===== Barbarian ===== **Hitpoints per level**: 7\\ **Skillpoints per level**: 3\\ **Value of starting equipment:** 30gp\\ **Starting gold:** 2d6\\ \\ **Weapon and Armor Proficiency:**\\ Barbarians are proficient with all simple weapons and martial melee weapons. \\ Barbarians are proficient with light armor and light shields. \\ ===== Progression ===== ^Level ^BAB ^Fort ^Ref ^Will ^Class features ^ ^1st |+1 |+1 |+0 |+0 |Rage | ^2nd |+2 |+1 |+0 |+0 |Tribal Markings | ^3rd |+3 |+2 |+1 |+1 |Unbowed, Unbroken | ^4th |+4 |+2 |+1 |+1 |Totem Spirit | ^5th |+5 |+3 |+1 |+1 | | ^6th |+6/+1 |+3 |+2 |+2 |Tribal Markings | ^7th |+7/+2 |+4 |+2 |+2 |Intense Fury | ^8th |+8/+3 |+4 |+2 |+2 |Tribal Markings | ^9th |+9/+4 |+5 |+3 |+3 |Inner Calm | ^10th |+10/+5 |+5 |+3 |+3 |Totem Spirit | ^11th |+11/+6/+1 |+6 |+3 |+3 | | ^12th |+12/+7/+2 |+6 |+4 |+4 |Tribal Markings | ^13th |+13/+8/+3 |+7 |+4 |+4 |Violent Tantrum | ^14th |+14/+9/+4 |+7 |+4 |+4 |Tribal Markings | ^15th |+15/+10/+5 |+8 |+5 |+5 |Mettle | ^16th |+16/+11/+6/+1 |+8 |+5 |+5 |Totem Spirit | ^17th |+17/+12/+7/+2 |+9 |+5 |+5 | | ^18th |+18/+13/+8/+3 |+9 |+6 |+6 |Tribal Markings | ^19th |+19/+14/+9/+4 |+10 |+6 |+6 |Burning Wrath | ^20th |+20/+15/+10/+5 |+10 |+6 |+6 |Tribal Markings | **Rage:** You may expend your combat focus as a minor action to enter a rage. When you are raging you gain +4 Class Bonus to Strength, +4 Class Bonus to Constitution, and a -2 stackable penalty to AC. While you are raging you cannot regain Combat Focus. \\ **Intense Fury:** At 7th level the Class Bonus to Strength and Constitution you gain from Raging increases to +6. \\ **Violent Tantrum:** At 13th level the Class Bonus to Strength and Constitution you gain from Raging increases to +8. \\ **Burning Wrath:** At 19th level the Class Bonus to Strength and Constitution you gain from Raging increases to +10. \\ **Tribal Markings:** \\ When you gain a Tribal Marking you can choose which mark you get. You can choose each effect multiple times, their effects stack. \\ * Mark of the Warrior: You gain Resist Physical 1. \\ If you select this Mark again, you increase your Resistance to Physical effects by 1. * Mark of Superstition: You gain Resist Elemental 1. \\ If you select this Mark again, you increase your Resistance to Elemental effects by 1. * Mark of Survival: 3 times per day you may heal 5 HP as a free action during your turn. \\ If you select this Mark again, you increase the amount of times per day you can heal yourself by 3. \\ * Mark of the Adventurer: You gain a +10 Magical Bonus to Land Speed. \\ If you select this Mark again, you increase your magical bonus to Land speed by 5. * Mark of the Elder: Once per day you may reroll a saving throw. You must use the second effect even if it is worse. \\ If you select this Mark again, you may use reroll another saving throw each day. * Mark of the Guarded Soul: You gain Spell Resistance 1 \\ If you select this Mark again, you increase the spell resistance gained from it by 1. \\ **Totem Spirit:** \\ * Spirit of the Stoic Earth: You become immune to Fear. * Spirit of the Rippling Sea: Whenever you are hit by a harmful spell you are healed for twice its spell level. * Spirit of the Echoing Thunder: You may spend your focus to enter rage whenever you take damage. * Spirit of the Hunting Tiger: You grow claws. Treat these claws as medium natural weapons that deals 1d6+str piercing damage. * Spirit of the Endless Praerie: You suffer no ill effects from being minorly or nominally fatigued. You still suffer full effects from other degrees of fatigue. * Spirit of the Remorseless Winter: You gain the Diehard feat. \\ **Unbowed, Unbroken:** As a free action during your turn you may spend your focus to dispel yourself of a single spell of level 3 or below. \\ **Inner Calm:** You gain +2 Class Bonus to Will save as long as you are focused. \\ **Mettle:** When you successfully make a Fortitude or Will save against an effect with a partial save you ignore the effect completely. \\