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Pathfinder Reference Document
Pathfinder Reference Document

Barbarians

Savage Mercenary CR 1/2

XP 200

Human barbarian 1

CN Medium humanoid (human)

Init +1; Senses Perception +5

Defense

AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)

hp 17 (1d12+5)

Fort +6, Ref +1, Will +3

Offense

Speed 30 ft.

Melee greatsword +6 (2d6+7/19–20) orheavy flail +6 (1d10+7/19–20)

Special Attacks rage (6 rounds/day)

Tactics

During Combat The barbarian favors her greatsword and Power Attack when fighting monsters, but uses her flail against weapon-using foes to make disarm and trip combat maneuvers.

Base Statistics When not raging, the barbarian's statistics are AC 17, touch 11, flat-footed 16; hp 15; Fort +4, Will+1; Melee greatsword +4 (2d6+4/19–20) or heavy flail +4 (1d10+4/19–20); Ranged sling +2 (1d4+3); Str 17, Con 14; CMB +4; Skills Climb +3, Swim +3.

statistics

Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8

Base Atk +1; CMB +6; CMD 15

Feats Cleave, Power Attack

Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, Swim +5

Languages Common

SQ fast movement

Combat Gearpotion of cure light wounds, potion of remove fear, alchemist's fire; Other Gear breastplate, greatsword, heavy flail, sling with 10 bullets, 5 gp

This cold, merciless barbarian fights for gold and glory.

Arjana

This mercenary once roamed the wilderness, but now fights to pay for the comforts of civilization.

Dwarven Rager CR 1

XP 400

Dwarf barbarian 2

CN Medium humanoid (dwarf)

Init +2; Senses Perception +7

Defense

AC 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield)

hp 28 (2d12+10)

Fort +7, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), uncanny dodge

Offense

Speed 30 ft.

Melee mwk dwarven waraxe +7 (1d10+4/×3) ormwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) orspiked heavy steel shield +4 (1d8+4)

Ranged throwing axe +4 (1d6+4)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (8 rounds/day), rage powers (knockback)

Tactics

During Combat The barbarian uses his shield primarily for defense.

Base Statistics When not raging, the barbarian's statistics are AC 20, touch 12, flat-footed 18; hp 24; Fort +5, Will+2; Melee mwk dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3 (1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2 (1d8+2); Ranged throwing axe +4 (1d6+2); Str 14, Con 15; CMB +4; Skills Climb +1.

statistics

Str 18, Dex 15, Con 19, Int 10, Wis 14, Cha 6

Base Atk +2; CMB +6; CMD 16 (20 vs. bull rush or trip)

Feats Two-Weapon Fighting

Skills Climb +3, Knowledge (dungeoneering, engineering) +2, Perception +7 (+9 to notice unusual stonework), Survival +6

Languages Common, Dwarven

SQ fast movement

Combat Gear acid; Other Gear masterwork breastplate with armor spikes, spiked heavy steel shield, masterwork dwarven waraxe, throwing axe, 2 gp

The most adventurous, thrill-seeking, and foolhardy dwarves can go a little mad, roaming the land in their search for blood and battle.

Axe Warrior CR 2

XP 600

Half-orc barbarian 3

CE Medium humanoid (human, orc)

Init +1; Senses darkvision 60 ft.; Perception +6

Defense

AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)

hp 40 (3d12+15)

Fort +7, Ref +2, Will +3

Defensive Abilities orc ferocity, trap sense +1, uncanny dodge

Offense

Speed 30 ft.

Melee mwk greataxe +9 (1d12+7/×3)

Ranged mwk sling +5 (1d4+5)

Special Attacks rage (10 rounds/day), rage powers (intimidating glare)

Tactics

During Combat The barbarian uses intimidating glare each round, attacking first, then focusing her glare upon the uninjured.

