MammonAzrael
2011-03-28, 08:11 PM
Barbarian
This is the barbarian class for the d20r system (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth). Posted with Fax's permission. Fax is also considering having the barbarian as a set of alternate class features, found here (http://wiki.faxcelestis.net/index.php?title=D20r:Science). Discussion of the class can also be found on the Competitor boards here (http://forum.faxcelestis.net/viewtopic.php?f=2&t=401). For those not familiar with Fax's d20r, an overview of the differences between it and 3.5 can be found here (http://forum.faxcelestis.net/viewtopic.php?f=2&t=256). You can find the basics of natures here (http://wiki.faxcelestis.net/index.php?title=D20r:Natures), they may receive their own thread.
Hit Dice: d12
Skill sets: (http://forum.faxcelestis.net/viewtopic.php?f=2&t=18) A barbarian has the warrior skill set and chooses two others.
Prowess: (http://wiki.faxcelestis.net/index.php?title=D20r:Feats) A barbarian receives 6 points of prowess per level.
Table: Barbarian
{table=head]Level|
Base Attack[br]Bonus|Fort|Ref|Will|Special|
Fast[br]Movement
1st|+1|+2|+1|+0|Focus, illiteracy, nature (aspect)|+10'
2nd|+2|+3|+1|+0|Intensified focus|+10'
3rd|+3|+3|+2|+1|Uncanny dodge|+10'
4th|+4|+4|+2|+1|Bonus racial feat|+10'
5th|+5|+4|+3|+1|Nature (heart)|+15'
6th|+6/+1|+5|+3|+2|Intensified focus|+15'
7th|+7/+2|+5|+3|+2|Improved uncanny dodge|+15'
8th|+8/+3|+6|+4|+2|Toughened skin|+15'
9th|+9/+4|+6|+4|+3|Bonus racial feat, nature (mind)|+15'
10th|+10/+5|+7|+5|+3|Intensified focus|+20'
11th|+11/+6/+1|+7|+5|+3|Greater focus|+20'
12th|+12/+7/+2|+8|+6|+4|Indomitable will|+20'
13th|+13/+8/+3|+8|+6|+4|Nature (spirit)|+20'
14th|+14/+9/+4|+9|+6|+4|Bonus racial feat, intensified focus|+20'
15th|+15/+10/+5|+9|+7|+5|Instantaneous focus|+25'
16th|+16/+11/+6/+1|+10|+7|+5|Improved toughened skin|+25'
17th|+17/+12/+7/+2|+10|+8|+5|Nature (soul)|+25'
18th|+18/+13/+8/+3|+11|+8|+6|Intensified focus|+25'
19th|+19/+14/+9/+4|+11|+9|+6|Bonus racial feat|+25'
20th|+20/+15/+10/+5|+12|+9|+6|Singular focus|+30'[/table]
Weapon and Armor Proficiencies
A barbarian has proficiency with simple weapons and two other weapon groups, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex) [Martial]
A barbarian’s land speed is faster than the norm for his race, as indicated on the Table: Barbarian. 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.
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 he 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 he or she already had.
Nature [Primal, Progressing]
A barbarian deeply in tune with their natures, and may select an aspect tier instinct. At 4th level they may select a heart tier instinct. At 9th level they may select a mind tier instinct. At 13th level you may select a spirit tier instinct. And at 17th level you may select a soul tier instinct.
Focus (Ex) [Primal]
A barbarian can become incredibly focused in combat a certain number of rounds per encounter. While focused, a barbarian temporarily gains either a +4 bonus to Strength or Dexterity, which is chosen when the barbarian gains this ability and cannot be changed. Additionally, he gains a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the focus when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)
While focused, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
A barbarian may become focused as a free action on his turn for a number of rounds per encounter equal to 3 + his Hero Value. A barbarian may end his focus as a swift action. At the end of the focus, the barbarian loses the focus modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for a number of minutes equal to the number of rounds he spent focused. A barbarian cannot become focused as long as he is fatigued or exhausted.
Intensified Focus (Ex) [Primal, Progressing]
At 2nd level a barbarian’s personality starts to show while he is focused. While all barbarians can become focused, each barbarian expresses that concentration and skill in a unique way. Select one of the following augmentations. It becomes a part of your focus, modifying it to best reflect the barbarian. You may select an additional augment at 6th, 10th, 14th, and 18th levels. These augments only apply while you are focused.
All allies within 30', yourself included, gain a +1 morale bonus to attack and damage rolls and saves against fear effects. You may select this augment multiple times. Each additional time you select it the morale bonus increase by +2 and the range is extended by 10'.
