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Thread: The Barbarian (3.5 Base Class, PEACH)

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    Default The Barbarian (3.5 Base Class, PEACH)

    The Barbarian


    Alignment: Any nonlawful

    HD: d12
    Class Skills: The barbarian's class skills are Balance, Climb, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival, Swim, and Tumble
    Skill Points: 4+Int per level (x4 at 1st level)

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+1|+2|+0|+0|Rage, Illiteracy, Totem Animal, DR 2/Silver

    2nd|+2|+3|+0|+0|Nature Sense, Totem Rage

    3rd|+3|+3|+1|+1|Totem Power

    4th|+4|+4|+1|+1|Totem Companion, DR 4/Silver

    5th|+5|+4|+1|+1|Totem Shape 1/day

    6th|+6/+1|+5|+2|+2|Totem Power

    7th|+7/+2|+5|+2|+2|DR 6/Silver

    8th|+8/+3|+6|+2|+2|Greater Rage

    9th|+9/+4|+6|+3|+3|Totem Power

    10th|+10/+5|+7|+3|+3|Totem Shape 2/day, DR 8/Silver

    11th|+11/+6/+1|+7|+3|+3|Totem Empathy

    12th|+12/+7/+2|+8|+4|+4|Totem Power

    13th|+13/+8/+3|+8|+4|+4|DR 10/Silver

    14th|+14/+9/+4|+9|+4|+4|Primitive Mind, Mighty Rage

    15th|+15/+10/+5|+9|+5|+5|Totem Power, Totem Shape 3/day

    16th|+16/+11/+6/+1|+10|+5|+5|DR 12/Silver

    17th|+17/+12/+7/+2|+10|+5|+5|Tireless Rage

    18th|+18/+13/+8/+3|+11|+6|+6|Totem Power

    19th|+19/+14/+9/+4|+11|+6|+6|DR 14/Silver

    20th|+20/+15/+10/+5|+12|+6|+6|Master of the Wild, Rage of the Avatar

    [/table]


    Class Features: The following are the barbarian's class features.

    Weapon and Armor Proficiency: Barbarians are proficient with all simple and martial weapons, as well as the double-sword and the lynxpaw (Races of the Wild). A barbarian is proficient with light and medium armor, and all shields (except tower shields).

    Illiteracy: A barbarian does not automatically know how to read and write. He may, at any point, spend 2 skill points to learn to read and write every language he can speak. A character who multiclasses to barbarian does not lose the ability to read or write, and a barbarian who gains levels in any non-illiterate class automatically gains literacy.

    Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

    While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he 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 for Balance, Escape Artist, Intimidate, or Ride), the Concentration skill, or any ability that requires patience or concentration.

    A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.

    Totem Animal (Ex): At 1st level, a barbarian chooses a single animal from the following list to be his "totem animal", a creature which he draws power from throughout his career. Once he makes this selection, he may not change it. At 1st level, he gains a bonus feat based on the animal he chose. He need not meet the prerequisites for this feat.

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    Ape: An ape totem barbarian gains the Toughness feat as a bonus feat.

    Bear: The bear totem barbarian gains the Great Fortitude feat as a bonus feat.

    Boar: The boar totem barbarian gains the Diehard feat as a bonus feat.

    Eagle: The eagle totem barbarian gains the Born Flyer feat (Races of the Wild) as a bonus feat.

    Horse: The horse totem barbarian gains the Run feat as a bonus feat.

    Lion: The lion totem barbarian gains the Lightning Reflexes feat as a bonus feat.

    Serpent Totem: A Serpent totem barbarian gains the Improved Grapple feat as a bonus feat.

    Wolf: The wolf totem barbarian gains the Track feat as a bonus feat.


    Damage Reduction/Silver (Ex): Even from the beginning of his career, the barbarian's true nature slowly starts to show through. His wounds start healing almost instantly, and yet...for some odd reason...he cries out in true pain when struck with a silver weapon. A barbarian gains Damage Reduction 2. This damage reduction is overcome by silver weapons. At 4th level, and every 3 levels after that, the damage reduction increases by another 2, to a maximum of DR 14/Silver at 19th level.