Base Statistics When not raging, the barbarian's statistics are AC 17, touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee mwk greataxe +7 (1d12+4/×3); Ranged mwk sling +5 (1d4+3); Str 17, Con 14; CMB +6; Skills Climb +5, Intimidate +12, Swim +3.

statistics

Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12

Base Atk +3; CMB +8; CMD 17

Feats Intimidating Prowess, Power Attack

Skills Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5

Languages Common, Orc

SQ fast movement, orc blood, weapon familiarity

Combat Gearpotion of cure light wounds, potion of lesser restoration, potion of protection from good; Other Gear mwk chainmail, mwk greataxe, mwk sling with 10 bullets, climber's kit, 250 gp

Dog Rider CR 3

XP 800

Halfling barbarian 4

N Small humanoid (halfling)

Init +3; Senses Perception +10

Defense

AC 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 shield, +1 size)

hp 43 (4d12+12)

Fort +8, Ref +5, Will +5; +3 vs. spells and spell-like or supernatural abilities, +2 vs. fear

Defensive Abilities trap sense +1, uncanny dodge

Offense

Speed 30 ft.

Melee lance +9 (1d6+4/×3)

Ranged+1 halfling sling staff +10 (1d6+5/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Special Attacks rage (11 rounds/day), rage powers (superstition +3, surprise accuracy +2)

Tactics

Before Combat The barbarian applies oil of magic weapon.

During Combat The barbarian keeps his distance, pelting enemies with bullets. If ranged attacks fail, he charges with his lance.

Base Statistics When not raging and without magic weapon, the barbarian's statistics are AC 20, touch 14, flat-footed 17; hp 35; Fort +6, Will+3; Meleelance +7 (1d6+2/×3); Ranged mwk halflingsling staff +10 (1d6+2/×3); Str 14, Con 13; CMB +5; Skills Climb +9, Swim +5.

statistics

Str 18, Dex 16, Con 17, Int 10, Wis 12, Cha 10

Base Atk +4; CMB +7; CMD 18

Feats Deadly Aim, Weapon Focus (halfling sling staff)

Skills Acrobatics +11, Handle Animal +6, Perception +10, Ride +9, Stealth +10, Survival +5

SQ fast movement

Combat Gearoils of magic weapon (2), potions of cure light wounds (2); Other Gear+1 chain shirt, masterwork buckler, lance, masterwork halfling sling staff with 20 bullets, riding dog with riding saddle and leather barding, 55 gp

Small and adept at skirmish maneuvers, a dog rider is a deadly and cautious warrior.

Wild Lancer CR 4

XP 1,200

Half-elf barbarian 5

NE Medium humanoid (elf, human)

Init +1; Senses low-light vision; Perception +11

Defense

AC 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, –2 rage, +2 shield)

hp 63 (5d12+25)

Fort +9, Ref +3, Will +5; +3 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments

Defensive Abilities improved uncanny dodge, trap sense +1; Immune sleep

Offense

Speed 30 ft.

Melee mwk lance +12 (1d8+6/×3) orarmor spikes +11 (1d6+6)

Ranged javelin +6 (1d6+6)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Special Attacks rage (14 rounds/day), rage powers (quick reflexes, superstition +3)

Tactics

During Combat The barbarian makes charge attacks whenever possible. If prevented from charging, she maneuvers to maximize attacks of opportunity caused by her extended reach. Her armor spikes are a weapon of last resort.

Base Statistics When not raging, the barbarian's statistics are AC 20, touch 11, flat-footed 19; hp 53; Fort +7, Will+3; no bonus vs. spells and spell-like or supernatural abilities; Melee mwk lance +10 (1d8+4/×3) or armor spikes +9 (1d6+4); Ranged javelin +6 (1d6+4); Str 18, Con 14; CMB +9; Skills Climb +10, Swim +5.

statistics

Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 8

Base Atk +5; CMB +11; CMD 20

Feats Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge

Skills Acrobatics +2, Climb +12, Perception +11, Ride +8, Survival +5, Swim +7

Languages Common, Elven

SQ elf blood, fast movement

Combat Gear acid; Other Gear+1 breastplate with armor spikes, masterwork heavy wooden shield, javelins (5), masterwork lance, cloak of resistance +1, heavy horse (combat trained) with military saddle and masterwork studded leather barding, 310 gp

Some barbarians are most at home on horseback.

