THE CONSOLIDATED BARBARIAN'S HANDBOOK (As written by Zendu & Midnight_v)
(Fragment from the lost text of the Archmagus Tsuyoshikentsu "The Tao of Optimization") [FONT="Georgia"]A Barbarian must Be satisfied. He seems boring to others, But he has his great secret. That is, He can keep up with ToB classes In raw damage. Though he is Often a dip class, "I attack again" has its merits![/FONT]
Essential Abilities: Barbarian abilities can be Str, Con, Dex. Alternatively use Str, Dex, Wis in the case of the glass cannons
Strength: Generally melee combat relies heavily on strength. From here flows power
Dexterity:this is as valid as Con in the "charge" builds which there are many of. Futher being a class that is limited to medium armor in the first few levels (before you can afford all the +1's the extra ac really helps
Constitution: Traditional toughen up, have a longer rage, high fort all good. "Show me someone that doesn't love a barbarian with a maxed out con and I'll eat my hat." "Had to eat my hat"
Intelligence: I actually have illiteracy as a class ablitiy.
Wisdom:Listen is one of your class skills, Wizards( the dangerous ones) will look at you and say "save or die" or "kill your friends" Remember that scene in Conan "Who am I if not your father?" Best to go ahead and make that will save. Note that Steadfast Determination can help with Will saves.
Charisma:uhm... at least 35% of all barbarians are Orcs.
CLASS FEATURES [FONT="Garamond"]"It' is not enough that I should succeed but that everyone esle must fail!" -Ghengis Khan [/FONT]Spoiler:Show
Rage Which is makes you the Barbarian.
+4 to strength +4 Con -2 AC +2 to will saves
Greater rage: +6 Str +6 Con -2 AC +3 to will saves (level 11)
Mighty Rage: +8 Str +8con -2 AC +4 on will saves (Capstone ability)
Fast Movement Which is a really, Really good ability, just not as good as pounce as it turns out. Uncanny Dodge Retains your Dex while flatfooted which prevents all kinds of bad things. Scales with your barbarian level and become Improved Uncanny Dodge at 5th. Trapsense Seriously, weak, someone might disagree but I belive if you can find a better use for this slot, TRADE IT OUT! Traps requiring a reflex save typically aren't that dangerous Damage Reduction This is a class feature that was overrated when the game was designed and thus you never get enough of it to be competative at the levels where it would matter. Dr5/- is not cutting it at level 20. Indomitable will I like this ablility I honestly do it will keep you from nuking the party sometimes... I aslo think that if you could trade this for something and use better precautions it would be good as well. LEVEL 14 Tireless Rage which is kind of a non power if you've made it to LVL 17 the the Drawback of rage wasn't that great a drawback was it? Something the design team added for completeness...
BARBARIC RACES [FONT="Garamond"] “He is a barbarian, and thus thinks that the customs of his tribe and island are the laws of nature” - George Bernard Shaw[/FONT] "Non Level Adjustment Races"Show
Rating of the Base Race and a Listing of various races with a bonus to a physical attributes Phb Races:
Humans: Good at everything as advertised. The bonus skills + bonus feat provide the extra diversity many builds need.
Dwarves: Darkvision, extra con, and no movement penalty in medium armor makes these fellas. Excellent
Elves -2 con +2 dex: as a rule of thumb things with con penalties make poor barbarians.
Gnomes You're gonna pass on this one there is only one gnome and it whispers not ROARS!
Half-elf. Its just a all around poor choice.
Half-Orcs +2 str -2 int -2 cha The Iconic D&D Barbarian Stronger and Dumber but Strong wins!
Halflings: There is a halfling barbarian here and there but not in the Phb.
