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Midnight Barbarian

Alignment: Any non lawful


Hit die: d12
Starting Equipment: 3d4x10 vp.
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), Profession (Wis), Ride (Dex),
Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Barbarian Trait, Endurance
2nd +2 +3 +0 +0 Barbarian Trait
3rd +3 +3 +1 +1 Suck it Up 1/day
4th +4 +4 +1 +1 Diehard
5th +5 +4 +1 +1 Barbarian Trait
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Barbarian Trait
9th +9/+4 +6 +3 +3 Heart +2, Suck it Up 2/day
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 Barbarian Trait
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Barbarian Trait, Heart +4
15th +15/+10/+5 +9 +5 +5 Suck it Up 3/day
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—
17th +17/+12/+7/+2 +10 +5 +5 Barbarian Trait
18th +18/+13/+8/+3 +11 +6 +6 Shrug it Off
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—, Heart II
20th +20/+15/+10/+5 +12 +6 +6 Barbarian Trait
Class Features Diehard: Barbarians receive Diehard
All of the following are class features as a bonus feat at 4th level. If he already has
of the barbarian. Diehard he gains the Toughness feat.
Weapon and Armor Proficiency: A Damage Reduction (Ex): At 7th level,
barbarian is proficient with all simple and the barbarian gains the ability to shrug off
martial weapons, light armor, medium armor, some amount of injury from each blow or
and shields (except tower shields). attack. Subtract 1 from the damage the
Endurance: Barbarians receive barbarian takes each time his is dealt damage
Endurance as a bonus feat at 1st level. If he from a weapon or natural attack. At 10th level
already has Endurance he instead gains and every three barbarian levels thereafter
Diehard. (13th, 16, 19th), this damage reduction rises
Suck it Up (Ex): Even the mightiest of by 1 point. Damage reduction can reduce
blows might feel like just a sting to the damage to 0 but not below 0.
barbarian. Upon reaching 3rd level, when a Heart (Ex): The barbarian is a fierce
barbarian is hit but before he knows for how and brave warrior, not easily dissuaded from
much damage he is hit, he may decide to halve death or danger. At 9th level, he gains a +2
that amount of damage. The barbarian may do bonus on all saving throws against fear effects.
this once per day at 3rd level, twice per day at At 14th level, this bonus rises to +4. At 19th
9th level, and three times per day upon level, the barbarian reduces the level of any
reaching 15th level. fear-like effect by one step. In the case of the
shaken condition, this ability removes the fear
effect entirely.
Shrug it Off (Ex): The barbarian this trait multiple times, increasing his speed
becomes even hardier, healing hit points faster by +10 feet each time; however, she may not
than other people would. The barbarian now choose this trait twice in a row.
recovers hit points and ability point damage Thick Skinned: The barbarian gains
twice as fast as normal characters, this energy resistance of 2 against fire and cold.
increase to triple the amount with full rest or This ability may be taken multiple times, each
long term care or quadruple with both. This time the resistance increases by +1.
ability enhances the barbarian’s ability to War Cry: Shouting in exultation, the
recover from harm and does not allow him to barbarian gains +2 morale bonus to attack and
recover damage caused by lack of sleep, damage and grant all allies within 20 ft. a
hunger and thirsty and other similar means similar +1 bonus. If the barbarian hits his
without eating, drinking or sleeping, for target, the target must succeed on a will save
example. (10 + 1/2 barbarian level + Charisma) or be
Barbarian Trait (Ex): At 1st and 2nd shaken for the next 1d6 rounds. This is part of
level and every three levels thereafter (5th, an attack action, lasts for one round, and may
8th, 11th, 14th, 17th, and 20th), a barbarian be used once per encounter.
gains a special trait of his choice from among
the following. Unless otherwise noted, all Tier 2 Traits
barbarian traits are extraordinary abilities. Overland Stride (Requires Quick
Barbarian Traits Stride): When using Survival and performing
Barbarian traits are organized into tasks that normally require him to move at
tiers. Tier 1 traits have no prerequisites. Tier 2 half-speed (such as tracking, foraging, or
traits each have one specific tier 1 ability as a concealing tracks), the barbarian may move at
prerequisite, and tier 3 traits have either a normal speed without penalty.
specific tier 1 trait and a specific tier 2 trait as Rage (Requires Fury): As a free action
prerequisites, or another tier 3 trait as a the barbarian can fly into a rage, using this
prerequisite. ability takes up one use of the fury ability for
the day. In a rage, a barbarian temporarily
Tier 1 Traits gains a +4 bonus to Strength, a +4 bonus to
Fury: As a free action the barbarian Constitution, and a +2 morale bonus on Will
enters a state of furious anger that grants him saves, but he takes a –2 penalty to Armor
+1 bonus to attack, damage, and initiative rolls Class. The increase in Constitution increases
for 3 + Constitution modifier rounds. He may the barbarian’s hit points by 2 points per level,
enter Fury once per day per four barbarian but these hit points go away at the end of the
levels. The barbarian may declare that he is rage when his Constitution score drops back to
entering a furious state immediately before normal. (These extra hit points are not lost
initiative is rolled. first the way temporary hit points are.) While
Hard Stare: Sometimes all the raging, a barbarian cannot use any Charisma-,
