Ascension of the Alarcon
From the frozen wastes of the north, the endless swamps of the south, and the teeming grasslands in the heart of Faradel come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These barbarians," however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
Adventures: Adventuring is the best chance barbarians have of finding a place in a civilized society. They’re not well suited to the monotony of guard duty or other mundane tasks. Barbarians also have no trouble with the dangers, the uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies. They have a noted distaste for that which they consider unnatural, including undead, demons, and devils.
Characteristics: The barbarian is an excellent warrior. Where the fighter’s skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he can summon forth the wrath for only a few such spectacular displays without resting, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.
Alignment: Barbarians are almost never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it struggles to live in a lawful soul. At best, barbarians of chaotic alignment are free and expressive. At worst, they are thoughtlessly destructive.
Religion: Some barbarians distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship. Others devote themselves to powerful deities, such as Vatharai (god of might), Teraill (god of nature), or Gruul (Orcish god of slaughter). A barbarian is capable of fierce devotion to his god.
Background: Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may have been lured to the settled lands by the promise of riches, may have escaped after being captured in his homeland and sold into “civilized” slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no bond with each other unless they come from the same tribe or land. In fact, they think of themselves not as barbarians but as warriors.
Races: Human barbarians come from the distant wild lands on the edge of civilization. Most half-orc barbarians lived among orcs before abandoning them for human lands. Dwarf barbarians are rare, usually hailing from lost dwarven cities that have fallen into barbarism as a result of their isolation. Barbarians of other races are very rare. Among the brutal humanoids, barbarians are more common than fighters. Orcs and ogres are especially likely to be barbarians.
Other Classes: As people of the wild, barbarians are most comfortable in the company of rangers, druids, and clerics of nature deities. Many barbarians admire the talents and spontaneity of bards, and some are enthusiastic lovers of music. Barbarians don’t trust that which they don’t understand, and that includes wizardry, which they call “book magic.” They find sorcerers more understandable than wizards, but maybe that’s just because sorcerers tend to be more charismatic. Monks, with their studied, practiced, deliberate approach to combat, sometimes have a hard time seeing eye to eye with barbarians, but members of these classes aren’t necessarily hostile to each other. Barbarians have no special attitudes 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 his sheer toughness. He can also serve as a good scout, thanks to his speed, skill selection, and trap sense.
|Table 1: The Barbarian|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+ 1||+ 2||+ 0||+ 0||Fast movement, illiteracy, rage|
|2nd||+ 2||+ 3||+ 0||+ 0||Uncanny dodge|
|3rd||+3||+3||+1||+1||Trap sense +1|
|4th||+ 4||+ 4||+ 1||+ 1|
|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|
|9th||+ 9/+ 4||+6||+3||+3||Trap sense +3|
|10th||+ 10/+ 5||+7||+3||+3||Damage reduction 2/—|
|11th||+ 11/+ 6/ + 1||+7||+3||+3||Greater rage|
|12th||+ 12/+ 7/+ 2||+8||+4||+4||Trap sense +4|
|13th||+ 13/+ 8/+ 3||+8||+4||+4||Damage reduction 3/—|
|14th||+ 14/+ 9/+ 4||+9||+4||+4||Indomitable will|
|15th||+ 15/+ 10/+ 5||+9||+5||+5||Trap sense +5|
|16th||+ 16/+ 11/+ 6/+ 1||+10||+5||+5||Damage reduction 4/—|
|17th||+ 17/+ 12/+ 7/+ 2||+10||+5||+5||Tireless rage|
|18th||+ 18/+ 13/+ 8/+ 3||+11||+6||+6||Trap sense +6|
|19th||+ 19/+ 14/+ 9/+ 4||+11||+6||+6||Damage reduction 5/—|
|20th||+ 20/+ 15/+ 10/+ 5||+12||+6||+6||Mighty rage|
GAME RULE INFORMATION
Barbarians have the following game statistics.
Abilities: Strength is important for barbarians because of its role in combat, and several barbarian class skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is also 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.
