Rizban
2018-05-27, 12:21 PM
Rizban's Revised Third Edition Introduction (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition)
Project Goals
Design Paradigm
Credits and Acknowledgments
Races (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099172#post23099172) Human
Dwarf
Elf
Gnome Half-Elf
Half-Orc
Halfling Classes (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099175#post23099175) Barbarian
Bard
Cleric
Druid
Fighter (http://www.giantitp.com/forums/showthread.php?559722)
Monk Paladin
Ranger
Rogue (http://www.giantitp.com/forums/showthread.php?559784)
Sorcerer
Wizard
Psion Skills (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099178#post23099178) Academics
Acrobatics
Arcane Lore
Athletics
Deception
Engineering
Handle Animal
Heal
Insight
Intimidate Linguistics
Natural Lore
Perception
Perform
Persuasion
Profession
Psi Lore
Stealth
Streetwise
Theology Feats (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099181#post23099181)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099183#post23099183)
Adventuring and Combat (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099189#post23099189)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099193#post23099193)
BarbarianAs stated in the Index thread, the purpose of this project is threefold: To improve and streamline parts of 3rd Edition without changing it into an entirely new system.
To revise the SRD classes to be within Tier 2 to Tier 3 in power level.
Because I enjoy homebrewing and want to do it.
A few notes about this project in general: Skills have been revised completely. There are now only 21 skills. Max skill rank is equal to Hit Dice.
Feats have been heavily revised. Most notably among them, Weapon Finesse has been made a normal feature of certain weapons rather than a feat.
While this project does touch on material from other sources, it is focused primarily on material in the SRD. Where material from other sourcebooks intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here but not reproduced if unavailable in the SRD. Where other sourcebooks don't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project unless otherwise stated.
The Barbarian
I'm largely happy with the default barbarian. It's the one primary melee class in the PHB that is widely regarded as good, for good reason. However, I wanted to give it more options as well as an ability to specialize a bit. I took the Totem Barbarian ACF from the SRD and expanded on it to create variations in the base class. However, I made them additional features as opposed to replacement features. I did limit the fast movement class feature to just one of the totems (three, with conditions), but this also allowed me to differentiate the 10 totems a bit more.
My main goal with barbarian was to give it a little bit of a mechanical boost as well as an interesting option when building one that defines the character's play style a bit better. Whether or not this is sufficient to bump it up to a Tier 3 class, I don't know. I'm not certain it is, but I do feel it moves it a bit closer to that goal.
I know I'm going to get push back on not giving pounce to the lion totem barbarian (I certainly did in testing with my local group!), but I'm not planning to just give out pounce in this revision, certainly not at 1st level. (However, see the [URL="http://www.giantitp.com/forums/showsinglepost.php?p=23099181&postcount=5"]Two-Weapon Fighting[/ULR] feat changes.)
Alignment: Any non-lawful.
BaseFortRefWill
Attack BonusSaveSaveSave
Special1st
+1+2+0+0
Illiteracy, rage 1/day, tribal totem2nd
+2+3+0+0
Uncanny dodge3rd
+3+3+1+1
Trap sense +14th
+4+4+1+1
Rage 2/day5th
+5+4+1+1
Improved uncanny dodge6th
+6/+1+5+2+2
Trap sense +27th
+7/+2+5+2+2
Damage reduction 1/, tireless rage8th
+8/+3+6+2+2
Rage 3/day9th
+9/+4+6+3+3
Trap sense +310th
+10/+5+7+3+3
Damage reduction 2/11th
+11/+6/+1+7+3+3
Greater rage12th
+12/+7/+2+8+4+4
Rage 4/day, trap sense +413th
+13/+8/+3+8+4+4
Damage reduction 3/14th
+14/+9/+4+9+4+4
Indomitable will15th
+15/+10/+5+9+5+5
Trap sense +516th
+16/+11/+6/+1+10+5+5
Damage reduction 4/, rage 5/day17th
+17/+12/+7/+2+10+5+5
Raging regeneration18th
+18/+13/+8/+3+11+6+6
Trap sense +619th
+19/+14/+9/+4+11+6+6
Damage reduction 5/20th
+20/+15/+10/+5+12+6+6
Mighty rage, rage 6/day
Hit Die: d12
Class Skills (4 + Int modifier per level, Χ2 at 1st level): Athletics (Str), Handle Animal (Cha), Intimidate (Cha), Natural Lore (Int), Perception (Wis), and Profession (Wis).