Races of note: La+0
Changeling: none, medium, 30 ft., minor change shape (su), rogue, humanoid (changling, shapechanger), races of eberron pg.40 (Simply for thier ability to Warshaper)
Dragonborn: +2 Con -2 Dex, same as base creature, same as base creature, fighter and the base creatures, same as base creature (dragonblood, same as base creature), races of the dragon pg.5
Duskling: +2 Con -2 Int, medium, 30 ft., totemist, fey (incarnum), magic of incarnum pg.10
Lesser Duergar: +2 Con -4 Cha, medium, 20 ft., enlarge person 1/day (only works on Lesser Duergars), fighter, humanoid (dwarf), player’s guide to faerun pg.190
Wild Dwarf: +2 Con -2 Cha, small, 20 ft., barbarian, humanoid (dwarf), races of faerun pg.23
Elves (*sigh* there's an elf it seems... for every occasion)
Warforged: +2 Con -2 Wis -2 Cha, medium, 30 ft. fighter, construct (living construct), races of eberron pg.07
Whisper Gnome +2 dex +2 con -2 str -2 cha, small, 30 ft. rouge, humanoid (gnome), Races of Stone pg. 96 Silence 1/day and some very nice skill bonuses.
Goliath(RoS pg. 56) +4 str -2 dex +2 con and Powerful build which lets them count as large in many instances futher they're supported as a "barbarian" class which gives them many options (sub-levels and race specific feats.)
Half Giant (ExPh page12) +2 str +2 con -2 dex, Poweful build which lets them count as large in many instances. 2pps. "Stomp" as psi like ablility. The problem with the half-giant is the +2 str instead of +4 as well as not being a supported barbarian class. Making the inferior to the Goliath in every way but visual appeal. They do qualify you for psionic feats though... try to get your dm to allow you to replace "stomp" with "Expansion" and you can turn this blue.
Bauriar Planar Handbook. You get 40' speed, quadruped, darkvision, bonus to will saves vs spells/SLAs, and SR=11+hd.
Half-ogre (SS page 117) +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma, -2 Dexterity. Other barbarians have to rage to get as strong as you are at any given time, you could start off with a 24 strength and then rage! Combine in the fact that this thing is actually "Large" not just a "Powerful build" helps this race far outshine its peers.
Mineral Warrior +2 Strength, +4 Con, -2 Wis, -2 Cha. Dr 8/ad Darkvision etc... truly a char-op dream.
Feral
White Dragonspawn +2 on dex and con, but also grants, a breath weapon, natural weapons, fly speed, +7 natural armor and a full sorceror caster level for a mere 1 LA. Ahh but you do gain the cold subtype
Ettercap Berserker: gain +2 on poison saves and gain an added +2 Bonus to con when raging. +4 at greater rage
Great Stag Berserker: Rather irrelevant charge bonuses more to/hit less ac
Ice Troll Berserker: +2 natural armor bonus while raging +4 with G.Rage.
Owlbear Berserker: Grappling give 1d6 unarmed damage.
SnowTiger Berserker: Okay no. Pounce but only with light weapons maybe in another life
Wolf Berseker: replaces combat expertise as a requisite for Improved trip
Combat Brute: (CW pg.110) Tactical: easy entry because it doesn't ask you do do anything you weren't already doing provides 3 abilities. All in all useful especially if you don't have access to the Lion totem Variant from the complete champion. Advacing blows is meh, but if you've built a serious "Knockback" based build might get a little work out of this. Sundering cleave is really good if you want to destroy that $100,000 staff the BBEG is holding. The star of this little trio is Momentum swing which is increases the multiplyer of your power attack the second round after a charge. Works well with many many things
Combat expertise: You wanna dance? There are classes better suited to it. Plus int is really a dumpstat.
Destructive Rage: While raging, you gain a +8 bonus on any Strength checks you make to break open doors or break inanimate, immobile objects.
Extended Rage: Each of your rages lasts an additional 5 rounds beyond its normal length. Special: You can take this feat multiple times, and the additional rounds stack.
Extra Rage : You rage two more times per day than you otherwise could. Special: You can take this feat multiple times, gaining two additional rages per day each time.
Evasive Reflexes: There is a use for this if chained correctly
Improved Bullrush: Usefull if you're going to attempt to follow the chain.
Instantaneous Rage: Your rage begins at any time you wish, even when it's your turn or when you're surprised. you can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. Normal: You enter a rage only during your turn.See combos.
Intimidating Rage: When entering a rage, you designate a single foe within 30 feet of you can attempt to demoralize as a free actionor become shaken for as long as you continue to rage. see combos.
