Barbarian

 

Background:

In the wilds of the waste some humans have turn their back on what is left of civilized humanity.  These tribes are the barbarian tribes of Talinar.  Ruthless survivors and explorers they make their way though the waste lands on brute strength and courage.  By definition barbarians come from a place outside normal culture.  They suffer for this choice in way but experience a freedom that others can only dream of.  The Tribes of ‘The Redemption’ have found a niche in the world of today as messengers and caravan runners.  Few even the ‘Blood Rage’ would tempt the wrath of an entire tribe with small ones numbering in the hundreds.  The travel of today is due largely in part to the roaming barbarian tribes.  They shelter merchants, nobility, and commoners alike as the stride from the great city-states.  Some of the more warlike tribe even hire out as elite mercenary units. 

 

Hit Dice:

d12

 

Skills:

The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),

Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).  See Chapter 4: Skills in the Player's Handbook for skill descriptions.

 

Skill Points at 1st level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

 

Weapon and Armor Proficiency:

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
 

Class

Base

Fort

Ref

Will

 

Level

Attack Bonus

Save

Save

Save

Special

1

+1

2

0

0

Track, Fast Movement, Whirling Frenzy 1/day

2

+2

3

0

0

Uncanny Dodge

3

+3

3

1

1

Sixth Sense +1

4

+4

4

1

1

Whirling Frenzy 2/day

5

+5

4

1

1

Improved Uncanny Dodge

6

+6/+1

5

2

2

Sixth Sense +2

7

+7/+2

5

2

2

Damage reduction 2/—, Evasion

8

+8/+3

6

2

2

Whirling Frenzy 3/day

9

+9/+4

6

3

3

Sixth Sense +3

10

+10/+5

7

3

3

Damage reduction 4/—

11

+11/+6/+1

7

3

3

Greater Frenzy

12

+12/+7/+2

8

4

4

Whirling Frenzy 4/day, Sixth Sense +4

13

+13/+8/+3

8

4

4

Damage reduction 6/—

14

+14/+9/+4

9

4

4

Improved Evasion

15

+15/+10/+5

9

5

5

Sixth Sense +5

16

+16/+11/+6/+1

10

5

5

Whirling Frenzy 5/day, Damage reduction 8/—

17

+17/+12/+7/+2

10

5

5

Tireless rage

18

+18/+13/+8/+3

11

6

6

Sixth Sense +6

19

+19/+14/+9/+4

11

6

6

Damage reduction 10/—

20

+20/+15/+10/+5

12

6

6

Mighty rage. Whirling Frenzy 6/day

 

Track

Talinar barbarians gain the track feat free.  It is such a normal part of life to forage and hunt that it is almost instinct.

 

Fast Movement

A barbarian’s land speed is faster than the norm for his 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.

 

Whirling Frenzy

A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus.  Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways.  A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion at 7th, but only while in a whirling frenzy.  This later improves to improved evasion at 14th level.

 

Uncanny dodge

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.  Barbarians know danger is lurking around every corner better than most and have learned to anticipate it.

 

Sixth Sense

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps or in the surprise round. She also gains a +1 dodge bonus to AC against attacks made by traps or in a surprise round.  These bonuses raise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level).

 

Improved Uncanny Dodge

A barbarian can no longer be flanked. This defense denies the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more class levels than the target has barbarian levels.

 

Evasion

A barbarian durring a state of whirling frenzy can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.  A helpless barbarian does not gain the benefit of evasion.

 

Damage Reduction

A barbarian gains Damage Reduction. Subtract 2 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 7th level, and every three barbarian levels thereafter (10th, 13th, 16th, and 19th level), this damage reduction rises by 2 point. Damage reduction can reduce damage to 0 but not below 0.

 

Greater Frenzy

A barbarian's Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. 

 

Improved Evasion

This ability works like evasion, except that while the barbarian still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless barbarian does not gain the benefit of improved evasion.

 

Tireless Frenzy

A barbarian no longer becomes fatigued at the end of his rage.  Both mental and physical training have removed the effects of fatigue.

 

Mighty Frenzy

A barbarian's strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

1