Name | Replaces | Summary |
Armored Hulk | Fast Movement; Uncanny Dodge; Trap Sense; Improved Uncanny Dodge | Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle. |
Beastkin Berserker | Fast Movement; 4th, 8th, 12th-level Rage Power | While some barbarians take on bestial aspects in their rages, the beastkin berserker descends so deeply into primal fury that she actually transforms into an animal. |
Breaker | Fast Movement; Trap Sense | Breakers find the need to destroy their surroundings. |
Brutal Pugilist | Uncanny Dodge; Trap Sense; Improved Uncanny Dodge | Some barbarians focus on using their bare hands to tear their opponents limb from limb. |
Brutish Swamper | Skills; Fast Movement; Uncanny Dodge; Improved Uncanny Dodge; Trap Sense; 6th-level Rage Power | The hardy and insular denizens of the swamp produce warriors of narrow focus and great strength. |
Cave Dweller | Skills; Fast Movement; Trap Sense; Damage Reduction | Unused to the light of the sun, cave dwellers use their subterranean expertise to protect their clans from the manifold dangers of deep caverns and tunnels. |
Deepwater Rager | Fast Movement; Uncanny Dodge; Improved Uncanny Dodge; Indomitable Will; Tireless Rage | Deepwater ragers bellow ferociously as they charge their enemies, tackling them into the raging seas. |
Dreadnought | Rage; Fast Movement; Indomitable Will; Tireless Rage | Unstoppable and fearless, the dreadnought turns the terror of her enemies into violent physical power. |
Drunken Brute | Fast Movement | Drunken brutes use potent liquor to fuel their rage and grant them additional powers. |
Drunken Rager | Fast Movement; Uncanny Dodge; Trap Sense; Improved Uncanny Dodge; 12th-level Rage Power | These hotheaded, hard-drinking ruffians and brawlers are as dangerous in the midst of combat as they are in a tavern, and they wouldn’t be caught dead without a libation for either occasion. |
Elemental Kin | Trap Sense | Some barbarian tribes have strong ties to the elemental forces of nature. |
Fearsome Defender | Fast Movement; Uncanny Dodge; Trapsense; Improved Uncanny Dodge | These savage slaves feel little pain and exist only to rain terror down on the enemies of their pitiless masters.
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Feral Gnasher | Weapon/Armor Proficiency; Fast Movement; 2nd-level Rage Power; Trap Sense 1-5; Improved Uncanny Dodge | (Goblin Only) Feral gnashers grow up in the wild, either raised by animals or scraping by on their own, and soon learn to fend for themselves. |
Flesheater | Rage; 2nd, 8th, and 14th-level Rage Powers; Greater Rage; Mighty Rage | A flesheater eats flesh to create a spiritual bond between herself and the consumed creature, allowing her to take on aspects of the creature that served as the meal. |
Geminate Invoker | Alignment; Class Skills; Rage; Trap Sense; 4th, 8th, 12th-level Rage Powers | Geminate invokers are barbarians who use Rivethun traditions to invite spirits into their bodies. |
Giant Stalker | Rage; Uncanny Dodge; Trap Sense | Giant stalkers are followers of the Mammoth Lords who have trained since childhood to spot and track giants. |
Hateful Rager | Rage; 2nd, 8th, 14th, 20th-level Rage Powers; Uncanny Dodge; Trap Sense +3 | (Half-Orc Only) From a young age, many half-orcs are treated cruelly, bullied, ridiculed, and made outcasts. While some hide their shame, others foster a deep, burning hatred that they channel into a raw fury and unleash against their enemies. |
Hurler | Fast Movement | The hurler becomes skilled at throwing objects at their foes before closing in for the kill. |
Invulnerable Rager | Uncanny Dodge; Improved Uncanny Dodge; Damage Reduction; Trap Sense | Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. |
Jungle Rager | Uncanny Dodge; Trap Sense; Improved Uncanny Dodge; Damage Reduction | A jungle rager can disappear from sight, strike from hiding, and use the environment to shield herself from harm. |
Mad Dog | 2nd, 6th, 10th, 14th, 18th-level Rage Powers; Rage; Uncanny Dodge; Improved Uncanny Dodge; Damage Reduction; Indomitable Will | Though named for the wild savages who fight alongside rabid dogs, mad dogs employ all manner of beasts as their battle brethren. |
Mooncursed | Race; Rage; Improved Uncanny Dodge; Greater Rage; Mighty Rage | Some barbarians exhibit an unusual form of lycanthropy powered by their fury. Such a character transforms willfully but can maintain her animal or hybrid forms only while raging. |
Mounted Fury | Fast Movement; Uncanny Dodge; Improved Uncanny Dodge | Many barbarian tribes are masters of the horse, teaching their members how to ride from a young age. |
