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Handbooks / Re: Being Bane: A Guide to Cracking Small Men
« on: November 07, 2011, 08:41:53 PM »
Building a Barbarian
Arus saw a tall powerfully built youth, naked but for a loin-cloth, and sandals strapped high about his ankles. His skin was burned brown as by the suns of the wastelands and Arus glanced nervously at his broad shoulders, massive chest and heavy arms. From under a mop of unruly black hair smoldered a pair of dangerous blue eyes. A long sword hung in a leather scabbard at his girdle.
- Stories of Conan the Cimmerian, The God in the Bowl
Military barracks, fighter academies, and martial temples are the factories that produce warriors for the civilized man. They claim that strict discipline is the only way to turn out dedicated fighting men, that only in order can they be forged. Barbarians who are said to lack the sense of control, discipline, and order, cannot hope to compete.
It is strange that we barbarians are considered at odds with order. Chaos is nature's order! The great warriors of old did not become the best through study, or focus, or lessons in a training room. No, true steel comes not from practice but from life, and life alone is a test great enough for the mettle of a true warrior! It is in chaos that the greatest are forged, not in the apostate of 'order', that illusion of control.
A Barbarian is strong because rejects the trappings of civilization and order, choosing instead to exist as one with the harshness of nature and be shaped by her rough caresses. A man may travel far and wide, to the ends of the earth, the depths of the sea, and lands beyond the skies, but he will never find a braver, stronger, or tougher man than he who remains uncorrupted by the comforts of civilization.
He is as tranquil as the forest, but on fire within; as swift as the coursing river, with the force of a great typhoon; with all the strength of a raging fire, and as mysterious as the dark side of the moon. Truly, only Barbarians have the right to call themselves warriors.
Attributes
They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.
– The God-Emperor of Mankind
Races
Oomans are pink and soft, not green and tough like da Boyz. They'z all the same size, too - No big'uns or little'uns, so they'z always arguing about who's in charge, 'cos there's no way of telling 'cept for badges an' ooniforms and fings. Anuvver fing - when they do sumfink, they try to make it look like somfink else to confuse everybody. When one of 'em wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, 'arf of 'em believe it and da over 'arf don't, so 'e 'as to hit 'em all anyway or run fer it. Wot a lot of mukkin' about if yer asks me. An' while they'z all arguin' wiv each other over who's da Boss, da Orks can sneak up an' clobber da lot.
- Snotgrub the Ork explains his view of humanity and its failings
Just as not all Halflings are Rogues, and not all pansies are Elves, not all Barbarians are Human. All races started out the same when the world was born; Humans, Dwarves, Orcs, and Halflings were all proud, strong people in the beginning. The only exceptions were the Elves, who immediately formed the world’s first tea party after their first tree hugging session.
Now the Elves are as decadent as ever, while the Halflings for the most part have settled into a quiet complacency, refusing even to venture out of their comfortable little holes. Only the cruel – smelly – Orcs, monstrous races, along with a handful of sturdy – often inebriated – Dwarves and brave Humans adhere to the ways of our ancestors.
What race produces the best Barbarians? I find this a foolish question, as there are so many individual factors and variations between the members of a race that is it impossible to answer. The question itself is impossibly vague: best at doing what?
Instead, allow me to list the general features of the most common races, which is a far easier task to accomplish.
Orcs are physically stronger and tougher than Humans, though they often seem a bit dumber by comparison. Why this is, no one knows, for surely Gruumsh would have had an easier time conquering the world if his creations were smart enough to do so without stabbing themselves in the foot. However, those intelligent enough to follow orders well are also intelligent enough to question those orders, and that is something the One-Eyed Ravager will never allow. Of special note are the Orcs of Water [UA]; the element blessed them with extra resilience only matched by that of the Dwarves.
The Dwarves, old as the mountains and a great deal tougher, are renowned for their metallurgical skills, even amongst those who have rejected civilization. It is only natural that the children of Moradin, who sprung from stone themselves, have an affinity with the earth. Dwarves are the most resilient among the Barbarian races, able to shrug off physical blows, poison, and magical spells with the same ease as you or I would shake off the rain. Again of note are the Dwarves of Water [UA], for they draw strength from their element, and the Dwarves of Earth [UA] who can outdo even the great resilience of the Shield Dwarves.
Humans, by contrast, have no special abilities; we have not hide, nor claws, nor fangs; we cannot breath fire or secrete poison; nor can we see far in darkness, or even in dim light. Though Humans lack the abilities of other races, they are tenacious and determined, forever confronting and adapting to new situations, and sometimes that is enough to succeed. While Elves and Dwarves each maintain that their respective race was the first to be created, but I cannot help but wonder sometimes if Humans were the first; created by an unnamed source as the template on which other races were further developed by their own patron gods.
The great variety of Humans out there provides basis for a great variety of Barbarians too; normal Humans are great intelligent warriors of wonderful versatility, the Neanderthals [Frost] of Frostfell draw upon the power of our ancestors, while Mongrelfolk [RoD] are of even greater resilience than the Dwarves, and yet all are derived from humankin. Truly, there are more different kinds of Barbarians between the Human-races than all the others combined.
And just like Human himself is mighty as a Barbarian, so are their creations – the Warforged [RoE] are made for battle and their sentience gives them the choice of following their creators’ footsteps and invoking their rage as extra strength. Their fearsome reputation is well-deserved; little is more frightening than a machine that thinks and acts like a man. While Dwarves have great resiliency, Warforged by the virtue of being only semi-alive have complete immunity to much that would ail even toughest humanoids.
Few words of the grander races, barbarians thrive in their midst. Goliaths [RoS], Half-Ogres [RoD], Centaurs, Ogres and the like all produce great barbarians in both, numbers and power. Truly, when strength is the measure stick, size is a great gift. A word of warning though, the larger races lead slow lives; when a Human has mastered his craft, they are only beginning. So respect them for their might, but remember that they lose out in skill.
Just like the older in our midst, the descendants of the planar creatures still hold fast to the ways of Barbarians. The so-called “Lesser Genasi”, hailing from Faerun [PGtF], have great history as Barbarians of great might. The descendants of the fiends too, while more at home in shadows, have a history of making great Barbarians if that is the road they have chosen. The descendants of celestials though are ill-suited for this path for the contemplation and meditation does not sit well into a life by the sword.
And one more mention, of the children of Bahamut – just like Moradin’s made his children of great resilience, so too does Bahamut gift those he grants rebirth. The Dragonborn [RotD] of any kind are grand in endurance and any of the three gifts is of great use to Barbarians of their kind. Of special note are the wings; few winged folk have the strength and resolve to live the life of a Barbarian – the Dragonborn do just that. Verily, the Dragonkin demands and deserves our respect still.
Of final note are the races who still live in the wilderness like our ancestors; Feral [SS] Human is at least as strong as Orc and still twice as adaptable. The Mineral Warriors [Und] from the depths of the Earth are nearly impossible to kill and strong all the same. The common races all exist as both and while few in numbers; the few choose the path of Barbarians almost without exception. This makes them match up well to the Barbarian representatives of their more “civilized” counterparts.
Halflings and Gnomes shall be lumped together, as both make poor Barbarians; Halflings are best off as thieves, and Gnomes should be casting illusions – or blowing themselves up with crazy inventions for the great justice. Small size, small strength and small weapons do not a traditional Barbarian make. Some Barbarians rely on agility, not strength, and mayhap their ranks are filled with the small folk, but truly, can a Barbarian without strength be called a Barbarian anymore?
The halfbreed races are even more ill-suited to barbarism: True, the Half-Orc is slightly stronger than the average Human, but as we have seen with the Orcs, strength must go hand in hand with intellect if anything meaningful is to be accomplished. While Half-Orcs may make strong warriors, they cannot think well for themselves and fail at one of the central tenants of barbarism, the ability to survive by one’s own wits in the wild. Verily, true-blood Orcs are the barbarians of that family. Half-Orcs are still better Barbarians than anything else, but better than bad is merely a meaningless victory over something not worth defeating.
Half-Elves are even worse. I ask you, what is a Half-Elf going to do in a fight, talk himself out of it? Is he going to ask the land politely to give him something to eat? Or convince a deer that its flank is really better off in his stomach? Worthless bastards to a man!
However, as bad as these races are, the complete antithesis to the idea of barbarism is the Elf, who spends his days idling amongst flowers, smoking grass, and singing to the trees. The only productive things the elves have produced in their entire existence is magic; and even that was taken from the dragons, has caused as much harm as good in this world, and has been slowly declining in their decadence, for it is often said that the old magics were much stronger than the ones they use now, and the secrets of which have been forgotten.
So much for the better. While magic is on the decline, and civilizations wane in complacency, barbarism shall triumph.
Skills
"Beat your thoughts to the mould of your will."
-Leman Russ, the Great Wolf King of Fenris
Feats
Stomp ‘em! Stomp ‘til there is nuthin’ left!
-Battlecry of the Killcrushas
Fundamentals: Core & SRD
Leadership (Character Level 6) [PHB]: Über [cheese]! The most powerful feat in D&D. Gets you a second character and a bunch of sycophants who could e.g. spread stories of your grandeur and bask in your glory. The true reason for this feat though is that every great Barbarian needs a beautiful Bard cohort of the opposite sex to sing of your great deeds, to improve your performance (and to use magic (items) for you!) and to relieve stress overnight!
Power Attack (Str 13) [PHB]: OMGWTFBBQ?! Trade attack bonus for damage, at a 1 for 2 ratio when wielding a weapon in two hands. This is basically a Barbarian class feature. Don't forget that it actually lacks prerequisites.
Improved Bull Rush (Power Attack, Str 13) [PHB]: Necessary evil. You need it to qualify for Shock Dragoon™-combo! Besides, sometimes it’s cool to push people around. Rawr!
Cleave (Str 13, Power Attack) [PHB]
Combat Reflexes (Dex 13) [PHB]: Wonderful! Truly, life is boring when it's not your turn. You get to do nothing...except with this! Rules state that you stay still on your turn, but this allows you to Screw the Rules! You have the enormous chest to pull it off. Trip opponent, he gets up, make him Stand Still! Someone hits you, Robilar’s Gambit him back! Yes, attacking out of turn is always good fun (for you), especially after a full attack yourself! This lets you do it a lot, and do it while you’re flat-footed!
Stand Still (Str 13) [XPH]: Good. Forgo an AoO to force an opponent to make a reflex save or remain in place. Reflex save DC is equal to your damage. Your massive, massive damage. Help those fools you tripped to stay down!
Improved Unarmed Strike [PHB]: Ok. Sometimes you just have to rebuild someone’s face with your bare hands. This feat allows you to do just that. Your damage die will suck, but that’s what Power Attack and strength are for.
Improved Grapple (Dex 13, Improved Unarmed Strike) [PHB]: Ok. Grappling is a problem-laden area of combat. Size is the primary means of boosting it, which almost always favours the monsters. Freedom of Movement is commonly available on higher levels. And you open your back to all manners of depravity. That said, Barbarian is by far the best man for this job out of all the non-casters. This also makes the Barbarian the best man for the job in an Anti-Magic Field, period. Big HP, huge Str & full BAB are really all you can hope for in a Grapple. Not very good outside duels, but if you must be a grappler, at least be a Barbarian!
Improved Initiative [PHB]: Yeah! +4 Initiative, no frills, no pills. Simple deal; you act first so that they never need to act at all! Relieve your opponents of the stress of preparing for their deaths and kill them before they know what hit them! It’s best for everyone this way. If you have extras, feel free to pick this.
Rapid Shot (Dex 13, Point Blank Shot): Yes! For the Archer in us all! Never arrive in a bowout without this in your back pocket. Your usual Hulk needn’t bother, but if you’re interested in making holes in your foes’ foreheads rather than pulverizing them, this is for you!
Precise Shot (Point Blank Shot): Might as well. If you plan on shooting at people, this allows you to shoot at the right people. If it’s your career, go ahead. Otherwise, pass.
Precise Shot (Dex 19, Point Blank Shot, Precise Shot, BAB +11): It’s ok. This is Improved Shooting At The Right People. If you make a career out of shooting things, go ahead. Otherwise, pass.
