Barbarian (Unchained)

Hit Die: d12.


Skill Ranks per Level: 4 + Int modifier.


Alignment: Any nonlawful.


Source: Pathfinder Unchained, p. 8

Since the release of the Pathfinder RPG Core Rulebook, countless game sessions have revealed that certain classes have been pushing against their constraints, yearning to break free into something at once familiar and new. This chapter includes unchained versions of the barbarian, monk, rogue, and summoner, as well as subsystems that alter character advancement. These classes can be used alongside their original counterparts (although individual characters must use one version or the other exclusively). Some feats, rage powers, rogue talents, and other rules might not work with the unchained classes, and such rules should be reviewed before being used with the new versions. Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace.

Barbarian: From a game balance perspective, the original barbarian serves her role admirably, but her mechanics require the player to recalculate numerous values once she enters a rage and keep track of a bevy of once-per-rage abilities. She can easily die in a fight due to the way that ending a rage lowers her hit points. The unchained barbarian significantly simplifies the rage bonus calculations, and she gains temporary hit points instead of raising and later decreasing her current and maximum hit points. Finally, she gains stronger versions of some of the weakest rage powers. Monk: The original monk has many disparate abilities, which don’t always work together and are inflexible. The unchained monk loosens up, gaining ki powers that allow greater customization. The unchained monk also has a full base attack bonus and an all-new flurry of blows.

Rogue: The original rogue has a niche thanks to her sneak attack and high number of skill ranks, but she is still somewhat underpowered. The unchained rogue can debilitate her enemies to dramatically alter her ability to hit or dodge them, gains a unique edge when using her favorite skills, and enjoys a significant boost to her rogue talents. Summoner: The original summoner has plenty of innovative features, but he also lacks focus and theme. The unchained summoner gains an eidolon that fits among existing outsiders, gaining additional abilities and plenty of thematic flavor. Additionally, he has a revised spell list more in line with similar casters.

Fractional Advancement: Every class has a mathematical progression for its base attack bonus and saving throws. Sometimes, multiclassing leads to unusual results, and this system allows you to calculate in detail without rounding. Staggered Advancement: It can feel a bit strange when a character picks up 10 new skills and a variety of other abilities all in one night. This system allows you to spread out advancement over the course of a level.

Barbarian For some heroes, the rage that lives within them can’t be contained. Whether this fury is a product of heritage or of nature, these adventurers have learned to harness it, turning its power against their foes. The primal warriors known as barbarians transform their rage into a potent weapon on a battlefield. Heedless of their wounds and possessed of unstoppable bloodlust, these savage brutes are the embodiment of war.

Unchained: The unchained barbarian is similar in many regards to its counterpart in the Core Rulebook—she still goes into a rage and gains rage powers, but many of the details have been changed. Rage now grants temporary hit points and static bonuses on attack and damage rolls, rather than bonuses to ability scores that force players to recalculate a number of statistics. Additionally, many rage powers now function whenever the barbarian is raging, as opposed to just once per rage. Finally, the overall utility of many of the rage powers has been adjusted to make them more useful and interesting.

Class Skills

The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Table: Barbarian (Unchained)

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Fast movement, rage
2nd+2+3+0+0Rage power, uncanny dodge
3rd+3+3+1+1Danger sense +1
4th+4+4+1+1Rage power
5th+5+4+1+1Improved uncanny dodge
6th+6/+1+5+2+2Danger sense +2, rage power
7th+7/+2+5+2+2Damage reduction 1/—
8th+8/+3+6+2+2Rage power
9th+9/+4+6+3+3Danger sense +3
10th+10/+5+7+3+3Damage reduction 2/—, rage power
11th+11/+6/+1+7+3+3Greater rage
12th+12/+7/+2+8+4+4Danger sense +4, rage power
13th+13/+8/+3+8+4+4Damage reduction 3/—
14th+14/+9/+4+9+4+4Indomitable will, rage power
15th+15/+10/+5+9+5+5Danger sense +5
16th+16/+11/+6/+1+10+5+5Damage reduction 4/—, rage power
17th+17/+12/+7/+2+10+5+5Tireless rage
18th+18/+13/+8/+3+11+6+6Danger sense +6, rage power
19th+19/+14/+9/+4+11+6+6Damage reduction 5/—
20th+20/+15/+10/+5+12+6+6Mighty rage, rage power rage but not with other temporary hit points gained from this rage power. A barbarian must have the superstition rage

Class Features

Fast Movement (Ex) level 1

A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Rage (Ex) level 1

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of Classes 1 rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Uncanny Dodge (Ex) level 2

At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Danger Sense (Ex) level 3

At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

Improved Uncanny Dodge (Ex) level 5

At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels. If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

Greater Rage (Ex) level 11

At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Indomitable Will (Ex) level 14

At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.

Tireless Rage (Ex) level 17

At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.

Mighty Rage (Ex) level 20

At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Unmodified Rage Powers The list of barbarian rage powers includes replacements for everything from the Core Rulebook, along with select revised powers based on the rage powers from Pathfinder RPG Advanced Player’s Guide and Pathfinder RPG Ultimate Combat. The following rage powers from the latter two books can be used unaltered.

Advanced Player’s Guide: Beast totem, beast totem (greater), beast totem (lesser), boasting taunt, brawler, brawler (greater), chaos totem, chaos totem (greater), chaos totem (lesser), disruptive, ferocious mount, ferocious mount (greater), ferocious trample, ferocious trample (greater), fiend totem, fiend totem (greater), fiend totem (lesser), good for what ails you, guarded life, hurling, hurling (greater), hurling (lesser), hurling charge, liquid courage, overbearing advance, overbearing onslaught, roaring drunk, spirit steed, spirit totem, spirit totem (greater), spirit totem (lesser), staggering drunk. Ultimate Campaign: Body bludgeon, dragon totem, dragon totem resilience, ghost rager, guarded life (greater), hive totem, hive totem resilience, hive totem toxicity, primal scent, sunder enchantment, world serpent spirit, world serpent totem, world serpent totem unity.

Rage Powers (Ex)

As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once. Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.

55 more under Rage Powers: Damage Reduction, Accurate Stance, Animal Fury, Auspicious Mark, Bleeding Blow, Calm Stance, Clear Mind, Crippling Blow, Deadly Accuracy, Eater of Magic, Elemental Stance, Energy Absorption, Energy Resistance, Fearless Rage, Flesh Wound, Ground Breaker, Ground Breaker, Greater, Guarded Stance, Increased Damage Reduction, Inspire Ferocity, Internal Fortitude, Intimidating Glare, Knockback, Knockdown Stance, Lethal Accuracy, Low-Light Vision, Mighty Swing, Night Vision, No Escape, Perfect Clarity, Powerful Stance, Protect Vitals, Quick Reflexes, Raging Climber, Raging Leaper, Raging Swimmer, Reckless Stance, Reflexive Dodge, Regenerative Stance, Renewed Vigor, Renewed Vitality, Roused Anger, Scent, Sharpened Accuracy, Shove Aside, Shove Aside, Greater, Smasher, Sprint, Strength Stance, Superstition, Swift Foot, Taunting Stance, Terrifying Howl, Unexpected Strike, Witch Hunter

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).