Barbarians are brave, even reckless warriors whose great strength and heartiness makes them well suited for adventure. Where the fighter would rely on training and discipline, the barbarian enters a berserker state that makes him stronger, tougher, and more determined but less concerned with his health. These spectacular rages leave him winded, and he only has the energy for a few a day, but those usually suffice. He also knows the wild and runs at great speed.



To qualify to become a Barbarian, a character must fulfill all the following criteria.

  • Alignment: Any Non-Lawful

Class Skills


The class skills of the Barbarian are:

  • Balance
  • Climb
  • Craft: Armorsmithing
  • Craft: Weaponsmithing
  • Craft: Woodworking
  • Intimidate
  • Jump
  • Listen
  • Parry
  • Profession: Cook
  • Profession: Fisher
  • Profession: Miner
  • Profession: Woodcutter
  • Survival
  • Swim
  • Taunt

Class Features


Base Attack Bonus Progression: High

Skill Points at Each Level: 4 + Int modifier, x4 first level

Hit Dice: D12

Weapon and Armor Proficiency: The Barbarian is proficient in the use of simple and martial weapons, light and medium armor, and shields (except for tower shields).

Rage: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution, regeneration of 2 HP/round, and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is fatigued and suffers a -2 Strength, -2 Dexterity and a -10% movement penalty for 5 rounds.

-At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Constitution, +3 to Will saves, Immunity to Critical Hits, and regeneration of 5 HP/round (the -2 penalty to Armor Class still applies).

-At 17th level, the barbarian gets Tireless Rage and no longer is affected by post-rage fatigue.

-At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, health regeneration increases to 10 per round, and the Will save bonus to +4. The AC penalty remains -2.

Use: Activated. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter. The feat has a cooldown timer that lasts as long as the length of the rage and fatigue (if any).

Fast Movement: A Barbarian has a 10% bonus to his movement rate.

Uncanny Dodge: A character with this feature can react to danger before her senses would normally allow her to do so. She 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 paralyzed. At 5th level, the Barbarian gains access to Improved Uncanny Dodge. A character with this feature can no longer be flanked. This defense denies another character the option to sneak attack the character by flanking her, unless the attacker has at least four more class levels, in their class which provides sneak attack, than the target does.

Trap Sense: This feature provides a bonus on reflex saves made to avoid traps and an equal dodge bonus to AC against attacks made by traps. Starting at third level with a +1 bonus, this ability increases by an additional +1 every three levels thereafter.

Damage Reduction: The Barbarian gains damage reduction 1/- at 7th level, increasing in value by an additional 1/- at every third level after gaining the ability. Damage reduction is the ability of a creature to effectively “shrug off” or instantly regenerate damage done to it. Damage reduction can reduce damage to 0 but not below 0.

Indominable Will: This feature improves rage. A character 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 he also receives during his rage. The Barbarian gains this ability at his 14th level.

Last updated byDispater