BarbearianLarge Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
While raging 13 (-1 Size, +1 Dex, +5 Natural, -2 Rage), touch 8,
flat-footed 12
Base Attack/Grapple: +8/+20
Attack: Claw +15 melee (1d8+8), while raging: Claw +17 melee (1d8+10)
Full Attack: 2 Claws +15 melee (1d8+8) and 1 Bite +10 melee (2d6+4), while raging: 2 Claws +17 melee (1d8+10) and 1 Bite +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rage 3/day
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge
Saves: Fort +10 (+12 while raging), Ref +7, Will +3 (+5 while raging)
Abilities: Str 26, Dex 12, Con 18, Int 8, Wis 12, Cha 10
Skills: Listen +6, Spot +7, Swim +16
Feats: Power Attack, Cleave, Intimidating Rage
Environment: Cold Forests
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: ---
"Abner thet there bawr is lookin' at me like I stole his salmon..."Barbearians are very large Brown Bears with horrible tempers, and awakened intelligence. The usual requisite insane mage is to blame supposedly. God knows why he'd want surly, irritable, possibly homicidally insane servants but mages are some weird guys. Barbearians have all the abilities of a Barbarian equal to their Hit Dice level, and can qualify for Feats etc as if they were Barbarians. Favored Class is of course Barbarian. For all intents and purposes they appear to be normal Brown Bears. They speak Common and Sylvan.
Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.
Rage (Ex): A Barbearian can fly into a rage 3 times per day. In a rage, a Barbearian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the Barbearian’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Barbearian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they 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. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Barbearian’s (newly improved) Constitution modifier. A Barbearian may prematurely end his rage. At the end of the rage, the Barbearian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
A Barbearian can fly into a rage only once per encounter. At 1st level they can use their rage ability once per day. If they take Levels in Barbarian, their Racial Hit Dice are considered Barbarian Levels. So a Barbearian with one Level in Barbarian has the abilities of a 9th Level Barbarian.
Uncanny Dodge (Ex): A Barbearian retains his Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Trap Sense (Ex): A Barbearian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): A Barbearian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Barbearian by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.
Damage Reduction (Ex): A Barbearian gains Damage Reduction. Subtract 1 from the damage the Barbearian takes each time he is dealt damage from a weapon or a natural attack.
Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.
Combat: Barbearians fight like most bears do, with the addition of Rage, and some intelligence. Grappling is preferred but they'll leisurely beat you to death with their paws if they have the time.
Frenzied Bearserker (Barbearian, Frenzied Berserker 6
Large Magical Beast
Hit Dice: 8d10+6d12+70 (153 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
While raging 9 (-1 Size, +1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 4,
flat-footed 11
Base Attack/Grapple: +14/+27
Attack: Claw +22 melee (1d8+9), while raging: Claw +17 melee (1d8+10)
Full Attack: 2 Claws +22 melee (1d8+9) and 1 Bite +20 melee (2d6+4), while raging and frenzying: 3 Claws +27 melee (1d8+14) and 1 Bite +25 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rage 3/day, Frenzy 3/day, Supreme Cleave, Improved Power Attack, Inspire Frenzy 1/day
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge, Deathless Frenzy
Saves: Fort +16 (+18 while raging), Ref +10, Will +6 (+8 while raging)
Abilities: Str 28, Dex 12, Con 20, Int 8, Wis 12, Cha 10
Skills: Intimidate +6, Listen +6, Spot +7, Swim +16
Feats: Power Attack, Cleave, Diehard (B), Instantaneous Rage, Intimidating Rage, Multiattack
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic Neutral
Frenzied Bearserkers are older, meaner Barbearians. Rare conversations with them have led to the discovery that Druids, not Wizards, are responsible for them. This has done nothing to soothe the minds of locals.
Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.
Rage (Ex): A Barbearian can fly into a rage 3 times per day. In a rage, a Barbearian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the Barbearian’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Barbearian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they 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. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Barbearian’s (newly improved) Constitution modifier. A Barbearian may prematurely end his rage. At the end of the rage, the Barbearian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
A Barbearian can fly into a rage only once per encounter. At 1st level they can use their rage ability once per day. If they take Levels in Barbarian, their Racial Hit Dice are considered Barbarian Levels. So a Barbearian with one Level in Barbarian has the abilities of a 9th Level Barbarian.
Frenzy (Ex): A Frenzied Bearserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the Frenzied Bearserker's Constitution modifier. To end the frenzy before its duration expires, the Bearserker may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the Bearserker may have.
The Bearserker can enter a frenzy 3 times per day (but she can't use the ability more than once in any encounter). The Bearserker can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.
While frenzied, the Bearserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.
During a frenzy, the Frenzied Bearserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).
When a frenzy ends, the Frenzied Bearserker is fatigued (—2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Supreme Cleave: A Frenzied Bearserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.
Deathless Frenzy (Ex): A Frenzied Bearserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
Improved Power Attack: A Frenzied Bearserker gains a +3 bonus on her melee damage rolls for every —2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
Inspire Frenzy (Su): A Frenzied Bearserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her.
Uncanny Dodge (Ex): A Barbearian retains his Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Trap Sense (Ex): A Barbearian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): A Barbearian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Barbearian by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.
Damage Reduction (Ex): A Barbearian gains Damage Reduction. Subtract 1 from the damage the Barbearian takes each time he is dealt damage from a weapon or a natural attack.
Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.
Combat: A Frenzied Bearserker is a Barbarian with Levels of Frenzied Berserker. Tactics are now a distant memory for them.
Barbearian"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing a common Ursus arctos whom local Wizards have given sapience and a job."
So Not Wizards"Actually Harlan, they were explaining that they're minions for the local Druids..""Is this true?"
"We consider minion a hurtful term.."Permarage"Our apologies good sir. May I ask what you are employed for?."
"Being able to enter mindless fury at will when it is needed.""How often is that?""Mostly when the local pirates invade. Every other Tuesday. Virtually any sudden movements or loud noises.""Well that's all the time we have for today folks..."