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The primal hero relies on his resilience and his connection to nature to survive. He is the berserker, the warden, the druid, the shaman: the voice in the wilderness and the sentinel at the edge of civilization.


Barbarian Class Features

All Barbarians, regardless of their other Class Features, gain the following proficiencies and abilities upon choosing the Barbarian class:


Weapon Proficiencies

The barbarian gains training with unarmed, grappling, axes, bludgeons, blades, swords, spears, thrown weapons, and bows.


Armor Proficiencies

The barbarian gains training with light armor and with shields.


Magic Proficiencies

The barbarian can perform primal trances, usually using the Nature skill. His magic damage bonus is equal to the higher of his Constitution modifier or his Wisdom modifier.


Skill Proficiencies

The barbarian gains training in Nature and Heal.


Starting Feats

The Essential Barbarian

This chapter presents many different options for creating a Primal Hero, also known as a Barbarian. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

Thane (Essential Berserker)

Sentinel (Essential Warden)

Beastmaster (Essential Druid)

Spiritspeaker (Essential Shaman)

Werewolf (Essential Barbarian)

The Complete Barbarian

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Barbarian, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Barbarian starting points:

Berserker (Primal Striker)

The Berserker focuses his primal connection into a fierce rage, fueling a terrifying and seemingly endless onslaught. By channeling the Primal spirits through his body and his combat prowess, the Berserker becomes a terror on the battlefield, slaying his foes and driving them before him.

Warden (Primal Defender)

The Warden focuses her primal connection into a wellspring of vitality, making her a nearly unstoppable protector of the natural world. By evoking the aspects of her totem, the Warden becomes easily the toughest of sentinels, despite her light armor and often primitive weapons.

Shaman (Primal Controller)

The Shaman focuses her primal connection into an intuitive understanding of the ebb and flow of nature, becoming the unmatched master of the wilderness. She can call upon and even bond with the creatures of the wild, gaining a pack of fierce predators as lifelong hunting companions. Likewise,the Primal spirits of nature are never far from the Shaman's call, willing to manifest and do his bidding at a moment's notice.

Druid (Primal Leader)

The Druid focuses his primal connection into a direct communion with the spirits of nature, acting as a medium between the spirit world and the material. The Shaman can call on the power of the Spirit World directly, to heal his allies, bolster their abilities, and hinder his enemies' attempt to harm them.

Barbarian (Primal Generalist)

You can easily choose to create a generalist Barbarian as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.

Totems

A Totem is a primal spirit or animal archetype that a Barbarian follows as a way of life. Each Totem grants various Aspects which allow the Barbarian to experience union with the Primal forces of nature.


Wolf Totem

(Barbarian class feature)

Basics

(Level 0)

  • When you enter a trance that allows you to choose Aspects, you may choose between the following Aspects:

Wolf's Fangs

(wolf totem aspect)

Wolf's Lunge

(per-encounter standard actionprovoking attack trance)

 
 

Target:

One creature (Unarmed vs. Reflex)

Hit:

You charge the target, dealing 1d6 + [ melee damage bonus ] slashing damage. The target is grabbed and knocked prone. Until the end of your next turn, your allies gain a bonus to attack and damage vs. the target equal to your Constitution modifier.

Wolf's Howl

(wolf totem aspect)

Wolf's Howl attack

(per-encounter immediate actionattack trance)

 
 

Target:

Each enemy within 5 paces (Intimidate vs. Will)

Hit:

The creature takes 1d4 + Charisma modifier psychic damage, and suffers a -2 penalty to all defenses until the end of your next turn.

Effect:

Each surprised ally that can hear you is no longer surprised.

Wolf's Pace

(wolf totem aspect)

Wolf Pack Advance

(at-will move actionutility trance)

 
 

Effect:

You shift two squares or move your speed, and then each of your allies may shift one square as a free reaction.

Wolf's Senses

(wolf totem aspect)

Wolf Pack Advance

(at-will move actionutility trance)

 
 

Effect:

You shift two squares or move your speed, and then each of your allies may shift one square as a free reaction.

Class Trance

  • You gain the following trance:

Wolf's Stalking Trance

(daily standard actionutility stance trance)

Prerequisites:

Wolf Totem

Target:

One creature (Stealth vs. Spot)

 
 

Hit:

Until you end this stance, you and all allies within 10 paces of you gain a +5 feat bonus to all Stealth rolls vs. the target, may make Stealth rolls vs. the target whenever they have partial concealment, and do not suffer penalties to their Stealth rolls due to movement. Allies within 20 paces which are not hidden from the target gain a +2 feat bonus to speed whenever they are more than 5 paces away from the target.

Miss:

Until you end this stance, you and all allies within 10 paces of you gain a +2 feat bonus to speed whenever they are more than 5 paces away from the target.

Effect:

Until you end this stance, whenever the target ends its turn, you and each ally more than 5 paces away from the target may either shift two paces towards it or move your speed towards it as an immediate reaction.



Bear Totem

  • When you enter a trance that allows you to choose Aspects, you may choose between the following Aspects:

Bear's Size

(bear totem aspect)

Your Size increases by one step.

  • You gain temporary hit points equal to your bloodied value.
  • You gain a +1 stance bonus to your melee attack rolls
  • You gain a +2 stance bonus to your melee damage rolls
  • You gain a +5 stance bonus to Athletics checks.
  • You threaten all spaces within your reach.

