Jane_Smith
2011-04-19, 10:21 PM
~~~~~~~~~~~~The Barbarian~~~~~~~~~~~~
http://i51.tinypic.com/2ijqa7r.jpg
“Anyone can be a barbarian; it requires a terrible effort to remain a civilized man” ~ Leonard Sidney Woolf
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ The Barbarian ~~~
THE BARBARIAN
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Endurance, Fortified Resolve (3), Fury, Rage
2nd|
+2|
+3|
+3|
+0|Fury, Uncanny Dodge
3rd|
+3|
+3|
+3|
+1|Fortified Resolve (6)
4th|
+4|
+4|
+4|
+1|Fury, Indomitable Will (+1)
5th|
+5|
+4|
+4|
+1|Fortified Resolve (9)
6th|
+6/+1|
+5|
+5|
+2|Fury, Improved Uncanny Dodge
7th|
+7/+2|
+5|
+5|
+2|Fortified Resolve (12)
8th|
+8/+3|
+6|
+6|
+2|Fury, Indomitable Will (+2)
9th|
+9/+4|
+6|
+6|
+3|Fortified Resolve (15)
10th|
+10/+5|
+7|
+7|
+3|Fury, Greater Rage
11th|
+11/+6/+1|
+7|
+7|
+3|Fortified Resolve (18)
12th|
+12/+7/+2|
+8|
+8|
+4|Fury, Indomitable Will (+3)
13th|
+13/+8/+3|
+8|
+8|
+4|Fortified Resolve (21)
14th|
+14/+9/+4|
+9|
+9|
+4|Fury, Tireless Rage
15th|
+15/+10/+5|
+9|
+9|
+5|Fortified Resolve (24)
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Fury, Indomitable Will (+4)
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Fortified Resolve (27)
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Fury, Mighty Rage
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Fortified Resolve (30)
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Fury, Indomitable Will (+5)[/table]
Alignment: Any.
Hit Dice: d12.
Base Attack: Good.
Saves: Good Fortitude, Good Reflex, Poor Willpower.
Class Skills
The Barbarian's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (nature) (Int), Knowledge (war) (Int), Perception (Wis), and Survival (Wis).
Skill Points per Level: 4 + Int modifier.
The Barbarian Table
1st-- Endurance, Fortified Resolve (3), Fury, Rage
2nd-- Fury, Uncanny Dodge
3rd-- Fortified Resolve (6)
4th-- Fury, Indomitable Will (+1)
5th-- Fortified Resolve (9)
6th-- Fury, Improved Uncanny Dodge
7th-- Fortified Resolve (12)
8th-- Fury, Indomitable Will (+2)
9th-- Fortified Resolve (15)
10th- Fury, Greater Rage
11th- Fortified Resolve (18)
12th- Fury, Indomitable Will (+3)
13th- Fortified Resolve (21)
14th- Fury, Tireless Rage
15th- Fortified Resolve (24)
16th- Fury, Indomitable Will (+4)
17th- Fortified Resolve (27)
18th- Fury, Mighty Rage
19th- Fortified Resolve (30)
20th- Fury, Indomitable Will (+5)
Class Features
Weapons and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Maneuvers: You begin your career with knowledge with five martial maneuvers. The disciplines available to you are Stone Dragon, Iron Heart, Tiger Claw, Setting Sun, and White Raven.
Once you know a maneuver, you must ready it before you can use it. A maneuver is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered barbarian level after that, you can choose to learn a new maneuver in place you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For exampl, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisites of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by practicing for 5 minutes. The maneuvers you choose remain readied until you decide to practice again and chance them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unpexpended, regardless of how many times you might have already used them sinse you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon, beating your chest, or flexing your shoulders). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from the Stone Dragon, Iron Heart, Tiger Claw, Setting Sun, or White Raven discipline. At higher levels, you gain additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Endurance: At 1st level, the barbarian gains the Endurance feat as a bonus feat, even if she doesnt meet the prerequisites.