Class Features
All of the following are class features of the Barbarian.
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Illiteracy
Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics (Balance, Escape), Intimidate, and Handle Animal (Ride)), 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 item creation feats and metamagic feats.
A fit of rage lasts for a number of rounds equal to 3 + the barbarian's (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 for the duration of the current encounter.
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day, to a maximum of six times per day at 20th level. Entering a rage takes no time itself, but a barbarian can do so only during his action, not in response to someone else's action.
Tribal Totem (Ex)
At 1st level, a barbarian chooses a single tribal totem, a spirit animal of some sort that represents himself and his tribe. The tribal totem grants several special abilities unique to that totem. The tribal totems are Ape, Bear, Boar, Dragon, Eagle, Horse, Jaguar, Lion, Serpent, and Wolf.
All abilities granted by a barbarian's tribal totem are extraordinary.Ape At 1st level, an ape totem barbarian gains Improved Unarmed Strike as a bonus feat. His unarmed strike deals 1d6 damage, assuming he is medium size. When fighting unarmed, he is treated as having the Two-Weapon Fighting feat, though not if he is wielding a weapon in either hand. At 2nd level, an ape totem barbarian gains a climb speed equal to his land speed. At 3rd level, an ape totem barbarian gains a +1 bonus on Intimidate checks and unarmed damage rolls. This bonus increases by +1 every three barbarian levels. At 5th level, his unarmed strike damage increases by one die size as if he had increased a size category. At 10th level, an ape totem barbarian fighting unarmed can make an extra unarmed strike on a full attack. This extra attack is made at his full base attack bonus.
Bear At 1st level, a bear totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. At 2nd level, a bear totem barbarian gains the Improved Grab special ability, allowing him to start a grapple as a free action after making a successful melee attack. The barbarian must have at least one hand free in order to initiate the grapple. At 3rd level, a bear totem barbarian gains a +1 bonus on grapple checks and on damage dealt to an opponent while grappling. This bonus increases by +1 every three barbarian levels. At 5th level, the barbarian is treated as being one size category larger while grappling, if it's advantageous to him to do so. Among the other benefits, this allows the barbarian to use his improved grab ability against creatures of his own size and the damage dice of his unarmed strike is increased while grappling. At 10th level, a bear totem barbarian is instead treated as being two size categories larger while grappling and can use one-handed weapons while grappling in addition to light weapons.
Boar At 1st level, a boar totem barbarian gains damage reduction 1/. This increases to 2/ at 4th level and stacks with the damage reduction granted at higher levels. In addition, a boar totem barbarian can choose to activate his rage as an Immediate action when he is dealt damage. At 2nd level, when raging, a boar totem barbarian become able to fight without penalty while disabled or dying. At 3rd level, a boar totem barbarian gains an additional +1 bonus to Constitution while raging and to the number of rounds his rage lasts. This bonus increases by +1 every three barbarian levels. At 5th level, a boar totem barbarian increases the range at which he can continue functioning without dying. The point at which he dies is improved by twice his class level. So, a 5th-level boar totem barbarian will not die until he reaches -20 hit points. At 20th level, he can survive until he reaches -50. At 10th level, a boar totem barbarian in a rage can use an immediate action to delay the effect of a single attack, spell, or ability used against him. The damage or effect occurs immediately at the start of his next turn and cannot be delayed additional rounds through the use of this ability. A boar totem barbarian may use this ability a number of times per rage equal to his base Will save. So, a 10th-level boar totem barbarian can normally use this ability 3 times per rage.
