TEXT: Copyright notiCe
  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 Ro-
  leplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinder-
  RPG/compatibility for more information on the compatibility 
  license.
  notiCe of open gaming Content
  All portions of this document are designated open gaming content.
  Credits:
  Writing: Stefen Styrsky
  Editing: Mark Moreland
  Artwork: MKultra Studios, 
  Shaman Stock Art
  Design: David Jarvis
  Brutal BarBarians 
  The Pathfinder Roleplaying Game greatly expands the options 
  for barbarian PCs over earlier iterations of the game. Rather than 
  a simple boost to hit points and melee damage, the new barbar-
  ian also gains special abilities when he releases his inner fury. 
  Brutal Barbarians expands the class even further. More than just 
  a list of additional rage powers, this supplement presents a new 
  type of rage, an alternate class, and new class abilities suitable 
  for wilderness survival. The new barbarian bloodline option al-
  lows a barbarian to acquire specific rage powers inherited from 
  a monstrous ancestor. Several new rage powers and feats are also 
  designed for barbarians who fight from horseback. 
  
  2
  rage Variant: BlaCk rage
  The ability to rage grants the barbarian almost unparalleled 
  prowess in combat. With a seemingly limitless anger, the 
  barbarian crushes enemies, pushes through hazardous 
  terrain, and shrugs off even the most powerful spells. 
  Some barbarians develop the ability to channel this fury 
  in a more controlled way, called black rage. Rather than a 
  screaming maniac, the barbarian with black rage becomes 
  a silent, focused killer.
     This better suits barbarians from civilized areas, where 
  rage is just as potent but expressed in a different way. 
  However, any barbarian may opt for black rage instead of 
  the standard rage.
     At 1st level, a barbarian can take black rage instead of 
  the normal rage ability. This choice can not be changed at a 
  later level. The barbarian gains the following benefits:
     Black Rage (Ex): The barbarian’s anger is a dark, 
  controlled fury rather than a wild explosion. He can rage 
  for a number of rounds equal to 4 + his Constitution 
  modifier. At each level after first the barbarian can rage for 
  2 additional rounds. Temporary increases to Constitution, 
  such as those gained from spells such as bear’s endurance, 
  do not increase the total number of rounds that he can 
  rage per day. The barbarian can enter a black rage as a free 
  action. The total number of rounds of black rage per day is 
  renewed after resting for 8 hours, although these hours do 
  not need to be consecutive.
     While in a black rage the barbarian gains a +4 morale 
  bonus to Dexterity and a +2 morale bonus on Will saves 
  and Wisdom-based skills and checks. The barbarian may 
  use abilities that require patience and concentration, 
  including sneak attacks and finesse fighting, as well as 
  Charisma-, Dexterity- and Intelligence-based skills. He may 
  voluntarily end a black rage at any time. The barbarian 
  may not enter a black rage if he is under the effects of an 
  enraging spell or effect such as rage.
     A barbarian can end black rage as a free action and 
  is fatigued afterward for a number of rounds equal to 2 
  times the number of rounds spent in the rage. A barbarian 
  cannot enter a new rage while fatigued or exhausted but 
  can otherwise enter rage multiple times during a single 
  encounter or combat. If a barbarian falls unconscious, his 
  black rage immediately ends.
     Greater Black Rage (Ex): At 11th level, when a barbarian 
  enters a black rage rage, the morale bonus to his Dexterity 
  increases to +6 and the morale bonus on Will saves and 
  Wisdom-based skills and checks increases to +3.
     Mighty Black Rage (Ex): At 20th level, when a barbarian 
  enters a black rage, the morale bonus to his Dexterity 
  increases to +8 and the morale bonus on her Will saves and 
  Wisdom-based skills increases to +4.
  alternate Class: Wild shaman
  The holy man occupies a special place among the wild 
  tribes. He defends his clan against the powers of death 
  and unlife and inspires the warriors to incredible heights 
  in battle. He may not possess all the outward fury of a 
  mix and matCh
  The options presented here replace one ability with 
  another. For example, a barbarian can take ways of 
  the wild instead of trap sense. Some players may want 
  a little bit of both, not giving up trap sense but also 
  desiring some bonus to wilderness skills. This can be 
  accomplished by the following method. The barbar-
  ian can gain trap sense +1 at 3rd level and then at 6th 
  level rather than gaining trap sense +2 can choose to 
  take ways of the wild +1 while his trap sense remains 
  at +1. As long as the separate bonuses do not exceed 
  the total bonus of the original class ability there 
  should be no problem. The same can be done with DR 
  and SR. This option is subject to the GM’s approval, as 
  with all options presented in Brutal Barbarians.
  
  3
  common barbarian, but that is because his rage infuses 
  other attributes and abilities. 
     At 1st level a barbarian can choose to become a wild 
  shaman. Once this choice is made it can not be changed. 
  The wild shaman gains the following abilities:
     Orisons: At 1st level the wild shaman knows a number 
  of orisons as if he were a druid equal to his barbarian level.
     Natural Bond (Ex): At 1st level, a wild shaman forms a 
  close tie to the natural world, granting him access to the 
  powers of one of the following cleric domains: Air, Animal, 
  Earth, Fire, Plant, Water, or Weather. A GM may allow ac-
  cess to other appropriate domains. The wild shaman gains 
  use of the domain powers as if he were a cleric equal to his 
  barbarian level. In all cases the wild shaman uses his Con-
  stitution modifier instead of his Wisdom modifier when 
  determining how many uses or rounds per day he can use 
  a domain power. The wild shaman does not gain access to 
  domain spells or spell slots.