Bear's Claws

(bear totem aspect)

Your basic unarmed attack deals 1d8 + [ melee damage bonus ] + [ magic damage bonus ] damage, counts as a melee weapon attack, and knocks your target prone on a hit. While you are invoking the Bear's Claws Aspect, you may expend one use of a Rank 1 trance to perform the following attack:

Bear's Maul

(per-encounter standard actionprovoking attack trance)

Prerequisites:

Bear Totem

Target:

One creature (Unarmed vs. Armor)

Hit:

2d8 + [ melee damage bonus ] + [ magic damage bonus ] bashing damage, and you daze the target until the end of your next turn and knock it prone. You may make a follow-up bite attack (Unarmed vs. Fortitude).

Follow-up Hit

1d8 + [ melee damage bonus ] + [ magic damage bonus ] slashing damage, and the target is bleeding ongoing damage equal to your magic damage bonus.

Bear's Endurance

(bear totem aspect)

You gain a +2 stance bonus to your Fortitude defense and a +5 stance bonus to Endurance checks. When you are bloodied, you regenerate 2 hit points at the beginning of each of your turns. Your Primal Healing powers which allow you or your allies to spend healing reserves grant a bonus to the target's heal value equal to your Constitution modifier.

Bear's Protection

(bear totem aspect)

Whenever you perform a move action, you may slide one adjacent ally 1 square at the beginning or end of your movement. Whenever an ally would provoke an opportunity attack from an adjacent enemy, you may cause that attack to target yourself instead.

  • You gain the daily trance, Bear's Healing Trance.

Bear's Healing Trance

(daily automatic interruptinvigorating trance)

Prerequisites:

Bear Totem

Requirement

You must not be wearing heavy armor.

Trigger:

You end your turn while dying.

Effect:

You may spend one healing reserve, and gain 2d6 additional hit points and regain the use of your lowest expended per-encounter trance. Until the end of the encounter, you gain all benefits of Bear's endurance.


Serpent totem

Cat totem

Raptor totem


Hunter Totem

(Barbarian class feature)

Basics

(Level 0)

  • When you enter a trance that allows you to choose Aspects, you may choose between the following Aspects:

Hunter's Challenge

(hunter totem aspect)

  • When you make a melee weapon attack against an unmarked enemy, you mark that enemy until the end of your next turn whether the attack hits or misses.
  • Enemies which are marked by your Hunter's Challenge suffer a -2 penalty to all attacks which do not include you as a target.
  • Whenever an enemy marked by your Hunter's Challenge shifts or makes an attack that does not include you, you may make an opportunity attack against it as an immediate action.
  • You gain the come and get it per-encounter feat:

Come and Get It

(per-encounter immediate actionmarking attack maneuver)

 
 

Target:

Each enemy within 3 paces that can see or hear you, and is capable of movement (Intimidate vs. Will)

Hit:

The target is pulled to an adjacent space and is marked by your combat challenge until the end of your next turn.

Hunter's Piercing Spear

(hunter totem aspect)

Skewering Charge

(per-encounter immediate reactionstrike maneuver)

 
 

Trigger:

You hit an enemy with a charge attack with a spear.

Effect:

The attack deals an additional +1dW damage, and the target begins bleeding 5 + your level ongoing damage until they shrug it off.

Hunter's Prowess

(hunter totem aspect)

Power Strike

(per-encounter free reactionstrike trance)

 
 

Trigger:

You hit a creature with a weapon attack.

 
 

Effect:

+1dW + your level damage, and the target is pushed one square.

Hunter's Quarry

(hunter totem aspect)

Disrupting Strike

(per-encounter immediate reactionstrike trance)

 
 

Trigger:

You hit your quarry with a weapon attack.

Effect:

Choose one: the target becomes dazed or immobilized until the end of your next turn.
The target becomes stunned until the end of your next turn instead if you achieve a critical hit.

Hunter's Screaming Bow

(hunter totem aspect)

  • When you are wielding a bow, its range is increased by your level.
  • You gain the piercing shot per-encounter feat:

Piercing Shot

(per-encounter standard actionprovoking attack trance)

 
 

Requirement

You must be using a ranged weapon with the piercing property.

Target:

One creature within range (Weapon vs. Reflex)

Hit:

1dW + ranged damage bonus damage, and the target begins bleeding 5 + your level ongoing damage.

Miss:

You slide the target a number of paces equal to your Wisdom modifier, and the target grants advantage to you and your allies until the end of your next turn.

Hunter's Tactics

(hunter totem aspect)

Create Opportunity

(per-encounter immediate reactionstrike trance)

 
 

Trigger:

You or an ally hits an enemy with an attack during your turn.

Effect:

Each ally adjacent to you or the target may shift one square as a free reaction. Until the end of your next turn, each ally who can see or hear you gains a feat bonus to attack rolls against that enemy equal to your Wisdom modifier.

Hunter's Whirling Blades

(hunter totem aspect)

Tornado Strike

(per-encounter standard actionattack maneuver)

 
 

Requirement

You must be wielding a melee weapon in each hand.

Target:

Each adjacent enemy (main weapon vs. Armor)

 
 

Hit:

1dW damage (main weapon).

Miss:

1dW damage (secondary weapon), and the target may shift one pace as a free reaction.

Class Trance

  • You gain the following trance:

Wild Hunt

(daily immediate actionstance trance)

Prerequisites:

Hunter Totem

Target:

One creature

Effect:

Until you end this stance, the target is your quarry. If the target is reduced to 0 hit points during this encounter, you may choose a new quarry as a free reaction.

Whenever your quarry ends its turn more than 5 paces away from you, you may shift up to your speed towards it as an immediate reaction, ignoring difficult terrain, and then make a basic ranged attack or a basic melee attack against it as part of this reaction.

Shamans who follow the Hunter totem may summon an ancestor spirit. Ancestor spirit


Leveling Up

At each level, you gain new features and bonuses to increase your primal prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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