[*]
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 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.
[*]
Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat
prowess. Starting at 1st level, a barbarian gains a number
of rage points equal to 4 + her Constitution modifier.
At each level after 1st, she gains an additional number
of rage points equal to 2 + her Constitution modifier.
Temporary increases to Constitution, such as those
gained from rage and spells like bear’s endurance, do not
increase a barbarian’s total number of rage points. A
barbarian must spend one rage point to enter a rage and
one additional point at the start of any round spent in rage.
In addition, rage points can be spent to activate rage powers.
A barbarian can enter rage as a free action. Rage points are
renewed after resting for 8 hours, although these hours do
not need to be consecutive.
While in rage, a barbarian gains a +4 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, Fly, Intimidate, 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 rage points spent during the rage. A barbarian cannot
enter a new rage while fatigued but can otherwise enter rage
multiple times during a single encounter or combat.
[*]
Rage Powers: As a barbarian gains experience, she learns
to harness her rage in new ways. Starting at 2nd level, a
barbarian gains one rage power. She gains an additional
rage power for every two levels of barbarian attained after
2nd level. A barbarian can use her rage powers only while
raging, with each power consuming a set number of rage
points. A barbarian cannot select an individual power more
than once. Unless otherwise noted, these abilities are swift
actions that must be performed on the barbarian’s turn.
[*]
Clear Mind (Su): A barbarian may reroll a failed Will save.
This power is used as an immediate action after the save
is failed. The barbarian must take the second result, even
if it is worse. A barbarian must be at least 8th level before
selecting this power. (6 rage points)
[*]
Guarded Stance (Ex): The barbarian gains a dodge bonus
to her Armor Class equal to 1/2 her barbarian level for 1
round against melee attacks. (2 rage points)
[*]
Intimidating Glare (Ex): The barbarian can make an
Intimidate check against one adjacent foe as a free action.
If the barbarian successfully demoralizes her opponent,
the foe is shaken for 2d6 rounds. (4 rage points)
[*]
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
rage points)
[*]
Surprise Accuracy (Ex): The barbarian adds her barbarian
level on one attack roll. This power is used as a swift action
before the roll to hit. (4 rage points)
[*]
Terrifying Howl (Su): The barbarian unleashes a
terrifying howl as a standard action. All enemies within
30 feet must make a Will save (DC equal to 10 + 1/2 the
barbarian’s level + the barbarian’s Strength modifier)
or be panicked for 1d4+1 rounds. Once an enemy has
made a save versus terrifying howl (successful or not) it
is immune to this power for 24 hours. A barbarian must
have the intimidating glare rage power to select this
rage power. A barbarian must be at least 8th level before
selecting this power. (8 rage points)[/list]
[*]
Uncanny Dodge (Ex): At 2nd level, a barbarian retains
his Dexterity bonus to AC (if any) even if he is caught f latfooted
or struck by an invisible attacker. He still loses his
Dexterity bonus to AC if immobilized. If a barbarian already
has uncanny dodge from a different class, he automatically
gains improved uncanny dodge (see below) instead.
[*]
Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Ref lex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
rise 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 f lanked. This defense
denies a rogue the ability to sneak attack the barbarian by
f lanking him, unless the attacker has at least four more
rogue levels than the target has barbarian levels. If a
character already has uncanny dodge 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 f lank the character.
[*]
Damage Reduction (Ex): At 7th level, a barbarian
gains damage reduction. 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, when a barbarian enters
rage, she can choose to enter a greater rage. The bonus
to her Strength and Constitution increases to +6 and the
morale bonus on her Will saves increases to +3. A barbarian
must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
[/list]