The barbarian’s class skills (and the key ability for each skill):
- Climb (Str)
- Craft (Int)
- Handle Animal (Cha)
- Intimidate (Cha)
- Jump (Str)
- Perception (Wis)
- Ride (Dex)
- Survival (Wis)
- Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
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 shields (except tower shields).
Fast Movement (Ex): 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 because of 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.
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.
Rage (Ex): [Standard Ability] A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. A barbarian’s pool of Rage Tokens is determined by her Constitution modifier. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend herself. She temporarily gains a + 4 bonus to Strength, a + 4 bonus to Constitution, and a + 2 morale bonus on Will saves, but she takes a –2 penalty to Armor Class.
The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go way at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she 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. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A barbarian can end her rage at any time, and once her rage ends, 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 a number of rounds equal to twice the number of tokens spent during the rage (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian cannot enter a new rage while fatigued, but can otherwise do so multiple times during a single encounter or combat. Entering a rage takes no time itself, but a barbarian can do it only during her action (see Initiative, page 136), not in response to someone else’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if she had gone into a rage earlier in the round, before the arrow struck.
A barbarian must spend one rage token as a free action to enter a rage and one additional token per round to maintain it. In addition, rage tokens can be spent to activate rage powers.
When the barbarian gains the Greater Rage ability, it costs 2 tokens to enter a rage and 2 per round to maintain it. Mighty Rage costs 4.
Uncanny Dodge (Ex): 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. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): 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 raise by + 1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): 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 level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to + 6, and his morale bonus on Will saves increases to + 3. The penalty to AC remains at –2.
Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a + 4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to + 8, and his morale bonus on Will saves increases to + 4. The penalty to AC remains at –2.
Any of the following rage powers may be purchased at the cost of a feat every even level. Additionally, a barbarian may select a single combat discipline from the fighter’s list instead of a rage power as early as 4th level, allowing the use of tokens for the discipline’s powers but none of the fighter’s standard abilities. If you already possess the discipline’s key feat, you may select a different feat from the discipline’s list.
- Animal Fury (Ex): The barbarian may make a bite attack using her full base attack bonus plus her Strength modifier: 1d6 damage (1d4 if Small), plus the barbarian’s Strength modifier. A barbarian can use this power while grappled. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus. (2 tokens)
- Increased Damage Reduction (Ex): The barbarian gains DR 1/- per 4 rage tokens spent for 1 round (maximum of 3/-). This damage reduction stacks with that granted by the barbarian class feature. A barbarian must be at least 12th level before selecting this ability.
- Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as free action. Demoralized foes are shaken for 2d6 rounds. (4 tokens)
- Knockback (Ex): Anyone hit by the barbarian’s melee attacks this round is pushed back 5 feet, if possible. This power is used as a swift action before any attacks are made. (4 tokens)
- Sharpened Senses (Ex): The barbarian’s senses suddenly sharpen and she gains a +4 to Perception checks for 1 round. (2 tokens)
- Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. (8 tokens)
- Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. (4 tokens)
- Powerful Blow (Ex): The barbarian adds her class level on one damage roll. This power is used a swift action before the attack roll is made. (4 tokens)
- Quick Reflexes (Ex): The barbarian can make an additional attack of opportunity above her normal limit. This power is used as an immediate action when an opponent provokes an attack of opportunity. (4 tokens)
- Roused Anger (Ex): The barbarian may enter rage even if fatigued. This power is used as a free action when the barbarian enters rage. (4 tokens)
- Strength Surge (Ex): The barbarian adds her class level on one opposed Strength check or combat maneuver requiring an opposed roll, or when defending against such a maneuver. This power is used as an immediate action. (2 tokens)
- Surprise Accuracy (Ex): The barbarian adds her class level on one attack roll. This power is used as a swift actions before the attack roll. (4 tokens)
- Swift Foot (Ex): The barbarian gains an enhancement bonus to her speed for 1 round equal to 10 feet per 2 rage tokens spent (maximum of 30 feet).
- Unexpected Strike (Ex): The barbarian can take one additional attack as part of a full attack action at her highest bonus. This additional attack does not stack with haste or other similar effects. A barbarian must be at least 8th level before selecting this power. (8 tokens)
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).