Karmic Strike: This is more for the psedo-barbarian fighter/charger, but if you're a glass cannon you can single handedly kill most BBEG's with this after a charge. unfortunately it wants combat expertise.
Knockbackprereqs: Improved bullrush, power attack, Large or Powerful build Succesful powerattacks initiate a bullrush with Pa bonus on strength roll. See combos.
Leapattack: A jump check to do double my power attack damage(after all other calculations)? Does this awsomeness come with a shake? Spoiler:Show
Errata]If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat.
Martial Study(ToB) This feat can get you many nifty abilities, taking this twice can give you the controversial Iron Heart Surge... see our Frenzied Barbarian section.
Mad Foam Rager(PHB II) delay the effects of an attack, spell or special ability for one round. That actually good but what will you do in that one round? It like a nod to the crusader in a way. This could get a blue "If" if you had more feats to spend, If there was a way to use it more than once per rage. If the delay was longer.... It could be strong under the right conditions, but being a condtional feat will only get you a green rating .
Powerattack: From which all Goodness Flows.
Rampaging Bullrush: prereqs: Rage, Imp.Bullrush/Large/powerfulbuild Jotunbrood.take a -4 penalty to knock opponents prone with bullrush. See combo section.
Reckless Rage:Prerequisites: Con 13, rage ability. Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.
Robilar's Gambit Much like karmic strike if you're glass cannoning then this will aid in pwning since you throwdown more DmG than most people 1st round.
Shock Trooper: CW pg.112: Essentially for heedless charge ensuring that power attack for max damage hits.
Standstill: Give up an AoO for damage to ensure an opponent stays in place on a failed reflex, but the reflex save is equal to your damage ... which is high....
Steadfast determination PhbII Endurance Use Constitution to modify Will saves
Stonerage:
+1 enhancement to ac while raging if touching the ground. (Anataeus died like this mythologically)
Three Mountains Sytle : easy enty weapon stlye feat that causes nausea with repeated attacks A+
Climb (Str) Can be used to gain tactical advantages or bypass environmental dangers.
Craft (Int) Rarely used.
Handle Animal (Cha) Situational.
Gather Information (Cha) Cityscape allows us to trade Handle Animal for this, it is also very situational. Note that many DM's might penalize you more than say a rouge for using this skill, most Barbarians lack the tact to use social skills effectivly.
Intimidate (Cha) A good skill for social situations you are otherwise ill prepared for.
Jump (Str) Essential for leap attack
Listen (Wis) One of the most used skills in most campaigns, good if you want to fill a scout role.
Ride (Dex) It's doubtful you will have enough feats to benefit from mounted combat.
Tumble (Dex) Cityscape lets use trade ride for tumble. It gives you many more combat options than you might otherwise have.
Survival (Wis) A good way to feed your party, and with the track feat, can be very useful. A must if you take the trap killer ACF
Swim (Str) Some situations and campaigns see some use for this, but most don't. When you do use it, it can be a life saver.
Cross-Class
Spot (Wis) Although its cross-class for you, it might still be worth the investment.
Hide/Move Silently (Dex) I wouldn't advise this unless you have both the skill points to spare and racial to counteract the rank loss. That said, a scout who can take care of business is something to fear.
Extreme Leap Extra 10' on successful jump, combines well with leap attack.
Never Outnumbered: CS wrote:
If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat.[/quote]
Martial Study(ToB) This feat can get you many nifty abilities, taking this twice can give you the controversial Iron Heart Surge... see our Frenzied Barbarian section.
Mad Foam Rager(PHB II) delay the effects of an attack, spell or special ability for one round. That actually good but what will you do in that one round? It like a nod to the crusader in a way. This could get a blue "If" if you had more feats to spend, If there was a way to use it more than once per rage. If the delay was longer.... It could be strong under the right conditions, but being a condtional feat will only get you a green rating .
Powerattack: From which all Goodness Flows.
Rampaging Bullrush: prereqs: Rage, Imp.Bullrush/Large/powerfulbuild Jotunbrood.take a -4 penalty to knock opponents prone with bullrush. See combo section.