     Turning Rage (Su): The wild shaman can rage like 
  any barbarian but does not gain the morale bonuses to 
  Strength and Constitution. He only gains the morale bonus 
  on Will saves (and Wisdom-based skill checks if he pos-
  sesses black rage). He may select and employ rage powers 
  as normal.
     Instead, the wild shaman gains the Command Undead 
  or Turn Undead as a bonus feat. He can channel energy a 
  number of times per day equal to 3 + Constitution modifier, 
  but only to use the selected feat.  He can take other feats to 
  add to this ability, such as Extra Channel, Improved Chan-
  nel and Elemental Channel. The DC to save against these 
  feats is equal to 10 + 1/2 barbarian level + Constitution 
  modifier.
     Greater Turning Rage (Su): At 11th level, when a wild 
  shaman uses his channel energy ability, he also inflicts 
  damage against undead as if he were a cleric equal to his 
  barbarian level. This channeled energy only deals damage 
  to undead and can not heal creatures as the standard cleric 
  ability.
     Mighty Turning (Su): Once per day at 20th level the wild 
  shaman may increase by 50% the amount of damage he 
  deals with his channel energy ability.
  neW rage poWers
  Annihilating Blow (Ex): When the barbarian scores mas-
  sive damage against an opponent, the save DC to avoid 
  instant death increases by +4. 
     Avenge the Fallen (Ex): When an ally within 30 feet of 
  the barbarian falls unconscious or suffers massive dam-
  age, the barbarian gains a +2 morale bonus on attack and 
  damage rolls during the following round. This bonus in-
  creases to +4 at 11th level. The barbarian must be aware 
  of his comrade’s condition to use this ability.
     Brute Charge (Ex): The barbarian is considered one size 
  larger when he performs bull rush and overrun combat 
  maneuvers while raging.
     Bloody Slaughter (Ex): The raging barbarian can make 
  his strikes bloodier than normal. As a full-attack action 
  he can make one melee attack at his full base attack bo-
  nus. If the attack hits it also inflicts 1d6+1 bleed damage. 
  This effect stacks.
     Disruptive Shout (Ex): While raging, a barbarian can 
  shout with such force it breaks the effects of certain 
  spells. Allies within 30 feet of the barbarian who can 
  hear the barbarian gain an immediate saving throw 
  with a +4 morale bonus against any non-instantaneous 
  enchantment or mind-affecting effect currently affect-
  ing them. Disruptive shout does not work on effects that 
  don’t allow saves. The barbarian may use this ability as 
  an immediate or swift action once per rage.
     Enchanter’s Foe (Ex): Whenever the raging barbarian 
  succeeds on a saving throw against an enchantment 
  spell or effect he gains a +2 bonus to attack and damage 
  rolls against the caster of the spell or effect. This bonus 
  increases to +4 at 11th level. The attack must be made 
  before the end of the barbarian’s next turn. 
     Fearful Opponent (Ex): While raging, whenever the 
  barbarian’s DR would reduce an attack’s damage to 0 or 
  lower, the creature making the attack is shaken for the 
  duration of the barbarian’s current rage.
     Ferocious Bite (Ex):  When making a bite attack while 
  raging the barbarian gains a +2 bonus to his attack and 
  damage rolls. This increases to +4 at 11th level. If used as 
  part of the action to maintain or break free from a grap-
  ple, any grapple checks made by the barbarian against 
  the target this round are at a +2 bonus. This bonus stacks 
  with the one gained through the animal fury rage power. 
  A barbarian must have animal fury as a rage power or a 
  bite attack as a racial trait to select this rage power.
     Fists of Fury (Ex): While raging the barbarian gains the 
  use of the Improved Unarmed Strike feat. He may make 
  one extra unarmed strike each round as a full attack ac-
  tion even if he wields a weapon in both hands. If used 
  as part of a full attack action along with a manufactured 
  melee weapon, the unarmed attack is made at the bar-
  barian’s full base attack bonus –5.
     Frenzied Smash (Ex):  The raging barbarian can make 
  sunder combat maneuvers without provoking an attack 
  of opportunity and also adds double his Strength modi-
  fier to damage on a successful sunder attempt.
     Frightening Charge (Ex): While raging the barbarian 
  may make an Intimidate check as a free action against 
  the target of his charge. If successful the target becomes 
  frightened for 1 round, plus 1 additional round for every 
  5 by which the barbarian beats the DC.
     Fury’s Edge (Ex): The barbarian’s rage is so great that 
  even a glancing blow damages an opponent. While in a 
  rage, if the barbarian misses with a melee attack when 
  using Power Attack he still deals damage to the oppo-
  nent equal to his Strength modifier. This does not occur 
  if the barbarian rolls a natural 1 on his attack. A barbar-
  ian must be at least 4th level before selecting this rage 
  power.
     Great Hands (Ex): While raging the barbarian may use a 
  weapon one size larger without penalty.
     Pain Makes Me Angry (Ex):  Whenever the barbarian 
  suffers a critical hit while raging he may rage for 2 ad-
  
  4
  ditional rounds during that rage. These rounds do not 
  increase the length of time he is fatigued or exhausted 
  following a rage.
     Raging Dash (Ex): Once per rage the barbarian may 
  move a distance equal to 1/2 his move speed as a swift or 
  immediate action. A barbarian must be at least 6th level 
  to take this ability.