    Nature Sense (Ex): A barbarian is in tune with nature, and his understanding of nature allows him to easily identify its many inhabitants through instinct rather than research. Starting at 2nd level, a barbarian treats the Knowledge (Nature) skill as if it were a Wisdom-based skill, rather than an Intelligence-based skill. He adds his Wisdom modifier to all Knowledge (Nature) checks rather than his Intelligence modifier, and may make Knowledge (Nature) checks while raging. Additionally, he receives a +2 bonus to all Knowledge (Nature) and Survival checks.

    Totem Rage (Ex): Also starting at 2nd level, a barbarian is able to take on the features of his chosen totem while he rages. He gains one of the following effects for the duration of his rage.

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    All natural weapons gained as part of this class feature are treated as primary natural weapons for the barbarian. The damage listed is for a Medium barbarian.

    Ape Totem: While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.

    Bear Totem: While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.

    Boar Totem: While raging, you receive an additional +2 to your Constitution score, and you grow a pair of tusks. These tusks can be used as a gore attack, and deal 1d6 damage.

    Eagle Totem: While raging, you receive an additional +2 to your Dexterity score, and you grow a pair of sharp talons on your feet. You gain two natural talon attacks that deal 1d4 points of damage.

    Horse Totem: While raging, you receive an additional +2 to your Constitution score, and your feet harden together to make a pair of hooves. You gain 2 natural hoof attacks that deal 1d4 damage.

    Lion Totem: While raging, you receive an additional +2 to your Dexterity score and you grow a pair of claws. Your claws deal 1d4 damage.

    Serpent Totem: While raging, you receive an additional +2 to your Constitution score and you grow two sharp, small fangs. Your natural bite attack deals 1d4 points of damage.

    Wolf Totem: While raging, you receive an additional +2 to your Dexterity score and you grow some powerful canine teeth. Your natural bite attack deals 1d6 points of damage.


    Totem Power (Ex): At 3rd level, and every 3 levels after that, a barbarian gains a single special bonus from his totem animal.

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    Ape:
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    At 3rd level, an ape totem barbarian gains a natural climb speed, equal to one half his natural land speed, rounded down. He may always take 10 on Climb checks, even when threatened or under stress, retains his Dexterity modifier to his Armor Class while climbing, and receives a +8 racial bonus on all Climb checks.

    At 6th level, an ape totem barbarian gains the Powerful Build ability, which lets him treat himself as if he were one Size category larger than he is whenever it would be beneficial to him. He may use weapons one size category larger than himself without penalty, and gains an increased Size bonus to his opposed Strength checks. This bonus is lost when the barbarian becomes an ape through the Totem Shape ability.

    At 9th level, while an ape totem barbarian is raging, he gains a natural rend attack (in all forms). If he hits with both of his claws in a single full attack action, he immediately latches on to his target and rips them apart. The creature takes damage equal to twice his natural claw damage plus 1 1/2 times his Strength modifier (no attack roll needed). If the ape totem barbarian is raging while in dire ape form, his rend attack's damage is doubled. (4d6+3x his Strength modifier)

    At 12th level, the ape totem barbarian adds 1 1/2 times his Strength modifier to his damage rolls with one-handed weapons (including natural weapons), and twice his Strength modifier to damage rolls with two-handed weapons.

    At 15th level, while the ape totem barbarian is raging, he gains the benefits of the Rapidstrike feat (Draconomicon) as a bonus feat. He applies this feat to his natural claw attack in all forms.

    At 18th level, while an ape totem barbarian is raging, he grows one Size category. His gear grows with him unless it is already oversized. He receives a +2 Size bonus to his Strength score, and a -2 Size penalty to Dexterity. The ape totem barbarian cannot grow larger than Colossal with this feature. This is a non-magical extraordinary size increase that stacks with magical or psionic Size increases. An ape totem barbarian who has grown in Size does not gain the benefits of Powerful Build.


    Bear:
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    A 3rd level bear totem barbarian gains a natural swim speed equal to his land speed. He can take 10 on all Swim checks even when under stress or threatened, and gains a +8 racial bonus on Swim checks. This does not give him the aquatic subtype or allow him to breathe water.

    A 6th level bear totem barbarian gains the Improved Grab ability. To use this ability, a bear totem barbarian must successfully strike a creature up to one Size category larger than himself with a melee attack. He may then start a grapple as a free action without a touch attack or provoking an attack of opportunity.

