Age of Heroes
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war.
Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail.
These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.
Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way. Only Northern Greeks and Non-Greeks can be Barbarians.
Deity: Usually Zeus, Artemis, or Ares. Barbarians are often not Greek and follow religions based on nature or animal spirits.
Hit Die: d12.
The barbarian’s class skills (and the key ability for each skill) are
- Acrobatics (Dex)
- Climb (Str)
- Craft (Int)
- Handle Animal (Cha)
- Knowledge (nat) (Int)
- Perception (Wis)
- Presence (Cha)
- Ride (Dex)
- Survival (Wis)
- Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armour Proficiency:
A barbarian is proficient with all simple and martial weapons appropriate for their background, light armor, medium armor, and shields
All of the following are class features of the barbarian.
A barbarian’s land speed is faster than the norm for her 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. This bonus stacks with any other bonuses to the barbarian’s land speed.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day.
A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics and Ride) or any ability that requires patience or concentration. A barbarian can end her 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, her rage immediately ends, placing her in peril of death.
The barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to Active Defense if the attacker is invisible. She still loses her Dexterity bonus to Defense if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Defense if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
As a barbarian gains levels, she learns to use her rage in new ways. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers. Many of these powers are not appropriate for the Greek campaign setting, consult your DM when selecting. See the full list here:
The barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Active Defense against attacks made by traps. This bonus goes up to the number indicated as the barbarian levels.
The barbarian gains Diehard as a bonus feat even if she does not meet the prerequisites.
Improved uncanny dodge:
The barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, 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 another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
The barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. This number goes up as indicated above as the barbarian levels.
When a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
While in rage, the barbarian gains a +4 bonus on Will saves to resist enchantment spells or mind affecting abilities. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
A barbarian can enter a frenzy during combat. While frenzied, she gains a +4 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Active Defense and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the barbarian’s Constitution modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.
The barbarian starts with one daily frenzy and that number goes up as indicated above (but she can’t use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another’s action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.
While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise. She can use her special ability to inspire frenzy (see below) normally.
During a frenzy, the barbarian must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or her own). When a frenzy ends, the barbarian is fatigued (—2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
The barbarian can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.
The barbarian no longer becomes fatigued at the end of her rage.
A Barbarian can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
The barbarian can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the barbarian’s Constitution modifier, regardless of whether they remain within 10 feet of her. A barbarian gains additional uses of this ability as indicated above.
Improved power attack:
The barbarian deals +50% the normal damage from her use of the Power Attack feat.
The character’s bonus to Strength during a frenzy becomes +6 instead of +4
When a barbarian enters rage, the morale bonus to herStrength and Constitution increases to +8 and the morale bonus on her Willsaves increases to +4.
A 10th-level barbarian no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.
Supreme power attack:
A 10th-level barbarian deals +100% the normal damage from her use of the Power Attack feat.