     Raging Mount (Ex): When raging, the mounted bar-
  barian can choose to cause his mount to enter a rage as 
  well. The mount can rage as a barbarian for a number of 
  rounds per day equal to 4 + its Constitution modifier, and 
  gains all the usual bonuses and penalties of rage. At 11th 
  level, the barbarian grants his mount a +6 morale bonus 
  to Strength and Constitution and +3 morale bonus to 
  Will saves. A barbarian can end the rage as a free action. 
  His mount is fatigued afterward for a number of rounds 
  equal to 2 times the number of rounds spent in the rage. 
  This power is used as a swift or immediate action, and 
  can be ended as a free action.
     Raging Tumble (Ex): When raging, the barbarian adds 
  his level as an enhancement bonus on all Acrobatics skill 
  checks made to move through a threatened square.
     Run Like the Wind (Ex): The barbarian’s mount gains a 
  5-foot enhancement bonus to its speed. This increase is 
  always active while the barbarian is raging. A barbarian 
  can select this rage power up to three times. Its effects 
  stack.
     Spell Resistance (Ex): The barbarian gains spell resis-
  tance equal to his barbarian level + current Constitution 
  modifier. This increase is always active while the barbar-
  ian is raging. A barbarian must be at least 12th level be-
  fore selecting this rage power.
     Trample (Ex): The barbarian gains the trample ability 
  while raging.
     War Cry (Ex): Once per rage a barbarian may unleash an 
  emboldening shout, granting himself and all allies within 
  30 feet who can hear him a +1 morale bonus on attack 
  rolls and Will saves against fear effects for a number of 
  rounds equal to his current Constitution modifier (mini-
  mum 1). This bonus increases by +1 every 6 barbarian 
  levels possessed. 
  alternate Class aBilities
  Men and women of the wilderness, barbarians develop 
  skills and abilities meant to increase the chances of survival 
  in the world’s untamed areas. Several of the following abili-
  ties account for a lifetime spent close to nature.
     Horse Lord (Ex): At 1st level a barbarian may choose 
  horse lord instead of fast movement. He adds +10 feet to 
  the speed of any mount he rides. In all other ways this bo-
  nus acts as the fast movement ability it replaces.
     Mobility (Ex): At 2nd level, a barbarian becomes skilled 
  at rushing in and out of battle. Instead of uncanny dodge he 
  gains the mobility feat. A barbarian who selects this abil-
  ity can not later select improved uncanny dodge unless he 
  gains that ability from another class. Instead he gains Supe-
  rior Mobility at 5th level.
     Home Terrain (Ex): At 3rd level a barbarian becomes 
  more familiar with the terrain where he was born and 
  raised. He may select one terrain from the ranger’s favored 
  terrain table. The barbarian gains a +1 bonus on initiative 
  checks and Knowledge (geography), Perception, Stealth, 
  and Survival skill checks when he is in this terrain. A bar-
  barian traveling through his favored terrain normally leaves 
  no trail and cannot be tracked (though he may leave a trail 
  if he so chooses). This bonus increases by +1 every three 
  barbarian levels thereafter (6th, 9th, 12th, 15th and 18th 
  levels). Terrain bonuses from multiple classes stack, such 
  as the ranger’s favored terrain. A barbarian may only ever 
  possess one home terrain, and the type of terrain cannot 
  be changed after it is chosen. A barbarian with the home 
  terrain ability does not gain the trap sense ability unless he 
  possesses it from another class.
     Ways of the Wild (Ex): At 3rd level a barbarian my choose 
  ways of the wild instead of trap sense. The barbarian may 
  choose to gain a competence bonus to all Handle Animal, 
  Knowledge (nature), and Survival skill checks equal to the 
  bonus normally granted by trap sense.
     Superior Mobility (Ex): At 5th level the barbarian can 
  choose superior mobility if he has the Mobility feat. If he 
  moves at least 10 feet he may negate one attack of oppor-
  tunity provoked with this move action. He must declare the 
  use of this ability before the attack roll is made. A barbarian 
  wearing heavy armor or under a heavy load loses the use of 
  superior mobility.
     Spell Resistance (Ex): At 7th level the barbarian can 
  choose to gain spell resistance instead of damage reduc-
  tion. The barbarian might possess a supernatural ancestor 
  or acquire spell resistance from his surroundings such as 
  through a trace metal in the food or water supply that per-
  manently accumulates in his flesh. The barbarian’s spell re-
  sistance is equal to 10 + current Constitution modifier + the 
  replaced DR value. The spell resistance does not increase 
  with temporary increases to the barbarian’s Constitution 
  such as from rage or spells such as bear’s endurance.
     Screaming Rage (Ex): At 11th level a barbarian may 
  choose screaming rage instead of greater rage. When rag-
  ing the barbarian emits an aura of incredible ferocity. All 
  opponents within 30 feet who can see or hear him must 
  make a Will save (DC 10 + 1/2 barbarian level + Constitu-
  tion modifier) or take a –4 penalty to attack rolls, damage 
  rolls, skill, and ability checks for as long as the barbarian 
  rages and the creature remains in the aura. If the save suc-
  ceeds the creature is immune to this ability for 24 hours.
     Indomitable Body (Ex): At 14th level a barbarian may 
  take indomitable body instead of indomitable will. While in 
  rage, a barbarian of 14th level or higher gains a +4 bonus 
  on Fortitude saves to resist poison, disease, and the stag-
  gered condition. This bonus stacks with all other modifiers, 
  including the morale bonus to Constitution he also receives 
  during his rage.