As a swift action, you may add twice the number or rounds remaining in your focus to all your attack and damage rolls for the rest of the turn, and your focus ends at the end of that turn. You are exhausted (http://www.d20srd.org/srd/conditionSummary.htm#exhausted) for 1 minute after ending your focus in this fashion.
As a swift action, you may aim your next blow at a vital area of your opponent. An opponent you threaten must make a Reflex save (DC 10 + 1/2 your class level + Intelligence modifier) or the next melee attack you make against them this round automatically threatens a critical if it hits. You may select this augment multiple times. Each time you do you increase the DC by +2 and you receive a +2 bonus to confirming the critical hit granted from this ability.
As a swift action, you may bellow fearsomely. Every enemy that can hear you must make a Will save (DC 10 + 1/2 your class level + Charisma modifier) or be shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1 round. You may select this augment multiple times. Each time you do increase the DC by 2 and the duration of the shaken condition by 1 round.
As a swift action, you may designate an opponent you can see. You gain a +2 morale bonus to attack and damage rolls and saving throws against the selected opponent. You take an additional penalty to your AC against attacks made by the designated opponent equal to the morale bonus. You may only designate one opponent at a time. You may select this augment multiple times. Each additional time you select it increase the morale bonuses by +2.
As a swift action, you may press your opponents with hammering blows. Every enemy that you make a melee attack against this round must make a Fortitude save (DC 10 + 1/2 your class level + Wisdom modifier) or be fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 1d6 rounds. You may select this augment multiple times. Each time you do increase the DC by 2 and the duration of the fatigued condition by 1 round.
Double the prowess invested in all of your feats.
Double the prowess invested in all of your weapon proficiencies.
You are immune to fatigue (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) and exhaustion (http://www.d20srd.org/srd/conditionSummary.htm#exhausted) and are no longer fatigued once a rage ends. You may select this augment multiple times. Each time you do select two of the following conditions, you are now immune to those as well: cowering (http://www.d20srd.org/srd/conditionSummary.htm#cowering), dazed (http://www.d20srd.org/srd/conditionSummary.htm#dazed), fascinated (http://www.d20srd.org/srd/conditionSummary.htm#fascinated), frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened), nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated), panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked), shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken), sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened), stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned).
You do not take a -2 penalty to your Armor Class. You may select this augment multiple times. Each additional time you select it you gain a +2 dodge bonus to your AC
You gain 1 additional attack at your highest base attack bonus whenever you perform a full attack. You must have at least 4 other [i]intensified focus augments to select this ability.
You gain a +1 morale bonus to all saving throws and rolling a 1 is no longer an automatic failure (this stacks with the morale bonus normally provided by focus). You may select this augment multiple times. Each additional time you select it the bonus increases by +2.
You gain an extra +2 Strength and +2 Constitution. You may select this augment multiple times.
You gain an extra +2 Dexterity and +2 Constitution. You may select this augment multiple times.
You gain temporary hit points equal to your Constitution modifier at the start of each round (temporary hit points don’t stack).
You have Evasion. You may select this augment an additional time. If you do you have Improved Evasion instead.
You have Improved Grab. You may select this augment multiple times. Each additional time you select it you gain a +4 bonus to all grapple checks.
You have Mettle.
You have Pounce. You must have at least 2 other intensified focus augments to select this ability.
You ignore up to 5 points of damage reduction and hardness. You may select this augment multiple times. Each additional time you select it increase the damage reduction and hardness ignored by 5.
Your bonus speed from fast movement is doubled.
Your melee attacks deal +1d12 damage. You may select this augment multiple times.
Your reach is increased by 5'. You must have at least 2 other intensified focus augments to select this ability.
Uncanny Dodge (Ex) [Martial]
At 3rd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, 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 instead.
Bonus Racial Feat
At 4th level a barbarian has gotten in touch with his ancestors. He gains a bonus feat with his racial description. He gains another bonus racial feat at 9th, 14th, and 19th levels.
Improved Uncanny Dodge (Ex) [Martial]
At 7th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking 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 flank the character.
Toughened Skin (Ex) [Martial]
At 8th level the barbarian gains damage reduction 5/--.
Greater Focus (Ex) [Primal]
At 11th level, a barbarian’s bonuses to Strength or Dexterity (depending on what was chosen) and Constitution while he is focused each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex) [Primal]
A barbarian gains a terrific clarity of thought while he is focused, becoming incredibly difficult to influence. At 12th level you may reroll any 1 Will save per focus and use the higher result.
