The Barbarian Paragon
Alignment: Any non-lawful
Hit Die: d12
Class Skills (4 + Int)
Level BAB Saves Special 1 +1 +2/+2/+0 Rage, Damage Reduction, Fast Movement, Illiteracy 2 +2 +3/+3/+0 Destructive Blow, Uncanny Dodge 3 +3 +3/+3/+1 Scent, Trap Sense +1 4 +4 +4/+4/+1 Fast Healing, Intimidating Presence 5 +5 +4/+4/+1 Improved Uncanny Dodge, Fighter Bonus Feat 6 +6 +5/+5/+2 Show No Fear, Trap Sense +2 7 +7 +5/+5/+2 Freedom of Movement 8 +8 +6/+6/+2 Greater Rage 9 +9 +6/+6/+3 Inspiring Presence, Trap Sense +3 10 +10 +7/+7/+3 Durable Body, Fighter Bonus Feat 11 +11 +7/+7/+3 Indomitable Will 12 +12 +8/+8/+4 Tireless Rage, Trap Sense +4 13 +13 +8/+8/+4 Unstoppable Force 14 +14 +9/+9/+4 Raging Growth 15 +15 +9/+9/+5 Trap Sense +5, Fighter Bonus Feat 16 +16 +10/+10/+5 Improved Inspiring Presence 17 +17 +10/+10/+5 Mighty Rage 18 +18 +11/+11/+6 Deathless Resolve, Trap Sense +6 19 +19 +11/+11/+6 Superior Whacking 20 +20 +12/+12/+6 Regeneration, Fighter Bonus Feat
Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nature), Listen, Ride, Sense Motive, Spot, Survival, Swim, Use Rope
Rage (Ex): A barbarian can fly into a rage at will. In a rage, a barbarian temporarily gains a +4 bonus to Strength, 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 grants the barbarian temporary hit points equal to 2 points per level that last as long as he rages. While raging, 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 fit of rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the duration of the current encounter (unless he is a 12th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elseís action.
Damage Reduction (Ex): A barbarian is tougher than a normal person and can shrug off blows that would tell a lesser individual. He has DR/- equal to his class level plus his Constitution modifier.
Destructive Blow (Ex): Barbarians excel at breaking things, often getting mad and smashing what they don't understand. At second level, when in a rage, a barbarian gains double his strength modifier on attack and damage rolls against objects and strength checks to break objects.
Scent (Ex): At third level, a barbarian has tapped into his animalistic side and heightened his senses. He gains the Scent ability.
Fast Healing (Ex): After many battles and many injuries, a barbarian's body has adapted to better repair itself. At fourth level, a barbarian gains fast healing equal to one fourth his class level.
Intimidating Presence (Ex): A tall, muscular, and blood-soaked barbarian is a rather scary sight. At fourth level, a barbarian learns how the right stance and glare can make all the difference. The barbarian adds his class level as a bonus on all Intimidation checks. In addition, any creature (except the barbarian's allies) of the barbarian's size or smaller within 60 feet that witnesses the barbarian enter a rage must make a will save versus fear or become shaken. The save DC is equal to 10 + 1/2 barbarian level + strength modifier, and targets suffer a -2 penalty on the roll for every size category they are smaller than the barbarian. A creature that fails the save by 10 or more instead becomes frightened, and a creature that fails by 20 or more becomes panicked. A creature that passes the save becomes immune to the barbarian's Intimidating Presence for 24 hours.
Fighter Bonus Feat At fifth level and every five levels after, a barbarian gains a fighter bonus feat. He must meet all prerequisites to take a feat.
Show No Fear (Ex): To be successful in combat, a warrior must never show any fear. At sixth level, a barbarian becomes immune to fear while raging and gains a +4 bonus on saves versus fear at all other times.
Freedom of Movement (Ex): At seventh level, a barbarian always acts as if under the effects of Freedom of Movement.
Inspiring Presence (Ex): While a powerful barbarian is terrifying to the enemy, he serves as a beacon of confidence to his friends. At ninth level, whenever the barbarian rages, all allies within 30 feet gain a +4 morale bonus on attack and damage rolls and AC, and a +2 morale bonus on saves versus fear. At level sixteen, these bonuses double.
Durable Body (Ex): By tenth level, a barbarian can shrug off even the strongest of blows. He becomes immune to dazing and stunning.
Indomitable Will (Ex): At level eleven, a barbarian can lose himself so completely in his rage that his mind becomes virtually empty. While raging, he is immune to all mind-affecting effects.
Unstoppable Force (Ex): Physical barriers are little more than speed bumps to the mighty barbarian. At level thirteen, a barbarian can Overrun while charging (with a bonus equal to half his barbarian level) and Tramples any creature smaller than him. The Trample deals 3d6 + 1 1/2 Strength damage and has a DC equal to the Overrun strength check.
In addition, while raging, the barbarian can smash right through objects. He can align his charge through any number of objects or other barriers and makes a single strength check (including Destructive Blow) with a bonus equal to twice his Barbarian level break through. He can even attempt to break through force effects (such as Wall of Force) with this ability. The DC for such is 70. If he fails to pass the break DC of one or more items, he charges up until the first one in his path and then runs head first into it. He stops moving, takes 2d6 damage (ignoring damage reduction), and must make a DC10 balance check or fall prone. If his charge is interrupted in this manner, he cannot make an attack at the end of his charge like normal.
Raging Growth (Su): A fourteenth level barbarian can pump his body with so much adrenaline that he actually grows larger. When he rages, he increases in size by one category. All of his equipment increases in size, as well.
Deathless Resolve (Ex): The toughest of barbarians are so stubbornly hard to kill that not even magic works. At level eighteen, a barbarian becomes immune to death effects.
Superior Whacking (Ex): At level nineteen, a barbarian has learned the intricacies of hitting things harder and can now hit things the hardest. He gains triple his strength modifier on weapon damage rolls when wielding a two-handed weapon, double when wielding a one-handed weapon, and half-again when wielding a light weapon. In addition, he may choose to deal bludgeoning damage with any weapon instead of its normal damage type.
Regeneration (Ex): At level twenty, a barbarian's fast healing is replaced by an equal amount of regeneration. He takes normal damage from acid.