Fortified Resolve (Ex):Starting at 1st level, you can ignore 3 points of damage each round of any type, be it physical, magical, or otherwise. You do not have to ignore the full value immediately upon taking damage in a round, and may divide the amount of damage ignored between multiple sources of damage. The damage negated happens after any other damage reduction, energy resistance, or immunities apply, but before actual hit point damage is received. At the beginning of each of your turns, the amount of damage you can negate that round returns to its full value.
At level 3, and every two levels thereafter, the amount of damage you can ignore each round is increased by 3 (to a maximum of 30 by 19th level).
Rage (Ex): At 1st level, 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, do not increase a barbarian’s total number of rage points, however perminant increases to constitution are retriactive. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. A barbarian can enter and maintain a 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 a rage, the barbarian gains a +4 bonus to 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 additional hit points per Hit Dice, but disappear when the rage ends and are not lost first like temporary hit points. While raging, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills (Except for Balance, Escape Artist, Intimidate, Ride and Tumble) or the Concentration skill, or any abilities that require patience or concentration.
A barbarian can end her rage as a free action and is fatigued for a number of rounds equal to twice the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter a rage multiple times during a single encounter or combat.
Fury: As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 1st level, a barbarian gains one fury. She gains an additional fury at 2nd level, and an additional fury every two levels thereafter. A barbarian can use her furies only while raging. A barbarian cannot select an individual fury more than once unless otherwise noted.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ape Fury
- You gain a climb speed equal to one-half your base speed land speed (rounded down to the nearest 5-foot interval).
- You gain a +4 bonus to all Influence checks made to Intimidate.
- You gain a +2 bonus to all Combat Maneuver checks made to Disarm, and to your combat Maneuver Defense to resist being Disarmed.
Bear Fury
- You gain an additional +2 Strength and +2 Constitution.
- You gain a +2 bonus on all Combat Maneuver checks made to Grapple or Sunder.
Boar Fury
- You permanently gain the Diehard as a bonus feat, even while not raging, and even if you do not meet the prerequisites.
- While raging, your Fortified Resolve value is increased by an amount equal to one-half your barbarian level, rounded down (minimum 1).
Dragon Fury
- You permanently gain Blind-Fight as a bonus feat, even while not raging, and even if you do not meet the prerequisites.
- You gain a +2 bonus on all saves against paralysis and sleep effects.
- You gain the frightful presence ability. The DC is equal to 10 + 1/2 your barbarian level + your barbarian's cha modifier, with a radius of 10 ft. + 5 ft/5 levels of barbarian you possess (maximum 30 ft.). Enemys who fail there saves are shaken so long as they remain in the area of effect and for 1d6 rounds after they leave. Even on a successful save, enemys exposed to this effect are immune to it for 24 hours.
Eagle Fury
- You gain a +2 bonus to Perception checks.
- You gain a +2 bonus to Will saves.
- You no longer receive any penalties associated with raging, and retain your ability to use abilities and tasks that require patience or concentration.
Horse Fury
- You permanently gain Run, even while not raging, and even if you do not meet the prerequisites.
- You permanently gain Strong Back, even while not raging, and even if you do not meet the prerequisites.
- You gain an additional 10 feet to your base land speed.
Lion Fury
- You gain the Pounce ability.
- You gain a +2 bonus on Stealth checks.
Mammoth Fury
- You gain an additional +2 Strength and +2 Constitution.
- You gain a +2 bonus on all Combat Maneuver checks made to Sunder and Trample.
Rhino Fury
- You gain a +2 bonus on all Combat Maneuver checks made to Bull Rush and Trample, and to your Combat Maneuver Defense to resist being Bull Rushed or Trampled.
- You gain an additional +2 damage to all attacks made after a charge until the beginning of your next turn for every 10 ft. you move during that charge.
Serpent Fury
- You gain a +2 bonus on Fortitude saves against poison.
- You gain a +2 bonus on Stealth checks.
- You gain a +2 bonus on Combat Maneuver checks made to Grapple, and to your Combat Maneuver Defense to resist being Grappled.
