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  PRODUCT NO. CA505 
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  ABANDONED ARTS©
   PRESENTS: 
   
  THREE NEW ARCHETYPES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE MADMAN  (BARBARIAN ARCHETYPE) 
   
  Some barbarians are inspired not by bloodlust or simple savagery, but by madness or dire occult powers. Such madmen are less 
  martially inclined, but no less dangerous for their insane and unpredictable rage and their strange, supernatural powers. 
   
  A madman has the following class features. 
   
  Alignment: any evil, non-lawful 
   
  Weapon Proficiency: A madman who worships an evil, non-lawful deity gains proficiency with that deity’s favored weapon. 
   
  Domain Powers (Su): At 2nd level and every even-numbered level thereafter, a madman may choose a single domain power 
  which is usable a limited number of times per day and which is granted by a domain associated with any evil, non-lawful deity in 
  place of a rage power. The barbarian gains the ability to use that domain power once per rage. 
   
  Reduced Rage (Ex): At 2nd level and every level thereafter, a madman gains only 1 additional round of rage per day instead of 
  the normal 2 additional rounds of rage per day. 
   
  Raving Rage (Su): At 11th level, the madman can spout such insane and dire tirades while raging that those who hear him find 
  their own sanities challenged. Raving is a free action which prohibits the barbarian from participating in or even responding 
  sanely to any sort of coherent dialogue for 1 round. Creatures within 30 feet of the barbarian who can hear him must succeed 
  on a Will save with a DC equal to 10 + the barbarian’s class level + his Charisma modifier or take 1d4 points of Wisdom damage. 
  The amount of Wisdom damage dealt by this effect is reduced by 1 each time a creature succumbs to this effect more than 
  once in a 24-hour period, to a minimum of 1 point of Wisdom damage. This is a mind-affecting, language-dependent effect. 
     This ability replaces greater rage. 
   
  The End is Near (Su): At 20th level, dire extradimensional powers do at last hear the madman’s ravings from across the expanse 
  of the planes. Whenever the madman rages, he gains the ability to use summon monster I as a swift-action spell-like ability. On 
  the second consecutive round of his rage, he gains the ability to use summon monster II, on the third round summon monster 
  III, and so on, until the madman gains the ability to use summon monster IX as a swift action on the ninth consecutive round. On 
  the tenth round of rage, the madman may use gate as a swift-action spell-like ability as long as he successfully used each of his 
  summon monster I through IX spell-like abilities during the first nine rounds. At the end of the tenth consecutive round of rage, 
  the madman is rendered unconscious if he used any of the above spell-like abilities during his rage. All creatures called or 
  summoned with the above spell-like abilities must have the fiendish template, an evil alignment, or the evil subtype. The caster 
  level for each of the above spell-like abilities is equal to the madman’s class level. 
     This ability replaces mighty rage. 
   
  Ex-Barbarians: A madman who becomes lawful or non-evil loses the ability to rage and cannot gain more levels as a barbarian. 
  He retains all other benefits of the class. 
  
  3 
   
  THE REAVER  (BARBARIAN ARCHETYPE) 
   
  The reaver is a death-obsessed berserker with a keen understanding of both death and fear. Favoring intimidating weapons and 
  guerilla-style tactics, these terrible barbarians spread terror wherever they tread. 
   
  A reaver has the following class features. 
   
  Intimidating Glare (Ex): At 2nd level, the reaver must choose the intimidating glare rage power. The reaver gains a +2 bonus on 
  Intimidate skill checks when using this rage power to demoralize an opponent in combat. 
     This ability alters the rage power gained at 2nd level. 
   
  Reduced Rage (Ex): At 2nd level and every level thereafter, a reaver gains only 1 additional round of rage per day instead of the 
  normal 2 additional rounds of rage per day. 
   
  Sneak Attack (Ex): At 7th level, the reaver gains the ability to perform sneak attacks. This ability works like the rogue ability of 
  the same name, except that the additional damage dealt is +1d6. At 10th level, the barbarian gains two dice of sneak attack 
  damage, and his sneak attack dice increase to d8s. At 13th level, the barbarian gains three dice of sneak attack damage, and his 
  sneak attack dice increase to d10s. Finally, at 16th level, the barbarian gains four dice of sneak attack damage, and his sneak 
  attack dice increase to d12s. If the reaver gains a sneak attack bonus from another source, the bonuses on damage stack, and 
  the sneak attack dice granted by that source increase to match the die size granted by this ability. 
     This ability replaces damage reduction 1, 2, 3, and 4. 
   
  Deadly Reaver (Ex): At 19th level, the reaver may choose to have his melee attacks deal sneak attack damage to any creature 
  suffering from the shaken, frightened, or panicked conditions. 
     This ability replaces damage reduction 5. 
   
   
   
  THE VIKING MARAUDER  (BARBARIAN ARCHETYPE) 
   
  In harsh northern climes, clans of seafaring marauders often band together to form raiding parties in order to survive. Though 
  fearsome and sometimes barbarous, these brothers-in-arms are not without a sense of honor. 
   
  A Viking marauder has the following class features. 
   
  Seafaring Scourge (Ex): A Viking marauder gains a bonus on Profession (sailor), Survival, and Swim checks equal to half his class 
  level. Furthermore, a seafaring vehicle piloted by a Viking marauder and staffed by the barbarian’s allies and cohorts moves at 
  +10 feet per round. This bonus applies to all waterborne modes of vehicular movement (see the Pathfinder® Roleplaying Game: 
  Ultimate Combat™ sourcebook for rules regarding vehicular combat and vehicular movement). 
     This ability replaces fast movement. 
   
  Raiding Party (Ex): At 2nd level, a Viking marauder gains one teamwork feat as a bonus feat (see the Pathfinder® Roleplaying 
  Game: Advanced Player’s Guide™ sourcebook for rules regarding teamwork feats). He must meet the prerequisites for this feat. 
  Any time the barbarian is within 5 feet of an ally with the same teamwork feat, he may extend the benefits of the feat to all 
  allies within 10 feet who can see and hear him as a free action. Allies retain the use of this bonus feat for as long as they remain 
  within 10 feet of the Viking marauder. 
     At 5th level, the Viking marauder gains a second teamwork feat for which he meets the prerequisites. He may share the 
  benefits of this feat in the same way, though the barbarian may extend the benefits of only one feat at a time in this manner. 
     This ability replaces uncanny dodge and improved uncanny dodge. 
   
  Marauder’s Sails (Ex): At 3rd level, a Viking marauder has gained such a dread reputation that creatures who recognize his sails 
  tremble with fear. The Viking marauder gains the ability to demoralize opponents that recognize and can see his sails or his ship 
  with an Intimidate skill check, regardless of the distance between himself and the target. Size bonuses do not factor into the 
  skill check, and no communication or interaction is required on the barbarian’s part (although his ship must be seaworthy, 
  staffed, and waterborne, and both the Viking marauder and his vessel must visible to the enemy to be affected). Generally, any 
  creature with at least 1 rank in either the Profession (sailor) or Knowledge (local) skills recognizes the significance of the 
  barbarian’s sails or ship. At 6th level, the Viking marauder gains a +1 bonus on Intimidate skill checks performed in this manner. 
  At 9th level and every three class levels thereafter, this bonus increases by an additional +1. 
     This ability replaces trap sense. 
   
  Fearless Berserker (Ex): At 14th level, the Viking marauder gains a +4 morale bonus on Will saves to resist fear effects. This 
  bonus stacks with other modifiers, including the morale bonus on Will saves he also receives during his rage. 
     This ability replaces indomitable will. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Barbarian Archetypes © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
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