Combat Expertise (Int 13) [PHB]: Necessary evil if limited to Core. Truly, if you have access to other books, you should never need to bother being a smart combatant; this stuff cramps your style, but acquiring abilities to knock people down, hit them for hitting you and so on can just be worth it. The reason to be a smart Barbarian.
Improved Trip (Int 13, Combat Expertise) [PHB]: Awesome! Lets you trip things, as well as giving you a free attack when you successfully trip someone, and another one when they get up. Oh, and you get to touch things instead of hitting them even with iteratives. Much easier, not to mention more pleasant. Wolves learn this whether they have Expertise or not. Prerequisite for…
Knock-Down (Str 15, Improved Trip, BAB +2) [SRD]: Great! Whenever you deal 10 or more damage to a target, you get a free trip attempt against them. You see where this is going… As a bonus, you get to pretend to be the schoolyard bully, knocking people around as you walk past. The only difference is that you knock them off their feet with a 10' blade or bear claws. While the said blade/claw is in their gut.
Reckless Offense (BAB +1) [XPH]: Somewhat worthwhile. If you have nothing better to use your feat on (as is like to be the case in Core), this is ok. Extra Power Attack; it's not like you'd been dodging hits anyways.
Exotic Weapon Proficiency (BAB +1) [PHB]: Depends. Well, by and large Exotic Weapons have 1 size larger damage die than normal weapons (in other words, they suck). However, there’s one weapon of interest especially to two-handed charger/controller Barbarians: the Spiked Chain. Yes, the dumbest weapon in D&D also happens to be the best. It trips, disarms, deals two-handed reach damage, threatens adjacent and just has the whole damn packet. If you have the feat to burn and don’t mind dumb weapons, it’s for you.
Weapon Focus (BAB +1) [PHB]: Bleh. Feel free if you’re run out of everything else to pick. Do take 4 Fighter-levels for Specialization if you really are going to bother. Archers can get something out of these. Most don’t. But meh.
Weapon Finesse (BAB +1) [PHB]: Useless in core, but believe it or not, it is possible to make a Dex-focused Barbarian with additional material! Yes, it involves Chain Dancing.
The Tools of Trade: Completes, Races of & PHBII
Leap Attack (Jump 8 ranks, Power Attack) [CAdv]: Superb! Quadruple double handed damage bonus from Power Attack if you jump more than 10 feet while charging. The higher you are, the harder they fall!
Shock Trooper (Improved Bull Rush, Power Attack, BAB +6) [CW]: Just plain Barbarian! Assign your Power Attack penalty to your armor class. Basically, trade blows with you hitting twice as hard and lasting twice as long. Like everything Barbarian, this just ain’t fair!
Rampaging Bull Rush (Improved Bull Rush, Rage, Large or Larger) [RoS]: Ok! Take -4 on Bull Rush to knock opponent prone instead. Certainly useful! Although Knock-Down and Improved Trip do place in question the feat’s necessity.
Knockback (Improved Bull Rush, Power Attack, Large or Larger) [RoS]: Good! Whenever you hit opponent with Power Attack, you can knock them around a bit! Combined with Shock Trooper, you can do all sorts of ugly things with this!
Combat Brute (Improved Sunder, Power Attack, BAB +6) [CW]: Decent when no must-haves are left. Gives three abilities, two of which are ok (basically, allow you to break Hydras; turns out Hercules was a Combat Brute Barbarian). The third allows you to increase the multiplier on your Power Attack in the round after you charge an enemy. Combine with the above to create the Shock Dragoon Brute OMGWTFBBQ™ chain! So you hit someone really hard, and follow it up with an even harder hit. First charge kills a mook, and leaves you in a position to Combat Brutalize the BBEG!
Evasive Target (Dodge, Mobility, BAB +6) [CW]: Useful. As we covered before, your AC probably sucks. It also probably sucks some more Charging and all that. If fighting other melee beasts, the ability to ignore their Power Attack is literally a lifesaver. Really enhances the value of whatever life you have. Only drawback is that you have to learn useless crap to acquire it, but hey, greatness at any cost!
Deft Opportunist (Dex 15, Combat Reflexes) [CAdv]: Worthwhile. Most Barbarians focus on beating their opponents to bloody pulp on Charges and what-have-you. Some deft ones have opted for a bit different approach though; let the adversaries approach, rip their faces apart while stopping their movement and let them try until they die! For those, Ferocity and Deft Opportunist are great options!
Karmic Strike (Dex 13, Combat Expertise, Dodge) [CW]: Awesome! The only drawback to this feat are the prerequisites. Expertise, Dodge? Phah, you’re a Barbarian, damnit! But the ability to hit the opponent for every time he hits you is just golden. Especially awesome when you did your Shock Dragoon Charge!
Robilar’s Gambit (Combat Reflexes, BAB +12) [PHBII]: Über! Make your own rules, damnit! This one makes yourself more vulnerable in exchange for an obscene number of attacks on your opponent – if you survive. Once again, embodies the Barbarian ideal of “The first one to die loses!” Generally, the man with bigger HD, damage, Con, Str and more attacks wins, and as a Barbarian you have all of the above!
Mage Slayer (Spellcraft 2 ranks, BAB +3) [CArc]: The right tool for the job. If you are to slay mages, become a Mage Slayer. The benefits are small, but notable: You learn to better shield your mind and you learn to break the defenses in their spellcasting! Truly, if a mage approaches a Slayer Barbarian, he is not long for this world! Do mind the Spellcraft requirement though.
Pierce Magical Concealment (Con 13, Blind-Fight, Mage Slayer) [CArc]: World-changing! See the world for what it truly is, without the impact of magic! You may need Blind-Fight, but truly, the mages who would seek to deceive you are in for a crude awakening when they strive to unearth the Glaive stuck in the approximate center of their heart.
Intimidating Strike (Intimidate 4 ranks) [PHBII]: You take a standard action to make a single melee attack that intimidates your foe! In addition, you may take a penalty to your attack roll up to your base attack bonus, and add it to the intimidate check. Useful with Imperious Command.
Intimidating Rage (Rage) [CW]: Great! As a free action, intimidate one person within 30 feet when starting a rage, forcing him to become shaken for the duration of the rage. This is why Barbarians truly are charismatic.
Instantaneous Rage (Rage) [CW]: Reasons exist to take it. Allows you to activate your rage as a free action, even during other people’s turn. Worthwhile options if your Rage is of a flavor other than Ferocity, when combined with means to yell really hard.
Extra Rage (Rage) [CW]: Useful. Gives your 2 more rage attempts per instance of feat taken. Rage all day, every day! The feat for first level play.
Reckless Rage (Rage) [RoS]: Handy! Take an additional -2 to AC when raging for an additional +2 to strength and constitution. Emphasizes the Barbarian ideal of “let them hit and hit back harder!”
Steadfast Determination (Endurance) [PHBII]: Yes! Con modifier instead of Wisdom modifier to will saves. I’m sorry, but these *are* the Warforged we are looking for! As a Barbarian, your Rage and Indomitable Will both already help your Will, so the more, the merrier! Oh, and no more natural 1s on Fort-saves; for a Barbarian, that means practical immunity!
Channeled Rage (Half-Orc, Rage) [RoD]: Yeah! One good reason to be a Half-Orc. You can burn a Rage to punch the opponent out of your head; literally! Adds your massive, massive Str to Will-saves. That said, the cost is something to mind; not requiring Endurance is definite boon though.
Extend Rage (Rage) [CW]: Blah. You can Rage longer. The thing is, Rage is already 3+Con turns. Your Con should be in the lower stratospheres. If you can’t make problems go away in that time, something else is wrong than the duration of your Rage. And if your Con is low enough to warrant this, you might as well start with your memorial instead of taking this.
Goad (Cha 13, BAB +1) [CAdv]: Superfluous. Generally, cleaving a line of heads off is plenty of an incentive for people to come hit you. If it’s not, cleave another one. Charismatic Barbarians frighten people into submission; they don’t beg to be attacked. Leave that to Monks. Oh yeah, and this gives them a Will-save vs. your Cha and only restricts their melee attacks. Just don’t bother.
Gnoll Ferocity (Gnoll, Rage) [RotW]: Fun. If you somehow ended up a Gnoll, getting that extra Bite out of your Rage is never a bad thing. Although if you become a Bear, it’s wasted.
Destructive Rage (Rage) [CW]: This feat tastes bad. You can break things just fine with Rage + Power Attack. Also, you shouldn’t be breaking things often enough to need this. No, this is just bad.
Improved Toughness (Fort +2) [CW]: Decent. In case you still somehow missed it, Barbarians are all about getting hit and hitting back harder. Extra HP help with that. Relatively small boost for a Barbarian though.
Improved Buckler Defense (Shield Proficiency) [CW]: Decent. Making shields obsolete since 2003! If you have the feat to spare, go for it and save the Animated-money.
Mad Foam Rager (Rage) [PHBII]: Ok. You get to play the “I’ll never die alone!”-shtick! Aside from the coolness-factor, the feat unfortunately has little going on for it alone; if you happen to have a Cleric nearby though, the ailment can be cured. If you had an abundance of feats, every Barbarian should have this, but alas, the limited supply keeps this from being the Awesome it deserves.
Ragewild Fighting (Shifter, Power Attack, BAB +6) [RoE]: Decent. You get three maneuvers, none of which are too amazing. First gives you free attack when someone enchants you. Better make that count (better plan is not to get controlled in the first place though). Second dazes your size-or-smaller opponents when Power Attacking. Not bad, but it’s weird if they’re alive after two rounds of Power Attacks. Third enables using Action Points for extra damage. Sure, why not.
Three Mountains Style (Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus: Heavy mace, Morningstar or Greatclub) [CW]: Decent. The only two-handed weapon style feat; this is actually rather good. You force a strength-based save vs. Nausea, a very powerful condition. The only drawback is that if you hit someone twice already, why isn’t he dead, and if he isn’t dead, how do you plan on making him fail a Fort-save? If you aren’t charging (because it’s been nerfed or whatever), but are more of the stand-up kind of guy, this may be worthwhile.
Jotunbrud (Illuskan or Damaran Human, 1st level) [RoF]: Yeah! You’re treated as Large whenever it’s beneficial for you. Basically, you get Powerful Build as a Human. Besides, you get to be a descendant of Giants! And yeah, you just kick some ass.
The Final Frontier: All the rest
Poison Healer (Great Fortitude, Con 13) [FC1]: You heal a number of hit points equal to your Constitution modifier whenever you successfully resist poison. A barbarian's massive fortitude save and constitution score means that he can get good mileage out of this, even without Steadfast Determination. This is not a powerful feat, as it is only good for out of combat healing (without shenanigans), but healing wounds by consuming alcohol is always fun.
Imperious Command (Cha 15) [DoTU]: Yes! Demoralized opponent cowers for 1 round, then shaken for 1 round. This is why the charismatic Barbarians rule! The beauty of this is just beyond description; you need but show them your angry face and they bask in your glory (and you can proceed to decapitate the whole bunch should that strike your fancy)!
Frightful Presence (Cha 15, Intimidate 9 ranks) [Drac]: Decent. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. Combine with your Bard-cohort’s Inspire Greatness to make even greater Demons cry!
Martial Study [ToB]: For purists only. Opens up a can of kung-fu fighting. It’s like 10 gallons of pure awesome squeezed into a 2 gallon jug. Some prefer dipping, but pure-bloods can consider this to acquire great examples of Barbarism such as Iron Heart SURGE!
Martial Stance [ToB]: Great! If you feel dipping to be wrong, this enables you to acquire the wondrous things known as “stances”. There’s an especially useful one named “Thicket of Blades”, which enables you to make any movement in your area provoke an attack of opportunity. Never let people approach you again!
Evasive Reflexes (Dex 13) [ToB]: Great. When you hit someone and tank your AC, not being next to them when they hit back can help. If you happen to have this feat called Robilar’s Gambit, every one of their attacks provokes an attack of opportunity. This here feat means that you can take a 5’ step every time that happens. So one attack later, you’re out of their threatened area and their full attack is wasted!
Sidestep (Dex 15, Dodge, Mobility, Tumble 8 ranks) [MiniHB]: Heh. Once per turn, you can replace an attack of opportunity with a 5’ step! Woot! Dodge full attacks! Wait...what manner of tool wrote those prerequisites? Yeah, take Evasive Reflexes. Calling this “bad” is the understatement of the year.