- You gain a +2 bonus on Initiative checks.
Wolf Fury
- You gain a +2 bonus on Combat Maneuver checks made to Trip or Disarm.
- You gain a +4 bonus on Survival checks made to track, even while not raging.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Uncanny Dodge (Ex): At 2nd 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.
Indomitable Will (Ex): At 4th level, a barbarian gains a +1 bonus on Will saves to resist mind-affecting spells and effects. This stacks with the will save bonus gained when raging. At 8th level and every four levels thereafter this bonus increases by one, to a maximum of +5 at 20th level.
Improved Uncanny Dodge (Ex): At 6th level and higher, a barbarian can no longer be flanked. This defense denies a enemy the ability to apply precision based damaged from a source such as sneak attack to the character by flanking her, unless the attacker has at least four more levels than the target does in class levels that grant uncanny dodge. 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 required to flank the character.
Greater Rage (Ex): At 10th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Tireless Rage (Ex): At 14th level, a barbarian becomes immune to fatigue, and any effects that would cause him to become exhausted instead make him fatigued. At 18th level, he becomes immune to exhaustion.
Mighty Rage (Ex): At 18th level, a barbarian's bonuses to Strength 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.
~~~ Barbarian Maneuver Chart
{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known
1st| 5 | 5 |1
2nd| 6 | 5 | 1
3rd| 7 | 5 | 2
4th| 8 | 5 | 2
5th| 9 | 5 | 2
6th| 9 | 5 | 2
7th| 10 | 5 | 2
8th| 11 | 5 | 2
9th| 12 | 5 | 3
10th| 12 | 6 | 3
11th| 13 | 6 | 3
12th| 14 | 6 | 3
13th| 15 | 6 | 3
14th| 16 | 6 | 3
15th| 16 | 6 | 4
16th| 17 | 6 | 4
17th| 18 | 6 | 4
18th| 19 | 6 | 4
19th| 20 | 6 | 4
20th| 20 | 7 | 4
[/table]
http://i51.tinypic.com/2ijqa7r.jpg
“Anyone can be a barbarian; it requires a terrible effort to remain a civilized man” ~ Leonard Sidney Woolf
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ The Barbarian ~~~
THE BARBARIAN
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Endurance, Fortified Resolve (3), Fury, Rage
2nd|
+2|
+3|
+3|
+0|Fury, Uncanny Dodge
3rd|
+3|
+3|
+3|
+1|Fortified Resolve (6)
4th|
+4|
+4|
+4|
+1|Fury, Indomitable Will (+1)
5th|
+5|
+4|
+4|
+1|Fortified Resolve (9)
6th|
+6/+1|
+5|
+5|
+2|Fury, Improved Uncanny Dodge
7th|
+7/+2|
+5|
+5|
+2|Fortified Resolve (12)
8th|
+8/+3|
+6|
+6|
+2|Fury, Indomitable Will (+2)
9th|
+9/+4|
+6|
+6|
+3|Fortified Resolve (15)
10th|
+10/+5|
+7|
+7|
+3|Fury, Greater Rage
11th|
+11/+6/+1|
+7|
+7|
+3|Fortified Resolve (18)
12th|
+12/+7/+2|
+8|
+8|
+4|Fury, Indomitable Will (+3)
13th|
+13/+8/+3|
+8|
+8|
+4|Fortified Resolve (21)
14th|
+14/+9/+4|
+9|
+9|
+4|Fury, Tireless Rage
15th|
+15/+10/+5|
+9|
+9|
+5|Fortified Resolve (24)
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Fury, Indomitable Will (+4)
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Fortified Resolve (27)
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Fury, Mighty Rage
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Fortified Resolve (30)
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Fury, Indomitable Will (+5)[/table]
Alignment: Any.
Hit Dice: d12.
Base Attack: Good.
Saves: Good Fortitude, Good Reflex, Poor Willpower.
