From the frozen wastes of and the hellish jungles come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
Characteristics
The barbarian is an excellent warrior. Where the fighter’s skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.
Alignment
Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it could not live in a lawful soul. At best, barbarians of chaotic alignment are free and expressive. At worst, they are thoughtlessly destructive.
Religion
Some barbarians distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship. Others devote themselves to powerful deities, such as Kord (god of strength), Obad-Hai (god of nature), or Erythnul (god of slaughter). A barbarian is capable of fierce devotion to his god.
Background
Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may have been lured to the settled lands by the promise of riches, may have escaped after being captured in his homeland and sold into “civilized” slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no bond with each other unless they come from the same tribe or land. In fact, they think of themselves not as barbarians but as warriors.
Races
Human barbarians come from the distant wild lands on the edge of civilization. Most half-orc barbarians lived among orcs before abandoning them for human lands. Dwarf barbarians are rare, usually hailing from dwarven kingdoms that have fallen into barbarism as a result of recurrent war with goblinoids, orcs, and giants. Barbarians of other races are very rare.
Among the brutal humanoids, barbarians are more common than fighters. Orcs and ogres are especially likely to be barbarians.
Hit Die
d12
Class Skills
The barbarian's class skills (and the key ability for each skill) are:
Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level
4 + Int Modifier
Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+2 |
+0 |
+0 |
Fast movement, Rage |
2nd |
+2 |
+3 |
+0 |
+0 |
Rage Power, Uncanny Dodge |
3rd |
+3 |
+3 |
+1 |
+1 |
Trap Sense +1 |
4th |
+4 |
+4 |
+1 |
+1 |
Rage Power |
5th |
+5 |
+4 |
+1 |
+1 |
Improved Uncanny Dodge |
6th |
+6/+1 |
+5 |
+2 |
+2 |
Rage Power, Trap Sense +2 |
7th |
+7/+2 |
+5 |
+2 |
+2 |
Damage Reduction 1/— |
8th |
+8/+3 |
+6 |
+2 |
+2 |
Rage Power |
9th |
+9/+4 |
+6 |
+3 |
+3 |
Trap Sense +3 |
10th |
+10/+5 |
+7 |
+3 |
+3 |
Damage Reduction 2/—, Rage Power |
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
Greater Rage |
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Rage Power, Trap Sense +4 |
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
Damage Reduction 3/— |
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
Indomitable Will, Rage Power |
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Trap sense +5 |
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Damage Reduction 4/—, Rage Power |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
Tireless Rage |
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Rage Power, Trap Sense +6 |
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
Damage Reduction 5/— |
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Mighty Rage, Rage Power |
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her 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 her 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 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 Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her 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, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex)
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Uncanny Dodge (Ex)
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex)
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
If a character already has uncanny dodge (see above) 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.
Damage Reduction (Ex)
At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex)
At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
Indomitable Will (Ex)
While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Tireless Rage (Ex)
Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex)
At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.
Adventuring is the best chance barbarians have of finding a place in a civilized society. They’re not well suited to the monotony of guard duty or other mundane tasks. Barbarians also have no trouble with the dangers, the uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies. They have a noted distaste for that which they consider unnatural, including undead, demons, and devils.
LunaHuman Barbarian 9
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a barbarian
The barbarian is made for fighting, but he's definitely more than just an uncivilized fighter. He comes with his own set of advantages and disadvantages.
Class Assets
When you choose a barbarian, you have plenty of options for creating an interesting character. Below are several assets you have going for you with a character of this class.
- High Hit Points: The barbarian's 12-sided Hit Dice give him unmatched hit points, especially if he has a decent Constitution score.
- Good Attack Bonus: A barbarian's base attack bonus is +1 per level, which is the best in the game. Thus, a barbarian can take on almost any foe and expect to land effective blows.
- Good Fortitude Saves: A barbarian uses the best save progression in the game for Fortitude saves (see Table 3-1 in the Player's Handbook). This natural hardiness helps him resist most effects that attack his body, such as poison, polymorphing, and energy draining.
- Good Weapon Selection: Because he can use any simple or martial weapon, a barbarian is a deadly opponent with just about any weapon in his hand.
- Good Armor Class: A barbarian is proficient with light and medium armor and every kind of shield except a tower shield. The lack of heavy armor keeps his Armor Class rating from reaching the stratosphere, but a properly equipped barbarian is no slouch when it comes to defense.
- Rage: A barbarian is an efficient fighter in most circumstances, but his signature ability — rage — turns him into a veritable killing machine. The Strength boost that rage provides makes his attacks more potent, and the Constitution increase makes him extra tough, at least for a short time.
- Defensive Abilities: A 2nd-level barbarian's uncanny dodge ability keeps him from suffering the usual ill effects when he is surprised or otherwise caught off guard. Some of his other class features — especially the ability to avoid traps (gained at 3rd level) and the ability to resist blows (gained at 7th level) — also help to protect him from harm.
- Quick Movement: A barbarian who isn't carrying a heavy load or wearing heavy armor enjoys a modest boost in speed that helps him cover ground in a hurry.