Large and In Charge (Reach 10’ or more, Large or Larger) [Drac]: Cool. Sort of like Knockback! You can make attacks of opportunity to move opponent back 5’ and stop their movement. Easy to pick up too! And it’s just a plain Strength-check.
Righteous Wrath (Rage, Exalted) [BoED]: Just maybe... Now, the benefits are pretty worthless, even for a charismatic Barbarian, as the target is only shaken and only after a hit. The better part is that you can control yourself; mayhap you can tame the Frenzied Berserker within!
Dragon Rage (Dragon Totem, Rage, Argonnesse, BAB +4): Decent. When you Rage, get +2 Natural Armor and Energy Resistance +10 (for a total of 15) vs. your chosen Totem’s energy type!
Frozen Berserker (Rage) [Frost]: Mediocre if not using trickery. When raging, you become a chunk of ice! Makes you immune to cold. The drawback is that you hate fire. Unless you already have Fire immunity anyways. This isn't exactly Super Special Awesome™, but it enables Frostrager.
Blazing Berserker (Rage) [Sand]: Mediocre if not using trickery. When raging, you become a living inferno! So you’re immune to fire. Doesn’t burn people you touch, oddly enough. You can combine this with the above to gain elemental immunity to Fire & Ice. Plus you get to be a burning chunk of ice. That’s fairly awesome.
Cobalt Rage (Con 13, Rage) [MoI]: Yeah! You can invest essential into your Rage to get melee damage- and Will-save bonus for the Rage! Oh, and you get bonus essential. If you intend on fooling around with Incarnum, this is your ticket.
Frantic Rage (Rage, Madness-domain) [FoE]: Yeah! As is appropriate, the dexterous Barbarian is an idea of Madness; truly, you must be mad to be agile instead of strong! This feat empowers you for a completely different approach to Barbarianism!
Shadow Blade (Shadow Hand stance) [ToB]: Yeah! For the quick Barbarian in us all! Limits you to Shadow Hand-weapons, but luckily an old friend looks back at us; that’s right, Spiked Chain is a Shadow Hand weapon! All you lose is the 1½ damage bonus normal Str-Barbarian enjoys. All the other multipliers are right there. Your Unarmed Strikes also enjoy this bonus, and you have the option of going Two-Weapon Fighting with your Dexterity. And you’ll have an actual AC!
Ettercap Berserker (Lodge Membership, Rage, Rashemen) [UE]: Decent. Gain +2 on poison saves and gain an added +2 Bonus to Con when raging. +4 at greater rage. For those who missed it, Barbarism is all about having the biggest chest muscles!
Ice Troll Berserker (Con 13, Lodge Membership, Rage, Rashemen) [UE]: Decent. +2 natural armor bonus while raging +4 with Greater Rage. For the Barbarians who seek to block blows with their chest instead of absorbing them!
Snow Tiger Berserker (Dex 13, Lodge Membership, Rage, Rashemen) [UE]: Great if you’re a bear! You gain Pounce…that only works with light weapons. Why am I mentioning this? Why, natural attacks and unarmed strikes are always treated as light weapons. Does the name "Bear Warrior" say anything to you? It will soon.
Wolf Berserker (Lodge Membership, Rage, Rashemen) [UE]: Superb! Replaces Combat Expertise as a prerequisite for Improved Trip. Yes, and also provides stacking +4 bonus on Tripping. Oh, and +4 to resist Tripping. Yes! YES!
Eagle Tribe Vision (Tribe membership, Human, from the Shaar) [SSouth]: Ok. +5 to Spot. Not much to...see here.
Hyena Tribe Hunter (Tribe membership, Human, from the Shaar) [SSouth]: Decent. +2 Hide, +2 Trip, qualifies you for Improved Trip. Handy if you really, really want to pimp out those Trip-checks. Loses out to Wolf Berserker, but why couldn't you be a tribe member in the Shaar and a Lodge member in Rashemen?
Lion Tribe Warrior (Tribe membership, Human, from the Shaar) [SSouth]: Mediocre. You gain Pounce with a single light weapon, or two attacks with two light weapons you can wield. Ok for an Unarmed Barbarian, but frankly, Snow Tigers whop Lions' arse any day.
Rhinoceros Tribe Charge (Tribe membership, Human, from the Shaar) [SSouth]: For the early game! Extra 2d6 damage on charge. Unfortunately it can only be applied to one attack, trivial later on.
Headlong Charge (Orc or half-orc, base attack bonus +4 or higher)[RoF]: You provoke an AoO from everyone you charge past, including your target. In return, you deal double damage on a charge. Is nice.
Might Makes Right (Str 13, Leadership)[RoF]: This adds your Strength bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat. If you take leadership, you might as well take this.
Class Features Variants
He is a barbarian, and thinks that the customs of his tribe and island are the laws of nature.
-George Bernard Shaw, Caesar and Cleopatra
Alternative Class Features
He is truly wise
who’s traveled far
and knows the ways of the world.
He who has traveled
Can tell what spirit
governs the men he meets.
-Hávámal, The Sayings Of Odin
Combinations
A few tricks as to how to combine the different options to a devastating/useful effect. Notation (F) = Feat, (S) = skill trick, (A) = alternative class feature:
Power Attack (F) + Shock Trooper (F) + Spirit Lion Totem Pounce (A) + Leap Attack (F) + Knockback (F)/Awesome Charge (A)/Knock-Down (F) (+ Twisted Charge (S)/Street Fighter (A) + Nimble Charge (S)): Charge at 1+ opponents. Reduce 1+ opponents to smoldering remains lying within half a dozen feat from you on the ground. Add Cleaving Charge (A) to do it at multiple places in a turn!
Intimidating Rage (F) + Imperious Command (F) + Immediate Rage (F)/Ferocity (A) + Never Outnumbered (S): Barbarian Celerity! Show your true face as an immediate action, making everyone within 30’ cower and bask in your glory!
Combat Reflexes (F) + Martial Stance: Thicket of Blades (F) + Robilar’s Gambit (F) + Mage Slayer (F) + Stand Still (F)/Improved Trip (F): Make opponent do nothing! Whatever they do, they provoke and if they try to move, you can stop them and if they do anything else, you can hit them hard. Lockdown: Making life miserable for everyone but you since 2006!
Track (F) + Trapkiller (A): Make your Survival do everything! Physical traps? Survival. Tracking? Survival. Wilderness movement? Survival. Food? Survival. Whatever else? Roll Survival just in case. It probably works.
Weapon Finesse (F) + Shadowblade (F) + Exotic Weapon Proficiency: Spiked Chain (F) + Frantic Rage (F)/Ferocity (A) + Ape-Totem Barbarian (A): Whoever said Kobolds don’t make for good Barbarians? Suddenly you do everything based on Dex and get notable bonuses in the stat from your race and class while being able to dump Str!
Mountain Rage (A) + Wolf Berserker (F) + Improved Trip (F): Hurl anything up to Huge size around like they were paper and hit them again for their troubles!
Arus saw a tall powerfully built youth, naked but for a loin-cloth, and sandals strapped high about his ankles. His skin was burned brown as by the suns of the wastelands and Arus glanced nervously at his broad shoulders, massive chest and heavy arms. From under a mop of unruly black hair smoldered a pair of dangerous blue eyes. A long sword hung in a leather scabbard at his girdle.
- Stories of Conan the Cimmerian, The God in the Bowl
Military barracks, fighter academies, and martial temples are the factories that produce warriors for the civilized man. They claim that strict discipline is the only way to turn out dedicated fighting men, that only in order can they be forged. Barbarians who are said to lack the sense of control, discipline, and order, cannot hope to compete.
It is strange that we barbarians are considered at odds with order. Chaos is nature's order! The great warriors of old did not become the best through study, or focus, or lessons in a training room. No, true steel comes not from practice but from life, and life alone is a test great enough for the mettle of a true warrior! It is in chaos that the greatest are forged, not in the apostate of 'order', that illusion of control.
A Barbarian is strong because rejects the trappings of civilization and order, choosing instead to exist as one with the harshness of nature and be shaped by her rough caresses. A man may travel far and wide, to the ends of the earth, the depths of the sea, and lands beyond the skies, but he will never find a braver, stronger, or tougher man than he who remains uncorrupted by the comforts of civilization.
He is as tranquil as the forest, but on fire within; as swift as the coursing river, with the force of a great typhoon; with all the strength of a raging fire, and as mysterious as the dark side of the moon. Truly, only Barbarians have the right to call themselves warriors.
Attributes
They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.
– The God-Emperor of Mankind
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Barbarians truly are incomparable warriors; mere two attributes give them all they need yet they can expand their options with each and every one! Let me offer you a quick tour of the world of Bane.
Strength: Truly, this is what most Barbarians rely on. Not only is it the source of your melee hit and damage, since it’s also the primary attribute boosted by Rage, you pretty much want to build your character around Hulk Smash! This also governs all the martial maneuvers such as Trip, Disarm, Grapple and so on, so Bane is especially well-suited to take advantage!
Dexterity: Cartoons teach us that agility beats strength. This is not precisely true, but what is true is that acting fast, dodging blows and in general, gaining extra value out of your HP is great added to immense strength. Also, this fuels some Barbarian-feats and makes Archerians happen. Ferocious Barbarians can even build around this in the melee! No, not necessary, but handy.
Constitution: Your chest muscle. You know every Barbarian ever has huge chest muscles! Barbarians even gain damage reduction or AC bonus due to their immensity! This is your primary defense; Fireball? You block with your chest! Sword? You block with your chest! Finger of Death? You block with your chest! With the right choices, you’ll even block Dominate Person with your chest! Basically, whatever happens, if something hits you, you block with your chest, so better make sure you have a damn huge chest to block with! Also, makes you slow to abate…which is awesome because your anger is your strength!
Intelligence: Ah yes, the archetype of the stupid Wildman who goes Hulk Smash when you tell him to. But no, you’re your own man and you decide for yourself when you go Bruce Banner. This can be worth it, this can be not worth it. For the savvy hunters who fuel their Rage into lethal determination for swift kills, this is very much worth it. For the Conan who just battles an army and comes out victorious, this is unnecessary. In general, the northerners who worship the wolves have less need for this than those who follow less savage beasts.
Wisdom: You, who hail from the savage lands, carry great Wisdom within. There is much you understand the city-fools cannot even hope to begin to comprehend. You know why the wind whispers, you know why the tree dies. You understand the ways of the sun and the moon and you know why the wolf bites. This is what you’re trained at. Oh, and protecting your mind is worth all the trouble…unless you do it with your chest, like everything else. Still, you can learn where traps lie and you can hear the breathing of the Wizard who would lurk nigh’.
Charisma: Take me for a savage will you? Consider me little more than a wild beast? Little do you know, little indeed. Where do you think my Rage comes if not from my strength of mind? Why do you think even a Dragon stirs in my presence if not for the force of my presence? No, not all Barbarians are withdrawn and weak of will. Some of us have force and the ways to bring our minds’ crushing might down upon our enemies! Indeed, some of us may be peasants, but there are kings in our ranks too! For the Barbarians of leadership and fear, this is the way!
Strength: Truly, this is what most Barbarians rely on. Not only is it the source of your melee hit and damage, since it’s also the primary attribute boosted by Rage, you pretty much want to build your character around Hulk Smash! This also governs all the martial maneuvers such as Trip, Disarm, Grapple and so on, so Bane is especially well-suited to take advantage!
Dexterity: Cartoons teach us that agility beats strength. This is not precisely true, but what is true is that acting fast, dodging blows and in general, gaining extra value out of your HP is great added to immense strength. Also, this fuels some Barbarian-feats and makes Archerians happen. Ferocious Barbarians can even build around this in the melee! No, not necessary, but handy.
Constitution: Your chest muscle. You know every Barbarian ever has huge chest muscles! Barbarians even gain damage reduction or AC bonus due to their immensity! This is your primary defense; Fireball? You block with your chest! Sword? You block with your chest! Finger of Death? You block with your chest! With the right choices, you’ll even block Dominate Person with your chest! Basically, whatever happens, if something hits you, you block with your chest, so better make sure you have a damn huge chest to block with! Also, makes you slow to abate…which is awesome because your anger is your strength!