Instantaneous Focus (Ex) [Primal]
At 15th level a barbarian can become focused at a moment’s notice. You may become focused at any time, even when it’s not your turn or you’re surprised. You can activate your focus as a response to another’s action.
Improved Toughened Skin (Ex) [Martial]
At 16th level the barbarian’s damage reduction increases to 10/--.
Singular Focus (Ex) [Primal]
At 20th level, a barbarian’s bonuses to Strength or Dexterity (depending on what was chosen) and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Updates -
4/5/2011 Added natures
Changed when you get intensified rage from 2nd/5th/8th/11th/14th/17th/20th to 2nd/6th/10th/14th/18th
Changed greater rage to be gained at 11th level
Changed indomitable will to be gained at 12th level
Added toughened skin at 8th level and changed the 16th level one to improved toughened skin
Changed rage to focus (and the other rage-based abilities to focus), and made it clearer that it could be used one per encounter
Modified intensified focus abilities, and add prereqs to some options
Changed the increased morale bonus to allies attack/damage rolls and save vs fear from +1 to +2 when selected additional times
Changed the swift action bellow to increase it’s duration by 1 round when selected multiple times
Changed the increased morale bonus to your saves from +1 to +2 when selected additional times
Made the additional attack augment require 4 other augments first.
Made the pounce augment require 2 other augments first
Changed the bonus dice damage from 1d6 to 1d12
Made the reach augment require 2 other augments first
4/6/2011 Changed focus to select either Str or Dex
Changed greater focus and singular focus to reflect Dex option
Modified intensified focus abilities, and add prereqs to some options
Added the augment that removes the AC penalty and adds a dodge bonus
Added a +2 Dex/Con augment
Added the augment that doubles weapon proficiency prowess.
Removed the augment that switched your Str bonus to Dex
4/18/2010 Added keywords to class abilities
Modified intensified focus abilities, and add prereqs to some options
Added the Int-based augment that auto threatens a crit
Added the Wis-based augment that fatigues enemies
Changed the initial duration of the Cha-based shaken from 1d6 rounds to 1 round
Added a note that you count yourself as an ally for the Moral bonus aura
This is the barbarian class for the d20r system (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth). Posted with Fax's permission. Fax is also considering having the barbarian as a set of alternate class features, found here (http://wiki.faxcelestis.net/index.php?title=D20r:Science). Discussion of the class can also be found on the Competitor boards here (http://forum.faxcelestis.net/viewtopic.php?f=2&t=401). For those not familiar with Fax's d20r, an overview of the differences between it and 3.5 can be found here (http://forum.faxcelestis.net/viewtopic.php?f=2&t=256). You can find the basics of natures here (http://wiki.faxcelestis.net/index.php?title=D20r:Natures), they may receive their own thread.
Hit Dice: d12
Skill sets: (http://forum.faxcelestis.net/viewtopic.php?f=2&t=18) A barbarian has the warrior skill set and chooses two others.
Prowess: (http://wiki.faxcelestis.net/index.php?title=D20r:Feats) A barbarian receives 6 points of prowess per level.
Table: Barbarian
{table=head]Level|
Base Attack[br]Bonus|Fort|Ref|Will|Special|
Fast[br]Movement
1st|+1|+2|+1|+0|Focus, illiteracy, nature (aspect)|+10'
2nd|+2|+3|+1|+0|Intensified focus|+10'
3rd|+3|+3|+2|+1|Uncanny dodge|+10'
4th|+4|+4|+2|+1|Bonus racial feat|+10'
5th|+5|+4|+3|+1|Nature (heart)|+15'
6th|+6/+1|+5|+3|+2|Intensified focus|+15'
7th|+7/+2|+5|+3|+2|Improved uncanny dodge|+15'
8th|+8/+3|+6|+4|+2|Toughened skin|+15'
9th|+9/+4|+6|+4|+3|Bonus racial feat, nature (mind)|+15'
10th|+10/+5|+7|+5|+3|Intensified focus|+20'
11th|+11/+6/+1|+7|+5|+3|Greater focus|+20'
12th|+12/+7/+2|+8|+6|+4|Indomitable will|+20'
13th|+13/+8/+3|+8|+6|+4|Nature (spirit)|+20'
14th|+14/+9/+4|+9|+6|+4|Bonus racial feat, intensified focus|+20'
15th|+15/+10/+5|+9|+7|+5|Instantaneous focus|+25'
16th|+16/+11/+6/+1|+10|+7|+5|Improved toughened skin|+25'
17th|+17/+12/+7/+2|+10|+8|+5|Nature (soul)|+25'
18th|+18/+13/+8/+3|+11|+8|+6|Intensified focus|+25'
19th|+19/+14/+9/+4|+11|+9|+6|Bonus racial feat|+25'
20th|+20/+15/+10/+5|+12|+9|+6|Singular focus|+30'[/table]
Weapon and Armor Proficiencies
A barbarian has proficiency with simple weapons and two other weapon groups, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex) [Martial]
A barbarian’s land speed is faster than the norm for his race, as indicated on the Table: Barbarian. 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.