- Good Skill Selection: The barbarian has a substantial list of class skills that make him alert, mobile, and self-sufficient.
Class Weaknesses
As with members of any other character class, the barbarian's many advantages come at a price. Here are a few of the disadvantages you should keep in mind if you're considering a barbarian character.
- Poor Reflex and Will Saving Throws: Barbarians have the worst progression for Reflex and Will saves in the game. This drawback means they aren't so great at avoiding most kinds of magical attacks.
- Illiterate: Unless he spends some skill points to learn how to read and write (or takes levels in some other class), your barbarian character remains illiterate for life. Illiteracy usually isn't a deadly flaw, but it can prove embarrassing or inconvenient.
- Curiously Vulnerable: In spite of the barbarian's formidable defenses, he can die quite easily if you aren't careful about how you play him. His rage ability lowers his Armor Class just when he needs it most, and his superior speed makes it easy to outrun his allies just when their aid might be most valuable. Furthermore, the loss of his temporary hit points after rage makes it easy for him to die after giving his all.
Playing a barbarian
Great barbarians usually use the following techniques. So if you're playing such a character, try to build your strategy around these concepts.
Be Flexible
Even though you're clearly a combat-oriented character, you can fill many different roles in an adventuring party. Your fighting ability makes you a suitable candidate for party leader, no matter where the group goes. Your Strength also comes in handy for workaday tasks that are best performed at the front of the party, such as smashing down locked doors.
On the other hand, your speed and perception skills can make you an effective scout. Or you might consider functioning as the group's rear guard, since your uncanny dodge ability lets you shake off surprise attacks and your speed lets you reach the front of the group quickly when the need arises.
If you're prepared to do what your party needs, you'll quickly become invaluable to the group.
Rage Early, Rage Often
Your rage ability is so powerful that you may be tempted to keep it in reserve, but doing so isn't always the best plan. It's best to rage when you're close to full hit points, so that you're less likely to literally die on your feet.
Friends in Need
Your fighting ability provides a great boost to your party's overall combat prowess. If you waste or misuse that ability, the whole party suffers. Likewise, you'll often need the support of the rest of your group just to survive.
- The Party's Scout: If you're not the party's scout, your great speed and fighting prowess make you the obvious person to rescue that character when misfortune strikes (and it often does).
- The Party's Arcane Spellcaster: This character is everything you're not: weak, vulnerable, and delicate. So be prepared to put yourself between the arcane spellcaster and the enemy when needed — or at least be ready to come to her aid when danger approaches.
- The Party's Divine Spellcaster: Get friendly and stay friendly with your party's cleric, druid, or paladin. This character's healing spells can keep you alive, especially when you're coming out of a rage with heavy damage.
Important Abilities
- Strength: Important for barbarians because of its role in combat, and several barbarian class skills are based on Strength.
- Dexterity: Also useful to barbarians, especially those who wear light armor.
- Wisdom: Important for several of the barbarian’s class skills.
- Constitution: A high constitution score lets a barbarian rage longer (and live longer, because it gives him more hit points).
Useful Feats
Key Equipment
As a barbarian, you rely heavily on your gear, so it pays to collect the right equipment. Below are some essential pieces to pack.
Armor and Shield
Get the best medium armor you can afford because you'll need that Armor Class. You should also plan to carry a heavy shield unless you intend to use a two-handed weapon. And don't overlook other defensive items, such as rings of protection and amulets of natural armor. Keep in mind that several lesser items with bonuses that stack can give you better protection, and at a cheaper price, than one big item.
If you do a lot of wilderness adventuring, consider some backup armor, such as suit of studded leather (or a mithral chain shirt, if you can afford it) that you can wear at night. If you try to sleep in heavy armor you'll have penalties the next day. But if you sleep in your skivvies, you'll be in trouble if you're attacked in the night.
Primary Melee Weapon
For sheer damage-dealing ability, nothing beats a two-handed weapon, such as a greatsword or greataxe — especially when you're raging or using the Power Attack feat (or both). But a two-handed weapon does prevent you from using a shield, and you need all the Armor Class you can get. Furthermore, a weapon with a big damage multiplier can help you get the most out of your Strength score and rage ability when you confirm a critical hit. Given all those considerations, a battleaxe is a great choice. Alternatively, if you want to spend a feat on an exotic weapon, consider a dwarven waraxe.
Backup Melee Weapon
Always have a light weapon or two handy. A light slashing weapon, such as a dagger or hand axe, can help get you out of a tight spot (for example, being swallowed whole by a big monster). It also pays to have another weapon on hand in case you lose your primary one or find that it isn't effective. Make sure this weapon deals a different kind of damage than your primary weapon does. For example, if you normally use a battleaxe (a slashing weapon), consider a morningstar (which deals both bludgeoning and piercing damage) as a backup.
Ranged Weapon
Your forte is melee combat, but you won't always be able to reach your foes, and your allies won't always want to go toe-to-toe with the enemy. A composite bow is a great choice because you can spend a little extra money on it and add your Strength bonus to damage.