Dragon At 1st level, a dragon totem barbarian can attempt to Intimidate an opponent in combat as a move action rather than as a standard action. At 2nd level, a dragon totem barbarian can add his Constitution bonus, if any, on saves against sleep, paralysis, and fear. At 3rd level, he gains a +1 bonus on Intimidate checks. This bonus increases by +1 every three barbarian levels. At 5th level, he can make Intimidate checks as a swift action. At 10th level, he can make an Intimidate check when he attacks, charges, or enters a rage. This affects all creatures that can see him within 50 feet. He may use this ability only once per round. Any creature who resists this Intimidation attempt becomes immune to this ability for 24 hours.
Eagle At 1st level, an eagle totem barbarian gains a favored enemy as a Ranger. In addition, entering a rage grants a bonus to his Dexterity rather than his Strength. At 2nd level, an eagle totem Barbarian gains Far Shot and Precise Shot as bonus feats, even if he doesn't meet the prerequisites. At 3rd level, he gains a +1 bonus on Perception checks and ranged weapon damage rolls. This bonus increases by +1 every three barbarian levels. At 5th level, he gains a 2nd favored enemy and increases the bonus against any one favored enemy by 2. At 10th level, he gains a 3rd favored enemy and increases the bonus against any one favored enemy by 2. In addition, the range increment of any ranged weapon he wields is increased by 50%, which stacks with the benefits of the Far Shot feat.
Horse At 1st level, the speed of a mount ridden by a horse totem barbarian becomes faster than the norm for its race by +10 feet. At 2nd level, he gains Mounted Combat as a bonus feat. At 3rd level, a horse totem barbarian gains a +1 bonus on Handle Animal checks in regards to any mounts he rides. This bonus increases by +1 every three barbarian levels. At 5th level, he gains Ride-By Attack as a bonus feat. At 10th level, a horse totem barbarian can make an extra attack when using Ride-By Attack. This extra attack is made at his full base attack bonus.
Jaguar At 1st level, a jaguar totem barbarian's land speed becomes faster than the norm for his race by +10 feet. This benefit applies only when he is not wearing heavy armor and not encumbered by a heavy load. In addition, he does not suffer the normal -2 penalty to AC while charging. At 2nd level, a jaguar totem barbarian gains trapfinding as a rogue. He can disable traps by making an attack roll. If his attack roll is higher than the disable DC, the trap is successfully disarmed. Otherwise, the trap is automatically activated. Some traps, such as pitfalls, some magic traps, and traps that have no parts to attack cannot be disabled in this way. At 3rd level, he gains a +1 bonus on Perception checks to locate traps and on attack rolls to disable traps. This bonus increases by +1 every three barbarian levels. At 5th level, a jaguar totem barbarian gains Evasion, which functions as long as he is not wearing heavy armor and not encumbered by a heavy load. At 10th level, he can rage 1 additional time per day. The bonuses to Strength, Constitution, and Will saves during his rage each increase by +2, which stacks with the increases from Greater Rage and Mighty Rage. In addition, he no longer suffers the -2 penalty to AC while raging.
Lion At 1st level, a lion totem barbarian gains Two-Weapon Fighting as a bonus feat, even if he doesn't meet the prerequisites. At 2nd level, a lion totem barbarian increases his land speed by 10 feet when charging. At 3rd level, a lion totem barbarian deals +1 damage on weapon damage rolls made when he charges. This bonus increases by +1 every three barbarian levels. At 5th level, a lion totem barbarian gains Improved Two-Weapon Fighting as a bonus feat, even if he doesn't meet the prerequisites. At 10th level, a lion totem barbarian gains Greater Two-Weapon Fighting as a bonus feat, even if he doesn't meet the prerequisites. Additionally, he can use the extra attack from Improved Two-Weapon Fighting anytime that he can use the extra attack from Two-Weapon Fighting.