     Wounded Rage (Ex): At 17th level the barbarian may 
  choose wounded rage instead of tireless rage. Whenever 
  the barbarian is brought below 1/2 his hit point total (in-
  cluding hit points gained from Constitution increases while 
  in a rage) he gains a +4 morale bonus to Strength. This bo-
  
  5
  BarBarian Bloodlines
  Legends say gods and monsters mated with the first he-
  roes to produce the barbarian hordes holding sway in the 
  world’s wild reaches. Many great tribes trace their ances-
  try back to a mythical beast or creature.
     At 1st level a barbarian may decide to take a bloodline 
  to reflect a special heritage. This choice can not be changed 
  once selected.
     A barbarian with a bloodline gains a heritage mark-
  ing. This marking is usually a constant, visible indication 
  of the barbarian’s ancestry. It does not just manifest dur-
  ing a rage, but is always active. Such a marking may cause 
  problems among civilized folk who recognize the physical 
  attribute as barbaric or consider it a shameful mixing of 
  blood. The heritage marking also makes it difficult for the 
  bearer to hide his origin from enemy tribes.
     A barbarian bloodline allows the barbarian to access 
  special rage powers and manifest latent abilities inherited 
  from a progenitor. Each time a barbarian can select a new 
  rage power he must take one of the rage powers available 
  to the bloodline. If he has already selected all the rage pow-
  ers available to the bloodline, he may take a rage power 
  from the Pathfinder RPG Core Rulebook, one of the new 
  rage powers described in this supplement, or rage powers 
  from another source.
  Basilisk
  Some claim basilisks are related to dragons and that the 
  first of such creatures possessed greater intelligence than 
  the current degenerate versions. You take pride in a vener-
  able ancestry that has turned your clan into a race to be 
  feared.
     Heritage Marking: Stone Skin (Ex): Your skin is rough 
  and sandy, like the skin of a basilisk. You gain a +1 bonus 
  to your natural AC. This bonus increases to +2 at 11th level.
     Eyes of the Basilisk (Ex): You immobilize an enemy with 
  a terrifying glare from your eyes of green flame. You may 
  target one enemy up to 30 feet away with a paralyzing gaze. 
  The creature must succeed on a Will save (DC equal to 10 
  + 1/2 barbarian level +  Constitution modifier) or be para-
  lyzed for 1d4 rounds. Once an enemy has made a save ver-
  sus eyes of the basilisk (successful or not) it is immune to 
  this power for 24 hours. Sightless creatures are immune to 
  eyes of the basilisk. You must be at least 8th level before 
  selecting this rage power.
     Heart of Stone (Ex): While raging you gain a +4 racial bo-
  nus to saves to resist petrification and polymorph effects.
     Other Available Rage Powers: low-light vision, increased 
  damage resistance, night vision, quick reflexes, roused anger.
  CyClops
  Some tribes claim a direct line back to the mythical one-
  eyed Cyclops.
  nus stacks with the morale bonus gained from rage. 
  Capstone aBilities
  A barbarian may choose one of these abilities at 20th level 
  instead of mighty rage.
     Painless (Ex): At 20th level the barbarian becomes im-
  mune to physical pain while raging. He has a 50% chance 
  of ignoring all critical hits and sneak attacks scored against 
  him. Also, while raging the barbarian’s DR value increases 
  by 2.
     Spell Breaker (Ex): At 20th level the barbarian’s rage 
  disrupts magic. While raging he gains a +4 inherent bo-
  nus to all saves against spells, spell-like, and supernatural 
  abilities. Once per day during a rage he may declare he has 
  greater spell immunity, as the spell, against one spell cast 
  against him. He must decide to use this before the effects of 
  the spell are known.
     Battle Weaver (Ex): While in a rage the barbarian be-
  comes a whirling cloud of death. When making a full attack 
  action, he gains one extra melee attack at his full base at-
  tack bonus. Also, he never provokes an attack opportunity 
  when moving or taking a move action.
  
  6
     Heritage Marking: One-Eyed (Ex): You possess a single 
  eye in the middle of your forehead. You gain a +4 racial bo-
  nus to Intimidate skill checks, but take a –2 penalty to all 
  other Charisma-based skills and checks.
     Penetrating Gaze (Ex): While raging you gain a +2 racial 
  bonus on saves against glamers, patterns, and figments. 
  This increases to +4 at 11th level.
     Straight Sight (Ex): During a rage you can focus your 
  eye on a single target as a free action, bringing it into sharp 
  focus. You gain a +2 insight bonus to hit and damage rolls 
  against the target, but take a –2 penalty to attack rolls 
  against other targets. This bonus and penalty increases to 
  +4/–4 at 11th level.
     Deathwatch (Su): While raging you gain the ability to 
  use deathwatch, as the spell, as a free action with a range 
  of 30 feet.
     Ghost Sight (Su): While raging you gain the ability to see 
  invisible and ethereal creatures and objects out to a range 
  of 60 feet. You must be at least 8th level to take this ability.
     Other Available Rage Powers: intimidating glare, low-
  light vision, moment of clarity, night vision, surprise accu-
  racy. 
  dragon
  Not all dragons bestow arcane power upon their scions. A 
  few inherit the beast’s formidable physical attributes. You 
  are of the dragon clan, ferocious and mighty.
     Heritage Marking: Native Intelligence (Ex): You possess 
  the enlarged cranium of the dragon. You gain a +2 inherent 
  bonus to Intelligence.