Intelligence: Ah yes, the archetype of the stupid Wildman who goes Hulk Smash when you tell him to. But no, you’re your own man and you decide for yourself when you go Bruce Banner. This can be worth it, this can be not worth it. For the savvy hunters who fuel their Rage into lethal determination for swift kills, this is very much worth it. For the Conan who just battles an army and comes out victorious, this is unnecessary. In general, the northerners who worship the wolves have less need for this than those who follow less savage beasts.
Wisdom: You, who hail from the savage lands, carry great Wisdom within. There is much you understand the city-fools cannot even hope to begin to comprehend. You know why the wind whispers, you know why the tree dies. You understand the ways of the sun and the moon and you know why the wolf bites. This is what you’re trained at. Oh, and protecting your mind is worth all the trouble…unless you do it with your chest, like everything else. Still, you can learn where traps lie and you can hear the breathing of the Wizard who would lurk nigh’.
Charisma: Take me for a savage will you? Consider me little more than a wild beast? Little do you know, little indeed. Where do you think my Rage comes if not from my strength of mind? Why do you think even a Dragon stirs in my presence if not for the force of my presence? No, not all Barbarians are withdrawn and weak of will. Some of us have force and the ways to bring our minds’ crushing might down upon our enemies! Indeed, some of us may be peasants, but there are kings in our ranks too! For the Barbarians of leadership and fear, this is the way!
Races
Oomans are pink and soft, not green and tough like da Boyz. They'z all the same size, too - No big'uns or little'uns, so they'z always arguing about who's in charge, 'cos there's no way of telling 'cept for badges an' ooniforms and fings. Anuvver fing - when they do sumfink, they try to make it look like somfink else to confuse everybody. When one of 'em wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, 'arf of 'em believe it and da over 'arf don't, so 'e 'as to hit 'em all anyway or run fer it. Wot a lot of mukkin' about if yer asks me. An' while they'z all arguin' wiv each other over who's da Boss, da Orks can sneak up an' clobber da lot.
- Snotgrub the Ork explains his view of humanity and its failings
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Just as not all Halflings are Rogues, and not all pansies are Elves, not all Barbarians are Human. All races started out the same when the world was born; Humans, Dwarves, Orcs, and Halflings were all proud, strong people in the beginning. The only exceptions were the Elves, who immediately formed the world’s first tea party after their first tree hugging session.
Now the Elves are as decadent as ever, while the Halflings for the most part have settled into a quiet complacency, refusing even to venture out of their comfortable little holes. Only the cruel – smelly – Orcs, monstrous races, along with a handful of sturdy – often inebriated – Dwarves and brave Humans adhere to the ways of our ancestors.
What race produces the best Barbarians? I find this a foolish question, as there are so many individual factors and variations between the members of a race that is it impossible to answer. The question itself is impossibly vague: best at doing what?
Instead, allow me to list the general features of the most common races, which is a far easier task to accomplish.
Orcs are physically stronger and tougher than Humans, though they often seem a bit dumber by comparison. Why this is, no one knows, for surely Gruumsh would have had an easier time conquering the world if his creations were smart enough to do so without stabbing themselves in the foot. However, those intelligent enough to follow orders well are also intelligent enough to question those orders, and that is something the One-Eyed Ravager will never allow. Of special note are the Orcs of Water [UA]; the element blessed them with extra resilience only matched by that of the Dwarves.
The Dwarves, old as the mountains and a great deal tougher, are renowned for their metallurgical skills, even amongst those who have rejected civilization. It is only natural that the children of Moradin, who sprung from stone themselves, have an affinity with the earth. Dwarves are the most resilient among the Barbarian races, able to shrug off physical blows, poison, and magical spells with the same ease as you or I would shake off the rain. Again of note are the Dwarves of Water [UA], for they draw strength from their element, and the Dwarves of Earth [UA] who can outdo even the great resilience of the Shield Dwarves.
Humans, by contrast, have no special abilities; we have not hide, nor claws, nor fangs; we cannot breath fire or secrete poison; nor can we see far in darkness, or even in dim light. Though Humans lack the abilities of other races, they are tenacious and determined, forever confronting and adapting to new situations, and sometimes that is enough to succeed. While Elves and Dwarves each maintain that their respective race was the first to be created, but I cannot help but wonder sometimes if Humans were the first; created by an unnamed source as the template on which other races were further developed by their own patron gods.
The great variety of Humans out there provides basis for a great variety of Barbarians too; normal Humans are great intelligent warriors of wonderful versatility, the Neanderthals [Frost] of Frostfell draw upon the power of our ancestors, while Mongrelfolk [RoD] are of even greater resilience than the Dwarves, and yet all are derived from humankin. Truly, there are more different kinds of Barbarians between the Human-races than all the others combined.
And just like Human himself is mighty as a Barbarian, so are their creations – the Warforged [RoE] are made for battle and their sentience gives them the choice of following their creators’ footsteps and invoking their rage as extra strength. Their fearsome reputation is well-deserved; little is more frightening than a machine that thinks and acts like a man. While Dwarves have great resiliency, Warforged by the virtue of being only semi-alive have complete immunity to much that would ail even toughest humanoids.
Few words of the grander races, barbarians thrive in their midst. Goliaths [RoS], Half-Ogres [RoD], Centaurs, Ogres and the like all produce great barbarians in both, numbers and power. Truly, when strength is the measure stick, size is a great gift. A word of warning though, the larger races lead slow lives; when a Human has mastered his craft, they are only beginning. So respect them for their might, but remember that they lose out in skill.
Just like the older in our midst, the descendants of the planar creatures still hold fast to the ways of Barbarians. The so-called “Lesser Genasi”, hailing from Faerun [PGtF], have great history as Barbarians of great might. The descendants of the fiends too, while more at home in shadows, have a history of making great Barbarians if that is the road they have chosen. The descendants of celestials though are ill-suited for this path for the contemplation and meditation does not sit well into a life by the sword.
And one more mention, of the children of Bahamut – just like Moradin’s made his children of great resilience, so too does Bahamut gift those he grants rebirth. The Dragonborn [RotD] of any kind are grand in endurance and any of the three gifts is of great use to Barbarians of their kind. Of special note are the wings; few winged folk have the strength and resolve to live the life of a Barbarian – the Dragonborn do just that. Verily, the Dragonkin demands and deserves our respect still.
Of final note are the races who still live in the wilderness like our ancestors; Feral [SS] Human is at least as strong as Orc and still twice as adaptable. The Mineral Warriors [Und] from the depths of the Earth are nearly impossible to kill and strong all the same. The common races all exist as both and while few in numbers; the few choose the path of Barbarians almost without exception. This makes them match up well to the Barbarian representatives of their more “civilized” counterparts.
Halflings and Gnomes shall be lumped together, as both make poor Barbarians; Halflings are best off as thieves, and Gnomes should be casting illusions – or blowing themselves up with crazy inventions for the great justice. Small size, small strength and small weapons do not a traditional Barbarian make. Some Barbarians rely on agility, not strength, and mayhap their ranks are filled with the small folk, but truly, can a Barbarian without strength be called a Barbarian anymore?
The halfbreed races are even more ill-suited to barbarism: True, the Half-Orc is slightly stronger than the average Human, but as we have seen with the Orcs, strength must go hand in hand with intellect if anything meaningful is to be accomplished. While Half-Orcs may make strong warriors, they cannot think well for themselves and fail at one of the central tenants of barbarism, the ability to survive by one’s own wits in the wild. Verily, true-blood Orcs are the barbarians of that family. Half-Orcs are still better Barbarians than anything else, but better than bad is merely a meaningless victory over something not worth defeating.
Half-Elves are even worse. I ask you, what is a Half-Elf going to do in a fight, talk himself out of it? Is he going to ask the land politely to give him something to eat? Or convince a deer that its flank is really better off in his stomach? Worthless bastards to a man!
However, as bad as these races are, the complete antithesis to the idea of barbarism is the Elf, who spends his days idling amongst flowers, smoking grass, and singing to the trees. The only productive things the elves have produced in their entire existence is magic; and even that was taken from the dragons, has caused as much harm as good in this world, and has been slowly declining in their decadence, for it is often said that the old magics were much stronger than the ones they use now, and the secrets of which have been forgotten.
So much for the better. While magic is on the decline, and civilizations wane in complacency, barbarism shall triumph.
Skills
"Beat your thoughts to the mould of your will."
-Leman Russ, the Great Wolf King of Fenris
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Class skills
Climb: You can kill things by climbing to them. Or climbing them. Or you can just smack the caster until he makes you fly. Your choice.
Handle Animal: Cityscape allows you to use this as a Gather Information check. Unfortunately, it means you don’t get to hold people over the sides of buildings while demanding “WHERE IS JIMMY THE MOLE”, so it’s a bit of a tradeoff.
Intimidate: Otherwise known as 'Klingon diplomacy', this skill allots you to scare things to death. Might require a few feats to be worth overcoming your possible Cha penalty, but there’s nothing quite frightening as an angry Barbarian with a way with words! Your chest muscles should give you epic circumstance bonuses - it has even been suggested in Masters of the Wild (3.0) that Barbarians get +4 bonus to intimidate and be allowed to use their Strength bonus instead of Charisma if an act of might is part of the intimidate check.
Jump: If you don’t have Leap Attack, this is replaceable with Fly. You should never not have Leap Attack. Kill things by jumping them! You can also jump on them should you so desire.
Listen: This allows you to avoid ambushes and to figure out what’s being whispered behind your back. You have d12 HD and Uncanny Dodge, but if you invest in it maybe the d4 caster you break will give you some nice gear.
Survival: TRAPS WILL FALL AT YOUR HANDS!!! Also, you apparently will never have to spend 5 silver on rations or something like that. Trapkiller makes this worth it. See ACF section.
Ride: You run as fast as a horse anyway (unless you traded Fast Movement for something good) and Survival is a class skill, so you have no need for Emergency Rations. Let the Paladin Ride on the high horse and fall tumbling down when you run into yet another bunch of otherworldly horrors the horse can't stand.
Tumble: Cityscape allows you to trade Ride for Tumble. Tumble is much better than ride. Even without Cityscape, max this, no matter how fruity the description is. Basically, you can play "can't catch me" with that guy's guisarme until you get bored and cram a block of wood through his guts. It also allows a degoratory dance in the face of Elves and they can't even make attacks of opportunity to stop you!
Cross Class
Bluff: “Remember when I said I’d kill you last? I lied.”
If you’re building for Intimidate, this gives you another +2 at the cost of 5 ranks. And hey, lying never hurt anybody at all. Trust me.
Balance: You may be able to kill the Tarrasque in one swing, but without 5 ranks, 1st level Wizards can still mess you up.
Spot: The same as listen, except this time it is even more reasonable to shove the Wizard’s gift down his throat and tell him to avoid his own damn ambushes. Only worth it if you have nothing better to spend ranks on.
Hide/Move Silently: You can kill people by sneaking up to them. Or you can just make the Rogue sneak, and beat him whenever he’s detected. Your choice.
Use Magic Device: You can kill people with magic. Or use magic to make yourself stronger then kill people personally. (The Flexible Mind feat makes this a permanent class skill for you.)
Skill Tricks
Clarity of Vision: If you’re in a build that happens to meet the Spot requirement, this is nice for beating on the cowards who try to avoid you, but it’s not worth the investment otherwise. Requires Spot twelve (12!) ranks, which you must study other ways to even be able to reach it before the end of your path. That said, seeing things is a very Barbarian thing to do!
Extreme Leap: If you’re a Leap Attacker, this is right up your alley. Worth it if you can spare the ranks. Needs 5 in Jump, which you should have anyways. Jump more!
Never Outnumbered: Demoralize multiple targets simultaneously. Prerequisite of 8 skill ranks. Truly at home for those
who would roar before charge; then everyone can cower when ye roar!
Nimble Charge: Charge over difficult terrain. Grab this. Needs 5 Ranks in Balance, which you should always have as a charger.