Class Skills
The Barbarian's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (nature) (Int), Knowledge (war) (Int), Perception (Wis), and Survival (Wis).
Skill Points per Level: 4 + Int modifier.
The Barbarian Table
1st-- Endurance, Fortified Resolve (3), Fury, Rage
2nd-- Fury, Uncanny Dodge
3rd-- Fortified Resolve (6)
4th-- Fury, Indomitable Will (+1)
5th-- Fortified Resolve (9)
6th-- Fury, Improved Uncanny Dodge
7th-- Fortified Resolve (12)
8th-- Fury, Indomitable Will (+2)
9th-- Fortified Resolve (15)
10th- Fury, Greater Rage
11th- Fortified Resolve (18)
12th- Fury, Indomitable Will (+3)
13th- Fortified Resolve (21)
14th- Fury, Tireless Rage
15th- Fortified Resolve (24)
16th- Fury, Indomitable Will (+4)
17th- Fortified Resolve (27)
18th- Fury, Mighty Rage
19th- Fortified Resolve (30)
20th- Fury, Indomitable Will (+5)
Class Features
Weapons and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Maneuvers: You begin your career with knowledge with five martial maneuvers. The disciplines available to you are Stone Dragon, Iron Heart, Tiger Claw, Setting Sun, and White Raven.
Once you know a maneuver, you must ready it before you can use it. A maneuver is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered barbarian level after that, you can choose to learn a new maneuver in place you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For exampl, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisites of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by practicing for 5 minutes. The maneuvers you choose remain readied until you decide to practice again and chance them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unpexpended, regardless of how many times you might have already used them sinse you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon, beating your chest, or flexing your shoulders). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: You begin play with knowledge of one 1st-level stance from the Stone Dragon, Iron Heart, Tiger Claw, Setting Sun, or White Raven discipline. At higher levels, you gain additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Endurance: At 1st level, the barbarian gains the Endurance feat as a bonus feat, even if she doesnt meet the prerequisites.
Fortified Resolve (Ex):Starting at 1st level, you can ignore 3 points of damage each round of any type, be it physical, magical, or otherwise. You do not have to ignore the full value immediately upon taking damage in a round, and may divide the amount of damage ignored between multiple sources of damage. The damage negated happens after any other damage reduction, energy resistance, or immunities apply, but before actual hit point damage is received. At the beginning of each of your turns, the amount of damage you can negate that round returns to its full value.
At level 3, and every two levels thereafter, the amount of damage you can ignore each round is increased by 3 (to a maximum of 30 by 19th level).
Rage (Ex): At 1st level, 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, do not increase a barbarian’s total number of rage points, however perminant increases to constitution are retriactive. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. A barbarian can enter and maintain a 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 a rage, the barbarian gains a +4 bonus to 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 additional hit points per Hit Dice, but disappear when the rage ends and are not lost first like temporary hit points. While raging, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills (Except for Balance, Escape Artist, Intimidate, Ride and Tumble) or the Concentration skill, or any abilities that require patience or concentration.
A barbarian can end her rage as a free action and is fatigued for a number of rounds equal to twice the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter a rage multiple times during a single encounter or combat.
Fury: As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 1st level, a barbarian gains one fury. She gains an additional fury at 2nd level, and an additional fury every two levels thereafter. A barbarian can use her furies only while raging. A barbarian cannot select an individual fury more than once unless otherwise noted.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ape Fury
- You gain a climb speed equal to one-half your base speed land speed (rounded down to the nearest 5-foot interval).
- You gain a +4 bonus to all Influence checks made to Intimidate.
- You gain a +2 bonus to all Combat Maneuver checks made to Disarm, and to your combat Maneuver Defense to resist being Disarmed.
Bear Fury
- You gain an additional +2 Strength and +2 Constitution.
- You gain a +2 bonus on all Combat Maneuver checks made to Grapple or Sunder.
Boar Fury
- You permanently gain the Diehard as a bonus feat, even while not raging, and even if you do not meet the prerequisites.
