abandon their primal heritage.
Rangers and druids are natural allies of barbarians, since all three groups prefer to live at the edges of civilization. However, each has different reasons for their preference. Barbarians enjoy the freedom of the frontier. However, they are often too social to live as hermits in the deep wilderness. Druids prefer nature to civilization ideologically, and rangers are best able to fulfill their responsibilities on the frontier.
Alignment: Any.
Archetypes: Barbarians have the Battleforged Resilience, Battlerager, Outland Savage, Primal Warrior, and Totemist archetypes.
6.3.1 Base Class Effects
If you choose barbarian as your base class, you gain the following benefits.
Attributes
You gain a +1 bonus to your Strength. In addition, you gain a +1 bonus to either your Constitution or your Dexterity.
Hit Points
You have 10 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 24 hit points + four times your Constitution, plus 4 hit points per level beyond 7.
- Level 13: 50 hit points + eight times your Constitution, plus 8 hit points per level beyond 13.
- Level 19: 100 hit points + fifteen times your Constitution, plus 15 hit points per level beyond 19.
Resources
You learn four trained skills from among your class skills (see Skills).
Weapon Proficiencies
You are proficient with simple weapons and all non-exotic weapons.
Armor Proficiencies
You are proficient with light and medium armor.
Class Skills
You have the following class skills:
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Strength: Climb, Jump, Swim.
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Dexterity: Balance, Flexibility, Ride.
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Constitution: Endurance.
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Intelligence: Medicine.
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Perception: Awareness, Creature Handling, Deception, Persuasion, Survival.
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Other: Intimidate.
6.3.2 Battleforged Resilience
This archetype improves your durability in combat.
Rank 1 – Instant Recovery
You can use the recover ability as a minor action. When you do, you do not remove any conditions affecting you.
Rank 2 – Battle-Scarred
You gain a bonus equal to three times your rank in this archetype to your hit points (see Hit Points). In addition, you gain a +1 bonus to your vital rolls (see Vital Wounds).
Rank 3 – Resilient Blow
Resilient Blow |
Usage time: Standard action.
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Make a melee strike with 1d4 extra damage. You also briefly gain a +4 bonus to defenses against damaging attacks.
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Rank 4: The extra damage increases to 1d10.
Rank 5: The extra damage increases to 3d6.
Rank 6: The extra damage increases to 3d10.
Rank 7: The extra damage increases to 5d10.
Rank 4 – Primal Resilience
You gain a +1 bonus to your Constitution.
Rank 5 – Limitless Recovery
You can use the recover ability any number of times between short rests. In addition, when you use it as a standard action, you only increase your fatigue level by one.
Rank 6 – Battle-Scarred+
The hit point bonus increases to four times your rank in this archetype.
Rank 7 – Unbreakable
You cannot lose more than 100 hit points per round. Any excess damage beyond that point does not reduce your hit points. This includes hit point loss below 0 hit points. Attacks with special effects, such as inflicting conditions on you, still treat you as if you lost hit points from the attack.
6.3.3 Battlerager
This archetype grants you a devastating rage, improving your combat prowess.
Rank 1 – Rage
For most barbarians, this represents entering a furious rage. Some barbarians instead enter a joyous battle trance or undergo a partial physical transformation into a more fearsome form.
Usage time: Free action while not already in a rage.
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When you use this ability, you gain damage resistance equal to half your maximum hit points. In addition, for the duration of this ability, you gain the following benefits and drawbacks:
- Your current damage resistance can increase beyond your normal maximum.
- As a free action, you can increase your fatigue level by one. When you do, you increase your remaining damage resistance until it is equal to half your maximum hit points. This ability has the Swift tag.
- You gain a +2 accuracy bonus with melee and thrown strikes.
- You reduce your explosion target by 1 (see Exploding Attacks).
- You take a -2 penalty to your Armor and Reflex defenses.
- You are enraged (must attack).
Because this ability has the Swift tag, the damage resistance and defense penalties apply to attacks against you during the current phase.
When this ability ends for any reason, you increase your fatigue level by one, and you lose damage resistance equal to the amount you gained when you used this ability. If this would reduce your damage resistance below 0, the excess loss has no effect.
Rank 2 – Fearless Anger
You are immune to being frightened (-2 Mental, -2 accuracy vs. source) and panicked (-4 Mental, cannot attack source).