Forest Guardian CR 5

XP 1,600

Elf barbarian 6

CN Medium humanoid (elf)

Init +4; Senses low-light vision; Perception +12

Defense

AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)

hp 68 (6d12+24)

Fort +8, Ref +6, Will +5; +2 vs. enchantments

Defensive Abilities improved uncanny dodge, trap sense +2; Immune sleep

Offense

Speed 50 ft.

Melee mwk elven curve blade +10/+5 (1d10+4/18–20)

Ranged+1 composite longbow +11/+6 (1d8+4/×3)

Special Attacks rage (15 rounds/day), rage powers (rolling dodge +2, swift foot +10 feet)

Tactics

During Combat The barbarian switches freely between bow and blade as the situation warrants.

Base Statistics When not raging, the barbarian's statistics are AC 19, touch 14, flat-footed 15; hp 56; Fort +6, Will+3; Meleemwk elven curve blade +8/+3 (1d10+1/18–20); Ranged+1 composite longbow +11/+6 (1d8+2/×3); Str 13, Con 12; CMB +7; Skills Climb +8.

Statistics

Str 17, Dex 18, Con 16, Int 10, Wis 12, Cha 10

Base Atk +6; CMB +9; CMD 21

Feats Deadly Aim, Point-Blank Shot, Power Attack

Skills Acrobatics +12 (+20 when jumping), Climb +10, Craft (bows) +5, Handle Animal +5, Knowledge (nature) +5, Perception +12, Stealth +5, Survival +5

Languages Common, Elven

SQ elven magic, fast movement, weapon familiarity

Combat Gearpotions of cure light wounds (2), potions of longstrider (2), alchemist's fire (2); Other Gear+1 chain shirt, +1 composite longbow (+3 Str) with 20 arrows, masterwork elven curve blade, climber's kit, 2 gp

This barbarian guards the fringes of wooded territories, protecting creatures and people from those who would despoil the land and steal from its inhabitants. They distrust all outsiders, but must also guard against their own kin.

Sundering Axe CR 6

XP 2,400

Dwarf barbarian 7

NE Medium humanoid (dwarf)

Init +1; Senses Perception +12

Defense

AC 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, –2 rage)

hp 93 (7d12+42)

Fort +11, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +2; DR 1/—

Offense

Speed 20 ft.

Melee mwk adamantine greataxe +13/+8 (1d12+7/×3)

Ranged light hammer +8 (1d4+5) orthrowing axe +8 (1d6+5)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (19 rounds/day), rage powers (guarded stance +2, knockback, strength surge +7)

Tactics

During Combat The barbarian uses her guarded stance and alternates between dealing damage and sundering weapons.

Base Statistics When not raging, the barbarian's statistics are AC 20, touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee mwk adamantine greataxe +11/+6 (1d12+4/×3); Ranged light hammer +8 (1d4+3) or throwing axe +8 (1d6+3); Str 16, Con 16; CMB +10 (+14 sunder); Skills Climb +8.

statistics

Str 20, Dex 13, Con 20, Int 10, Wis 14, Cha 6

Base Atk +7; CMB +12 (+16 sunder); CMD 21 (25 vs. bull rush or trip, 23 vs. sunder)

Feats Armor Proficiency (heavy), Greater Sunder, Improved Sunder, Power Attack

Skills Acrobatics +5 (+1 when jumping), Climb +10, Craft (weapons) +10, Knowledge (dungeoneering) +5, Perception +12 (+14 to notice unusual stonework)

Languages Common, Dwarven

SQ fast movement

Combat Gearoil of magic weapon, potion of cure light wounds, potion of shield of faith, acid (3);Other Gear masterwork full plate, light hammer (2), masterwork adamantine greataxe, throwing axe (2), cloak of resistance +1, climber's kit, masterwork artisan's tools, 2 gp

A sundering axe whittles away at her enemies' abilities to attack and defend themselves.

