Legendary Barbarian

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Note: A Legendary Barbarian cannot Multiclass or VMC into Barbarian or Unchained Barbarian.

Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.

Alignment: Any

Hit Die: d12

Starting Wealth: 3d6 x 10 gp (Average 105 gp)

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).

Skill Ranks per Level: 4 + Int Modifier.

Weapon and Armor Proficiencies
A barbarian is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Endurance
A barbarian gains Endurance as a bonus feat.

Fast Movement (Ex)
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)
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 1 additional round 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 rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains the benefits of her rage form and a +4 bonus on Will saves against fear effects but takes a –2 penalty to her Armor Class. She also gains 2 temporary hit points per Hit Die. At 11th level this increases to 3 temporary hit points per level, and at 20th level this increases to 4 temporary hit points per level. 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. Spells, feats, and abilities which grant extra rounds of rage only grant the legendary barbarian half as many rounds of rage as normal (minimum 1).

Rage Form (Ex)
At 1st level, a barbarian selects one of the following rage forms. She selects an additional rage form at 5th, 10th, 15th, and 20th levels. Whenever she rages, she enters into one of her selected rage forms. A barbarian cannot change rage forms while in a rage.

Animal Rage (Ex)
While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier. If she already has claw attacks, they deal damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).

Greater Animal Rage (Ex)
At 11th level, while raging, the barbarian also gains a bite attack. This attack is considered a primary attack and is made at the barbarian’s full base attack bonus. The bite deals 1d4 points of damage (1d3 if Small) plus the barbarian’s Strength modifier. If she already a bite attack, it deals damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).

Mighty Animal Rage (Ex)
At 20th level, while raging, the barbarian also gains a gore attack. This attack is considered a primary attack and is made at the barbarian’s full base attack bonus. The gore attack deal 1d8 points of damage (1d6 if Small) plus the barbarian’s Strength modifier. If she already a gore attack, it deals damage as if the barbarian were one size larger (this does not stack with other effects which increase the effective size of natural attacks).

Battle Meditation (Ex)
While in a rage, a barbarian gains a +3 bonus on attack rolls and a +3 dodge bonus to AC. This AC bonus does not negate the AC penalty from raging.

Greater Battle Meditation (Ex)
At 11th level, a barbarian’s bonus on attack rolls and AC while raging increases to +4.

Mighty Battle Meditation (Ex)
At 20th level, a barbarian’s bonus on attack rolls and AC while raging increases to +5.

Bestial Rage (Su)
When a barbarian enters a rage, she can assume the form of any Small or Medium creature of the animal type. If the form she assumes has any of the following abilities, she gains the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Bestial rage is a supernatural ability which otherwise acts like beast shape I. Unlike most rage forms, entering a bestial rage is a standard action.

Small animal: If the form she takes is that of a Small animal, she gains a +2 size bonus to her Dexterity and a +1 natural armor bonus.

Medium animal: If the form she takes is that of a Medium animal, she gains a +2 size bonus to her Strength and a +2 natural armor bonus.

Greater Bestial Rage (Su)
At 11th level, when a barbarian enters a rage, she can assume the form of a Tiny, Small, Medium or Large creature of the animal type, similar to using beast shape II. If the form she assumes has any of the following abilities, she gains the listed abilities: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Unlike most rage forms, entering a bestial rage is a standard action.

Tiny animal: If the form she takes is that of a Tiny animal, she gains a +4 size bonus to her Dexterity, a –2 penalty to her Strength, and a +1 natural armor bonus.

Large animal: If the form she takes is that of a Large animal, she gains a +4 size bonus to her Strength, a –2 penalty to her Dexterity, and a +4 natural armor bonus.

Mighty Bestial Rage (Su)
At 20th level, when a barbarian enters a rage, she can assume the form of a Diminutive, Tiny, Small, Medium, Large or Huge creature of the animal type, similar to using beast shape III. If the form she assumes has any of the following abilities, she gains the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Unlike most rage forms, entering into a bestial rage is a standard action.

Diminutive animal: If the form she takes is that of a Diminutive animal, she gains a +6 size bonus to her Dexterity, a –4 penalty to her Strength, and a +1 natural armor bonus.

Huge animal: If the form she takes is that of a Huge animal, she gains a +6 size bonus to her Strength, a –4 penalty to her Dexterity, and a +6 natural armor bonus.

Close Quarters Rage (Ex)
While in a rage, a barbarian gains a +3 bonus on ranged attack and damage rolls, but only against targets within the first range increment of her attack. While raging, the barbarian doubles her attack penalty due to range increments.

Greater Close Quarters Rage (Ex)
At 11th level, a barbarian’s bonus on ranged attack and damage rolls while raging increases to +4.