Point It Out: If you have the ranks in Spot, might as well, but don’t worry about it otherwise. You can show the doofuses that yes, it actually is an ambush. You don't really care since you're always ready, but Squishy McSquishon might get squished before he can act otherwise. Requires 8 ranks.
Spot the Weak Point: Great for fighting high-armor characters like the stupid smug Fighter or his prancing buddy the Warblade, take it if you meet the prerequisites. Needs, again, 12 ranks in Spot.
Twisted Charge: Turn during a charge. Grab this. The guy to your left laughs at you as you charge towards a wall only to recieve a surprise Greatsword to the face! His face both, before and after the blow make this definitely worth it. Needs 5 Ranks in Balance and Tumble, which are both good investments anyways.
Climb: You can kill things by climbing to them. Or climbing them. Or you can just smack the caster until he makes you fly. Your choice.
Handle Animal: Cityscape allows you to use this as a Gather Information check. Unfortunately, it means you don’t get to hold people over the sides of buildings while demanding “WHERE IS JIMMY THE MOLE”, so it’s a bit of a tradeoff.
Intimidate: Otherwise known as 'Klingon diplomacy', this skill allots you to scare things to death. Might require a few feats to be worth overcoming your possible Cha penalty, but there’s nothing quite frightening as an angry Barbarian with a way with words! Your chest muscles should give you epic circumstance bonuses - it has even been suggested in Masters of the Wild (3.0) that Barbarians get +4 bonus to intimidate and be allowed to use their Strength bonus instead of Charisma if an act of might is part of the intimidate check.
Jump: If you don’t have Leap Attack, this is replaceable with Fly. You should never not have Leap Attack. Kill things by jumping them! You can also jump on them should you so desire.
Listen: This allows you to avoid ambushes and to figure out what’s being whispered behind your back. You have d12 HD and Uncanny Dodge, but if you invest in it maybe the d4 caster you break will give you some nice gear.
Survival: TRAPS WILL FALL AT YOUR HANDS!!! Also, you apparently will never have to spend 5 silver on rations or something like that. Trapkiller makes this worth it. See ACF section.
Ride: You run as fast as a horse anyway (unless you traded Fast Movement for something good) and Survival is a class skill, so you have no need for Emergency Rations. Let the Paladin Ride on the high horse and fall tumbling down when you run into yet another bunch of otherworldly horrors the horse can't stand.
Tumble: Cityscape allows you to trade Ride for Tumble. Tumble is much better than ride. Even without Cityscape, max this, no matter how fruity the description is. Basically, you can play "can't catch me" with that guy's guisarme until you get bored and cram a block of wood through his guts. It also allows a degoratory dance in the face of Elves and they can't even make attacks of opportunity to stop you!
Cross Class
Bluff: “Remember when I said I’d kill you last? I lied.”
If you’re building for Intimidate, this gives you another +2 at the cost of 5 ranks. And hey, lying never hurt anybody at all. Trust me.
Balance: You may be able to kill the Tarrasque in one swing, but without 5 ranks, 1st level Wizards can still mess you up.
Spot: The same as listen, except this time it is even more reasonable to shove the Wizard’s gift down his throat and tell him to avoid his own damn ambushes. Only worth it if you have nothing better to spend ranks on.
Hide/Move Silently: You can kill people by sneaking up to them. Or you can just make the Rogue sneak, and beat him whenever he’s detected. Your choice.
Use Magic Device: You can kill people with magic. Or use magic to make yourself stronger then kill people personally. (The Flexible Mind feat makes this a permanent class skill for you.)
Skill Tricks
Clarity of Vision: If you’re in a build that happens to meet the Spot requirement, this is nice for beating on the cowards who try to avoid you, but it’s not worth the investment otherwise. Requires Spot twelve (12!) ranks, which you must study other ways to even be able to reach it before the end of your path. That said, seeing things is a very Barbarian thing to do!
Extreme Leap: If you’re a Leap Attacker, this is right up your alley. Worth it if you can spare the ranks. Needs 5 in Jump, which you should have anyways. Jump more!
Never Outnumbered: Demoralize multiple targets simultaneously. Prerequisite of 8 skill ranks. Truly at home for those
who would roar before charge; then everyone can cower when ye roar!
Nimble Charge: Charge over difficult terrain. Grab this. Needs 5 Ranks in Balance, which you should always have as a charger.
Point It Out: If you have the ranks in Spot, might as well, but don’t worry about it otherwise. You can show the doofuses that yes, it actually is an ambush. You don't really care since you're always ready, but Squishy McSquishon might get squished before he can act otherwise. Requires 8 ranks.
Spot the Weak Point: Great for fighting high-armor characters like the stupid smug Fighter or his prancing buddy the Warblade, take it if you meet the prerequisites. Needs, again, 12 ranks in Spot.
Twisted Charge: Turn during a charge. Grab this. The guy to your left laughs at you as you charge towards a wall only to recieve a surprise Greatsword to the face! His face both, before and after the blow make this definitely worth it. Needs 5 Ranks in Balance and Tumble, which are both good investments anyways.
Feats
Stomp ‘em! Stomp ‘til there is nuthin’ left!
-Battlecry of the Killcrushas
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Fundamentals: Core & SRD
Leadership (Character Level 6) [PHB]: Über [cheese]! The most powerful feat in D&D. Gets you a second character and a bunch of sycophants who could e.g. spread stories of your grandeur and bask in your glory. The true reason for this feat though is that every great Barbarian needs a beautiful Bard cohort of the opposite sex to sing of your great deeds, to improve your performance (and to use magic (items) for you!) and to relieve stress overnight!
Power Attack (Str 13) [PHB]: OMGWTFBBQ?! Trade attack bonus for damage, at a 1 for 2 ratio when wielding a weapon in two hands. This is basically a Barbarian class feature. Don't forget that it actually lacks prerequisites.
Improved Bull Rush (Power Attack, Str 13) [PHB]: Necessary evil. You need it to qualify for Shock Dragoon™-combo! Besides, sometimes it’s cool to push people around. Rawr!
Cleave (Str 13, Power Attack) [PHB]
Combat Reflexes (Dex 13) [PHB]: Wonderful! Truly, life is boring when it's not your turn. You get to do nothing...except with this! Rules state that you stay still on your turn, but this allows you to Screw the Rules! You have the enormous chest to pull it off. Trip opponent, he gets up, make him Stand Still! Someone hits you, Robilar’s Gambit him back! Yes, attacking out of turn is always good fun (for you), especially after a full attack yourself! This lets you do it a lot, and do it while you’re flat-footed!
Stand Still (Str 13) [XPH]: Good. Forgo an AoO to force an opponent to make a reflex save or remain in place. Reflex save DC is equal to your damage. Your massive, massive damage. Help those fools you tripped to stay down!
Improved Unarmed Strike [PHB]: Ok. Sometimes you just have to rebuild someone’s face with your bare hands. This feat allows you to do just that. Your damage die will suck, but that’s what Power Attack and strength are for.
Improved Grapple (Dex 13, Improved Unarmed Strike) [PHB]: Ok. Grappling is a problem-laden area of combat. Size is the primary means of boosting it, which almost always favours the monsters. Freedom of Movement is commonly available on higher levels. And you open your back to all manners of depravity. That said, Barbarian is by far the best man for this job out of all the non-casters. This also makes the Barbarian the best man for the job in an Anti-Magic Field, period. Big HP, huge Str & full BAB are really all you can hope for in a Grapple. Not very good outside duels, but if you must be a grappler, at least be a Barbarian!
Improved Initiative [PHB]: Yeah! +4 Initiative, no frills, no pills. Simple deal; you act first so that they never need to act at all! Relieve your opponents of the stress of preparing for their deaths and kill them before they know what hit them! It’s best for everyone this way. If you have extras, feel free to pick this.
Rapid Shot (Dex 13, Point Blank Shot): Yes! For the Archer in us all! Never arrive in a bowout without this in your back pocket. Your usual Hulk needn’t bother, but if you’re interested in making holes in your foes’ foreheads rather than pulverizing them, this is for you!
Precise Shot (Point Blank Shot): Might as well. If you plan on shooting at people, this allows you to shoot at the right people. If it’s your career, go ahead. Otherwise, pass.
Precise Shot (Dex 19, Point Blank Shot, Precise Shot, BAB +11): It’s ok. This is Improved Shooting At The Right People. If you make a career out of shooting things, go ahead. Otherwise, pass.
Combat Expertise (Int 13) [PHB]: Necessary evil if limited to Core. Truly, if you have access to other books, you should never need to bother being a smart combatant; this stuff cramps your style, but acquiring abilities to knock people down, hit them for hitting you and so on can just be worth it. The reason to be a smart Barbarian.
Improved Trip (Int 13, Combat Expertise) [PHB]: Awesome! Lets you trip things, as well as giving you a free attack when you successfully trip someone, and another one when they get up. Oh, and you get to touch things instead of hitting them even with iteratives. Much easier, not to mention more pleasant. Wolves learn this whether they have Expertise or not. Prerequisite for…
Knock-Down (Str 15, Improved Trip, BAB +2) [SRD]: Great! Whenever you deal 10 or more damage to a target, you get a free trip attempt against them. You see where this is going… As a bonus, you get to pretend to be the schoolyard bully, knocking people around as you walk past. The only difference is that you knock them off their feet with a 10' blade or bear claws. While the said blade/claw is in their gut.
Reckless Offense (BAB +1) [XPH]: Somewhat worthwhile. If you have nothing better to use your feat on (as is like to be the case in Core), this is ok. Extra Power Attack; it's not like you'd been dodging hits anyways.
Exotic Weapon Proficiency (BAB +1) [PHB]: Depends. Well, by and large Exotic Weapons have 1 size larger damage die than normal weapons (in other words, they suck). However, there’s one weapon of interest especially to two-handed charger/controller Barbarians: the Spiked Chain. Yes, the dumbest weapon in D&D also happens to be the best. It trips, disarms, deals two-handed reach damage, threatens adjacent and just has the whole damn packet. If you have the feat to burn and don’t mind dumb weapons, it’s for you.
Weapon Focus (BAB +1) [PHB]: Bleh. Feel free if you’re run out of everything else to pick. Do take 4 Fighter-levels for Specialization if you really are going to bother. Archers can get something out of these. Most don’t. But meh.
Weapon Finesse (BAB +1) [PHB]: Useless in core, but believe it or not, it is possible to make a Dex-focused Barbarian with additional material! Yes, it involves Chain Dancing.
The Tools of Trade: Completes, Races of & PHBII
Leap Attack (Jump 8 ranks, Power Attack) [CAdv]: Superb! Quadruple double handed damage bonus from Power Attack if you jump more than 10 feet while charging. The higher you are, the harder they fall!
Shock Trooper (Improved Bull Rush, Power Attack, BAB +6) [CW]: Just plain Barbarian! Assign your Power Attack penalty to your armor class. Basically, trade blows with you hitting twice as hard and lasting twice as long. Like everything Barbarian, this just ain’t fair!
Rampaging Bull Rush (Improved Bull Rush, Rage, Large or Larger) [RoS]: Ok! Take -4 on Bull Rush to knock opponent prone instead. Certainly useful! Although Knock-Down and Improved Trip do place in question the feat’s necessity.
Knockback (Improved Bull Rush, Power Attack, Large or Larger) [RoS]: Good! Whenever you hit opponent with Power Attack, you can knock them around a bit! Combined with Shock Trooper, you can do all sorts of ugly things with this!
Combat Brute (Improved Sunder, Power Attack, BAB +6) [CW]: Decent when no must-haves are left. Gives three abilities, two of which are ok (basically, allow you to break Hydras; turns out Hercules was a Combat Brute Barbarian). The third allows you to increase the multiplier on your Power Attack in the round after you charge an enemy. Combine with the above to create the Shock Dragoon Brute OMGWTFBBQ™ chain! So you hit someone really hard, and follow it up with an even harder hit. First charge kills a mook, and leaves you in a position to Combat Brutalize the BBEG!
Evasive Target (Dodge, Mobility, BAB +6) [CW]: Useful. As we covered before, your AC probably sucks. It also probably sucks some more Charging and all that. If fighting other melee beasts, the ability to ignore their Power Attack is literally a lifesaver. Really enhances the value of whatever life you have. Only drawback is that you have to learn useless crap to acquire it, but hey, greatness at any cost!