Glaive Rager CR 7

XP 3,200

Gnome barbarian 8

CN Small humanoid (gnome)

Init +1; Senses low-light vision; Perception +12

Defense

AC 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –2 rage, +1 size)

hp 105 (8d12+48)

Fort +12, Ref +4, Will +5; +4 vs. spells and spell-like or supernatural abilities, +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); improved uncanny dodge, trap sense +2; DR 2/—

Offense

Speed 25 ft.

Melee mwk cold iron glaive +15/+10 (1d8+7/×3) or kukri +14/+9 (1d3+5/18–20)

Ranged mwk composite longbow +11/+6 (1d6+5/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with glaive)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, rage (21 rounds/day), rage powers (clear mind, knockback, quick reflexes, superstition +4)

Tactics

During Combat The barbarian leads with trip maneuvers, seeking to trigger attacks of opportunity. He uses knockback to force creatures to advance on him again through the threatened area of his glaive.

Base Statistics When not raging, the barbarian's statistics are AC 19, touch 12, flat-footed 18; hp 89; Fort +10, Will+3; no bonus vs. spells and spell-like or supernatural abilities; Melee mwk cold iron glaive +13/+8 (1d8+4/×3) or kukri +12/+7 (1d3+3/18–20); Ranged mwk composite longbow +11/+6 (1d6+3/×3); Str 16, Con 16; CMB +10 (+14 trip); Skills Climb +6, Swim +8.

Statistics

Str 20, Dex 13, Con 20, Int 13, Wis 10, Cha 10

Base Atk +8; CMB +12 (+16 trip); CMD 21 (23 vs. trip)

Feats Combat Expertise, Greater Trip, Improved Trip, Power Attack

Skills Acrobatics +5, Climb +8, Craft (ships) +5, Intimidate +5, Knowledge (nature) +10, Linguistics +3, Perception +12, Profession (sailor) +5, Survival +10, Swim +10

Languages Aquan, Auran, Common, Gnome, Sylvan

SQ fast movement

Combat Gearoil of magic weapon,potion of cure light wounds; Other Gear+1 breastplate, kukri, masterwork cold iron glaive, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +1, climber's kit, 50 gp

Raging Swimmer CR 8

XP 4,800

Half-elf barbarian 9

N Medium humanoid (elf, human)

Init +2; Senses low-light vision, scent; Perception +19

Defense

AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage)

hp 109 (9d12+45)

Fort +11, Ref +6, Will +6; +4 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments

Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/—; Immune sleep

Offense

Speed 40 ft.

Melee+1 longspear +16/+11 (2d4+10/×3) orspiked gauntlet +15/+10 (1d4+6)

Ranged+1 composite longbow +12/+7 (1d8+7/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with longspear)

Special Attacks rage (22 rounds/day), rage powers (quick reflexes, raging swimmer +9, scent, superstition +4)

Tactics

During Combat The barbarian prefers to fight in the water, outswimming foes or using the water for cover as she attacks landward opponents her bow or longspear (using Lunge). She eschews full attacks in favor of Vital Strike attacks against a lone target or Great Cleave attacks against groups. She forces enemies to approach through the guard of her longspear, provoking attacks of opportunity.

Base Statistics When not raging, the barbarian's statistics are Senses no scent; AC 16, touch 12, flat-footed 14; hp 91; Fort +9, Will+4; no bonus vs. spells and spell-like or supernatural abilities; Melee+1 longspear +14/+9 (2d4+7/×3) or spiked gauntlet +13/+8 (1d4+4); Ranged+1 composite longbow +12/+7 (1d8+5/×3); Str 18, Con 14; CMB +13; Skills Climb +8, Swim +9.

Statistics

Str 22, Dex 14, Con 18, Int 12, Wis 10, Cha 8

Base Atk +9; CMB +15; CMD 25

Feats Cleave, Great Cleave, Lunge, Power Attack, Skill Focus (Acrobatics), Vital Strike

Skills Acrobatics +16 (+20 when jumping), Climb +10, Handle Animal +10, Knowledge (nature) +5, Linguistics +3, Perception +19, Ride +5, Stealth +10, Survival +4, Swim +20

Languages Aquan, Common, Elven, Sylvan

SQ elf blood, fast movement

Combat Gearoil of align weapon (lawful), potion of cure light wounds, potion of lesser restoration, alchemical silver arrows (10), cold iron arrows (10); Other Gear masterwork chain shirt, +1 composite longbow (+6 Str) with 20 arrows, +1 longspear, masterwork longspear, spiked gauntlet, cloak of resistance +1, eyes of the eagle, 1 gp

Adept at combat on land or in the water, the raging swimmer attacks foes when they are most vulnerable.