Mighty Close Quarters Rage (Ex)
At 20th level, a barbarian’s bonus on ranged attack and damage rolls, and Will saves while raging increases to +5.

Closing Wounds Rage (Su)
While in a rage, a barbarian gains fast healing equal to half her level (minimum 1).

Greater Closing Wounds Rage (Su)
At 11th level, a barbarian gains fast healing equal to half her level. When she scores a critical hit, she gains 1 temporary hit point per barbarian level.

Mighty Closing Wounds Rage (Su)
At 20th level, a barbarian gains fast healing equal to half her level. When she scores a critical hit, she gains 2 temporary hit points per barbarian level.

Destructive Rage (Ex)
While in a rage, a barbarian gains a +3 bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers. She ignores 5 points of a target’s damage resistance and object hardness.

Greater Destructive Rage (Ex)
At 11th level, a barbarian’s bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers while raging increases to +4. She ignores 10 points of a target’s damage resistance and object hardness.

Mighty Destructive Rage (Ex)
At 20th level, a barbarian’s bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers while raging increases to +5. She ignores 20 points of a target’s damage resistance and object hardness.

Dueling Rage (Ex)
When a barbarian enters a rage, she chooses one target within sight to challenge. While in a rage, she gains a +3 bonus on attack rolls and damage rolls against the target of her challenge. The barbarian does not take the –2 penalty to her Armor Class for being in rage against attacks made by the target of her challenge. If the target of the challenge is killed, the barbarian exits her rage. The challenge ends when the barbarian exits the rage.

Greater Dueling Rage (Ex)
At 11th level, a barbarian’s bonus on attack rolls and damage rolls against the target of her challenge increases to +4.

Mighty Dueling Rage (Ex)
At 20th level, a barbarian’s bonus on attack rolls and damage rolls against the target of her challenge increases to +5.

Elemental Rage (Su)
When a barbarian enters a rage, she chooses an energy type (acid, cold, electricity, or fire). While in a rage, she gains an elemental aura of the chosen energy type. Creatures within five feet of the barbarian at start of her turn take 1d6 points of energy damage of the selected type. The barbarian’s attacks deal an additional 1d6 points of energy damage of the selected type.

Greater Elemental Rage (Su)
At 11th level, a barbarian’s elemental aura deals 2d6 points of energy damage.

Mighty Elemental Rage (Su)
At 20th level, a barbarian’s elemental aura deals 4d6 points of energy damage.

Enlarging Rage (Su)
While in a rage, a barbarian’s size increases by one size category. The barbarian gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to her increased size. A Medium humanoid barbarian whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. All equipment worn or carried by the barbarian is similarly enlarged by the spell. Enlarging rage is a supernatural ability which otherwise acts like enlarge person. Unlike most rage forms, entering an enlarging rage is a standard action.

Greater Enlarging Rage (Su)
At 11th level, a barbarian’s size increases by two size categories while raging. The barbarian gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid barbarian whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet.

Mighty Enlarging Rage (Su)
At 20th level, a barbarian’s size increases by three size categories while raging. The barbarian gains a +6 size bonus to Strength, and takes a –6 size penalty to Dexterity and a –4 penalty on attack rolls and to AC because of its increased size. A Medium humanoid barbarian whose size increases to Gargantuan has a space of 20 feet and a natural reach of 15 feet.

Invincible Rage (Ex)
While in a rage, a barbarian gains damage reduction and resist against all energy attacks equal to half her barbarian level (minimum 1). This damage reduction and energy resistance stack with other damage reduction or energy resistance gained from class abilities or rage powers. She also gains a +3 bonus on all Fortitude and Reflex Saves.

Greater Invincible Rage (Ex)
At 11th level, a barbarian’s bonus to Fortitude and Reflex Saves increases to +4.

Mighty Invincible Rage (Ex)
At 20th level, a barbarian’s bonus to Fortitude and Reflex Saves increases to +5.

Reckless Rage (Ex)
While in a rage, a barbarian gains a +3 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws.

Greater Reckless Rage (Ex)
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 +4.

Mighty Reckless Rage (Ex)
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 +5.

Vicious Rage (Su)
When in a rage, a barbarian gains a +3 bonus to attack rolls. When a barbarian in a rage strikes an opponent with an attack, disruptive energy arcs between her and her target. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the barbarian.

Greater Vicious Rage (Su)
At 11th level, a barbarian gains a +4 bonus to attack rolls. Her disruptive energy deals 4d6 points of damage to the opponent and 2d6 points of damage to the barbarian.