Deft Opportunist (Dex 15, Combat Reflexes) [CAdv]: Worthwhile. Most Barbarians focus on beating their opponents to bloody pulp on Charges and what-have-you. Some deft ones have opted for a bit different approach though; let the adversaries approach, rip their faces apart while stopping their movement and let them try until they die! For those, Ferocity and Deft Opportunist are great options!
Karmic Strike (Dex 13, Combat Expertise, Dodge) [CW]: Awesome! The only drawback to this feat are the prerequisites. Expertise, Dodge? Phah, you’re a Barbarian, damnit! But the ability to hit the opponent for every time he hits you is just golden. Especially awesome when you did your Shock Dragoon Charge!
Robilar’s Gambit (Combat Reflexes, BAB +12) [PHBII]: Über! Make your own rules, damnit! This one makes yourself more vulnerable in exchange for an obscene number of attacks on your opponent – if you survive. Once again, embodies the Barbarian ideal of “The first one to die loses!” Generally, the man with bigger HD, damage, Con, Str and more attacks wins, and as a Barbarian you have all of the above!
Mage Slayer (Spellcraft 2 ranks, BAB +3) [CArc]: The right tool for the job. If you are to slay mages, become a Mage Slayer. The benefits are small, but notable: You learn to better shield your mind and you learn to break the defenses in their spellcasting! Truly, if a mage approaches a Slayer Barbarian, he is not long for this world! Do mind the Spellcraft requirement though.
Pierce Magical Concealment (Con 13, Blind-Fight, Mage Slayer) [CArc]: World-changing! See the world for what it truly is, without the impact of magic! You may need Blind-Fight, but truly, the mages who would seek to deceive you are in for a crude awakening when they strive to unearth the Glaive stuck in the approximate center of their heart.
Intimidating Strike (Intimidate 4 ranks) [PHBII]: You take a standard action to make a single melee attack that intimidates your foe! In addition, you may take a penalty to your attack roll up to your base attack bonus, and add it to the intimidate check. Useful with Imperious Command.
Intimidating Rage (Rage) [CW]: Great! As a free action, intimidate one person within 30 feet when starting a rage, forcing him to become shaken for the duration of the rage. This is why Barbarians truly are charismatic.
Instantaneous Rage (Rage) [CW]: Reasons exist to take it. Allows you to activate your rage as a free action, even during other people’s turn. Worthwhile options if your Rage is of a flavor other than Ferocity, when combined with means to yell really hard.
Extra Rage (Rage) [CW]: Useful. Gives your 2 more rage attempts per instance of feat taken. Rage all day, every day! The feat for first level play.
Reckless Rage (Rage) [RoS]: Handy! Take an additional -2 to AC when raging for an additional +2 to strength and constitution. Emphasizes the Barbarian ideal of “let them hit and hit back harder!”
Steadfast Determination (Endurance) [PHBII]: Yes! Con modifier instead of Wisdom modifier to will saves. I’m sorry, but these *are* the Warforged we are looking for! As a Barbarian, your Rage and Indomitable Will both already help your Will, so the more, the merrier! Oh, and no more natural 1s on Fort-saves; for a Barbarian, that means practical immunity!
Channeled Rage (Half-Orc, Rage) [RoD]: Yeah! One good reason to be a Half-Orc. You can burn a Rage to punch the opponent out of your head; literally! Adds your massive, massive Str to Will-saves. That said, the cost is something to mind; not requiring Endurance is definite boon though.
Extend Rage (Rage) [CW]: Blah. You can Rage longer. The thing is, Rage is already 3+Con turns. Your Con should be in the lower stratospheres. If you can’t make problems go away in that time, something else is wrong than the duration of your Rage. And if your Con is low enough to warrant this, you might as well start with your memorial instead of taking this.
Goad (Cha 13, BAB +1) [CAdv]: Superfluous. Generally, cleaving a line of heads off is plenty of an incentive for people to come hit you. If it’s not, cleave another one. Charismatic Barbarians frighten people into submission; they don’t beg to be attacked. Leave that to Monks. Oh yeah, and this gives them a Will-save vs. your Cha and only restricts their melee attacks. Just don’t bother.
Gnoll Ferocity (Gnoll, Rage) [RotW]: Fun. If you somehow ended up a Gnoll, getting that extra Bite out of your Rage is never a bad thing. Although if you become a Bear, it’s wasted.
Destructive Rage (Rage) [CW]: This feat tastes bad. You can break things just fine with Rage + Power Attack. Also, you shouldn’t be breaking things often enough to need this. No, this is just bad.
Improved Toughness (Fort +2) [CW]: Decent. In case you still somehow missed it, Barbarians are all about getting hit and hitting back harder. Extra HP help with that. Relatively small boost for a Barbarian though.
Improved Buckler Defense (Shield Proficiency) [CW]: Decent. Making shields obsolete since 2003! If you have the feat to spare, go for it and save the Animated-money.
Mad Foam Rager (Rage) [PHBII]: Ok. You get to play the “I’ll never die alone!”-shtick! Aside from the coolness-factor, the feat unfortunately has little going on for it alone; if you happen to have a Cleric nearby though, the ailment can be cured. If you had an abundance of feats, every Barbarian should have this, but alas, the limited supply keeps this from being the Awesome it deserves.
Ragewild Fighting (Shifter, Power Attack, BAB +6) [RoE]: Decent. You get three maneuvers, none of which are too amazing. First gives you free attack when someone enchants you. Better make that count (better plan is not to get controlled in the first place though). Second dazes your size-or-smaller opponents when Power Attacking. Not bad, but it’s weird if they’re alive after two rounds of Power Attacks. Third enables using Action Points for extra damage. Sure, why not.
Three Mountains Style (Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus: Heavy mace, Morningstar or Greatclub) [CW]: Decent. The only two-handed weapon style feat; this is actually rather good. You force a strength-based save vs. Nausea, a very powerful condition. The only drawback is that if you hit someone twice already, why isn’t he dead, and if he isn’t dead, how do you plan on making him fail a Fort-save? If you aren’t charging (because it’s been nerfed or whatever), but are more of the stand-up kind of guy, this may be worthwhile.
Jotunbrud (Illuskan or Damaran Human, 1st level) [RoF]: Yeah! You’re treated as Large whenever it’s beneficial for you. Basically, you get Powerful Build as a Human. Besides, you get to be a descendant of Giants! And yeah, you just kick some ass.
The Final Frontier: All the rest
Poison Healer (Great Fortitude, Con 13) [FC1]: You heal a number of hit points equal to your Constitution modifier whenever you successfully resist poison. A barbarian's massive fortitude save and constitution score means that he can get good mileage out of this, even without Steadfast Determination. This is not a powerful feat, as it is only good for out of combat healing (without shenanigans), but healing wounds by consuming alcohol is always fun.
Imperious Command (Cha 15) [DoTU]: Yes! Demoralized opponent cowers for 1 round, then shaken for 1 round. This is why the charismatic Barbarians rule! The beauty of this is just beyond description; you need but show them your angry face and they bask in your glory (and you can proceed to decapitate the whole bunch should that strike your fancy)!
Frightful Presence (Cha 15, Intimidate 9 ranks) [Drac]: Decent. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. Combine with your Bard-cohort’s Inspire Greatness to make even greater Demons cry!
Martial Study [ToB]: For purists only. Opens up a can of kung-fu fighting. It’s like 10 gallons of pure awesome squeezed into a 2 gallon jug. Some prefer dipping, but pure-bloods can consider this to acquire great examples of Barbarism such as Iron Heart SURGE!
Martial Stance [ToB]: Great! If you feel dipping to be wrong, this enables you to acquire the wondrous things known as “stances”. There’s an especially useful one named “Thicket of Blades”, which enables you to make any movement in your area provoke an attack of opportunity. Never let people approach you again!
Evasive Reflexes (Dex 13) [ToB]: Great. When you hit someone and tank your AC, not being next to them when they hit back can help. If you happen to have this feat called Robilar’s Gambit, every one of their attacks provokes an attack of opportunity. This here feat means that you can take a 5’ step every time that happens. So one attack later, you’re out of their threatened area and their full attack is wasted!
Sidestep (Dex 15, Dodge, Mobility, Tumble 8 ranks) [MiniHB]: Heh. Once per turn, you can replace an attack of opportunity with a 5’ step! Woot! Dodge full attacks! Wait...what manner of tool wrote those prerequisites? Yeah, take Evasive Reflexes. Calling this “bad” is the understatement of the year.
Large and In Charge (Reach 10’ or more, Large or Larger) [Drac]: Cool. Sort of like Knockback! You can make attacks of opportunity to move opponent back 5’ and stop their movement. Easy to pick up too! And it’s just a plain Strength-check.
Righteous Wrath (Rage, Exalted) [BoED]: Just maybe... Now, the benefits are pretty worthless, even for a charismatic Barbarian, as the target is only shaken and only after a hit. The better part is that you can control yourself; mayhap you can tame the Frenzied Berserker within!
Dragon Rage (Dragon Totem, Rage, Argonnesse, BAB +4): Decent. When you Rage, get +2 Natural Armor and Energy Resistance +10 (for a total of 15) vs. your chosen Totem’s energy type!
Frozen Berserker (Rage) [Frost]: Mediocre if not using trickery. When raging, you become a chunk of ice! Makes you immune to cold. The drawback is that you hate fire. Unless you already have Fire immunity anyways. This isn't exactly Super Special Awesome™, but it enables Frostrager.
Blazing Berserker (Rage) [Sand]: Mediocre if not using trickery. When raging, you become a living inferno! So you’re immune to fire. Doesn’t burn people you touch, oddly enough. You can combine this with the above to gain elemental immunity to Fire & Ice. Plus you get to be a burning chunk of ice. That’s fairly awesome.
Cobalt Rage (Con 13, Rage) [MoI]: Yeah! You can invest essential into your Rage to get melee damage- and Will-save bonus for the Rage! Oh, and you get bonus essential. If you intend on fooling around with Incarnum, this is your ticket.
Frantic Rage (Rage, Madness-domain) [FoE]: Yeah! As is appropriate, the dexterous Barbarian is an idea of Madness; truly, you must be mad to be agile instead of strong! This feat empowers you for a completely different approach to Barbarianism!
Shadow Blade (Shadow Hand stance) [ToB]: Yeah! For the quick Barbarian in us all! Limits you to Shadow Hand-weapons, but luckily an old friend looks back at us; that’s right, Spiked Chain is a Shadow Hand weapon! All you lose is the 1½ damage bonus normal Str-Barbarian enjoys. All the other multipliers are right there. Your Unarmed Strikes also enjoy this bonus, and you have the option of going Two-Weapon Fighting with your Dexterity. And you’ll have an actual AC!
Ettercap Berserker (Lodge Membership, Rage, Rashemen) [UE]: Decent. Gain +2 on poison saves and gain an added +2 Bonus to Con when raging. +4 at greater rage. For those who missed it, Barbarism is all about having the biggest chest muscles!
Ice Troll Berserker (Con 13, Lodge Membership, Rage, Rashemen) [UE]: Decent. +2 natural armor bonus while raging +4 with Greater Rage. For the Barbarians who seek to block blows with their chest instead of absorbing them!
Snow Tiger Berserker (Dex 13, Lodge Membership, Rage, Rashemen) [UE]: Great if you’re a bear! You gain Pounce…that only works with light weapons. Why am I mentioning this? Why, natural attacks and unarmed strikes are always treated as light weapons. Does the name "Bear Warrior" say anything to you? It will soon.
Wolf Berserker (Lodge Membership, Rage, Rashemen) [UE]: Superb! Replaces Combat Expertise as a prerequisite for Improved Trip. Yes, and also provides stacking +4 bonus on Tripping. Oh, and +4 to resist Tripping. Yes! YES!
Eagle Tribe Vision (Tribe membership, Human, from the Shaar) [SSouth]: Ok. +5 to Spot. Not much to...see here.
Hyena Tribe Hunter (Tribe membership, Human, from the Shaar) [SSouth]: Decent. +2 Hide, +2 Trip, qualifies you for Improved Trip. Handy if you really, really want to pimp out those Trip-checks. Loses out to Wolf Berserker, but why couldn't you be a tribe member in the Shaar and a Lodge member in Rashemen?
