Barbarian
- Pathfinder SRD
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.
- Role
- 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.
- Alignment
- Any non-lawful
- Hit Die
- d12
- Starting Wealth
- 3d6×10 ɢᴘ (average 105 ɢᴘ.) In addition, each character begins play with an outfit worth 10 ɢᴘ or less.
Class Skills
The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
- Skill Ranks Per Level
- 4 + Int modifier.
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Fast movement, rage |
| 2nd | +2 | +3 | +0 | +0 | Rage power, uncanny dodge |
| 3rd | +3 | +3 | +1 | +1 | Trap sense +1 |
| 4th | +4 | +4 | +1 | +1 | Rage power |
| 5th | +5 | +4 | +1 | +1 | Improved uncanny dodge |
| 6th | +6 | +5 | +2 | +2 | Rage power, trap sense +2 |
| 7th | +7 | +5 | +2 | +2 | Damage reduction 1/— |
| 8th | +8 | +6 | +2 | +2 | Rage power |
| 9th | +9 | +6 | +3 | +3 | Trap sense +3 |
| 10th | +10 | +7 | +3 | +3 | Damage reduction 2/—, rage power |
| 11th | +11 | +7 | +3 | +3 | Greater rage |
| 12th | +12 | +8 | +4 | +4 | Rage power, trap sense +4 |
| 13th | +13 | +8 | +4 | +4 | Damage reduction 3/— |
| 14th | +14 | +9 | +4 | +4 | Indomitable will, rage power |
| 15th | +15 | +9 | +5 | +5 | Trap sense +5 |
| 16th | +16 | +10 | +5 | +5 | Damage reduction 4/—, rage power |
| 17th | +17 | +10 | +5 | +5 | Tireless rage |
| 18th | +18 | +11 | +6 | +6 | Rage power, trap sense +6 |
| 19th | +19 | +11 | +6 | +6 | Damage reduction 5/— |
| 20th | +20 | +12 | +6 | +6 | Mighty rage, rage power |
Class Features
Weapon and Armor
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 their race by +10 feet. This benefit applies only when they are 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.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 1st, they 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 their Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, they take 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, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end their 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, their rage immediately ends, placing them in peril of death.
Rage Powers (Ex)
As a barbarian gains levels, they learn to use their rage in new ways. Starting at 2nd level, a barbarian gains a rage power. They gain another rage power for every two levels of barbarian attained after 2nd level. 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 (any rage power with “dragon totem” in its title).
- A complete list of rage powers can be found here: Rage Powers
Uncanny Dodge (Ex)
At 2nd level, a barbarian gains the ability to react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose their Dexterity bonus to armor class if an opponent successfully uses the feint action against them.
If a barbarian already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.
Trap Sense (Ex)
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase 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. This defense denies a rogue the ability to sneak attack the barbarian by flanking them, 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.
Damage Reduction (Ex)
At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time they are 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, when a barbarian enters rage, the morale bonus to their Strength and Constitution increases to +6 and the morale bonus on their Will saves increases to +3.
Indomitable Will (Ex)
While in 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 they also receive during their rage.
Tireless Rage (Ex)
Starting at 17th level, a barbarian no longer becomes fatigued at the end of their rage.
Mighty Rage (Ex)
At 20th level, when a barbarian enters rage, the morale bonus to their Strength and Constitution increases to +8 and the morale bonus on their Will saves increases to +4.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. They retain all other benefits of the class.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Archetypes & Alternatives
When a character selects a class, they must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Presented below are several classic barbarian archetypes and alternate class features to help you in building your character, each one including a number of suggested rage powers that, while not mandatory, work to flesh out the character concept.
Totem Barbarian
- ?
In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).
If you use this variant, the barbarian loses one or more of the following standard class features: fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by their totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated.
The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide.
Ape Totem
- Lose
- fast movement, uncanny dodge, trap sense, and improved uncanny dodge.
- 1st level
- climb speed equal to half their base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet.
- 2nd level
- +2 bonus on Intimidate checks.
- 3rd level
- Power Attack as a bonus feat.
- 5th level
- climb speed equal to their base land speed.
Bear Totem
- Lose
- fast movement, uncanny dodge, trap sense, and improved uncanny dodge.
- 1st-level
- Toughness as a bonus feat.
- 2nd level
- Improved Grapple as a bonus feat, even if they don’t meet the normal prerequisites.
- 3rd-level
- Great Fortitude as a bonus feat.
- 5th level
- +4 bonus on grapple checks when raging.
Boar Totem
- Lose
- fast movement, uncanny dodge, trap sense, and improved uncanny dodge.
- 1st level
- treated as having the Diehard feat when raging, even if they don’t meet the normal prerequisites.
- 3rd level
- rage lasts for 2 rounds longer than normal.
- 7th level
- damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian’s damage reduction is 2/—, and it rises by 1 point every three levels thereafter.
Dragon Totem
- Lose
- fast movement, uncanny dodge, trap sense, and improved uncanny dodge.
- 1st-level
- Blind-Fight as a bonus feat.
- 2nd level
- +2 bonus on saves against paralysis and sleep effects.
- 5th level
- the frightful presence ability. The save DC is equal to 10 + ½ barbarian level + barbarian’s Cha modifier.
Eagle Totem
- Lose
- fast movement and trap sense.
- 1st level
- keen vision grants them a +2 bonus on Spot checks.
- 3rd level
- Lightning Reflexes as a bonus feat.
Horse Totem
- Lose
- uncanny dodge, trap sense, and improved uncanny dodge.
- 2nd level
- Run as a bonus feat.
- 3rd-level
- +2 bonus on Handle Animal checks made with regard to horses and a
- +2 bonus on Ride checks made to ride a horse.
- 5th level
- Endurance as a bonus feat.
Jaguar Totem
A “standard” barbarian with the standard barbarian class features.
Lion Totem
- Lose
- fast movement, uncanny dodge, and improved uncanny dodge.
- 1st level
- Run as a bonus feat.
- 2nd-level
- +2 bonus on Hide checks.
- 5th-level
- +2 bonus on damage rolls whenever they charge.
Serpent Totem
- Lose
- fast movement, uncanny dodge, trap sense, and improved uncanny dodge.
- 1st level
- +2 bonus on Fortitude saves against poison.
- 2nd-level
- +2 bonus on Move Silently checks.
- 3rd level
- Improved Grapple as a bonus feat, even if they don’t meet the normal prerequisites.
- 5th level
- Improved Initiative as a bonus feat.
Wolf Totem
- Lose
- uncanny dodge, trap sense, and improved uncanny dodge.
- 2nd-level
- Improved Trip as a bonus feat, even if they don’t meet the normal prerequisites.
- 5th-level
- Track as a bonus feat.