Serpent At 1st level, a serpent totem barbarian gains poison use and may apply poison to his weapons as a swift action, even while raging. He also gains a +4 bonus on saves against poison. At 2nd level, a serpent totem barbarian gets a +4 bonus on Stealth checks. At 3rd level, a serpent totem barbarian increases the save DC of any poison he uses by 1. The save DC increases by +1 every three barbarian levels. At 5th level, the initial and secondary damage of poisons he uses increases by +1 per damage die, 1 point if it deals a fixed amount of damage. If a poison doesn't deal damage, this has no effect. At 10th level, the initial and secondary damage of poisons he uses increases by +1 per damage die, 1 point if it deals a fixed amount of damage. This stacks with the bonus gained at 5th level.
Wolf At 1st level, a wolf totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the prerequisites. At 2nd level, a wolf totem barbarians gains an additional +2 attack bonus when flanking an opponent and a +2 bonus on trip attempts made against a flanked opponent. At 3rd level, a wolf totem barbarian gains a +1 bonus on damage dealt against prone opponents. This bonus increases by +1 every three barbarian levels. At 5th level, a wolf totem barbarian gains the Scent ability. At 10th level, when a wolf totem barbarian makes a successful melee attack, he may make a trip attempt as a free action.
Uncanny Dodge (Ex)
At 2nd level, 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.
Trap Sense (Ex)
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter. 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 him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge 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 he 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.
Tireless Rage (Ex)
At 7th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Greater Rage (Ex)
At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex)
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on all Will saves. This bonus stacks with all other modifiers, including the bonus on Will saves he receives during his rage.
Raging Regeneration (Ex)
Starting at 17th level, while in a rage, a barbarian gains fast healing 5, healing 5 hit points at the start of each of his turns.
Mighty Rage (Ex)
At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class.
Project Goals
Design Paradigm
Credits and Acknowledgments
Races (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099172#post23099172) Human
Dwarf
Elf
Gnome Half-Elf
Half-Orc
Halfling Classes (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099175#post23099175) Barbarian
Bard
Cleric
Druid
Fighter (http://www.giantitp.com/forums/showthread.php?559722)
Monk Paladin
Ranger
Rogue (http://www.giantitp.com/forums/showthread.php?559784)
Sorcerer
Wizard
Psion Skills (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099178#post23099178) Academics
Acrobatics
Arcane Lore
Athletics
Deception
Engineering
Handle Animal
Heal
Insight
Intimidate Linguistics
Natural Lore
Perception
Perform
Persuasion
Profession
Psi Lore
Stealth
Streetwise
Theology Feats (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099181#post23099181)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099183#post23099183)
Adventuring and Combat (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099189#post23099189)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099193#post23099193)
BarbarianAs stated in the Index thread, the purpose of this project is threefold: To improve and streamline parts of 3rd Edition without changing it into an entirely new system.
To revise the SRD classes to be within Tier 2 to Tier 3 in power level.
Because I enjoy homebrewing and want to do it.
A few notes about this project in general: Skills have been revised completely. There are now only 21 skills. Max skill rank is equal to Hit Dice.
Feats have been heavily revised. Most notably among them, Weapon Finesse has been made a normal feature of certain weapons rather than a feat.
While this project does touch on material from other sources, it is focused primarily on material in the SRD. Where material from other sourcebooks intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here but not reproduced if unavailable in the SRD. Where other sourcebooks don't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project unless otherwise stated.
The Barbarian
I'm largely happy with the default barbarian. It's the one primary melee class in the PHB that is widely regarded as good, for good reason. However, I wanted to give it more options as well as an ability to specialize a bit. I took the Totem Barbarian ACF from the SRD and expanded on it to create variations in the base class. However, I made them additional features as opposed to replacement features. I did limit the fast movement class feature to just one of the totems (three, with conditions), but this also allowed me to differentiate the 10 totems a bit more.
