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Art by nJoo (http://njoo.deviantart.com) Hit Points at 1st level: 30 + Con Modifier Hit Points at level after 1st: 7 + Con Modifier Reserve Points at 1st level: 44 + Con Modifier Reserve Points at level after 1st: 13 + Con Modifier Class Skills The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points: 4 + Int Mod
Table: The Barbarian Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Defense Bonus +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 +9 +10 +10 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Rep +0 +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 Cont Special +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 Fast movement, illiteracy, barbarism 1, damage reduction 1/Special ability, Uncanny dodge Danger sense +1, Rough +1 Barbarism 2, Damage reducion 2/Barbaric Talent, improved uncanny dodge Special ability, Danger sense +2 Damage reduction 3/—, Rough +2 Barbarism 3, Barbaric Talent Danger sense +3 Special ability, Damage reduction 4/— Barbaric Talent, Rough +3 Barbarism 4, danger sense +4 Damage reduction 5/— Barbaric Talent, Special ability Danger sense +5, Rough +4 Damage reduction 6/—, barbarism 5 Barbaric Talent Special ability, danger sense +6 Damage reduction 7/—, Rough +5 Barbarism 6, Barbaric Talent
Class Features All of the following are class features of the barbarian. Weapon and Armor Proficiency: A barbarian is proficient with basic weapons, and any three other weapons groups of her choice, as well as light armor, medium armor, and shields (except tower shields). Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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. 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 she 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 she or she already had. Barbarism: At 1st level, each barbarian chooses a stape ability that represents her wild heart and untamed nature. Available abilities are: blood bonds, fetishes, frenzy, rage, shouts, tattoos. 1. 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 her life, honor or family), she 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 activate the bond once per day, but the number of daily uses increases as she advances in level. She can do so only if her 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 her brother temporarily gain +2 bonus to Strength and Dexterity, +1 bonus
on saving throws, and whenever a barbarian or her 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 a 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 her 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 her 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 her brother’s bonuses to Strength and Dexterity during her 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 her 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 her brother’s bonuses to Strength and Dexterity during her blood bond each increase to +6, and their bonus on saving throws increases to +3.
Art by Dread Tim (http://Morgoth.devantart.com) 2. Fetish (Ex): A barbarian believes that collecting fragments of defeated opponents grants her 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. A barbarian equipped with her fetish can invoke power of fallen foes once per day, but the number of daily uses increases as she advances in level. Invoking power is a free action that does not provoke attacks of opportunity, but can only be done during barbarian’s turn. She temporarily gains +2 bonus to Strength, Dexterity, and Wisdom, and her 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 her fetish in some way, she cannot invoke power unless she 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 aspect of barbarism, so 20th level barbarian can invoke power up to 5 times per day, even if her 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 her. By spending one invoke attempt, as a standard action, she shakes her fetish firmly and heals a number of hit points equal to 5 x her Wisdom bonus. Invoke Greater Power (Ex): At 12th level, a barbarian’s bonuses to Strength and Wisdom during her invoked power each increase to +4, and her speed bonus increases to +20. Terrifying Invocation (Ex): Whenever a barbarian is under the effect of fetish ability, each opponent trying to attack her 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 and Wisdom during her invoked power each increase to +6, and her speed bonus increases to +30. 