Reckless Rage:Prerequisites: Con 13, rage ability. Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.
Robilar's Gambit Much like karmic strike if you're glass cannoning then this will aid in pwning since you throwdown more DmG than most people 1st round.
Shock Trooper: CW pg.112: Essentially for heedless charge ensuring that power attack for max damage hits.
Standstill: Give up an AoO for damage to ensure an opponent stays in place on a failed reflex, but the reflex save is equal to your damage ... which is high....
Steadfast determination PhbII Endurance Use Constitution to modify Will saves
Stonerage:
+1 enhancement to ac while raging if touching the ground. (Anataeus died like this mythologically)
Three Mountains Sytle : easy enty weapon stlye feat that causes nausea with repeated attacks A+
Climb (Str) Can be used to gain tactical advantages or bypass environmental dangers.
Craft (Int) Rarely used.
Handle Animal (Cha) Situational.
Gather Information (Cha) Cityscape allows us to trade Handle Animal for this, it is also very situational. Note that many DM's might penalize you more than say a rouge for using this skill, most Barbarians lack the tact to use social skills effectivly.
Intimidate (Cha) A good skill for social situations you are otherwise ill prepared for.
Jump (Str) Essential for leap attack
Listen (Wis) One of the most used skills in most campaigns, good if you want to fill a scout role.
Ride (Dex) It's doubtful you will have enough feats to benefit from mounted combat.
Tumble (Dex) Cityscape lets use trade ride for tumble. It gives you many more combat options than you might otherwise have.
Survival (Wis) A good way to feed your party, and with the track feat, can be very useful. A must if you take the trap killer ACF
Swim (Str) Some situations and campaigns see some use for this, but most don't. When you do use it, it can be a life saver.
Cross-Class
Spot (Wis) Although its cross-class for you, it might still be worth the investment.
Hide/Move Silently (Dex) I wouldn't advise this unless you have both the skill points to spare and racial to counteract the rank loss. That said, a scout who can take care of business is something to fear.
Extreme Leap Extra 10' on successful jump, combines well with leap attack.
Never Outnumbered: CS; Demoralize in combat affects all within 10ft.
Twisted Charge Hard to qualify for, but changing direction mid charge is quiet handy
ALTERNATIVE CLASS FEATURES/SUBSTITUTION LEVELS (and how they changed the class for better or worse) I have a bit to say about this, this is the way they chose to fix the barbarian, it wasn't a very versitile class so it gets some of the best variants ever, and the Lion totem from the complete champion, Now makes as many people dip barbarian as they do fighter. In the end though these are large amount of abilities that give you the edge, and help individualize your barbarian and maybe the people from his tribe "We rage but we don't get all "speedy" like you do" Spoiler:Show
Aquatic Barbarian (SW, p 48): fast movement applies to racial swim speed instead of land speed
Berserker Strength (PHB 2, p 33): Lose rage. Gain a rage that activates every time your hitpoints drop to below 5 + your barbarian level.
Bonus Feat (SSt, p 44): Gain a bonus feat, lose improved uncanny dodge.
Crafty Hunter (UA, p 58): Gain favored enemy, archery combat style, improved archery combat style, and greater archery combat style. Lose rage and indomitable will.
Duskling Barbarian (MoI, p 43): d10 hitdice, add knowledge: the planes to class skill list
1st level: Incarnum Speed (can channel essentia to greatly increase speed), lose fast movement
7th level: Incarnum Defense (spend essentia to give damage reduction and energy resistance), lose damage reduction
11th level: Incarnum Rage (gain 2 points of essentia while raging), lose greater rage
Fangshields Barbarian Substitution Levels (CV, p 40): must be nonhumanoid
3rd level: Fast Charge (increased movement when charging), replaces trap sense
5th level: Awesome Charge (make a charge attack as though with Awesome Blow), replaces uncanny dodge
7th level: Raging Vigor (spend rage to heal damage), lose 1 point of DR
Ferocity (CS, web): Lose normal rage, gain ferocity which boosts Str and Dex instead of Con. but really its quite an excellent variant overall. Spoiler:Show
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.
Class: Barbarian.
Level: 1st.
Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.
Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.
The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).
Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).
Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.
In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.)
Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.
Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.
Goliath Barbarian Substitution Levels (RS, p 150): add knowledge: nature to class list
1st level: Mountain Rage (extra size/strength while raging), replaces normal rage
5th level: Fortification (25% chance to prevent crits and such), lose uncanny dodge
8th level: Skin of Stone (x/adamantine damage reduction instead of normal)
Half-Orc Barbarian Substitution Levels (RD, p 159):
2nd level: Reckless Charge (+4 attack while charging, -4 AC), no uncanny dodge
5th level: Insightful Rage (+4 will vs. illusions), no improved uncanny dodge
Roof Dweller(CS, web): Instead of fast movement, gain the roof walker feat. At 6th level, gain the roof jumper feat.
Spell Sense (CM, p 35): Lose trapsense. Gain AC bonus vs spells.
Spiritual Totem (CC, p 46): Lose fast movement, gain one of the following:
Bear Totem: Improved Grab ability
Eagle Totem: +4 bonus to search and spot
Fox Totem: +4 bonus to Hide and Move Silently
Lion Totem: Gain Pounce ability
Wolf Totem: +2 to attack rolls while flanking
Streetfighter(CS, web): Lose damage reduction to gain special abilities and benefits while charging. Spoiler:Show
Streetfighter
The ability to take a blow is valuable, but on the violent and crowded streets of the city, the winner of a brawl or a duel is often the one who can hit hardest and fastest.
Class: Barbarian.
Level: 7th.
Replaces: If you select this class feature, you do not gain damage reduction at 7th level, or any of the improvements to damage reduction at higher levels.
Benefit: The barbarian gains the ability to swiftly bring the fight to his foe and to hit him hard.
At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement. At 10th level, the barbarian can make a single turn, up to 90 degrees, during a charge. At 13th level, the barbarian can charge through squares occupied by his allies or by noncombatants. At 16th level, the barbarian can move up to four times his speed when making a charge attack, rather than double. At 19th level, the barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge. Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round.
Totem Barbarian (UA, p 48): Ten various animal totems, each trades various features:
A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet. At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks. A 3rd level ape-totem barbarian gains Power Attack as a bonus feat. At 5th level, an ape-totem barbarian's climb speed equals his base land speed.
Bear Totem Class Features
A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. A 1st-level bear-totem barbarian gains Toughness as a bonus feat. At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat. Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.
Boar Totem Class Features
A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites. At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal. Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.
Dragon Totem Class Features
A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat. At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects. At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier. Eagle Totem Class Features
A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities. At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks. An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.
Horse Totem Class Features
A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 2nd level, a horse-totem barbarian gains Run as a bonus feat. A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse. At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.
Jaguar Totem Class Features
A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features.
Lion Totem Class Features
A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 1st level, a lion-totem barbarian gains Run as a bonus feat. A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks. A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.
Serpent Totem Class Features
A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison. A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks. At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.
Wolf Totem Class Features
A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites. A 5th-level wolf-totem barbarian gains Track as a bonus feat.
Totem Manifestation (CC, p 46): Lose damage reduction, gain one of the following:
Bear Totem: 1 hp/level
Eagle Totem: +1 to spot and search each level you would normally get damage reduction
Fox Totem: +1 to hide and move silently each level you would normally get damage reduction
Lion Totem: Roar, every creature within 30' must save or be shaken. Once per day, gain an additional use per day every time your damage reduction would normally increase
Wolf Totem: Gain track, and +2 to survival
Trapkiller(DS, p 8): Lose trapsense, gain trapfinding. Use survival to find traps, attack rolls to disable.
Uncanny Bravery (DrM, p 14): Gain immunity to draconic presence and resistance to fear instead of improved uncanny dodge.
View Spirit World (CC, p 46): lose uncanny dodge, once per day gain darkvision and a bonus to spot and search checks.
Wastelands Damage Reduction (SSt, p 44): gain DR 1/- against wasteland creatures and hazards that stacks with normal DR, lose 1 rage/day.
Whirling Frenzy (UA, p66): Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit. Spoiler:Show
WHIRLING FRENZY
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.