     Fearsome Charge (Ex): When you charge all foes within 
  30 feet must make a Will save or become shaken for 1d4+1 
  rounds. This only affects creatures with fewer Hit Dice than 
  you who fail on a Will save (DC 10 + 1/2 barbarian level + 
  Strength modifier). A creature that succeeds on the save is 
  immune to your frightful presence for 24 hours.
     Fiery Flesh (Ex): When you rage you radiate with the 
  element of your forbearer. Choose either acid, cold, fire, or 
  lightning when you gain this ability. Any creature striking 
  you with an unarmed strike or a melee weapon without 
  reach takes your Constitution modifier in damage of that 
  energy type. Once the energy type is selected it can not be 
  changed.
     Dragon Immunity (Ex): While raging you are immune to 
  paralysis. You must be at least 12th level to take this ability.
     Other Available Rage Powers: clear mind, low-light vi-
  sion, night vision, spell resistance.
  genie
  Among the tribes of the desert, the greatest boon is kinship 
  with the djinn. Your pride burns with a visible light.
     Heritage Marking: Desert Child (Ex): A crimson hue col-
  ors your skin. You gain a +4 racial bonus on Fortitude saves 
  to resist the effects of hot environments.
     Sand Devil (Su): While raging the air about you becomes 
  turbulent. Ranged attacks against you take a –1 penalty. 
  This increases by 1 for every five barbarian levels you pos-
  sess, to a maximum of –4. You must be at least 4th level 
  before selecting this rage power.
     Waste-Walker (Ex): When raging you don’t take move-
  ment penalties from rubble, light undergrowth, or sandy 
  terrain in the desert. This ability is always active while you 
  rage.
     Djinn Call (Su): While you are raging, a large fire elemen-
  tal joins you in battle as if it was summoned by summon 
  monster V with a caster level equal to your barbarian level. 
  It follows your directions and remains on your plane for as 
  long as you rage. You must be at least 8th level to select this 
  rage power. At 14th level, you can either summon two large 
  fire elementals or one huge fire elemental. This rage power 
  can be used once per day.
     Other Available Rage Powers: clear mind, guarded 
  stance, moment of clarity, no escape, rolling dodge, swift 
  foot, terrifying howl.
  giant
  When the world was young, the great race of Jotunheim 
  dallied with lesser mortals. You trace your heritage back to 
  the giants of old, when mighty titans shook the earth with 
  their very steps.
     Heritage Marking: Brute Strength (Ex): Your muscles 
  bulge and swell, and you are much taller than others of 
  your kind, making your heritage obvious. You can rage a 
  number of rounds per day equal to 4 + your Strength modi-
  fier instead of Constitution modifier. In all other ways your 
  rage is the same as the rage ability.
     Meat Hooks (Ex): While raging you can wield weapons 
  meant for creatures one size larger than you without pen-
  alty. Also, your unarmed strike deals lethal damage on a hit 
  (but still provoke an attack of opportunity unless you have 
  Improved Unarmed Strike).
     Mountain Shoulders (Ex): When raging your carrying 
  capacity doubles and all armor you wear is considered one 
  step lighter for determining your movement.
     Bulwark (Ex): While raging your strength and hardiness 
  are so great you can stand and take brutal onslaughts. You 
  add your Constitution modifier as well as your Dexterity 
  modifier to Reflex save rolls.
     Rock Thrower (Ex): You can throw rocks and other large 
  objects while raging. You gain the ability to hurl rocks as a 
  giant (see page 303 of the Pathfinder RPG Bestiary) with a 
  range increment of 30 feet.
     Other Available Rage Powers: knockback, mighty swing, 
  powerful blow, strength surge.
  linnorm
  Your tribe reveres the dragons of the fey realm. This wor-
  ship sometimes requires a member of your clan bear a lin-
  norm’s child. You are that child.
     Heritage Marking: Scales (Ex): Your skin sprouts scales 
  granting you a +1 bonus to your natural AC. This bonus in-
  creases to +2 at 11th level.
     Boundless Step (Su): When raging you can teleport a 
  distance equal to your movement. You may do this once 
  per day and must be at least 8th level to take this ability.
  
  7
     Second Sight (Ex): While raging you tap the power of 
  the first realm. You can see ethereal and invisible creatures 
  and objects out to a range of 60 feet. You must be at least 
  12th level to take this ability.
     Wyrm Bile (Ex): When raging your skin exudes a viscous 
  poison. Any creature touching you must make a Fortitude 
  save (DC = 10 + 1/2 barbarian level + Con modifier) or take 
  1d3 Strength damage. Once an enemy has made a save 
  against wrym bile (successful or not) it is immune to the 
  poison for 24 hours.
     Other Available Rage Powers: fearless rage, intimidat-
  ing glare, raging climber, raging leaper, superstition.
  liCh
  Not all ancestry begins with the living. Your tribe locates 
  its origin in the foul, dank laboratory of an ancient undead 
  creature.
     Heritage Marking: Ivory Skin (Ex): Your skin is cold and 
  pale. You gain resist cold 5. At 11th level this increases to 
  resist cold 10.
     Eater of the Dead (Ex):  With a successful bite attack 
  while raging you gain temporary hit points equal to your 
  original Constitution modifier. You may not possess more 
  total hit points than those allowed through Constitution 
  increases gained while raging or under the effects of spells 
  such as bear’s endurance. These hit points disappear when 
  the rage ends.
     Deadened Flesh (Ex): While raging your flesh loses vul-
  nerability to precision damage. You have a 25% chance to 
  ignore any sneak attacks or critical hits scored against you, 
  but you also only gain half the normal number of hit points 
  from healing effects such as channel energy or spells such 
  as cure light wounds. This ability is always active while you 
  rage. You must be at least 8th level to select this power.