    A 9th level bear totem barbarian gains advantages against a pinned foe. He receives a cumulative +2 bonus on his grapple checks made against a creature every round he maintains the pin, but if the pin is broken this bonus is lost. He receives the same bonus to any melee damage he deals to a creature he has pinned (the melee bonus damage is also cumulative)

    A 12th level bear totem barbarian gains the Improved Multiattack feat as a bonus feat. He need not meet the prerequisites for this feat.

    A 15th level bear totem barbarian can easily dispatch his opponents. Whenever he strikes the same opponent at least twice in one round, the creature must immediately make a Reflex save (DC 10+1/2 the bear totem barbarian's class level+the bear totem barbarian's Strength modifier) or be knocked prone. The bear totem barbarian receives a +2 bonus to the DC of this saving throw if he is raging.

    An 18th level bear totem barbarian finishes opponents quickly. While he is raging, whenever he starts a grapple against a prone creature (even through his Improved Grab ability) the bear totem barbarian receives a +4 bonus on all grapple checks made against that creature for 1 minute, and can immediately attempt to pin the creature that round (rather than having to successfully grapple it first)


    Boar:
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    A 3rd level boar totem barbarian gains 2 bonus hit points per class level. (This bonus is retroactive)

    A 6th level boar totem barbarian delivers powerful attacks at the end of a charge. The boar totem barbarian deals an extra +1d6 points of damage at the end of a charge if he is Medium or smaller, or 1d6 points of damage per Size category the barbarian is larger than Small if Large or larger.

    A 9th level boar totem barbarian grows thick hide all over his body. He receives a natural armor bonus in both his true form and his boar form equal to his amount of DR/Silver. This bonus stacks with the boar totem barbarian's animal form's natural armor (but it is not an enhancement bonus) but does not stack with any natural armor the boar totem barbarian might have in his true form.

    A 12th level boar totem barbarian never goes down. He gains Fast Healing equal to 1/4th his class level, or 1/2 his class level while raging.

    At 15th level, the boar totem barbarian's charge attack is even deadlier. While the boar totem barbarian is raging, when he successfully strikes an enemy at the end of a charge, that creature must make a Fortitude save (DC 10+1/2 the boar totem barbarian's class level+his Strength modifier) or be stunned for 1 round.

    At 18th level, the boar totem barbarian's defensive power improves. His Fast Healing ability becomes Regeneration instead. The boar totem barbarian takes normal damage from silver weapons.


    Eagle:
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    A 3rd level eagle totem barbarian receives a +2 bonus on his Spot checks. This bonus increases by +2 every time the eagle totem barbarian gains another Totem Power class feature (this bonus is in addition to the actual Totem Powers), to a maximum of +12 at level 18.

    A 6th level eagle totem barbarian can grow wings once per day. This process takes one minute, and lasts for 30 minutes per class level. These wings grant the eagle totem barbarian an extraordinary flight speed equal to the eagle totem barbarian's land speed, with average maneuverability.

    A 9th level eagle totem barbarian gains the Flyby Attack and Hover feats as bonus feats. He need not meet the prerequisites.

    A 12th level eagle totem barbarian can swoop down from the sky in a devastating attack that will crush his opponents. This is similar to a charge, except the eagle totem barbarian must descend at least 10 feet and move forward at least 30 feet in order to gain the benefits. If the eagle totem barbarian makes a dive attack while wielding a piercing weapon, he deals double damage with that attack.

    A 15th level eagle totem barbarian's dive attack is even more ferocious than it was before. When the eagle totem barbarian successfully strikes a creature with his dive attack while raging, that creature must make a Will save (DC 10+1/2 the eagle totem barbarian's class level+his Strength modifier) or be dazed for 1 round.

    An 18th level eagle totem barbarian's wings become permanent. His fly speed is now equal to twice his base land speed, and his maneuverability improves to good.


    Horse:
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    A 3rd level horse totem barbarian gains the Mounted Combat feat as a bonus feat. He need not qualify for the prerequisites. Every time he gains the Totem Power class feature after that, he gains an additional feat as a bonus feat. He need not meet any prerequisites. (The bonus feat will be listed in paranthises after the ability)

    A 6th level horse totem barbarian can use the Mounted Combat feat when he is struck while mounted, in addition to when his mount is struck. The feat works the same way, allowing the horse totem barbarian to substitute his Armor Class with a Ride check. (Ride-By Attack)

    A 9th level horse totem barbarian deals double damage with a lance while using his Ride-By Attack feat. (Spirited Charge)