Dorremera Salin

Dorremera is a child of the waves, sired by an aquatic elf who abandoned her human mother. Raised along the sea, Dorremera took to the water as if born to it, and considers the beasts of the sea and shore her kin. She has little patience for the niceties of society—whether human or elven—and lashes out at almost everyone who crosses her path.

Combat Encounters: Dorremera has no compunctions about stealing from landlubbers, or killing those who chase or surprise her.

Roleplaying Suggestions: Though it is hard to get through to her, Dorremera sometimes parleys with adventuring groups that treat her respectfully, show great battle prowess, or are particularly kind to sea creatures.

Cannibalistic Hunter CR 9

XP 6,400

Halfling barbarian 10

NE Small humanoid (halfling)

Init +5; Senses Perception +14

Defense

AC 21, touch 14, flat-footed 16 (+5 armor, +5 Dex, –2 rage, +2 shield, +1 size)

hp 120 (10d12+50)

Fort +13, Ref +10, Will +8; +4 vs. spells and spell-like or supernatural abilities, +2 vs. fear

Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—;Immune nauseated, sickened

Offense

Speed 30 ft.

Melee mwk scimitar +15/+10 (1d4+3/18–20)

Ranged+1 composite longbow +15/+15/+10 (1d6+4/19–20/×3) or +1 composite longbow +17/+12 (1d6+4/19–20/×3)

Special Attacks rage (24 rounds/day), rage powers (clear mind, internal fortitude, raging climber +10, rolling dodge +2, superstition +4)

Tactics

During Combat The barbarian uses Climb and Acrobatics to rain death upon enemies from above. She snipes from cover or concealment to begin her attack, but after that is concerned solely with maximizing the intensity of her deadly barrage. She activates her rolling dodge to evade enemy counterfire.

Base Statistics When not raging, the barbarian's statistics are AC 23, touch 16, flat-footed 18; hp 100; Fort +11, Will+6; no bonus vs. spells and spell-like or supernatural abilities; Immune —; Melee mwk scimitar +13/+8 (1d4+1/18–20); Ranged+1 composite longbow +15/+15/+10 (1d6+2/19–20/×3) or +1 composite longbow +17/+12 (1d6+2/19–20/×3); Str 12, Con 14; CMB +10; Skills Climb +18, Swim +5.

Statistics

Str 16, Dex 20, Con 18, Int 10, Wis 12, Cha 10

Base Atk +10; CMB +12; CMD 25

Feats Deadly Aim, Improved Critical (composite longbow), Manyshot, Point-Blank Shot, Rapid Shot

Skills Acrobatics +20, Climb +30, Perception +14, Stealth +19, Survival +5, Swim +7

Languages Common, Halfling

SQ fast movement

Combat Gearpotions of cure light wounds (2), potion of protection from arrows, potion of shield of faith, alchemical silver arrows (10), alchemist's fire (2), cold iron arrows (10), drow poison (3), tanglefoot bag; Other Gear+1 mithral chain shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, climber's kit, 300 gp

Rare tribes of halfling cannibals stalk deep jungles in search of sentient prey.

Lanani Shabu

When newcomers objecting to his matriarchal tribe's cannibalistic ways wiped out his kin, Lanani had no choice but to ritualistically take on new leadership—and a new gender. Now "Mother Lanani" hunts the jungle, punishing humans and recruiting halflings to her new tribe.

Combat Encounters: Lanani can stalk quarry for days, slowly weakening those she is not able to knock out with her poison. Other times, she heads a hunting band.

Roleplaying Suggestions: Lanani rarely interacts with the outside world, but in desperate times she ventures into civilization to lure prey closer to her tribe.