     Lifestealer (Su): On a successful critical melee attack 
  while raging you inflict one negative level unless the target 
  makes a Fort save (DC 10 + 1/2 barbarian level + Constitu-
  tion modifier). You must be at least 12th level to select this 
  ability. 
     Other Available Rage Abilities: animal fury, fearless 
  rage, low-light vision, night vision, increased damage resis-
  tance.
  troll
  Barbaric humanoids often do not recognize a distinction 
  between themselves and creatures of other races, making 
  half-breeds common in the wilderness. Your troll heritage 
  is a concrete example of this attitude.
     Heritage Marking: Rubbery Limbs (Ex): Your long arms 
  and legs bend in the wrong places. You gain a +2 racial bo-
  nus on Escape Artist skill checks and CMD to resist or es-
  cape grapples. This increases to +4 at 11th level.
     Claws (Ex): While raging you can grow claws as a free 
  action. These claws are natural weapons and allow you to 
  make two claw attacks as a full attack action using your 
  full base attack bonus. Each claw deals 1d4 points of dam-
  age plus Strength modifier (1d3 for Small barbarians). If 
  a claw is used as an off-hand attack after an attack with 
  a manufactured weapon you take the normal two-weapon 
  fighting penalties for both attacks. At 11th level the dam-
  age increases to 1d6 (or 1d4 if you are Small).
     Rending Talons (Ex):  If you strike a creature with both 
  of your claws while raging you can tear off a piece of the 
  target’s flesh. You automatically deal 1d4 points of damage 
  plus 1-1/2 Strength modifier (or 1d3 if you are Small). At 
  11th level the damage increase to 1d6 (or 1d4 if you are 
  Small). You must first have a natural claw attack as a rage 
  power or racial trait to select this rage power.
     Wound Bearer (Ex): When raging you gain fast healing 
  1. Fire and acid damage heals normally. At 14th level this 
  increases to fast healing 2.  You must be at least 8th level to 
  take this ability. 
     Other Available Rage Powers: internal fortitude, re-
  newed vigor, scent.
  neW feats
  an anCient heritage
  You are well-versed in the history of your tribe.
  Benefit: You gain a +2 bonus to Knowledge (history) and 
  Knowledge (nature) skill checks. If you have 10 or more 
  ranks in one of these skills, the bonus increases to +4 for 
  that skill.
  BraWler (ComBat)
  You know how to knock a guy out.
  Prerequisite: Str 15, Improved Unarmed Strike, base at-
  tack bonus +1
  Benefit: If you choose to deal non-lethal damage with your 
  unarmed strike you add +1d6 to the damage.
  Carouser
  You can party with the best of them.
  Benefit: You gain a +4 bonus on all saves to counter or re-
  sist intoxication and the effects of drunkenness.
  Corpse-kin
  The dead do not bleed.
  Prerequisite: Lich barbarian bloodline
  Benefit: You reduce the amount of damage you take each 
  round from bleed effects by an amount equal to your origi-
  nal Constitution modifier to a minimum of 0.
  desperation Breeds heroes
  You can perform incredible feats of physical or mental for-
  titude when you most need it.
  Prerequisite: Barbarian 4th level
  Benefit: As a swift or immediate action you can give up 2 
  rounds of rage to gain the use of one rage power you do not 
  possess until the end of your next turn. You must meet the 
  rage power’s prerequisites, if any.
  
  8
  foresight
  Images of the future let you anticipate an opponent’s actions.
  Prerequisite: Cyclops barbarian bloodline
  Benefit: Once per day you can declare when you will act 
  in the initiative order. You can do this any time after the 
  initiative check is made. This ability does not allow you to 
  act more than once in a round.
  gloWering eyes
  You possess the eyes of a dragon.
  Prerequisite: Dragon barbarian bloodline
  Benefit: You gain a +2 bonus to Perception and Intimidate 
  skill checks. If you have 10 or more ranks in one of these 
  skills, the bonus increases to +4 for that skill.
   
  imposing physique
  Your muscles are impressive and attractive to others.
  Prerequisite: Str 13
  Benefit: Add your Strength modifier to Diplomacy skill 
  checks in addition to your Charisma modifier.
  iron Vitality
  You have a vitality that can exceed your own physical limitations.
  Prerequisite: Rage class feature
  Benefit: While raging you may increase your Strength 
  and Constitution by an additional +2 bonus for a number 
  of rounds equal to 1/4 your barbarian level. However, at 
  the end of the rage you take 1d4 Strength and Constitution 
  damage.
  Normal: A barbarian is fatigued at the end of his rage.
  linnorm Blood
  You have inherited the strengths and weaknesses of the 
  northern wyrms.
  Prerequisite: Linnorm barbarian bloodline, DR class fea-
  ture
  Benefit: You add 1 to your damage reduction value, but 
  cold iron overcomes all DR you possess. You may take this 
  feat up to three times. Its effects stack.
  master rider
  You have excellent control of your mount.
  Prerequisite: Ride 3 ranks
  Benefit: Your mount gains the benefit of your trap sense 
  and uncanny dodge class abilities as long as your ride it.
  mounted stealth
  You know how stay quiet when riding an animal.
  Prerequisite: Handle Animal 3 ranks, Ride 3 ranks
  Benefit: Your mount uses your Stealth skill check when 
  you ride it.
  naked saVage
  Your disdain for armor and clothing unsettles others.