    A 12th level horse totem barbarian who strikes a creature with his lance at the end of a mounted charge shocks every creature who sees his brutality. All enemies within 30 feet who can see him must make a Will save (DC 10+1/2 class level+Str mod) or be shaken for the duration of the encounter. If he is raging when he makes the attack, he receives a +2 bonus to the DC, which improves to +4 if his mount is also raging via the Share Rage class feature. (Improved Overrun)

    While a 15th level horse totem barbarian is raging, he treats his mount as if it were a Gargantuan creature for the purposes of Overrun checks. If he is raging, the mount is instead treated as if it were a Colossal creature. (Trample)

    An 18th level horse totem barbarian is able to finish off any creature with a single charge. If he successfully strikes a creature at the end of a mounted charge during a rage, his mount may make an Overrun attempt against the creature as a free action without provoking an attack of opportunity. If it succeeds, the mount's free attack from the Trample feat automatically threatens a critical hit (if the mount's attack is successful). (Cavalry Charger [Complete Warrior])


    Lion:
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    A 3rd level lion totem barbarian retains his ability to make Dexterity-based skill checks while enraged. Additionally, his base land speed improves by 10 feet.

    A 6th level lion totem barbarian gains the Pounce ability, allowing him to make a full attack at the end of a charge. Additionally, while raging, his fangs sharpen and transform into a natural bite attack. This is a secondary natural weapon that deals 1d6 points of damage.

    A 9th level lion totem barbarian gains the Camouflage and Hide in Plain Sight class features, as a ranger, while in forested or jungle terrain.

    A 12th level lion totem barbarian is able to work together with his allies, or when he is hunting his prey alone, and finish them off more quickly. He gains the Sneak Attack extraordinary ability, and deals an additional +1d6 points of damage per 4 class levels (max +5d6 at 20th) when the appropriate conditions are met (this ability stacks with Sneak Attack he has from other classes). A lion totem barbarian may only use his Sneak Attack ability with melee attacks.

    A 15th level lion totem barbarian may sacrifice any number of Sneak Attack dice when it successfully Sneak Attacks a creature. If he does so, that creature instead takes a -2 penalty per dice sacrificed to its checks made to resist grapple, for a number of rounds equal to twice the number of dice sacrificed. This penalty stacks with itself.

    An 18th level lion totem barbarian is a deadly hunter who can finish his foes off in a single pounce. While he is raging, when he Sneak Attacks a creature at the end of a Pounce, if he successfully grapples the creature and establishes a hold, his rake attacks all automatically add his Sneak Attack damage for the duration of the grapple or his rage, whichever ends first.


    Serpent:
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    A 3rd level serpent totem barbarian gains a +2 bonus to all grapple checks. This bonus increases by +2 every time the serpent totem barbarian gains the Totem Power class feature, to a maximum of +12 at 18th level.

    A 6th level serpent totem barbarian gains a constrict attack. This attack deals 1d8 points of bludgeoning damage (for a Medium serpent totem barbarian) plus 1 1/2 times the serpent totem barbarian's Strength modifier with a successful grapple check. If the serpent totem barbarian already has a constrict attack (such as by being in constrictor snake form), his constrict attack deals damage as if he were one Size category larger (no maximum, stacks with similar effects) and adds twice his Strength modifier to the constrict's damage instead of 1 1/2 times.

    A 9th level serpent totem barbarian gains a natural bite attack. This attack deals 1d6 points of piercing, bludgeoning, and slashing damage (for a Medium barbarian) plus the serpent totem barbarian's Strength modifier. While he is raging, a serpent totem barbarian's natural bite attack (in all forms) has a venomous toxin that deals 1d6 points of Constitution damage, and repeats in 1 minute. The DC to negate the damage is 10+1/2 the barbarian's class level+his Constitution modifier. While a serpent totem barbarian is raging, his bite attack deals 1d8 damage (if Medium) instead, and this overlaps the Totem Rage natural bite.

    A 12th level serpent totem barbarian is able to slowly squeeze the life out of his prey. A creature who is constricted by the barbarian for 2 consecutive rounds begins to suffocate. A creature who is constricted by the barbarian for 3 consecutive rounds must make a Fortitude save or be dazed for 1 round. A creature who is constricted by the barbarian for 4 or more consecutive rounds must make a Fortitude save (each round) or fall unconscious for 1 hour.