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 he 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 he or she already had.
Nature [Primal, Progressing]
A barbarian deeply in tune with their natures, and may select an aspect tier instinct. At 4th level they may select a heart tier instinct. At 9th level they may select a mind tier instinct. At 13th level you may select a spirit tier instinct. And at 17th level you may select a soul tier instinct.
Focus (Ex) [Primal]
A barbarian can become incredibly focused in combat a certain number of rounds per encounter. While focused, a barbarian temporarily gains either a +4 bonus to Strength or Dexterity, which is chosen when the barbarian gains this ability and cannot be changed. Additionally, he gains a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the focus when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.)
While focused, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
A barbarian may become focused as a free action on his turn for a number of rounds per encounter equal to 3 + his Hero Value. A barbarian may end his focus as a swift action. At the end of the focus, the barbarian loses the focus modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for a number of minutes equal to the number of rounds he spent focused. A barbarian cannot become focused as long as he is fatigued or exhausted.
Intensified Focus (Ex) [Primal, Progressing]
At 2nd level a barbarian’s personality starts to show while he is focused. While all barbarians can become focused, each barbarian expresses that concentration and skill in a unique way. Select one of the following augmentations. It becomes a part of your focus, modifying it to best reflect the barbarian. You may select an additional augment at 6th, 10th, 14th, and 18th levels. These augments only apply while you are focused.
All allies within 30', yourself included, gain a +1 morale bonus to attack and damage rolls and saves against fear effects. You may select this augment multiple times. Each additional time you select it the morale bonus increase by +2 and the range is extended by 10'.
As a swift action, you may add twice the number or rounds remaining in your focus to all your attack and damage rolls for the rest of the turn, and your focus ends at the end of that turn. You are exhausted (http://www.d20srd.org/srd/conditionSummary.htm#exhausted) for 1 minute after ending your focus in this fashion.
As a swift action, you may aim your next blow at a vital area of your opponent. An opponent you threaten must make a Reflex save (DC 10 + 1/2 your class level + Intelligence modifier) or the next melee attack you make against them this round automatically threatens a critical if it hits. You may select this augment multiple times. Each time you do you increase the DC by +2 and you receive a +2 bonus to confirming the critical hit granted from this ability.
As a swift action, you may bellow fearsomely. Every enemy that can hear you must make a Will save (DC 10 + 1/2 your class level + Charisma modifier) or be shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1 round. You may select this augment multiple times. Each time you do increase the DC by 2 and the duration of the shaken condition by 1 round.
As a swift action, you may designate an opponent you can see. You gain a +2 morale bonus to attack and damage rolls and saving throws against the selected opponent. You take an additional penalty to your AC against attacks made by the designated opponent equal to the morale bonus. You may only designate one opponent at a time. You may select this augment multiple times. Each additional time you select it increase the morale bonuses by +2.
As a swift action, you may press your opponents with hammering blows. Every enemy that you make a melee attack against this round must make a Fortitude save (DC 10 + 1/2 your class level + Wisdom modifier) or be fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) for 1d6 rounds. You may select this augment multiple times. Each time you do increase the DC by 2 and the duration of the fatigued condition by 1 round.
Double the prowess invested in all of your feats.
Double the prowess invested in all of your weapon proficiencies.
You are immune to fatigue (http://www.d20srd.org/srd/conditionSummary.htm#fatigued) and exhaustion (http://www.d20srd.org/srd/conditionSummary.htm#exhausted) and are no longer fatigued once a rage ends. You may select this augment multiple times. Each time you do select two of the following conditions, you are now immune to those as well: cowering (http://www.d20srd.org/srd/conditionSummary.htm#cowering), dazed (http://www.d20srd.org/srd/conditionSummary.htm#dazed), fascinated (http://www.d20srd.org/srd/conditionSummary.htm#fascinated), frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened), nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated), panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked), shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken), sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened), stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned).