  Benefit: When wearing no armor or light armor, creatures 
  with an Intelligence of 4 or higher suffer a –2 penalty to 
  melee attacks against you. Blind creatures and creatures 
  immune to fear do not suffer this penalty.
  netBreaker
  You refuse to be bound.
  Benefit: When restrained by an inanimate object such as 
  a net, manacles, or rope you add one-half your barbarian 
  level to Strength checks to burst the restraints.
  on the run (ComBat)
  Battle experience has taught you how to quickly treat 
  wounds so you can keep fighting.
  Prerequisite: Heal 1 rank
  Benefit: As a move action you can use the Heal skill on 
  yourself to use first aid or to treat wounds (including dead-
  ly wounds).
  pillar of stone
  You are a rock, immovable.
  Prerequisite: Giant barbarian bloodline
  Benefit: You add your Constitution modifier to your CMD 
  when resisting bull rush, overrun, trip, and grapple at-
  tempts.
  poWer throW (ComBat)
  The weapons you throw punch through an opponent’s armor.
  Prerequisite: Str 13
  Benefit: You add your Strength modifier instead of your 
  Dexterity modifier to attack rolls with thrown weapons.
  primitiVe appearanCe
  You scare the civilized folk.
  Benefit: Add a +4 circumstance bonus to Intimidate skill 
  checks against creatures with a lawful alignment.
  quiCkened reCoVery
  You recover from a rage much quicker than normal.
  Benefit: After raging you reduce by 2 rounds the number 
  of rounds you are fatigued. At 11th level you reduce by 4 
  rounds the number of rounds you are fatigued. This can 
  not reduce your recovery time below 1 round.
  the sCent of Blood (ComBat)
  When blood is spilled it only increases your ferocity.
  Benefit: Whenever you score a critical hit or inflict mas-
  sive damage against an opponent, you gain a +4 bonus to 
  hit and damage rolls against the foe until the end of your 
  next turn. 
  
  9
  sloW to rouse
  The natural torpidity of the basilisk means you take longer 
  to anger, but recover faster.
  Prerequisite: Basilisk barbarian bloodline
  Benefit: You enter a rage on the round following your de-
  cision to use rage. You must rage for at least 1 round after 
  this choice is made. However, you renew your total number 
  of rage rounds after only four hours of rest.
  Normal: Rage rounds are renewed after eight hours of 
  rest.
  stand and take it
  You tough it out when others duck and cover.
  Benefit: Instead of a Reflex save you can make a Fortitude 
  save when determining if you take half damage or no dam-
  age from an area-effect attack or damage from an attack by 
  a trap. You can do this even if you have lost your Dexterity 
  bonus due to a heavy load but not if you are helpless.
  superior CleaVe (ComBat)
  The momentum from a single blow carries you across the 
  battlefield to strike another foe.
  Prerequisite: Str 13, Cleave, Great Cleave, Power Attack, 
  base attack bonus +8
  Benefit: As a standard action, you can make a single attack 
  at your full base attack bonus against a foe within reach. If 
  you hit, you deal damage normally and can make an addi-
  tional attack (using your full base attack bonus) against a 
  foe that is no more than 10 feet away. This movement does 
  not provoke an attack of opportunity from the original tar-
  get. When you use this feat, you take a –2 penalty to your 
  Armor Class until your next turn.
  unkillaBle
  The troll’s regenerative ability keeps you alive long after 
  the point at which others die.
  Prerequisite: Troll barbarian bloodline
  Benefit: You do not die unless reduced to negative hit 
  points equal to your Constitution score plus your Constitu-
  tion modifier. When taking a full night’s rest you regain an 
  extra number of hit points equal to 3 + your Constitution 
  modifier.
  Wish master
  Your ancestry has granted you some little bit of magic.
  Prerequisite: Genie barbarian bloodline
  Benefit: Once per day you can select the exact result of one 
  die roll before the roll is made. This effect can alter any ac-
  tion taken by another creature you can see or hear except 
  for yourself.
