Requires 5 Fighter levels and 5 Ranger levels. Barbarians draw their power from their physical strength, along with the primal awareness of their land. They pride themselves on being mighty, and can fly into an infamous Rage to wipe out the enemy. In contrast to their Fighter and Paladin counterparts, Barbarians most often neglect bulkier armor in favor of better mobility and savagery. They focus on Heavy attacks, Health, and Reflex. Leaders often pick Aggression and Athletics for close seconds, while naturalists prefer Survival and Animal Handling.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | B11 | Rage | 4 act | 4 actions. You gain +3 Bonus Fortitude and may take the higher of 2d20 rolls when using Light Attack or Heavy Attack. Lasts 5 turns. At the end of 5 turns, your Fortitude and Reflex become 0, and you suffer -2 actions each turn. Penalty lasts 10 turns. You may Rage once per day. Aggression vs Will. Upgrades:
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| 12 | A12 | Bolstered Rage | Passive | Passive. You gain +10 Temp HP and +3 Bonus Reflex while Raging. Temp HP lasts for the duration of the Rage or until depleted. Upgrades:
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| 12 | B12 | Unbridled Rage | Passive | Passive. You may add 1d12 damage to all your successful physical attacks while Raging. Upgrades:
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| 12 | C12 | Weapon Master | Passive | Passive. Your Rage now allows you to roll 2d20 when using Ranged Attack and Finesse Attack for its duration. Upgrades:
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| 12 | D12 | Vengeful Rage | Passive | Passive. You may add damage equal to your missing HP to all your successful physical attacks while Raging. |
| 14 | A14 | Mindless Rage | Passive | Passive. While Raging, you are immune to Intimidation, charms, and fear effects. This does not include Aggression. |
| 14 | B14 | Ferocious Rage | Passive | Passive. You gain +3 Bonus Light Attack and Heavy Attack while Raging. Upgrades:
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| 14 | C14 | Prolonged Rage | Passive | Passive. Every time you are successfully attacked while Raging, you may roll 1d4. On a 3+, you gain 1 extra turn of Rage (and 2 extra turns of penalty). Upgrades:
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| 14 | D14 | Road Rage | Passive | Passive. You gain +3 Bonus Piloting/Driving while Raging. If you are driving a vehicle, that vehicle also takes on your Rage bonuses to its best extent. Upgrades:
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| 16 | B16 | Undying Rage | Reactive | Reaction. If you reach 0 HP while Raging, you may immediately cancel your Rage to brought to 4 HP. The penalties still apply. |
| 16 | C16 | Berserker Rage | Passive | Passive. While Raging, your Reflex automatically becomes 0. However, all 1H weapons cost -1 action and all 2H weapons cost -2 actions (down to a minimum of 1). |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | F12 | Extra Rage | Passive | Passive. You may now use your Rage ability +1 time per day. |
| 14 | F14 | Extra Rage | Passive | Passive. You may now use your Rage ability +1 time per day. |
| 16 | F16 | Extra Rage | Passive | Passive. You may now use your Rage ability +1 time per day. |
| 18 | F18 | Inconsequential Rage | Passive | Passive. You no longer suffer penalties after Raging. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | H12 | Storm Soul | Passive | Passive. You gain +3 Bonus Acrobatics, Survival, Insight, and Intimidation, as well as a critical success on a roll of 19-20, in 1 environment you choose.
City
Desert
Fields
Mountain
Sea
Tundra. Upgrades:
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| 12 | I12 | Strider | Passive | Passive. As long as you don't end your turn there, you do not need to roll for Acrobatics to move through an occupied space. Acrobatics. |
| 12 | J12 | Brutality | Passive | Passive. After every successful melee attack, roll 1d4. On a 4, you may choose to Trip, Knockback (1 space), Disarm, or Grapple your target, free of action costs. Athletics vs Fortitude. Upgrades:
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| 13 | H13 | Feral Sense | Passive | Passive. When detecting hidden creatures, you may use Survival instead of Detection. Survival vs Stealth. |
| 13 | I13 | Favored Enemy | Passive | Passive. Choose a Race to be a Favored Enemy. You gain +2 Bonus points to all Defenses, Attacks, and Damage when battling this enemy. Aberrations/Demons. Beasts. Constructs. Dragons/Sahuagin. Dwarves/Halflings. Elves/Drow. Giants/Trolls. Goblins/Kobolds. Humans. Orcs/Ogres. Undead. |
| 13 | J13 | Nomad | Passive | Passive. You may apply your Storm Soul bonuses to +1 environment. Upgrades:
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| 14 | H14 | Track | 4 act | 4 actions. Requires an item belonging to the target, or a location the target has been. You sense the location of any living being, allowing you to track them down. Lasts for as long as you stay out of combat. Survival vs Stealth. |
| 14 | I14 | Primal | Passive | Passive. As long as you have 9 or less Armor, you gain +1 action each turn. Upgrades:
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| 14 | J14 | Tribal | 12 act | 12 actions. You add the Base Survival scores of any number of your teammates to your own. Lasts 1 hour or 10 turns. Only usable once per day. Survival. |
| 15 | I15 | Skilled Warrior | Reactive | Reaction. If you made an unsuccessful Basic attack, you may instead choose to make it an unavoidable Basic attack. Only usable once per day. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | L12 | Enraging Howl | 4 act | 4 actions. You gain +10 Bonus Aggression. Lasts 3 turns. Aggression. |
| 12 | M12 | Galvanizing Cry | 4 act | 4 actions. You and all allies within 3 spaces gain +1 action each turn. Lasts 3 turns. Aggression. |
| 12 | N12 | Triumphant Roar | 4 act | 4 actions. Your Jump speed is now equal to your Acrobatics roll. If your Base Acrobatics is less than 6, it becomes 6. Lasts 3 turns. Aggression. |
| 13 | L13 | Rebel Yell | 4 act | 4 actions. All damage and special effects you take are stored with no effect for 3 turns. After 3 turns, you take all damage/effects at once. Aggression. |
| 13 | M13 | Piercing Scream | 4 act | 4 actions. Deal 1d4 sonic damage to all targets within 3 spaces and knock them back 1 space away. They are Muted and Deafened for 1 turn. Aggression vs Fortitude. |
| 13 | N13 | Energizing Call | 4 act | 4 actions. You and all allies within 3 spaces gain +5 Temp HP, and all harmful psychic effects are removed. Aggression vs Will. |
| 13 | O13 | Shout Upgrade | Passive | Passive. All of your Shout abilities now reach up to 5 spaces away. Upgrades:
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