Mighty Vicious Rage (Su)
At 20th level, a barbarian gains a +5 bonus to attack rolls. Her disruptive energy deals 6d6 points of damage to the opponent and 3d6 points of damage to the barbarian.

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.

Stance Rage Powers
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.

Totem Rage Powers
Totem rage powers grant powers related to a theme. Totem rage powers can be selected from multiple groups of totem rage powers.Existing Rage Powers: The following rage powers can be used unaltered: Boasting taunt, body bludgeon, brawler, brawler (greater), chaos totem, chaos totem (greater), chaos totem (lesser), disruptive, dragon totem, dragon totem resilience, ferocious mount, ferocious mount (greater), ferocious trample, ferocious trample (greater), fiend totem, fiend totem (greater), fiend totem (lesser), ghost rager, good for what ails you, guarded life, guarded life (greater), hive totem, hive totem resilience, hive totem toxicity, hurling, hurling (greater), hurling (lesser), hurling charge, liquid courage, overbearing advance, overbearing onslaught, primal scent, roaring drunk, spirit steed, spirit totem, spirit totem (greater), spirit totem (lesser), staggering drunk, sunder enchantment, world serpent spirit, world serpent totem, world serpent totem unity.

Existing Unchained Rage Powers
The following unchained rage powers can be used unaltered: Accurate stance, animal fury, bleeding blow, calm stance, clear mind, deadly accuracy, eater of magic, elemental stance, energy resistance, fearless rage, ground breaker, ground breaker (greater), guarded stance, increased damage reduction, inspire ferocity, internal fortitude, intimidating glare, knockback, knockdown stance, lethal accuracy, low-light vision, 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 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.

Uncanny Dodge (Ex)
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)
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)
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.

Damage Reduction (Ex)
At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0.

Greater Rage (Ex)
At 11th level, a barbarian in a rage gains the benefit of her greater rage form. While raging, she is immune to fear effects. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Indomitable Will (Ex)
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.

Tireless Rage (Ex)
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.

Tireless Rage (Ex)
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.

Barbaric Strike (Ex)
At 20th level, whenever the barbarian scores a critical hit on a target, the barbarian may spend 1 round of rage to rend her target’s flesh apart in a barbaric strike. The target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier.

Favored Class Options
Boggard (Monster Codex pg. 8): Add 1 on the barbarian’s Acrobatics checks to jump.

Dwarf (Advanced Race Guide pg. 13, Advanced Player's Guide pg. 11): Add +1/2 to the barbarian's total number of rage rounds per day.

Elf (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.

Fetchling (Blood of Shadows pg. 7): Add +1 to either cold or electricity resistance while raging (maximum resistance 15 for either type).

Gathlain (Ultimate Wilderness pg. 10): Add 1/4 to the barbarian’s damage reduction. If the barbarian would not otherwise have damage reduction, this damage reduction can be bypassed by cold iron.

Gnome (Advanced Race Guide pg. 33): Add a +1/2 bonus to the barbarian's danger sense.

Goblin (Advanced Race Guide pg. 115): Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.

Grippli (Blood of the Beast pg. 8): Add 1/5 to the armor bonus granted by hide armor or bone armor the barbarian wears (maximum +3).

Half-Elf (Advanced Race Guide pg. 42): Add +1/3 danger sense.

Halfling (Advanced Race Guide pg. 63): Add a +1/3 bonus to danger sense or +1/3 to the bonus from the surprise accuracy rage power.

Halfling (Horror Adventures pg. 41): Add 1 foot to the range increment of thrown weapons the barbarian wields. This option has no effect unless the barbarian has selected it 5 times (or another increment of 5).

Half-Orc (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add +1/2 to the barbarian's total number of rage rounds per day.

Human (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add a +1/3 bonus to danger sense or +1/4 to the bonus from the superstitious rage power.

Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class.

Kobold (Kobolds of Golarion pg. 15): While you are raging, your racial natural attacks deal +1/4 point of damage.

Orc (Advanced Race Guide pg. 139): Add +1/2 to the barbarian's total number of rage rounds per day.

Ratfolk (Advanced Race Guide pg. 151): When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls.

Strix (Advanced Race Guide pg. 200): Add +1/2 to the barbarian’s total number of rage rounds per day.

Tengu (Advanced Race Guide pg. 163): Add +1/4 to the bonus from the superstitious rage power.

Wayang (Blood of Shadows pg. 10): Add a +1/4 bonus to weapon damage rolls that the barbarian makes against opponents that are within dim light or darkness.

Legendary Barbarian New Feats
Here is the link to the Legendary Barbarian New Feats "Legendary Barbarians. Copyright 2018, Legendary Games; Authors Jeff Gomez and Jason Nelson"