My main goal with barbarian was to give it a little bit of a mechanical boost as well as an interesting option when building one that defines the character's play style a bit better. Whether or not this is sufficient to bump it up to a Tier 3 class, I don't know. I'm not certain it is, but I do feel it moves it a bit closer to that goal.
I know I'm going to get push back on not giving pounce to the lion totem barbarian (I certainly did in testing with my local group!), but I'm not planning to just give out pounce in this revision, certainly not at 1st level. (However, see the [URL="http://www.giantitp.com/forums/showsinglepost.php?p=23099181&postcount=5"]Two-Weapon Fighting[/ULR] feat changes.)
Alignment: Any non-lawful.
BaseFortRefWill
Attack BonusSaveSaveSave
Special1st
+1+2+0+0
Illiteracy, rage 1/day, tribal totem2nd
+2+3+0+0
Uncanny dodge3rd
+3+3+1+1
Trap sense +14th
+4+4+1+1
Rage 2/day5th
+5+4+1+1
Improved uncanny dodge6th
+6/+1+5+2+2
Trap sense +27th
+7/+2+5+2+2
Damage reduction 1/, tireless rage8th
+8/+3+6+2+2
Rage 3/day9th
+9/+4+6+3+3
Trap sense +310th
+10/+5+7+3+3
Damage reduction 2/11th
+11/+6/+1+7+3+3
Greater rage12th
+12/+7/+2+8+4+4
Rage 4/day, trap sense +413th
+13/+8/+3+8+4+4
Damage reduction 3/14th
+14/+9/+4+9+4+4
Indomitable will15th
+15/+10/+5+9+5+5
Trap sense +516th
+16/+11/+6/+1+10+5+5
Damage reduction 4/, rage 5/day17th
+17/+12/+7/+2+10+5+5
Raging regeneration18th
+18/+13/+8/+3+11+6+6
Trap sense +619th
+19/+14/+9/+4+11+6+6
Damage reduction 5/20th
+20/+15/+10/+5+12+6+6
Mighty rage, rage 6/day
Hit Die: d12
Class Skills (4 + Int modifier per level, Χ2 at 1st level): Athletics (Str), Handle Animal (Cha), Intimidate (Cha), Natural Lore (Int), Perception (Wis), and Profession (Wis).
Class Features
All of the following are class features of the Barbarian.
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Illiteracy
Barbarians do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics (Balance, Escape), Intimidate, and Handle Animal (Ride)), 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 item creation feats and metamagic feats.
A fit of rage lasts for a number of rounds equal to 3 + the barbarian's (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 for the duration of the current encounter.
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day, to a maximum of six times per day at 20th level. Entering a rage takes no time itself, but a barbarian can do so only during his action, not in response to someone else's action.
Tribal Totem (Ex)
At 1st level, a barbarian chooses a single tribal totem, a spirit animal of some sort that represents himself and his tribe. The tribal totem grants several special abilities unique to that totem. The tribal totems are Ape, Bear, Boar, Dragon, Eagle, Horse, Jaguar, Lion, Serpent, and Wolf.
All abilities granted by a barbarian's tribal totem are extraordinary.Ape At 1st level, an ape totem barbarian gains Improved Unarmed Strike as a bonus feat. His unarmed strike deals 1d6 damage, assuming he is medium size. When fighting unarmed, he is treated as having the Two-Weapon Fighting feat, though not if he is wielding a weapon in either hand. At 2nd level, an ape totem barbarian gains a climb speed equal to his land speed. At 3rd level, an ape totem barbarian gains a +1 bonus on Intimidate checks and unarmed damage rolls. This bonus increases by +1 every three barbarian levels. At 5th level, his unarmed strike damage increases by one die size as if he had increased a size category. At 10th level, an ape totem barbarian fighting unarmed can make an extra unarmed strike on a full attack. This extra attack is made at his full base attack bonus.