A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
Bear Warrior (CW pg16): per day rage out as a bear The strength bonuses are pretty amazing and has made some amazing builds (I'll post the Bear of the North If I can find it)
Black Blood Cultist (CoR pg44) Shakuum's infamous "The Black Octopus" used this PRC to some great effect. The level 8 savage grapple makes this the real Reaping Mauler. Mix with bearwarrior or as mentioned in shakums thread primeval.
Champion of Gwynharwyf (BoED pg)
Dwarven Battlerager Unfortunately I finally found the prc for this class and it is a poor excuse for those souls who actually want to play something like what Thibbledorf Pwent is in the Salvatore stories... I'll tell you what its sooo bad I'll eventually make a build for what they're like in the stories... this Prc is the D&D equivalent of videogame themed movies.
Frenzied Berserker:Has it's own section below.The GREAT DEBATE
Frostrager Link There are many fans of this prestige class... I personally am not one but it is a natural attack/grapple class that gives you cold based damage. Unfortunately more creatures in D&D have an immuity/resistance to cold than any other element.
Eye of Gruumsh(CW pg.32 ) Are you an ORC BARBARIAN? Do not serve Gruumsh, despite all the good press he gets. Worship Ilneval instead... because honestly there are simply easier ways to aquire blindsight than plucking out ones own eye.
Primeval Impressive ability gains with interesting shape changing abilities. However it is severely limited times per day. Ragemage One of the worst classes... this is the fear of creating a gish. You manage to become something who is good at neither fighting, nor spell casting.
Runescarred Berserker (UE) This is better on the gish scale. The spell list gained from this class is small ,but powerful, allowing you to cast AMF or Heal.
Totem Rager(MoI) There are people running around the boards making incredible builds using incarnum. That is not the norm however. If you weild the book of incarnum like an anime guy wields an oversized weapon then you'll know if this Prc is for you. If your not one of those guys... it'll only make your head hurt.
Greatsword The best martial weapon out there, 2d6 and 19/20 x2 crit. If you are using two handed, you will most likely be using this. Harpoon Great for high str throwing builds, as it does its damage twice. Mace, HeavyMace, Great club Listed because they work with the "3 Mountains" weapon style feat Minotaur Great Hammer Breaks the rule of weapon crits 19-20 x4 has much notoriety on the boards Tigerskull Club (FB) One of the best on handers, 1d8 x4 crit, exotic. Free for Neanderthals Spiked Chain The preferred weapon for many char-op builds, range without penalty and tripping bonuses. Well worth the feat. Grapple Barbarians actually do quiet well with grappling see This thread for more details.
Due to certain feats you only really need one level of barbarian to be a barbarian. Typically this is for fighters but rogues or anyone esle could pull this stunt really. Taking various amonts of extend rage, extra rage and reckless rage, to simulate "More rages per day" and " Greater rage" Spoiler:Show
Example 1 "Conan" Human Barbarian1 Fighter 2 Cleric of "Crom!"1 Rogue 16 Ever watch "Conan the Babarian"? No. Well if you do see how much of his life is spent as a barbarian vs. a beliver in "Crom" or a Thief throughout the move. Get back to me Worship "CROM" Which nets you The time and war domain The ability to take those Rogue special ablilities and skill tricks Pounce A total of around 9d6 sneak attack as well as extra feats (if you include time and war) to power all your shennaigans Turn undead for a divine feat or two. Maybe even a spell something like Rhino's rush and you'll potentiall be able to rage 3-5 times a day as well as fit in many many more feat combos than before. The psuedo-barbarian is all around rough. Works with fighter as well
Knockback + Rampaging bullrush + Leap attack + Power attack + Shocktrooper + 3 mountains style: huge returns for the glass cannon in you.
Imperious Command + Instaneous Rage + Intimidating rage (optional + Skill Trick never outnumbered) : This combo I cannot say enough about. Its the barbarian equivalent to a mage with celerity. You basically can cut off someones action and shut them down for a round making them drop what they were doing and well (die to your charge) add never outnumbered and charge the opposing force, leap attack into the midst of them then rage while mid-air. Potentially cowering thier whole team.