Lion Tribe Warrior (Tribe membership, Human, from the Shaar) [SSouth]: Mediocre. You gain Pounce with a single light weapon, or two attacks with two light weapons you can wield. Ok for an Unarmed Barbarian, but frankly, Snow Tigers whop Lions' arse any day.
Rhinoceros Tribe Charge (Tribe membership, Human, from the Shaar) [SSouth]: For the early game! Extra 2d6 damage on charge. Unfortunately it can only be applied to one attack, trivial later on.
Headlong Charge (Orc or half-orc, base attack bonus +4 or higher)[RoF]: You provoke an AoO from everyone you charge past, including your target. In return, you deal double damage on a charge. Is nice.
Might Makes Right (Str 13, Leadership)[RoF]: This adds your Strength bonus to your leadership score for the purposes of determining how many followers you may have with the Leadership feat. If you take leadership, you might as well take this.
Class Features Variants
He is a barbarian, and thinks that the customs of his tribe and island are the laws of nature.
-George Bernard Shaw, Caesar and Cleopatra
(click to show/hide)
Totems [UA]
A Barbarian becomes like the animal he worships as his totem. The limited Barbarians you meet in the pages of Player’s Handbook only give you one option: Worship the Jaguar (they don’t even tell that to you)! However, Player’s Handbook is only a world pulled over your eyes to blind you from the truth. SRD offers the tools for those seeking to worship other animals! There are also the Spiritual Totems for those who own the path of Champions [CC], but not all animals allow you to serve two masters; although you may discuss with your world master on if you could give up some of your Totem’s abilities for the spiritual aspect even if the book does not give you the tools – allow me to suggest unto Thee to forsake the ability of the same level for the ability the Spirit offers instead. The Totems open to every Barbarian:
Ape: The Ape is the most Humanoid-like of all the Totems and thus, instead of animalistic skills, you learn what every humanoid Barbarian does: to strengthen your blows. The Ape also masters trees and puts fear in your enemies, but he’s not as fast nor as careful as the Jaguar on open ground. Unfortunately, the Ape requires your dedicated service; his servants may not serve spiritual totems without divine intervention. The Ape is well-suited for agile Barbarians as you still acquire Power Attack in spite of your probably poor Strength. The bonus to intimidate means it is also a viable part of an intimidating build.
Bear: The Bear is an intimate animal; where a normal Barbarian learns to avoid, those to the likeness of the Bear learn to hug! Friends don’t let friends retain Toughness beyond level 3, but lenient creators of the world make you acquire the Improved version [CW] instead. In their world, the Bear is the mighty animal it should be! Like the Ape, the Bear is jealous of the spirits and requires you to remain worldly.
Boar: What defines the Boar is greater intensity than that of the other animals. Alas, this is help the Barbarian does not need. The Jaguar’s servants are plenty resilient and the intensity the Boar adds is nothing compared to the speed and the vigilance of the Jaguar. Like the others, the Boar does not permit spiritual service.
Dragon: Ah, the mighty Dragon! The Dragon teaches you to…frighten your opponents. And to fight without your eyes. And to resist weak magical attacks. Apparently, the Dragon is too jealous of its own secrets to spare its majestic power for its totemists. That said, the frightful presence is not entirely wasted; indeed, the intimidator Barbarian can find some use for it. The servants of the Dragon, more than anyone else, need their Bard cohort to sing for their might. The Dragon is like the others and by the book, does not look kindly upon spiritual service.
Eagle: The keen-eyed eagle is more vigilant than the others. Indeed, while it cannot match the Jaguar’s speed, it sees better and anticipates the coming spells. Alas, the Eagle’s servants do not get spot in class (talk with your DM if interested in this), so his gifts are somewhat wasted. Once again, no spirits for the Eagle.
Horse: As you might imagine, the horse is a fast, hardy runner. However, it’s yet another gift few Barbarians have use for; your speed is already greater than that of your comrades, and further speed only breaks the group more. No, the Horse is truly right only for very few. On the bright side, it does not preclude the spiritual service.
Jaguar: The majority of Barbarians serve the Jaguar, without even knowing it. It’s a kind master, teaching speed and vigilance, and allowing for the service of the spirits. Indeed, because the option given to you as the “only” one is so pleasant, few even bother to consider the alternatives. The Jaguar allows for spiritual service.
Serpent: Much like the Bear, the Serpent learns to grapple, just a bit later. Unlike the Bear, the Serpent relies on stealth and speed while the Bear relies on endurance and strength in grapple to overcome his opponent. The two are interestingly similar, yet different paths. Like the Bear, the Serpent doesn’t have spiritual worshipers.
Wolf: Normally only intelligent Barbarians can learn such advanced combat tactics as tripping their opponents. The Wolf teaches you those secrets regardless of your mind; what even the smart take aeons (two feats) to master you learn with mere 1000 XP! Later, you learn to follow the tracks of your foes. Woe be you, you lose your sixth sense for enemies and traps, but the wolf warrior’s path makes it all worthwhile!
Spiritual Totems [CC]
Spirit Bear: The Spirit Bear grants you the Improved Grab ability. Truly wonderful for those interested in Grappling while not interested in turning into actual Bears (why anyone wouldn’t want to be a bear, I have no idea).
The Totem Manifestation allows you to rid yourself of the Damage Reduction for effective Improved Toughness [CW] – decent trade if a bit late.
Spirit Eagle: The Spirit Eagle gives you keen vision for your speed. Unfortunately, this does not grant you Spot nor Search in class (talk with your DM if interested in this), so you still won’t see a damn thing without DM intervention.
The Totem Manifestation is again similarly useless unless your DM allows you to actually learn to see.
Spirit Fox: The Fox makes you stealthy. The same problem as with other skill-related things, you’d need to learn to train stealth to truly make this worthwhile. Again, talk with your DM.
The Totem Manifestation is actually quite decent; +1 Dodge each time you’d gain DR. For the non-Shocked Barbarians, this is quite an interesting path to pursue.
Spirit Lion: The Spirit Lion gives you Pounce in exchange for extra movement. You can now full attack on a charge. You can even pick Whirling Frenzy to enjoy from level 1. Sold!
The Totem Manifestation teaches you to roar. You get Strength-based fear-inducing Roar that apparently takes no action (once per day for each point of DR you’d have).
Spirit Wolf: The Spirit Wolf teaches you how to best utilize the distraction provided by your allies; you learn to better benefit of flanking your opponents. Handy for those who can rely on allies providing flank; makes for more PAing!
The Totem Manifestation provides you with Track and some bonuses to Survival. Poor ability that curiously doesn’t improve as your DR would; if you plan on ending your Barbarian progression at level 7 (not that unlikely given that Barbarian PrCs start around this time), it may be worth considering.
A Barbarian becomes like the animal he worships as his totem. The limited Barbarians you meet in the pages of Player’s Handbook only give you one option: Worship the Jaguar (they don’t even tell that to you)! However, Player’s Handbook is only a world pulled over your eyes to blind you from the truth. SRD offers the tools for those seeking to worship other animals! There are also the Spiritual Totems for those who own the path of Champions [CC], but not all animals allow you to serve two masters; although you may discuss with your world master on if you could give up some of your Totem’s abilities for the spiritual aspect even if the book does not give you the tools – allow me to suggest unto Thee to forsake the ability of the same level for the ability the Spirit offers instead. The Totems open to every Barbarian:
Ape: The Ape is the most Humanoid-like of all the Totems and thus, instead of animalistic skills, you learn what every humanoid Barbarian does: to strengthen your blows. The Ape also masters trees and puts fear in your enemies, but he’s not as fast nor as careful as the Jaguar on open ground. Unfortunately, the Ape requires your dedicated service; his servants may not serve spiritual totems without divine intervention. The Ape is well-suited for agile Barbarians as you still acquire Power Attack in spite of your probably poor Strength. The bonus to intimidate means it is also a viable part of an intimidating build.
Bear: The Bear is an intimate animal; where a normal Barbarian learns to avoid, those to the likeness of the Bear learn to hug! Friends don’t let friends retain Toughness beyond level 3, but lenient creators of the world make you acquire the Improved version [CW] instead. In their world, the Bear is the mighty animal it should be! Like the Ape, the Bear is jealous of the spirits and requires you to remain worldly.
Boar: What defines the Boar is greater intensity than that of the other animals. Alas, this is help the Barbarian does not need. The Jaguar’s servants are plenty resilient and the intensity the Boar adds is nothing compared to the speed and the vigilance of the Jaguar. Like the others, the Boar does not permit spiritual service.
Dragon: Ah, the mighty Dragon! The Dragon teaches you to…frighten your opponents. And to fight without your eyes. And to resist weak magical attacks. Apparently, the Dragon is too jealous of its own secrets to spare its majestic power for its totemists. That said, the frightful presence is not entirely wasted; indeed, the intimidator Barbarian can find some use for it. The servants of the Dragon, more than anyone else, need their Bard cohort to sing for their might. The Dragon is like the others and by the book, does not look kindly upon spiritual service.
Eagle: The keen-eyed eagle is more vigilant than the others. Indeed, while it cannot match the Jaguar’s speed, it sees better and anticipates the coming spells. Alas, the Eagle’s servants do not get spot in class (talk with your DM if interested in this), so his gifts are somewhat wasted. Once again, no spirits for the Eagle.
Horse: As you might imagine, the horse is a fast, hardy runner. However, it’s yet another gift few Barbarians have use for; your speed is already greater than that of your comrades, and further speed only breaks the group more. No, the Horse is truly right only for very few. On the bright side, it does not preclude the spiritual service.
Jaguar: The majority of Barbarians serve the Jaguar, without even knowing it. It’s a kind master, teaching speed and vigilance, and allowing for the service of the spirits. Indeed, because the option given to you as the “only” one is so pleasant, few even bother to consider the alternatives. The Jaguar allows for spiritual service.
Serpent: Much like the Bear, the Serpent learns to grapple, just a bit later. Unlike the Bear, the Serpent relies on stealth and speed while the Bear relies on endurance and strength in grapple to overcome his opponent. The two are interestingly similar, yet different paths. Like the Bear, the Serpent doesn’t have spiritual worshipers.
Wolf: Normally only intelligent Barbarians can learn such advanced combat tactics as tripping their opponents. The Wolf teaches you those secrets regardless of your mind; what even the smart take aeons (two feats) to master you learn with mere 1000 XP! Later, you learn to follow the tracks of your foes. Woe be you, you lose your sixth sense for enemies and traps, but the wolf warrior’s path makes it all worthwhile!
Spiritual Totems [CC]
Spirit Bear: The Spirit Bear grants you the Improved Grab ability. Truly wonderful for those interested in Grappling while not interested in turning into actual Bears (why anyone wouldn’t want to be a bear, I have no idea).
The Totem Manifestation allows you to rid yourself of the Damage Reduction for effective Improved Toughness [CW] – decent trade if a bit late.
Spirit Eagle: The Spirit Eagle gives you keen vision for your speed. Unfortunately, this does not grant you Spot nor Search in class (talk with your DM if interested in this), so you still won’t see a damn thing without DM intervention.
The Totem Manifestation is again similarly useless unless your DM allows you to actually learn to see.
Spirit Fox: The Fox makes you stealthy. The same problem as with other skill-related things, you’d need to learn to train stealth to truly make this worthwhile. Again, talk with your DM.
The Totem Manifestation is actually quite decent; +1 Dodge each time you’d gain DR. For the non-Shocked Barbarians, this is quite an interesting path to pursue.
Spirit Lion: The Spirit Lion gives you Pounce in exchange for extra movement. You can now full attack on a charge. You can even pick Whirling Frenzy to enjoy from level 1. Sold!
The Totem Manifestation teaches you to roar. You get Strength-based fear-inducing Roar that apparently takes no action (once per day for each point of DR you’d have).
Spirit Wolf: The Spirit Wolf teaches you how to best utilize the distraction provided by your allies; you learn to better benefit of flanking your opponents. Handy for those who can rely on allies providing flank; makes for more PAing!
The Totem Manifestation provides you with Track and some bonuses to Survival. Poor ability that curiously doesn’t improve as your DR would; if you plan on ending your Barbarian progression at level 7 (not that unlikely given that Barbarian PrCs start around this time), it may be worth considering.