- While raging, your Fortified Resolve value is increased by an amount equal to one-half your barbarian level, rounded down (minimum 1).
Dragon Fury
- You permanently gain Blind-Fight as a bonus feat, even while not raging, and even if you do not meet the prerequisites.
- You gain a +2 bonus on all saves against paralysis and sleep effects.
- You gain the frightful presence ability. The DC is equal to 10 + 1/2 your barbarian level + your barbarian's cha modifier, with a radius of 10 ft. + 5 ft/5 levels of barbarian you possess (maximum 30 ft.). Enemys who fail there saves are shaken so long as they remain in the area of effect and for 1d6 rounds after they leave. Even on a successful save, enemys exposed to this effect are immune to it for 24 hours.
Eagle Fury
- You gain a +2 bonus to Perception checks.
- You gain a +2 bonus to Will saves.
- You no longer receive any penalties associated with raging, and retain your ability to use abilities and tasks that require patience or concentration.
Horse Fury
- You permanently gain Run, even while not raging, and even if you do not meet the prerequisites.
- You permanently gain Strong Back, even while not raging, and even if you do not meet the prerequisites.
- You gain an additional 10 feet to your base land speed.
Lion Fury
- You gain the Pounce ability.
- You gain a +2 bonus on Stealth checks.
Mammoth Fury
- You gain an additional +2 Strength and +2 Constitution.
- You gain a +2 bonus on all Combat Maneuver checks made to Sunder and Trample.
Rhino Fury
- You gain a +2 bonus on all Combat Maneuver checks made to Bull Rush and Trample, and to your Combat Maneuver Defense to resist being Bull Rushed or Trampled.
- You gain an additional +2 damage to all attacks made after a charge until the beginning of your next turn for every 10 ft. you move during that charge.
Serpent Fury
- You gain a +2 bonus on Fortitude saves against poison.
- You gain a +2 bonus on Stealth checks.
- You gain a +2 bonus on Combat Maneuver checks made to Grapple, and to your Combat Maneuver Defense to resist being Grappled.
- You gain a +2 bonus on Initiative checks.
Wolf Fury
- You gain a +2 bonus on Combat Maneuver checks made to Trip or Disarm.
- You gain a +4 bonus on Survival checks made to track, even while not raging.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Uncanny Dodge (Ex): At 2nd 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.
Indomitable Will (Ex): At 4th level, a barbarian gains a +1 bonus on Will saves to resist mind-affecting spells and effects. This stacks with the will save bonus gained when raging. At 8th level and every four levels thereafter this bonus increases by one, to a maximum of +5 at 20th level.
Improved Uncanny Dodge (Ex): At 6th level and higher, a barbarian can no longer be flanked. This defense denies a enemy the ability to apply precision based damaged from a source such as sneak attack to the character by flanking her, unless the attacker has at least four more levels than the target does in class levels that grant uncanny dodge. 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 required to flank the character.
Greater Rage (Ex): At 10th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Tireless Rage (Ex): At 14th level, a barbarian becomes immune to fatigue, and any effects that would cause him to become exhausted instead make him fatigued. At 18th level, he becomes immune to exhaustion.
Mighty Rage (Ex): At 18th level, a barbarian's bonuses to Strength 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.
~~~ Barbarian Maneuver Chart
{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known
1st| 5 | 5 |1
2nd| 6 | 5 | 1
3rd| 7 | 5 | 2
4th| 8 | 5 | 2
5th| 9 | 5 | 2
6th| 9 | 5 | 2
7th| 10 | 5 | 2
8th| 11 | 5 | 2
9th| 12 | 5 | 3
10th| 12 | 6 | 3
11th| 13 | 6 | 3
12th| 14 | 6 | 3
13th| 15 | 6 | 3
14th| 16 | 6 | 3
15th| 16 | 6 | 4
16th| 17 | 6 | 4
17th| 18 | 6 | 4
18th| 19 | 6 | 4
19th| 20 | 6 | 4
20th| 20 | 7 | 4
[/table]