Numerian Liberator | Class Skills; Uncanny Dodge; Improved Uncanny Dodge; Indomitable Will | While many native Kellids oppose the Technic League and its espousal of foul alien artifacts, the most stalwart and staunchly dedicated of these technophobic traditionalists refer to themselves as Numerian liberators. |
Pack Hunter | Rage Powers; Trap Sense; 6th-level Rage Power | Pack hunter barbarians team up to hunt dangerous prey to feed, to protect their camps, and as a rite of passage. |
Pack Rager | 2nd, 6th, 10th, 14th, and 18th-level Rage Powers; Damage Reduction | Barbarian rages can be a thing of savage beauty, exhibiting a lethal grace. While such uncontrolled displays of carnage often disregard group tactics, there are those barbarians whose rages inspire and spur on their allies during the ferocious dance of death. |
Primal Hunter | Fast Movement; Rage | Rather than exploding with anger, primal hunters focus their rage to strike distant targets. |
Raging Cannibal | 2nd-level Rage Power; Uncanny Dodge; Trap Sense; Improved Uncanny Dodge; Damage Reduction | While savagery is not inherently evil, some barbaric cultures thrive on depravity and welcome the act of feeding on their own kind. |
Savage Barbarian | Trap Sense; Damage Reduction | The savage barbarian learns to avoid blows and toughen up their skin. |
Savage Technologist | Class Skills; Weapon/Armor Proficiencies; Rage; Uncanny Dodge; Improved Uncanny Dodge | Savage technologists exhort Kellids to rise up against the depredations of the Technic League. But rather than rejecting technology, they wield the League’s own weapons against it. |
Scarred Rager | Fast Movement; Uncanny Dodge; Trap Sense; Improved Uncanny Dodge | The scarred rager believes each wound tells the tales of her prowess and bravery. |
Sea Reaver | Fast Movement; Uncanny Dodge; Trap Sense; Improved Uncanny Dodge | Some sea reavers are no more than hunters of the open sea, while others are raiders striking fear into coastal settlements within reach of the sea reavers’ longships. |
Sharptooth | Fast Movement; Uncanny Dodge; Improved Uncanny Dodge; Trap Sense; 6th and 12th-level Rage Powers | Coastal hunters and agents of the ocean’s rage, sharptooth barbarians emulate the greatest predators of the sea. |
Shoanti Burn Rider | Fast Movement; Uncanny Dodge; Trap Sense; 4th, 8th, 12th, 16th-level Rage Powers; Improved Uncanny Dodge | The Shoanti tribes who live in the Cinderlands have turned the deadly emberstorms that plague the region into a rite of passage. A few who survive the experience begin to embrace the adrenaline and surge of joy that comes from dancing along the edge of a whirling firestorm. These thrill-seekers are known as burn riders, and their exploits are celebrated by all Shoanti. |
Superstitious | Trap Sense; Damage Reduction | The superstitious barbarian is naturally distrusting, developing keen senses to protect themselves from harm. |
Titan Mauler | Fast Movement; Uncanny Dodge; Trap Sense; Improved Uncanny Dodge; Indomitable Will | In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of barbarians hone tactics and traditions with one purpose—to bring low these massive foes. |
Totem Warrior | None | The totem warrior has a special totem that is the patron of her tribe. |
True Primitive | Fast Movement; Trap Sense | Isolated and xenophobic tribes that dwell in areas untouched by civilization often see anything from cities and organized settlements as strange, dangerous, and decadent. |
Untamed Rager | Uncanny Dodge; Trap Sense; Improved Uncanny Dodge; Damage Reduction | There are no rules in the wild. Some barbarians enter combat with only victory in mind and do anything in their power to achieve it. |
Urban Barbarian | Fast Movement; Rage | Every barbarian knows that city life can soften the spirit and the body, but some barbarians take on the trappings and ways of their adoptive homes and bend their savage powers to its challenges. |
Wild Rager | Rage; Uncanny Dodge; Improved Uncanny Dodge | Rages are barely controlled, but there are those who wholly give in to their more savage side, letting their rages take them to a confusing and uncontrolled place of terrible savagery. |
Wildborn | Weapon/Armor Proficiencies; Trap Sense; Rage Powers; Damage Reduction | Some barbarians are born or bred outside the reach of civilization. These wildborn fight and survive without ever seeing a forge or worked stone, and only dare a trip into the city when no other option is available. |