3. Frenzy (Ex): A barbarian can fly into a screaming frenzy. When a barbarian enters frenzy, she temporarily gains a +4 bonus to Dexterity and a +2 dodge bonus to Armor Class and +2 bonus on all Reflex saves. While in frenzy, the barbarian can make one extra attack in a round at her highest base attack bonus, but this attack, as well as all other attacks she 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 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 cannot take any action or option that increases her 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 her 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. A barbarian can fly into a frenzy only once per encounter. At 1st level she can use her frenzy ability once per day. At 5th level and every four levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a frenzy takes no time itself, but a barbarian can do it only during her round, not in response to someone else’s action. Quench the Frenzy (Ex): At 4th level, when in frenzy, a barbarian can end it prematurely for a number of rounds equal to 1d6 + her Constitution bonus. During that period she is not in frenzy, does not suffer from fatigue and can act normally. After the quenching the frenzy resumes. She may resume frenzy earlier than after 1d6 + Con modifier rounds if she chooses so. Time spent outside frenzy does not count toward it's duration. Whirlwind Frenzy (Ex): At 8th level, when the barbarian is in frenzy, she can make two extra attacks in a round instead of one. Both extra attacks are at her highest base attack bonus, but all her attacks until next round suffer –5 penalty (instead of –2). Greater Frenzy (Ex): At 12th level, a barbarian’s bonuses to Dexterity bonus during her frenzy increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. Tireless Frenzy (Ex): At 16th level, a barbarian no longer becomes fatigued at the end of her frenzy. Mighty Frenzy (Ex): At 20th level, a barbarian’s bonuses to Dexterity during her frenzy increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
Art by Maciej Kuciara (http://tiger1313.deviantart.com) 4. Rage (Ex): A barbarian can empower herself 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 she 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 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 cannot take any action or option that increases her 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 her 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. A barbarian can fly into a rage only once per encounter. At 1st level she can use her rage ability once per day. At 5th level and every four levels thereafter, she can use it one additional time per day (to a maximum of five times per day at 17th level). Entering a rage takes no time itself, but a barbarian can do it only during her 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, she gains a +2 bonus on Reflex and Will saves. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage. Intensify Rage (Ex): At 8th level, when entering the rage, a barbarian can decide to decrease the rage’s duration and increase its potency. She must decide how many rounds less will the rage last and this number cannot exceed her Constitution bonus. For each round subtracted, a barbarian’s Strength increases by additional +1 for the duration of that rage. Greater Rage (Ex): At 12th level, a barbarian’s bonus to Strength during her rage increases to +6, her damage reduction increases to 3/-, and her 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 her rage. Mighty Rage (Ex): At 20th level, a barbarian’s bonus to Strength during her rage increases to +8, her damage reduction improves to 4/-, and her 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. 5. Shouts (Ex): A can 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 she 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 she wishes so. This in mindaffecting, 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 she 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 her 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. 6. 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 she has, and the more prestige in the eyes of fellow warriors. A barbarian can release powers stored in her tattoos once per day, but the number of daily uses increases as she advances in level. Activating tattoos is a free action that does not provoke attack of opportunity, but can only be done during barbarian’s round. She 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 she is wearing armor and most of her body must be uncovered (details are left to player and DM), so she could display her 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, she also gains Spell Resistance equal to 5 + her barbarian levels. Chieftain’s Tattoo (Ex): At 12th level, while barbarian’s tattoos are active, her bonus to AC increases to +8, her bonus to saves increases to +3, and fast healing increases to 3. Withstand Elemental Fury (Ex): When barbarian’s tattoos are active, she also gains Cold and Fire resistance 15. Warlord’s Tattoo (Ex): At 20th level, while barbarian’s tattoos are active, her bonus to AC increases to +10, her bonus to saves increases to +4, and fast healing increases to 4. Uncanny Dodge (Ex): At 2nd level, a barbarian retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Damage Reduction (Ex): At 1st level, a 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. At 4th level, and every three barbarian levels thereafter (7th, 10th, 13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Special Abilities: At 2nd level, and every 4 levels thereafter, a barbarian gains a special ability of her choice from among the following options. Totem Abilities: A number of special abilities are totem abilities. A barbarian can take those only at level 10 or higher and by doing so, she dedicates herself to an animal totem. A barbarian can have more than one totem, but at the