Alternative Class Features
He is truly wise
who’s traveled far
and knows the ways of the world.
He who has traveled
Can tell what spirit
governs the men he meets.
-Hávámal, The Sayings Of Odin
(click to show/hide)
Ferocity [CS Web]: Rage boosts dexterity and strength instead. -2 penalty to ranged attack rolls outside 30 feet instead of penalty to AC. Sickened instead of fatigued. The kickass part is that you can get ferocious whenever the damn you please; it’s an immediate action to start!
Whirling Frenzy [UA]: Rage increases Strength, Ref saves and AC. Allows an extra attack each turn (-2 penalty to all attacks made that turn, including AoOs). Lose Indomitable Will, gain Evasion when raging. Basically, hit things more! Hit things more often! Dodge what’s coming! The only drawback is that you give up your Rage protecting your mind, making you vulnerable to those damn Jedi mind tricks, and that while Whirling, you may not use other kinds of Rages. Alas, but for the straight-classed Barbarians who prefer not getting hit (and hitting others while at it), this is definitely the way to go. Oh, and this is just the thing for Barbarian Archers!
Spell Sense [CM]: Trade Trapsense bonus for AC bonus vs. Spells. If you actually have a build with some AC (mayhap a Spirit Fox-worshipping Barbarian Tripper?), this is well worth it. Of course, the primary selling point is that you get rid of Trapsense!
Trapkiller [DS]: Trade Trapsense for the ability to detect traps with Survival (!!) and to disarm them by bashing them to bits! Maybe you’re not quite as experienced as the Rogue (-5 to Survival-checks), but you’re damn good at disarming the mechanical ones (and you have the whatchacall’em spell dudettes to disarm the others; you can still find magical traps!).
Streetfighter [CS Web]: Gets you rid of the stupid Damage Reduction that never did anyone any good, gives you all kinds of wonderful abilities while charging! TATSUMAKI SENPU KYAKU!
Wasteland Trap Sense [Sand]: Rids you of Trap Sense for more useless Trap Sense. Congratulations, bad just got worse!
Bonus Feat [Sand]: Lose your Improved Uncanny Dodge, but acquire an Endurance-type feat. Great if one of those is a prerequisite for whatever class you’re looking at. Worthless otherwise.
Wasteland Damage Reduction [Sand]: Loses Damage Reduction for a more useless form. Wasteland specializes in making bad worse.
Berserker Strength [PHBII]: Lose controlled Rage for uncontrolled Rage. That activates when you’re basically dead. Yea...no.
Crafty Hunter [UA]: Lose Rage, gain Archery Combat Style and Favored Enemy. Seeing that what makes Barbarian a good Archer is a Rage-variant...
Aquatic Barbarian [Storm]: Lose Fast Movement for improvement in Racial Swim Speed. If you have a racial swim speed, chances are you’re better off taking some of the other variants. Just a suggestion.
Roofdweller [CS Web]: So you get two useless feats for Fast Movement. Let me think, no?
Planar Barbarian [PlH]: Knowledge (the Planes) in class
*3rd level: Lose Trap Sense for something equally useless! Congratulations, yet another wasted trade.
*7th level: Lose Damage Reduction for a more useless form of Damage Reduction! Woot!
*11th level: Lose Greater Rage for...well, I don’t really care, if you came this far, you did it for Greater Rage.
Duskling Barbarian [MoI]:
*1st level: You lose Fast Movement for speed increases through Incarnum. You have better uses for both, Fast Movement and Essentia.
*7th level: Lose Damage Reduction, gain Damage Reduction you need to invest essential in. Where’s the vomit smiley when I need one?
*11th level: Gain extra Essentia while Raging. Actually almost worthwhile! The only problem is that by this point, lack of Essentia shouldn’t really be your primary concern.
Fangshield Barbarian (non-Human) [CV]:
*3rd level: Lose Trapsense and gain the ability to charge longer distances. Anything useful that replaces Trapsense is good in my book! That said, it competes with Trapkiller, Spell Sense and several totems, and it’s enhancement bonus, which sucks.
*5th level: Lose your Improved Uncanny Dodge, gain the ability to use actually useful version of Awesome Blow – Awesome Charge! Basically, you get to knock people around at the end of a charge. Imagine it combined with Pounce; you can send a whole bunch of them flying in various directions!
*7th level: Lose the initial Damage Reduction, gain the ability to heal yourself for twice your HD in HP with Rage-uses. Sure, take away my worthless abilities and increase my versatility!
Half-Orc Barbarian [RoD]:
*2nd level: Lose some stupid dodging abilities, learn to charge more heedlessly. The less AC, the better!
*5th level: Uh, you get bonuses on Will-saves vs. Illusions. For the uninitiated, Color Spray is ineffective already and to even get a Will-save vs. your average Illusion, you need to interact with it. And uhh...well, just no.
*7th level: Lose Damage Reduction, two-hand more effectively. Oh mi gosh, it’s useful! Definitely one of the better ways to get rid of DR, although I prefer Street Fighter myself.
Goliath Barbarian [RoS]: Knowledge (Nature) in class
*1st level: Become Large when raging and get more Str! This is the #1 reason to play Goliath!
*5th level: Get Ex Light Fortifications. As you can never upgrade them, you’re better off just getting an armor with heavies instead.
*7th level: Get more of a worse kind of Damage Reduction. While slightly better than standard, it’s still too little to bother with; just get something useful instead.
Whirling Frenzy [UA]: Rage increases Strength, Ref saves and AC. Allows an extra attack each turn (-2 penalty to all attacks made that turn, including AoOs). Lose Indomitable Will, gain Evasion when raging. Basically, hit things more! Hit things more often! Dodge what’s coming! The only drawback is that you give up your Rage protecting your mind, making you vulnerable to those damn Jedi mind tricks, and that while Whirling, you may not use other kinds of Rages. Alas, but for the straight-classed Barbarians who prefer not getting hit (and hitting others while at it), this is definitely the way to go. Oh, and this is just the thing for Barbarian Archers!
Spell Sense [CM]: Trade Trapsense bonus for AC bonus vs. Spells. If you actually have a build with some AC (mayhap a Spirit Fox-worshipping Barbarian Tripper?), this is well worth it. Of course, the primary selling point is that you get rid of Trapsense!
Trapkiller [DS]: Trade Trapsense for the ability to detect traps with Survival (!!) and to disarm them by bashing them to bits! Maybe you’re not quite as experienced as the Rogue (-5 to Survival-checks), but you’re damn good at disarming the mechanical ones (and you have the whatchacall’em spell dudettes to disarm the others; you can still find magical traps!).
Streetfighter [CS Web]: Gets you rid of the stupid Damage Reduction that never did anyone any good, gives you all kinds of wonderful abilities while charging! TATSUMAKI SENPU KYAKU!
Wasteland Trap Sense [Sand]: Rids you of Trap Sense for more useless Trap Sense. Congratulations, bad just got worse!
Bonus Feat [Sand]: Lose your Improved Uncanny Dodge, but acquire an Endurance-type feat. Great if one of those is a prerequisite for whatever class you’re looking at. Worthless otherwise.
Wasteland Damage Reduction [Sand]: Loses Damage Reduction for a more useless form. Wasteland specializes in making bad worse.
Berserker Strength [PHBII]: Lose controlled Rage for uncontrolled Rage. That activates when you’re basically dead. Yea...no.
Crafty Hunter [UA]: Lose Rage, gain Archery Combat Style and Favored Enemy. Seeing that what makes Barbarian a good Archer is a Rage-variant...
Aquatic Barbarian [Storm]: Lose Fast Movement for improvement in Racial Swim Speed. If you have a racial swim speed, chances are you’re better off taking some of the other variants. Just a suggestion.
Roofdweller [CS Web]: So you get two useless feats for Fast Movement. Let me think, no?
Planar Barbarian [PlH]: Knowledge (the Planes) in class
*3rd level: Lose Trap Sense for something equally useless! Congratulations, yet another wasted trade.
*7th level: Lose Damage Reduction for a more useless form of Damage Reduction! Woot!
*11th level: Lose Greater Rage for...well, I don’t really care, if you came this far, you did it for Greater Rage.
Duskling Barbarian [MoI]:
*1st level: You lose Fast Movement for speed increases through Incarnum. You have better uses for both, Fast Movement and Essentia.
*7th level: Lose Damage Reduction, gain Damage Reduction you need to invest essential in. Where’s the vomit smiley when I need one?
*11th level: Gain extra Essentia while Raging. Actually almost worthwhile! The only problem is that by this point, lack of Essentia shouldn’t really be your primary concern.
Fangshield Barbarian (non-Human) [CV]:
*3rd level: Lose Trapsense and gain the ability to charge longer distances. Anything useful that replaces Trapsense is good in my book! That said, it competes with Trapkiller, Spell Sense and several totems, and it’s enhancement bonus, which sucks.
*5th level: Lose your Improved Uncanny Dodge, gain the ability to use actually useful version of Awesome Blow – Awesome Charge! Basically, you get to knock people around at the end of a charge. Imagine it combined with Pounce; you can send a whole bunch of them flying in various directions!
*7th level: Lose the initial Damage Reduction, gain the ability to heal yourself for twice your HD in HP with Rage-uses. Sure, take away my worthless abilities and increase my versatility!
Half-Orc Barbarian [RoD]:
*2nd level: Lose some stupid dodging abilities, learn to charge more heedlessly. The less AC, the better!
*5th level: Uh, you get bonuses on Will-saves vs. Illusions. For the uninitiated, Color Spray is ineffective already and to even get a Will-save vs. your average Illusion, you need to interact with it. And uhh...well, just no.
*7th level: Lose Damage Reduction, two-hand more effectively. Oh mi gosh, it’s useful! Definitely one of the better ways to get rid of DR, although I prefer Street Fighter myself.
Goliath Barbarian [RoS]: Knowledge (Nature) in class
*1st level: Become Large when raging and get more Str! This is the #1 reason to play Goliath!
*5th level: Get Ex Light Fortifications. As you can never upgrade them, you’re better off just getting an armor with heavies instead.
*7th level: Get more of a worse kind of Damage Reduction. While slightly better than standard, it’s still too little to bother with; just get something useful instead.
Combinations
A few tricks as to how to combine the different options to a devastating/useful effect. Notation (F) = Feat, (S) = skill trick, (A) = alternative class feature:
Power Attack (F) + Shock Trooper (F) + Spirit Lion Totem Pounce (A) + Leap Attack (F) + Knockback (F)/Awesome Charge (A)/Knock-Down (F) (+ Twisted Charge (S)/Street Fighter (A) + Nimble Charge (S)): Charge at 1+ opponents. Reduce 1+ opponents to smoldering remains lying within half a dozen feat from you on the ground. Add Cleaving Charge (A) to do it at multiple places in a turn!
Intimidating Rage (F) + Imperious Command (F) + Immediate Rage (F)/Ferocity (A) + Never Outnumbered (S): Barbarian Celerity! Show your true face as an immediate action, making everyone within 30’ cower and bask in your glory!
Combat Reflexes (F) + Martial Stance: Thicket of Blades (F) + Robilar’s Gambit (F) + Mage Slayer (F) + Stand Still (F)/Improved Trip (F): Make opponent do nothing! Whatever they do, they provoke and if they try to move, you can stop them and if they do anything else, you can hit them hard. Lockdown: Making life miserable for everyone but you since 2006!
Track (F) + Trapkiller (A): Make your Survival do everything! Physical traps? Survival. Tracking? Survival. Wilderness movement? Survival. Food? Survival. Whatever else? Roll Survival just in case. It probably works.
Weapon Finesse (F) + Shadowblade (F) + Exotic Weapon Proficiency: Spiked Chain (F) + Frantic Rage (F)/Ferocity (A) + Ape-Totem Barbarian (A): Whoever said Kobolds don’t make for good Barbarians? Suddenly you do everything based on Dex and get notable bonuses in the stat from your race and class while being able to dump Str!
Mountain Rage (A) + Wolf Berserker (F) + Improved Trip (F): Hurl anything up to Huge size around like they were paper and hit them again for their troubles!