Rank 3 – Aggravated Violence
Aggravated Violence |
Usage time: Standard action.
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Make a melee strike. The strike deals double weapon damage against any creature that dealt damage to you during the previous round.
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Rank 4: You gain a +1 accuracy bonus with the strike.
Rank 5: The accuracy bonus increases to +2.
Rank 6: The strike deals triple weapon damage instead of double weapon damage.
Rank 7: The accuracy bonus increases to +4.
Rank 4 – Primal Brawn
You gain a +1 bonus to your Strength.
Rank 5 – Insensible Anger
You ignore all vital wound effects except for unconsciousness and death. Each vital wound still causes the normal -2 penalty to vital rolls.
Rank 6 – Unwavering Rage
You are immune to Compulsion and Emotion attacks during your rage ability.
Rank 7 – Titanic Rage
When you use your rage ability, you can grow by one size category, to a maximum of Huge. Increasing your size gives you a +1 bonus to Strength for the purpose of determining your weight limits, a -1 penalty to your Reflex defense, and a -5 penalty to Stealth. It also increases your base speed (see Size Categories). Since this is a mundane ability, it stacks with other size-increasing effects.
6.3.4 Outland Savage
This archetype improves your mobility and combat prowess with direct, brutal abilities.
Rank 1 – Outlandish Weaponry
You can gain proficiency with exotic weapons at the cost of one insight point per weapon group (see Exotic Weapons). You must already be proficient with all non-exotic weapons from that weapon group.
Rank 1 – Savage Precision
You gain a +2 accuracy bonus with Brawling abilities (see Special Combat Abilities).
Rank 2 – Versatile Savagery
Choose one of the following weapon tags (see Weapon Tags): Grappling, Mounted, Thrown (30/60), or Tripping. You may treat all non-projectile weapons you use as if they had the chosen weapon tag. If you choose the Thrown weapon tag, it does not affect your natural weapons. Whenever your rank in this archetype increases, you can change which weapon tag you chose with this ability.
Rank 3 – Savage Rush
Savage Rush |
Usage time: Standard action.
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Move up to your movement speed. During this movement, you can pass through spaces occupied by your enemies as if they were unoccupied. At the end of this movement, you may make a melee strike.
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Rank 4: You can make a second melee strike at any point during your movement. You cannot include the same creature or object as a target of both strikes.
Rank 5: Your weapon damage with both strikes is doubled.
Rank 6: You gain a +1 accuracy bonus with both strikes.
Rank 7: Your weapon damage with both strikes is tripled.
Rank 4 – Primal Agility
You gain a +1 bonus to your Dexterity.
Rank 5 – Savage Precision+
The accuracy bonus increases to +4.
Rank 6 – Endless Rush
You gain a +10 foot bonus to your land speed.
Rank 7 – Primal Rush
You can use the sprint ability during the movement phase without increasing your fatigue level. After you use this ability, you briefly cannot use it again.
6.3.5 Primal Warrior
This archetype grants you abilities to use in combat and improves your physical skills.
Rank 1 – Primal Maneuvers
You can channel your primal energy into ferocious attacks. You gain access to one of the following combat styles: dirty fighting, herald of war, or unbreakable defense . In addition, you gain access to any combat style of your choice (see Combat Styles). You may spend insight points to gain access to one additional combat style per insight point. You can only learn primal maneuvers from primal combat styles that you have access to.
You learn two rank 1 primal maneuvers. You may spend insight points to learn one additional maneuver per insight point.
When you gain access to a new rank in this archetype, you can exchange any number of maneuvers you know for other maneuvers, including maneuvers of a higher rank.
Advancement: Some primal maneuvers also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.
Rank 2 – Augmented Maneuvers
You gain the ability to customize your primal maneuvers. For each rank 1 primal maneuver you know, choose one augment from the list below and apply it to that maneuver. Augments scale in power with your “excess rank”. Your excess rank with a maneuver is equal to your rank in this archetype minus the rank of the maneuver.
Whenever you increase your rank in this archetype, you can change your augments. However, you must still apply them to rank 1 primal maneuvers.
Finishing Maneuver: You gain an accuracy bonus equal to twice your excess rank against creatures who are at less than their maximum hit points. You can only apply this augment to maneuvers which cause you to make a melee strike.
Mighty Maneuver: You take an accuracy penalty equal to 4 - your excess rank but the strike deals double weapon damage. If your excess rank is at least 5, this becomes an accuracy bonus. You can only apply this augment to maneuvers which cause you to make a strike.