beginning of each day she must choose which one she will benefit from for that day. Ape Totem (Ex): A barbarian gains a climb speed equal to 5 feet per four barbarian levels. This is a totem ability. Boa Totem (Ex): A barbarian add half her barbarian level on all grapple checks. This is a totem ability. Bull Totem (Ex): When charging, a barbarian deals +1/2 class level damage with successful melee attack. This is a totem ability. Devastating Hit (Ex): If a barbarian uses full-round action to make a single melee attack with two handed weapon, she adds 1/2 her barbarian level to attack roll and her full barbarian level to damage. This ability can be used a number of times per day equal to barbarian's Constitution bonus (at least once). Faster Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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. Fierce Attack (Ex): If a barbarian starts encounter (or enters one) by a successful charge attack at opponent, she gains +1 on all damage rolls with the weapon she charged, until end of that encounter. Fists of Fury (Ex): A barbarian spent her whole life fighting with bare hands. She might have been gladiator, pugilist, or plain brawler. She adds 1/4 her barbarian level to her unarmed damage. Great Health (Ex): A barbarian +4 on saving throws against poisons and diseases. Hard Charge (Ex): If a barbarian charges, she gains Damage Reduction 10/- against first successful attack against her that is made until the beginning of her next round. Horse Totem (Ex): The barbarian add her class level on Foritude saves against fatigue and exhaustion and gains Run feat for free. This is a totem ability. Iron Muscles (Ex): A barbarian gains the ability to ignore some damage from attacks. She gains Damage Reduction 1 per 4 barbarian levels against bludgeoning attacks. Natural Resistance (Ex): A barbarian gains Cold, Electricity, and Fire resistance equal to 5 + 1/4 her barbarian level. Reckless Attack (Ex): If a barbarian starts encounter (or enters one) by a successful charge attack at opponent, she is immune to fear effects for that encounter. Stamina (Ex): Whenever a barbarian fails a Fortitude save against a spell, she 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. She does not need to make Fortitude save when taking massive damage, unless she takes 100 + her Con modifier points of damage or more (see Player’s Handbook, page 145). In addition, she gains +2 bonus on Fortitude saves when trying to avoid death from massive damage. Thick Hide (Ex): A barbarian gains the ability to ignore some damage from attacks. Her Damage Reduction goes up by 1 per 4 barbarian levels against piercing attacks (so a level 2 barbarian would have DR 2/bludgeoning and slashing and DR 1/-). Tough as Nails (Ex): When a critical hit is scored on the barbarian, or if she 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. Unyielding Body (Ex): A barbarian’s body does not easily surrender to altering magic. If she is affected by a transmutation spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. Wolverine Totem (Ex): While on a number of hit points equal to twice her class level or less, a barbarian gains +4 bonus to Strength and Dexterity. If on negative HP, she can act normally and stabilizes automatically. This is a totem ability. Rough (Ex): A barbarian is unaccustomed to sophisticated ways of saying things, and that includes asking for things. At 3rd level, she gains +1 bonus against charm effects and against attempts to alter her attitude with Diplomacy skill. This bonus improves to +2 at Danger Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves and a +1 dodge bonus to Defense against attacks. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Danger sense bonuses and trap sense 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 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 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.
Savage Talent (Ex): At 5th level, a barbarian gets ways to increase her barbarism abilities. When a barbarian uses her barbarism ability, she also gains the power of her talent, be it some new ability to use or extra bonuses she can invoke. Note: Some talents are actually Supernatural. These will be marked as such. Unless otherwise stated, a Blood Oath barbarian shares these benefits with her brother. Amazing Display: When a barbarian is using her barbarism, she becomes even more amazing to see. When she drops an enemy to 0 hp or less, all enemies within 30 feet are shaken for 1d3 rounds (Will Save to negate. Ability Roll equal to 1d20 + ½ Barbarian level + Charisma or Strength modifier, chosen when this power was chosen). Barbaric Hide: You skin becomes unnaturally thick when raging. You gain a +1 Natural Armor bonus to defense when using your barbarism. Improved Barbaric Hide: Your Natural Armor bonus from Barbaric Hide increases to +2. Thickened Hide: Your Natural Armor bonus from Barbaric Hide increases to +3. Beastly Barbarian: While the barbarian is using her barbarism, she gains a +2 bonus to Fortitude saves and Death Saves involving massive damage and