  taBle 1:a: alternate Class aBilities
  ALTERNATE 
  CLASS ABILITy
  LEvEL
  REPLACES
  Horse Lord
  1st
  Fast Movement
  Mobility
  2nd
  Uncanny Dodge
  Home Terrain
  3rd
  Trap Sense
  Ways of the Wild
  3rd
  Trap Sense
  Superior Mobility
  5th
  Improved 
  Uncanny 
  Doge
  Spell Resistance
  7th
  Damage Reduction
  Screaming Rage
  11th 
  Greater Rage
  Indomitable Body
  14th
  Indomitable Will
  Wounded Rage
  17ty
  Tireless Rage
  Painless
  20th 
  Mighty Rage
  Spell Breaker
  20th 
  Mighty Rage
  Battle Weaver
  20th  
  Mighty Rage
  
  10
  taBle 1:B: rage poWers and Benefits
  RAGE POWER
  BENEFIT
  Avenge the Fallen
  +2 bonus to hit and damage when ally falls
  Brute Charge
  Bonus to bull rush and overrun maneuvers
  Blood Slaughter
  Attacks cause bleed damage
  Disruptive Shout
  Grant allies additional save to spells
  Enchanter’s Foe
  +2 bonus to hit and damage against enemy spellcaster
  Fearful Opponent
  Foes are shaken
  Ferocious Bite
  +2 bonus to attack and damage with bite attack
  Fists of Fury
  Make off-hand unarmed strike
  Frenzied Smash
  Make sunder attempt with extra damage
  Frightening Charge
  Frighten opponents when charging
  Fury’s Edge
  Still deal damage on a miss
  Great Hands
  Use weapon one size larger
  Pain Makes Me Angry
  Gain extra rage when hit with critical hit
  Raging Dash
  Move as a swift action
  Raging Mount
  Cause mount to enter rage
  Raging Tumble
  Bonus to Acrobatics checks to move through threatened square
  Run Like the Wind
  Mount gains +5 bonus to speed
  Spell Resistance
  Gain spell resistance while raging
  Trample
  Gain trample ability while raging
  War Cry
  Bolster allies with heartening shout
  taBle 1:C: feats
  FEATS
  PREREquISITES
  BENEFITS
  An Ancient Heritage
  —
  +2 bonus on Knowledge (history) and (na-
  ture) checks
  Brawler*
  Str 15, Improved Unarmed Strike, base attack 
  bonus +1
  +1d6 to non-lethal unarmed strike
  Carouser
  —
  +4 bonus on saves vs. intoxication
  Corpse-Kin
  Lich barbarian bloodline
  Reduce effects of bleed
  Desperation Breeds Heroes
  4th-level barbarian
  Sacrifice rage to gain extra rage power
  Foresight
  Cyclops barbarian bloodline
  Determine your initiative order
  Glowering Eyes
  Dragon barbarian bloodline
  +2 bonus on Perception and Intimidate checks
  Imposing Physique
  Str 13
  Add Str to Diplomacy in addition to Cha
  Iron Vitality
  Rage class feature
  Additional increase to Str and Cha
  Linnorm Blood
  Linnorm barbarian bloodline, DR class feature
  Increase your DR by 1
  Master Rider
  Ride 3 ranks
  Mount gains trap sense and uncanny dodge
  Mounted Stealth
  Handle Animal 3 ranks, Ride 3 ranks
  Mount becomes more stealthy
  Naked Savage
  —
  Scare creatures with your savageness
  Netbreaker
  —
  Add 1/2 barbarian level to checks to break 
  bonds
  On the Run*
  Heal 1 rank
  Render first aid as a move action
  Pillar of Stone
  Giant barbarian bloodline
  Add Con modifier to CMD vs. certain maneu-
  vers
  Power Throw*
  Str 13
  Use your Str bonus instead of Dex for thrown 
  weapon attack rolls
  
  11
  taBle 1:C: feats Cont.
  Primitive Appearance
  —
  +4 bonus on Intimidate checks to frighten civi-
  lized creatures
  Quickened Recovery
  —
  Reduce the number of rounds fatigued after 
  rage
  The Scent of Blood*
  —
  +4 bonus to hit and damage after scoring a 
  critical hit
  Slow to Rouse
  Basilisk barbarian bloodline
  Recover rage rounds faster
  Stand and Take It
  —
  Make Fort save in place of Ref save
  Superior Cleave*
  Str 13, Great Cleave, Power Attack, base attack 
  bonus +8
  Make additional attack after each attack hits
  Unkillable
  Troll barbarian bloodline
  Die at negative hp equal to Con plus Con modi-
  fier, heal faster
  Wish Master
  Genie barbarian bloodline
  Select one die roll once per day
  
  12
  OPEN GAME LICENSE Version 1.0a: The 
  following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions:
  (a) "Contributors" means the copyright and/or 
  trademark owners who have contributed Open 
  Game Content;
  (b) "Derivative Material" means copyrighted ma-
  terial including derivative works and translations 
  (including into other computer languages), pota-
  tion, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be 
  recast, transformed or adapted;
  (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute;
  (d) "Open Game Content" means the game 
  mechanic and includes the methods, procedures, 
  processes and routines to the extent such content 
  does not embody the Product Identity and is an 
  enhancement over the prior art and any additional 
  content clearly identified as Open Game Content 
  by the Contributor, and means any work covered 
  by this License, including translations and deriva-
  tive works under copyright law, but specifically 
  excludes Product Identity.
  (e) "Product Identity" means product and product 
  line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual 
  or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equip-
  ment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly 
  identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes 
  the Open Game Content;
  (f) "Trademark" means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated 
  products contributed to the Open Game License 
  by the Contributor;
  (g) "Use", "Used" or "Using" means to use, 
  Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open 
  Game Content;
  (h) "You" or "Your" means the licensee in terms of 
  this agreement.
  2. The License: This License applies to any Open 
  Game Content that contains a notice indicating 
  that the Open Game Content may only be Used 
  under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from 
  this License except as described by the License 
  itself. No other terms or conditions may be ap-
  plied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open 
  Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for 
  agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If 
  You are contributing original material as Open 
  Game Content, You represent that Your Contribu-
  tions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update 
  the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use 
  any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of 
  each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game 
  Content except as expressly licensed in another, 
  independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game 
  Content You must clearly indicate which portions 
  of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this 
  License. You may use any authorized version of 
  this License to copy, modify and distribute any 
  Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a 
  copy of this License with every copy of the Open 
  Game Content You Distribute.
  11. Use of Contributor Credits: You may not mar-
  ket or advertise the Open Game Content using the 
  name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You 
  to comply with any of the terms of this License 
  with respect to some or all of the Open Game 
  Content due to statute, judicial order, or govern-
  mental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License 
  is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make 
  it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 
  2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Class options Volume 4: Brutal Barbarians, 
  Copyright 2010, Gun Metal Games, author Stefen 
  Styrsky
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Gun Metal Games/Class Options Vol. 4 - Brutal Barbarians.pdf