barbarian needs to do is stare his opponents Dexterity-, or Intelligence-based skills (except
down. The barbarian may replace his for Balance, Escape Artist, Intimidate, and
Charisma modifier with his Strength modifier Ride), the Concentration skill, or any abilities
in order to determine Intimidate checks, and that require patience or concentration, nor can
further gains a +2 bonus to Intimidate to he cast spells or activate magic items that
demoralize an opponent. require a command word, a spell trigger (such
Heart of Wolverine: Hurting the as a wand), or spell completion (such as a
barbarian is a sure way to make him angrier. scroll) to function. He can use any feat he has
Whenever a barbarian is dropped to half or except Combat Expertise, item creation feats,
less hit points, a barbarian gains +2 bonus to and metamagic feats. A fit of rage lasts for a
Strength and Dexterity. number of rounds equal to 3 + the character’s
Quick Stride: The barbarian’s speed is (newly improved) Constitution modifier. A
faster than the norm for his race by +10 feet. barbarian may prematurely end his rage. At
This benefit applies only when he is wearing the end of the rage, the barbarian loses the
no armor or light armor, and not carrying a rage modifiers and restrictions and becomes
medium or heavy load. A barbarian may select fatigued (–2 penalty to Strength, –2 penalty to
Dexterity, can’t charge or run) for double the increase its potency. He must decide how
amount of time he spent in rage. many rounds less will the rage last and this
Stamina (Requires Thick Skinned): number cannot exceed his Constitution bonus.
When affected by a harmful spell that allows a For each round subtracted a barbarian’s
fortitude save, the duration of the spell is Strength increases by additional 1 for the
halved (unless instantaneous or permanent) duration of that rage.
and any damage is halved. This reduction only Improved Uncanny Dodge (Requires
applies to the barbarian, area spells still have Uncanny Dodge): A barbarian can no longer
their full duration and do full damage to be flanked. This defense denies a rogue the
surrounding targets. ability to sneak attack the barbarian by
Steel Eyes (Requires Hard Stare): The flanking him, unless the attacker has at least
barbarian may use the demoralize action as a four more rogue levels than the target has
move action. barbarian levels. If a character already has
Uncanny Dodge (Requires Quick uncanny dodge (see above) from a second
Stride): The barbarian retains his Dexterity class, the character automatically gains
bonus to AC (if any) even if he is caught flat- improved uncanny dodge instead, and the
footed or struck by an invisible attacker. levels from the classes that grant uncanny
However, he still loses his Dexterity bonus to dodge stack to determine the minimum level a
AC if immobilized. rogue must be to flank the character.
Wild Blow (Requires Fury): Barbarians Menacing Aura (Requires Steel Eyes
are unmatched when it comes to raw blow and Wild Blow): In the midst of battle, covered
exchange. The barbarian may add +1d6 of in blood, the barbarian is a frightening sight.
damage to a single melee attack for every -2 The barbarian exudes a demoralizing aura at
penalty he takes to his AC (thus taking a -4 all times, any opponent within 30 ft. takes a -2
penalty to AC grants +2d6 damage, -6 penalty morale penalty to attack, any opponent
to AC grants +3d6 damage, etc.), this penalty immune to fear or mind-affecting effects are
last until the end of the characters next turn. immune to this ability.
A barbarian may not deal nonlethal Mighty Rage (Requires Berserk): A
damage with wild blow. barbarian’s bonuses to Strength and
Constitution during his rage each increase to
Tier 3 Traits +6, and his morale bonus on Will saves
Mighty Blow (Requires Wild Blow and increases to +3. The penalty to AC remains at
Rage): As a standard action the barbarian may –2.
elect to take a -4 penalty on an attack to Swift as the Wind (Requires Improved
deliver a mighty blow. If the barbarian hits an Uncanny Dodge): The barbarian appears to be
opponent within one size category of himself everywhere on the battlefield. By sacrificing
with a mighty blow, his opponent must his lowest attack in the full attack action the
succeed on a Reflex save (DC = damage dealt) barbarian gains a move action that may be
or be knocked flying 10 feet in a direction of used before, during or after the full attack
the barbarians choice and fall prone. The action, if the barbarian has the spring attack
barbarian can only push the opponent in a feat this movement may be used to move both
straight line, and the opponent can’t move before and after attacks. The barbarian may
closer to the barbarian than the square he sacrifice no more than one attack to use this
started in. If an obstacle prevents the ability.
completion of the opponent’s move, the Tough as Nails (Requires Stamina and
opponent and the obstacle each take 1d6 Heart of Wolverine): When a critical hit is
points of damage, and the opponent stops in scored on the barbarian the critical multiplier
the space adjacent to the obstacle. Targets is reduced by one. Thus a x4 critical become
larger than the barbarian gain a +4 to the save x3 and a x2 critical does normal damage (but
per size category to avoid being knocked; is still considered a critical hit for the purpose
smaller ones suffer -4 per size category. of other effects).
Berserk (Requires Rage and Heart of
Wolverine): When entering rage, a barbarian
can decide to decrease the rage’s duration and

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