Bear At 1st level, a bear totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. At 2nd level, a bear totem barbarian gains the Improved Grab special ability, allowing him to start a grapple as a free action after making a successful melee attack. The barbarian must have at least one hand free in order to initiate the grapple. At 3rd level, a bear totem barbarian gains a +1 bonus on grapple checks and on damage dealt to an opponent while grappling. This bonus increases by +1 every three barbarian levels. At 5th level, the barbarian is treated as being one size category larger while grappling, if it's advantageous to him to do so. Among the other benefits, this allows the barbarian to use his improved grab ability against creatures of his own size and the damage dice of his unarmed strike is increased while grappling. At 10th level, a bear totem barbarian is instead treated as being two size categories larger while grappling and can use one-handed weapons while grappling in addition to light weapons.
Boar At 1st level, a boar totem barbarian gains damage reduction 1/. This increases to 2/ at 4th level and stacks with the damage reduction granted at higher levels. In addition, a boar totem barbarian can choose to activate his rage as an Immediate action when he is dealt damage. At 2nd level, when raging, a boar totem barbarian become able to fight without penalty while disabled or dying. At 3rd level, a boar totem barbarian gains an additional +1 bonus to Constitution while raging and to the number of rounds his rage lasts. This bonus increases by +1 every three barbarian levels. At 5th level, a boar totem barbarian increases the range at which he can continue functioning without dying. The point at which he dies is improved by twice his class level. So, a 5th-level boar totem barbarian will not die until he reaches -20 hit points. At 20th level, he can survive until he reaches -50. At 10th level, a boar totem barbarian in a rage can use an immediate action to delay the effect of a single attack, spell, or ability used against him. The damage or effect occurs immediately at the start of his next turn and cannot be delayed additional rounds through the use of this ability. A boar totem barbarian may use this ability a number of times per rage equal to his base Will save. So, a 10th-level boar totem barbarian can normally use this ability 3 times per rage.
Dragon At 1st level, a dragon totem barbarian can attempt to Intimidate an opponent in combat as a move action rather than as a standard action. At 2nd level, a dragon totem barbarian can add his Constitution bonus, if any, on saves against sleep, paralysis, and fear. At 3rd level, he gains a +1 bonus on Intimidate checks. This bonus increases by +1 every three barbarian levels. At 5th level, he can make Intimidate checks as a swift action. At 10th level, he can make an Intimidate check when he attacks, charges, or enters a rage. This affects all creatures that can see him within 50 feet. He may use this ability only once per round. Any creature who resists this Intimidation attempt becomes immune to this ability for 24 hours.
Eagle At 1st level, an eagle totem barbarian gains a favored enemy as a Ranger. In addition, entering a rage grants a bonus to his Dexterity rather than his Strength. At 2nd level, an eagle totem Barbarian gains Far Shot and Precise Shot as bonus feats, even if he doesn't meet the prerequisites. At 3rd level, he gains a +1 bonus on Perception checks and ranged weapon damage rolls. This bonus increases by +1 every three barbarian levels. At 5th level, he gains a 2nd favored enemy and increases the bonus against any one favored enemy by 2. At 10th level, he gains a 3rd favored enemy and increases the bonus against any one favored enemy by 2. In addition, the range increment of any ranged weapon he wields is increased by 50%, which stacks with the benefits of the Far Shot feat.
Horse At 1st level, the speed of a mount ridden by a horse totem barbarian becomes faster than the norm for its race by +10 feet. At 2nd level, he gains Mounted Combat as a bonus feat. At 3rd level, a horse totem barbarian gains a +1 bonus on Handle Animal checks in regards to any mounts he rides. This bonus increases by +1 every three barbarian levels. At 5th level, he gains Ride-By Attack as a bonus feat. At 10th level, a horse totem barbarian can make an extra attack when using Ride-By Attack. This extra attack is made at his full base attack bonus.