You do not take a -2 penalty to your Armor Class. You may select this augment multiple times. Each additional time you select it you gain a +2 dodge bonus to your AC
You gain 1 additional attack at your highest base attack bonus whenever you perform a full attack. You must have at least 4 other [i]intensified focus augments to select this ability.
You gain a +1 morale bonus to all saving throws and rolling a 1 is no longer an automatic failure (this stacks with the morale bonus normally provided by focus). You may select this augment multiple times. Each additional time you select it the bonus increases by +2.
You gain an extra +2 Strength and +2 Constitution. You may select this augment multiple times.
You gain an extra +2 Dexterity and +2 Constitution. You may select this augment multiple times.
You gain temporary hit points equal to your Constitution modifier at the start of each round (temporary hit points don’t stack).
You have Evasion. You may select this augment an additional time. If you do you have Improved Evasion instead.
You have Improved Grab. You may select this augment multiple times. Each additional time you select it you gain a +4 bonus to all grapple checks.
You have Mettle.
You have Pounce. You must have at least 2 other intensified focus augments to select this ability.
You ignore up to 5 points of damage reduction and hardness. You may select this augment multiple times. Each additional time you select it increase the damage reduction and hardness ignored by 5.
Your bonus speed from fast movement is doubled.
Your melee attacks deal +1d12 damage. You may select this augment multiple times.
Your reach is increased by 5'. You must have at least 2 other intensified focus augments to select this ability.
Uncanny Dodge (Ex) [Martial]
At 3rd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, 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 instead.
Bonus Racial Feat
At 4th level a barbarian has gotten in touch with his ancestors. He gains a bonus feat with his racial description. He gains another bonus racial feat at 9th, 14th, and 19th levels.
Improved Uncanny Dodge (Ex) [Martial]
At 7th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking 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 flank the character.
Toughened Skin (Ex) [Martial]
At 8th level the barbarian gains damage reduction 5/--.
Greater Focus (Ex) [Primal]
At 11th level, a barbarian’s bonuses to Strength or Dexterity (depending on what was chosen) and Constitution while he is focused each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex) [Primal]
A barbarian gains a terrific clarity of thought while he is focused, becoming incredibly difficult to influence. At 12th level you may reroll any 1 Will save per focus and use the higher result.
Instantaneous Focus (Ex) [Primal]
At 15th level a barbarian can become focused at a moment’s notice. You may become focused at any time, even when it’s not your turn or you’re surprised. You can activate your focus as a response to another’s action.
Improved Toughened Skin (Ex) [Martial]
At 16th level the barbarian’s damage reduction increases to 10/--.
Singular Focus (Ex) [Primal]
At 20th level, a barbarian’s bonuses to Strength or Dexterity (depending on what was chosen) and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Updates -
4/5/2011 Added natures
Changed when you get intensified rage from 2nd/5th/8th/11th/14th/17th/20th to 2nd/6th/10th/14th/18th
Changed greater rage to be gained at 11th level
Changed indomitable will to be gained at 12th level
Added toughened skin at 8th level and changed the 16th level one to improved toughened skin
Changed rage to focus (and the other rage-based abilities to focus), and made it clearer that it could be used one per encounter
Modified intensified focus abilities, and add prereqs to some options
Changed the increased morale bonus to allies attack/damage rolls and save vs fear from +1 to +2 when selected additional times
Changed the swift action bellow to increase it’s duration by 1 round when selected multiple times
Changed the increased morale bonus to your saves from +1 to +2 when selected additional times
Made the additional attack augment require 4 other augments first.
Made the pounce augment require 2 other augments first
Changed the bonus dice damage from 1d6 to 1d12
Made the reach augment require 2 other augments first
4/6/2011 Changed focus to select either Str or Dex
Changed greater focus and singular focus to reflect Dex option
Modified intensified focus abilities, and add prereqs to some options
Added the augment that removes the AC penalty and adds a dodge bonus
Added a +2 Dex/Con augment
Added the augment that doubles weapon proficiency prowess.
Removed the augment that switched your Str bonus to Dex
4/18/2010 Added keywords to class abilities
Modified intensified focus abilities, and add prereqs to some options
Added the Int-based augment that auto threatens a crit
Added the Wis-based augment that fatigues enemies
Changed the initial duration of the Cha-based shaken from 1d6 rounds to 1 round
Added a note that you count yourself as an ally for the Moral bonus aura