Precise Maneuver: You gain an accuracy bonus equal to your excess rank.
Reckless Maneuver: You gain an accuracy bonus equal to twice your excess rank. However, you briefly take a -4 penalty to your defenses after you use the maneuver. You can only apply this augment to maneuvers which cause you to make a melee strike.
Widened Maneuver: The area affected by your chosen maneuver doubles. If your excess rank is at least 4, the area triples instead. You can only apply this augment to maneuvers that affect an area.
Rank 3 – Primal Maneuvers+
You learn an additional primal maneuver. In addition, you gain access to rank 3 primal maneuvers.
Rank 4 – Augmented Maneuvers+
You can also choose an augment for each of your rank 3 primal maneuvers.
Rank 5 – Primal Maneuvers+
You gain access to rank 5 primal maneuvers.
Rank 6 – Augmented Maneuvers+
You can also choose an augment for each of your rank 5 primal maneuvers.
Rank 7 – Primal Maneuvers+
You learn an additional primal maneuver. In addition, you gain access to rank 7 primal maneuvers.
6.3.6 Totemist
This archetype allows you to embody the spirits of apex predators to improve your combat ability.
Rank 1 – Totem Animal
You choose a totem animal that represents you. Each totem animal grants you abilities that are associated with that animal.
Bear: Whenever you take damage from a creature other than yourself, you briefly gain a +2 accuracy bonus.
Crocodile: Once per round, when you damage a creature with a melee strike, you can use this ability to push it into any space adjacent to you. This is a Size-Based ability, so it has no effect on creatures that are two or more size categories larger than you.
Eagle: You gain low-light vision, allowing you to see in shadowy illumination (see Low-light Vision). In addition, you reduce your longshot penalty by 1 (see Weapon Range Limits).
Lion: You gain a +1 bonus to accuracy as long as you have an ally adjacent to you.
Shark: You gain a +2 bonus to accuracy against creatures within Short (30 ft.) range of you that are below their maximum hit points.
Wolf: At the start of each action phase, you may choose one ally adjacent to you. That ally gains a +1 bonus to accuracy for the rest of the round.
Rank 2 – Animal Instincts
You gain a +2 bonus to the Creature Handling skill, and a +2 bonus to one skill based on your choice of totem animal:
- Bear: Endurance
- Crocodile: Stealth
- Eagle: Awareness
- Lion: Intimidate
- Shark: Swim
- Wolf : Survival
Rank 3 – Feral Ferocity
Feral Ferocity |
Usage time: Standard action.
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Make a melee or thrown strike. You reduce your explosion target with the attack by 5, which makes it much more likely to explode (see Exploding Attacks).
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Rank 4: You also get a +2 accuracy bonus for the purpose of determining whether you get a critical hit with the strike.
Rank 5: The accuracy bonus increases to +4.
Rank 6: If you get a critical hit, your weapon damage with the attack is doubled.
Rank 7: Your weapon damage with the attack is always doubled.
Rank 4 – Totem Animal+
The benefit from your totem animal ability improves.
Bear: The accuracy bonus also applies whenever you are below half your maximum hit points.
Crocodile: If the creature loses hit points from the strike, you can also knock it prone (half speed, -2 Armor and Ref) or enter a grapple with it (see Grappling). This is a Size-Based ability.
Eagle: You gain a +1 bonus to your Perception.
Lion: The accuracy bonus applies as long as an ally is within Short (30 ft.) range of you.
Shark: The accuracy bonus increases to +3.
Wolf: You can choose an ally within Short (30 ft.) range of you, rather than only an adjacent ally.
Rank 5 – Feral Explosion
Whenever you explode with an attack roll, you gain a +2 accuracy bonus with the attack (see Exploding Attacks). As normal, this bonus does not stack with itself, even if you explode multiple times with the same attack roll.
Rank 6 – Animal Instincts+
The skill bonuses increase to +4.
Rank 7 – Totem Animal+
The benefit from your totem animal ability improves further.
Bear: The accuracy bonus increases to +3.
Crocodile: The creature does not have to lose hit points for you to knock it prone or grapple it.
Eagle: The Perception bonus increases to +2.
Lion: The accuracy bonus increases to +2.
Shark: The accuracy bonus increases to +4.
Wolf: The accuracy bonus increases to +2.