Jaguar At 1st level, a jaguar totem barbarian's land speed becomes faster than the norm for his race by +10 feet. This benefit applies only when he is not wearing heavy armor and not encumbered by a heavy load. In addition, he does not suffer the normal -2 penalty to AC while charging. At 2nd level, a jaguar totem barbarian gains trapfinding as a rogue. He can disable traps by making an attack roll. If his attack roll is higher than the disable DC, the trap is successfully disarmed. Otherwise, the trap is automatically activated. Some traps, such as pitfalls, some magic traps, and traps that have no parts to attack cannot be disabled in this way. At 3rd level, he gains a +1 bonus on Perception checks to locate traps and on attack rolls to disable traps. This bonus increases by +1 every three barbarian levels. At 5th level, a jaguar totem barbarian gains Evasion, which functions as long as he is not wearing heavy armor and not encumbered by a heavy load. At 10th level, he can rage 1 additional time per day. The bonuses to Strength, Constitution, and Will saves during his rage each increase by +2, which stacks with the increases from Greater Rage and Mighty Rage. In addition, he no longer suffers the -2 penalty to AC while raging.
Lion At 1st level, a lion totem barbarian gains Two-Weapon Fighting as a bonus feat, even if he doesn't meet the prerequisites. At 2nd level, a lion totem barbarian increases his land speed by 10 feet when charging. At 3rd level, a lion totem barbarian deals +1 damage on weapon damage rolls made when he charges. This bonus increases by +1 every three barbarian levels. At 5th level, a lion totem barbarian gains Improved Two-Weapon Fighting as a bonus feat, even if he doesn't meet the prerequisites. At 10th level, a lion totem barbarian gains Greater Two-Weapon Fighting as a bonus feat, even if he doesn't meet the prerequisites. Additionally, he can use the extra attack from Improved Two-Weapon Fighting anytime that he can use the extra attack from Two-Weapon Fighting.
Serpent At 1st level, a serpent totem barbarian gains poison use and may apply poison to his weapons as a swift action, even while raging. He also gains a +4 bonus on saves against poison. At 2nd level, a serpent totem barbarian gets a +4 bonus on Stealth checks. At 3rd level, a serpent totem barbarian increases the save DC of any poison he uses by 1. The save DC increases by +1 every three barbarian levels. At 5th level, the initial and secondary damage of poisons he uses increases by +1 per damage die, 1 point if it deals a fixed amount of damage. If a poison doesn't deal damage, this has no effect. At 10th level, the initial and secondary damage of poisons he uses increases by +1 per damage die, 1 point if it deals a fixed amount of damage. This stacks with the bonus gained at 5th level.
Wolf At 1st level, a wolf totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the prerequisites. At 2nd level, a wolf totem barbarians gains an additional +2 attack bonus when flanking an opponent and a +2 bonus on trip attempts made against a flanked opponent. At 3rd level, a wolf totem barbarian gains a +1 bonus on damage dealt against prone opponents. This bonus increases by +1 every three barbarian levels. At 5th level, a wolf totem barbarian gains the Scent ability. At 10th level, when a wolf totem barbarian makes a successful melee attack, he may make a trip attempt as a free action.
Uncanny Dodge (Ex)
At 2nd level, 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.
Trap Sense (Ex)
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter. 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 him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge 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 he 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.
Tireless Rage (Ex)
At 7th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Greater Rage (Ex)
At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Indomitable Will (Ex)
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on all Will saves. This bonus stacks with all other modifiers, including the bonus on Will saves he receives during his rage.
Raging Regeneration (Ex)
Starting at 17th level, while in a rage, a barbarian gains fast healing 5, healing 5 hit points at the start of each of his turns.
Mighty Rage (Ex)
At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class.