    A 15th level serpent totem barbarian becomes even more venomous. While he is raging, his natural bite attack (in all forms) forces three different Fortitude saves against three different venoms. One deals 1d6 Con/1d6 Con, one deals 1d6 Dex/1d6 Dex, and one deals 1d6 Str/1d6 Str. The DC for each poison is equal to 10+1/2 the barbarian's class level+his Constitution modifier. (These poisons replace the 9th level poison).

    An 18th level serpent totem barbarian goes right in for the kill. He gains the Improved Grab special attack in all forms, which allows him to immediately start a grapple whenever he strikes a creature with his natural bite attack as a free action without requiring a touch attack or provoking an attack of opportunity. Additionally, when the serpent totem barbarian is in snake form, his natural bite attack overcomes all forms of damage reduction.


    Wolf:
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    A 3rd level wolf gains the scent extraordinary quality. He also gains a +2 bonus on all Survival checks, which increases by an additional +2 every time he gains the Totem Power class feature, to a maximum of +12 at 18th level.

    A 6th level wolf totem barbarian gains a natural bite attack, which deals 1d6 points of bludgeoning, piercing and slashing damage (if the wolf totem barbarian is Medium) plus his Strength modifier (or 1 1/2 times his Strength modifier if it his only natural weapon). Additionally, a wolf totem barbarian's natural bite attack (in all forms) receives a +1 enhancement bonus to attack and damage rolls per 4 class levels (maximum of +5 at level 20) and is treated as magical for the purposes of overcoming damage reduction. While the wolf totem barbarian is raging, his natural bite attack deals damage as if it were one Size category larger, and this benefit overlaps the Totem Rage feature.

    A 9th level wolf totem barbarian gains the Trip extraordinary special attack in all forms. When the wolf totem barbarian hits a creature with his natural bite attack, he may make a Trip attempt against the creature as a free action without a touch attack or provoking an attack of opportunity.

    A 12th level wolf totem barbarian can severely weaken a creature who is already down. When the wolf totem barbarian successfully attacks a creature who is prone, that creature must make a Fortitude save (DC 10+1/2 the wolf totem barbarian's class level+his Strength modifier) or be slowed, as the spell, for 1 round per 2 class levels. This is an extraordinary ability, and is not considered a spell or a transmutation effect.

    A 15th level wolf totem barbarian can maul his enemies to death, especially when he comes out of nowhere. A wolf totem barbarian receives a +4 bonus to Trip checks made at the end of a charge in all forms, and is also treated as one Size category larger than he actually is for the purposes of Trip checks (to a maximum of Colossal).

    An 18th level wolf totem barbarian is a mighty creature. Any creature he trips with his Trip extraordinary special attack must spend a full-round action in order to stand up from being prone. If the creature cannot spend a full-round action (for example, if the creature is slowed), it may not stand up from prone at all.




    Totem Companion (Ex): Starting at 4th level, a barbarian may gain an animal companion, similar to a druid's animal companion. The companion must be the same type of animal as his totem animal. A barbarian selects his totem companion from the druid's animal companion list. A barbarian treats his druid level as if it were equal to his barbarian level+3 for the purposes of his animal companion's statistics and his options for higher level companions. (So a 4th level wolf totem barbarian could get a wolf as a 7th level druid, or a dire wolf as a 1st level druid, while a 4th level lion totem barbarian would be forced to take a lion as a 1st level druid)

    The barbarian's totem companion improves as his druid level improves, see the table below:

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    {table]Class Level | Bonus HD | Natural Armor Adj. | Str/Dex Adj. | Bonus Tricks | Special
    1st-2nd | 0 | 0 | 0 | 1 | Link, Share Rage
    3rd-5th | +2 | +2 | +1 |2 | Evasion
    6th-8th | +4 | +4 | +2 | 3 | Devotion
    9th-11th | +6 | +6 | +3 | 4 | Multiattack
    12th-14th | +8 | +8 | +4 | 5 |
    15th-17th | +10 | +10 |+5 | 6 | Improved Evasion
    18th-20th | +12 | +12 | +6 | 7 |
    21st-23rd | +14 | +14 | +7 | 8 | Legendary Companion
    [/table]

    The features of this totem companion are the same as the druid's, with the following changes:

    Share Rage: When a barbarian rages, if his totem companion is within 30 feet of him, it may also enter a rage with the same penalties, bonuses, and restrictions as the barbarian's rage. If the distance between the totem companion and the barbarian exceeds 30 feet at any time, or when the barbarian stops raging, the totem companion stops raging and becomes fatigued.