Save or Die spells. Brother Behir: While using your barbarism, you gain Resistance to Electricity equal to your Damage Reduction. Also, you gain a 10 foot climb speed or your existing climb speed goes up by 10 feet. Eyes of the Darkmantle: By training in dark areas, while using your barbarism, you can see without sight. You gain blindsight while using your barbarism and for 3 rounds thereafter. Feathers of the Owlbear: While using her barbarism, a barbarian becomes more like the owlbear, granting her a +2 to natural armor, and allowing her to have the Scent ability while she is raging. This allows her to pinpoint any invisible creatures adjacent to her, letting her ignore their miss chance, and to know of any invisible creatures within 30 feet of her. As a move action, she can learn the general direction. Friend of the Phase Spider: When using your barbarism, you gain immunity to injury poisons and a +2 on saves against all other poisons. This benefit lasts for 3 rounds after your barbarism ends. Elemental Barbarian: Your devotion to an elemental spirit (a shoku or primordial) has granted you some of their power. When you are raging, you have a 5% chance per 4 barbarian levels to treat a critical hit or sneak attack as a standard attack. This stacks with fortification from armor. Elemental Favoritism: Pick an element (air, earth, fire, or water). You gain a +2 bonus to saves against spells with that keyword, but a -1 to saves against spells of the opposing keyword, while using your barbarism. This can be chosen twice, once each an element not opposed to the other (so Fire and Air are okay, but not Fire and Water). Elemental Aspect- Flame Step (Su): When a barbarian is using her barbarism, she may start three fires within 50 feet of her and each other. These medium fires burn as long as she is using her barbarism. Any creature moving through them takes 1d4 fire damage. When the barbarian enters one of these fires, she can teleport to any square adjacent to on of the other two fires. If the barbarian's barbarism is “Blood Oath”, her brother can also teleport in this fashion, but annot create the fires. Elemental Aspect- Stoneskin (Su): When using her barbarism, a barbarian who chose “Earth” for her Elemental Favoritism also gains DR/adamantine at 2 points above her DR/-. Elemental Aspect- Tornado Step (Su): You hover a foot off the ground when using your barbarism. You ignore all penalties for dangerous terrain and can even hover over liquids as long as you end your movement over a solid surface. Elemental Aspect- Wavelung (Su): While using her barbarism, a barbarian can breathe underwater and gains a +10 to all Athletics checks to swim. Dragon Barbarian: While using her barbarism, the barbarian gains Resist 5 to the energy type of the dragon she takes after (acid: black, copper or green, cold: silver or white, electricity: blue or bronze, fire: brass, gold or red). Draconic Aura (Su): When using her barbarism, a barbarian is surrounded by an aura of energy. This aura is the same type as the barbarian took for Dragon Barbarism. Whenever a creature starts its turn next to the barbarian, the creature takes 1d4 damage per 3 barbarian levels the barbarian possesses. This damage is of the energy type of the aura. So an 8th level barbarian who takes this and has Black Dragon Barbarian will deal 2d4 acid damage to all creatures who start their turn adjacent to the barbarian. At 9th level, this would become 3d4 acid damage. Improved Dragon Barbarism: When using her barbarism, the Resist from Dragon Barbarism goes up from 5 to 10. You must have Dragon Barbarism to that Improved Dragon Barbarism. Draconic Weapon (Su): When using your barbarism, you can imbue your melee weapons with the power of your draconic focus with a swift action. Your next melee attack deals 1d6 energy damage, with the energy type based on your Dragon Barbarian ability. You gain an additional 1d6 damage for every 6 barbarian levels you have after 8th (ie. 2d6 at 14th, 3d6 at 20th, etc.). When you use this ability, all of your damage becomes energy damage for this attack. Overburn: With this talent, a barbarian using her barbarism becomes even more amazing at combat, but will ended up winding herself when she's done. The barbarian can trade in up to her level in hit points to gain twice as many Temporary Hit Points as a swift action. These Temporary Hit Points dissipate after the barbarism wears off. Overexertion: A barbarian in barbarism can augment her attacks with her very stamina. She makes a single attack
as a full round action and rolls 1d8 per 5 barbarian level she possess. She can spend up to that number in Reserve Points to add twice that to her damage instead of healing an equal number of hit points Powerful: When using Barbarism, you can add a +5 to your Athletics and Acrobatics skills. This increases to +10 at 12th and +15 at 17th level. Second Wind: You may roll 1d6 per 4 levels of barbarian you possess. You can trade in that number of Reserve Points to heal an equal number of hit points.
Ex-Barbarians A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).
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