House Rules: Classes - Barbarian

This campaign uses the Unchained Barbarian from Pathfinder Unchained except for the changes noted below.

Level BAB Fort Save Ref Save Will Save Special
1 +1 +2 +2 +0 Fast movement +10 ft., rage
2 +2 +3 +3 +0 Rage power, uncanny dodge
3 +3 +3 +3 +1 Rage power, danger sense +1
4 +4 +4 +4 +1 Fast movement +20 ft., rage power
5 +5 +4 +4 +1 Rage power, improved uncanny dodge
6 +6 +5 +5 +2 Rage power, danger sense +2
7 +7 +5 +5 +2 Damage reduction 1/—, rage power
8 +8 +6 +6 +2 Fast movement +30 ft., age power
9 +9 +6 +6 +3 Rage power, danger sense +3
10 +10 +7 +7 +3 Damage reduction 2/—, rage power
11 +11 +7 +7 +3 Greater rage, rage power
12 +12 +8 +8 +4 Danger sense +4, fast movement +40 ft., rage power
13 +13 +8 +8 +4 Damage reduction 3/—, rage power
14 +14 +9 +9 +4 Indomitable will, rage power
15 +15 +9 +9 +5 Rage power, danger sense +5
16 +16 +10 +10 +5 Damage reduction 4/—, fast movement +50 ft., rage power
17 +17 +10 +10 +5 Rage power, tireless rage
18 +18 +11 +11 +6 Rage power, danger sense +6
19 +19 +11 +11 +6 Damage reduction 5/—, rage power
20 +20 +12 +12 +6 Fast movement +60 ft., mighty rage, rage power

Class skills: The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (martial) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Fast Movement (Ex)

At 1st level , a barbarian’s increases all forms of speed 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. This bonus stacks with any other bonuses to the barbarian’s speed. At 4th level, and every four levels thereafter, this speed increase increases by 10 feet.

Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to DV. The increase to Constitution grants the barbarian 2 hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers (Ex)

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every level 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. A barbarian can select an individual power more than once. Unless otherwise noted, the effects do not stack, but the number of uses per day do stack.

Rage Powers


Ancestor Totem, Greater (Su)

Prerequisites: Barbarian 10, ancestor totem rage power
Benefits: The barbarian’s insight bonus to her chosen skill increases to +6. During her rage, she gains advantage on a skill check in the chosen skill.

Animal Fury (Ex)

Benefits: While raging, the barbarian gains a bite attack that deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus one and a half times the sum of the barbarian’s Strength and Dexterity modifiers. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. If the barbarian already has a bite attack, it deals damage as if one size larger.

Armor Ripper (Ex)

Benefits: While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks. This bonus increases by 1 every four barbarian levels.

Auspicious Mark (Su)

Benefits: The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a simple action, the barbarian can call upon the spirits’ favor while raging. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Beast Totem, Lesser (Su)

Benefits: While raging, the barbarian gains two claw attacks. The claws deal 1d6 points of slashing damage (1d4 if Small) plus one and a half times the sum of the barbarian’s Strength and Dexterity modifiers. If the barbarian already has two claw attacks, they deal damage as if one size larger.

Bloody Fist (Ex)

Prerequisites: Barbarian 12
Benefits: While raging, the barbarian may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the barbarian must confirm a critical hit against an opponent with a natural attack or unarmed strike. The barbarian deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’s Strength modifier + the barbarian's Dexterity modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body.
Special: This power can be used any number of times while raging.

Clear Mind (Ex)

Prerequisites: Barbarian 8
Benefits: A barbarian may reroll a failed Will save. This power is used as a reaction after the first save is attempted, but before the results are revealed by the GM. The barbarian may choose which roll to use.
Special: This power can be used any number of times while raging.

Crippling Blow (Ex)

Prerequisites: Barbarian 8, powerful blow
Benefits: When using her powerful blow rage power, the barbarian can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage power or similar boosts to the damage of the powerful blow rage power) and instead deals 1 point of ability damage to the target’s Strength or Dexterity score for every four class levels the barbarian has attained. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier + the barbarian's Dexterity modifier) to halve this ability damage.

Cult Totem (Ex)

Prerequisites: Barbarian 6, lesser cult totem rage power
Benefits: The barbarian can make an attack of opportunity against a creature within her reach who damages an ally of the barbarian with a melee attack. Only the enemy, not the barbarian’s ally, needs to be within the barbarian’s melee reach in order for the barbarian to make this attack of opportunity. The barbarian can continue to use this ability against the same enemy if that enemy deals damage to an ally again.

Daemon Totem, Greater (Su)

Prerequisites: Barbarian 10, lesser daemon totem, daemon totem rage powers
Benefits: If the barbarian kills an intelligent creature with a CR equal to at least half her character level while raging, she heals 5 hit points. If she is already at her maximum number of hit points, she instead gains 5 temporary hit points, which stack if she kills multiple creatures.

Dragon Totem Wings (Su)

Prerequisites: Barbarian 10, dragon totem rage power, dragon totem resilience rage power
Benefits: When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her. While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average maneuverability). She can also spend a reaction to gain a fly speed at half her base speed (poor maneuverability) which lasts for 1 round, then increases to her full base speed (average maneuverability). She can end her fly speed at any time, even when it is not her turn. Each round she spends raging and flying still counts as 1 round of rage. Her ability to fly ends automatically when she ceases raging.

Eater of Magic (Su)

Prerequisites: Barbarian 10, superstition rage power
Benefits: When a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first.

Elemental Rage, Lesser (Su)

Prerequisites: Barbarian 4
Benefits: As a simple action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round, plus an additional round for every four barbarian levels beyond 4th.
Special: This power can be used multiple times during her rage to change her energy type.

Energy Absorption (Su)

Prerequisites: Barbarian 12, greater energy resistance rage power
Benefits: Any time while raging when the barbarian could be damaged from an attack that deals damage of her chosen energy type, she can instead absorb the energy from those attacks. She does not make a saving throw against the effect and takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. Temporary hit points gained from different attacks stack together, and last until the end of the barbarian’s rage.

Energy Eruption (Su)

Prerequisites: Barbarian 16, energy absorption rage power
Benefits: Any time while raging when the barbarian could be damaged from an attack that deals damage of her chosen energy type, she can instead absorb the energy from those attacks and unleash it upon her enemies. She does not make a saving throw against the effect and takes no damage from it, instead storing the damage she would have taken. Damage from multiple attacks of the chosen energy type stack. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) for half damage even if the original effect did not allow a save. The barbarian can unleash this breath weapon as long as she absorbs the chosen energy.

Powerful Blow (Ex)

Benefit: The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a free action before the roll to hit is made.
Special: This power can only be used once per round.

Spell Sunder (Ex)

Prerequisites: Barbarian 6, witch hunter rage power
Benefits: During her rage, the barbarian gains the benefits of the Shatterspell feat even if she does not meet its prerequisites.

Unexpected Strike (Ex)

Prerequisite: Barbarian 8
Benefit: The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.
Special: This power can only be used once per round.

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