    Multiattack: Same as the animal companion feature, except if a totem companion already has the Multiattack feat when it gains this feature, it instead gains the Improved Multiattack feat.

    Legendary Companion: The animal companion is a monster of legend among its kind. It gains the Legendary Animal template (MM II).


    Totem Shape (Su): Beginning at 5th level, a barbarian finds that not only can he fight similarly to his totem animal, he can actually transform his body into his totem animal. This ability functions like the alternate form supernatural ability, except as noted here.

    The effect lasts for 1 hour per barbarian level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time he uses totem shape, the barbarian regain lost hit points as if he had rested for a night.

    Any gear worn or carried by the barbarian melds into the new form and becomes nonfunctional. When the barbarian reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the barbarian's feet.

    The form chosen must be that of the barbarian's totem animal. This includes the ability to change into the dire or legendary forms of that animal.

    A barbarian loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.

    The new form’s Hit Dice can’t exceed the barbarian's class level.

    A barbarian is able to Totem Shape once per day at 5th level, and one additional time per day at 10th and 15th level.

    Greater Rage (Ex): Starting at 8th level, a barbarian's bonuses to Strength and Constitution from his rage increase to +6 each. His bonus to Will saves increases to +3. The penalty to his AC remains at -2.

    Totem Empathy (Ex): Beginning at 11th level, the barbarian is able to communicate with his totem animals and their dire forms as if he shared a language with them. Additionally, the barbarian receives a +4 bonus on Charisma-based skill checks made when interacting with his totem animals and their dire forms.

    Primitive Mind (Ex): Starting at 14th level, a barbarian is treated as an animal while raging or when using the Totem Shape ability. This prevents him from being affected by spells that target humanoids such as dominate person or hold person, however, it makes him vulnerable to spells that target animals, such as charm animal. However, his inner animal also is able to meld with his fury, and so when the barbarian is simultaneously Totem Shaped and raging, his morale bonus to Will saves granted by his rage doubles.

    Mighty Rage (Ex): Starting at 14th level, the barbarian's bonuses to Strength and Constitution while raging increase to +8 each, and his morale bonus to Will saves increases to +4. His AC penalty remains at -2.

    Tireless Rage (Ex): Beginning at 17th level, the barbarian no longer becomes fatigued after raging.

    Master of the Wild (Ex): At 20th level, the barbarian has finally gotten in complete touch with his true animal self, and awakened powers that lay dormant within him. If the barbarian is a humanoid or giant, he gains the lycanthropy template for his totem animal (he may choose to either be a lycanthrope or a lycanthrope lord, as long as he meets the appropriate size requirements [A lycanthrope lord is a lycanthrope with the dire version of an animal used as the base animal]). Unlike the normal lycanthrope template, a barbarian receives no Level Adjustment, nor does he gain any racial hit dice. He gains all other bonuses the natural lycanthrope template grants, including an additional 10 damage reduction/silver when in animal or hybrid form, that stacks with his class-based damage reduction. A barbarian is able to control his shape perfectly as a natural lycanthrope, and is never at risk of changing his alignment due to his lycanthropy.

    Rage of the Avatar (Ex): At 20th level, a barbarian is a truly vicious beast who epitomizes the harsh nature of the wild. His bonuses to Strength and Constitution while raging increase to +10, and the morale bonus to his Will saves increases to +5. The AC penalty remains at -2.

    Ex-Barbarians: A barbarian whose alignment becomes lawful loses all of his barbarian class features and may no longer gain levels in the barbarian class. He immediately recovers his class features and may continue to progress in the barbarian class if he ceases to be lawful.



    Extra Rage
    Prerequisites: Rage class feature
    Benefits: You receive a number of extra rounds of rage per day equal to 2+your barbarian level. If you have the Greater Rage class feature, the amount increases to 4+your barbarian level. If you have the Mighty Rage class feature, the amount increases to 6+your barbarian level. If you have the Rage of the Avatar class feature, this feat no longer provides any direct benefits. Instead, a barbarian with the Extra Rage feat and the Rage of the Avatar class feature is able to rage for a number of minutes per day equal to the number of rounds per day that he would have normally been able to rage, without the Extra Rage feat (42+his Constitution modifier).
    Last edited by NeoSeraphi; 2012-04-04 at 04:38 PM.