Double Axe Fury CR 10

XP 9,600

Half-Orc barbarian 11

CE Medium humanoid (human, orc)

Init +4; Senses darkvision 60 ft.; Perception +15

Defense

AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)

hp 142 (11d12+65)

Fort +14, Ref +9, Will +9; +4 vs. spells and spell-like orsupernatural abilities

Defensive Abilities improved uncanny dodge, orc ferocity, trap sense +3; DR 3/—

Offense

Speed 40 ft.

Melee+1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or +1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3)

Ranged mwk composite longbow +16/+11/+6 (1d8+6/×3)

Special Attacks greater rage (26 rounds/day), rage powers (animal fury, increased damage reduction +1, no escape, raging leaper +11, superstition +4)

Tactics

During Combat The barbarian charges into the heart of battle, using one end of his double axe two-handed when charging or moving, and switching back to a double weapon grip when making full attacks. He uses his leaping and Acrobatics to enter melee quickly, using his no escape ability to chase down cowards.

Base Statistics When not raging, the barbarian's statistics are AC 19, touch 14, flat-footed 15; hp 109; Fort +11, Will +6; no bonus vs. spells and spell-like or supernatural abilities; DR 2/—; Melee+1 orc double axe +16/+11/+6 (1d8+5/19–20/×3) or +1 orc double axe +14/+9/+4 (1d8+4/19–20/×3), +1 orc double axe +14/+9 (1d8+4/19–20/×3), bite +9 (1d4+1); Ranged mwk composite longbow +16/+11/+6 (1d8+3/×3); Str 16, Con 14; CMB +14; CMD 28; Skills Acrobatics +17 (+21 when jumping) Climb +8, Swim +8.

Statistics

Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 8

Base Atk +11; CMB +17; CMD 29

Feats Double Slice, Improved Critical (orc double axe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (orc double axe)

Skills Acrobatics +17 (+32 when jumping), Climb +11, Intimidate +10, Perception +15, Ride +7, Stealth +14, Survival +5, Swim +11

SQ fast movement, orc blood, weapon familiarity

Combat Gearpotions of blur (2), potion of fly; Other Gear+1 chain shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, climber's kit, 50 gp

This half-orc barbarian savagely rips though weaker opponents with unquenchable bloodlust.

Graun Quor

Graun the pit fighter was raised in lawless borderlands where control changed hands frequently and unpredictably. The one constant was the thirst for blood sports, and any youth with a hard edge and more greed and ambition than fear could make a name and a fortune so long as he survived. Graun mastered many weapons throughout his career, but loves best the orc double axe he took as a prize in an early championship bout. Having long since bought his freedom, Graun wanders the borderlands selling his skills to the highest bidder. A few orc tribes have offered Graun leadership roles, but he has little patience for such things and cares nothing for the welfare of his allies.

Combat Encounters: Graun can be found at the head of an orc band on rare occasions, either a tribe he has adopted for a short time or who serve as fodder for his hunts. Other times he stalks the wild lands looking for opponents worthy of his fighting skills.

Roleplaying Suggestions: Graun sometimes ventures into civilized lands to spend his coin and search for blood sports, hoping for a chance to kill in front of a crowd.

Giant Slayer CR 11

XP 12,800

Dwarf barbarian 12

N Medium humanoid (dwarf)

Init +1; Senses Perception +17

Defense

AC 23, touch 11, flat-footed 21 (+10 armor, +1 deflection, +1 Dex, +1 dodge, –2 rage, +2 shield)

hp 191 (12d12+108)

Fort +17, Ref +6, Will +10; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +4; DR 2/—

Offense

Speed 20 ft.

Melee+1 giant-bane dwarven waraxe +19/+14/+9 (1d10+7/×3)

Ranged mwk composite longbow +14/+9/+4 (1d8+6/×3)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, greater rage (31 rounds/day), rage powers (guarded stance +3, mighty swing, no escape, roused anger, strength surge +12, unexpected strike)

Tactics

During Combat The barbarian switches from a one-handed to a two-handed grip on his axe as the situation demands. He uses his shield against multiple foes but keeps his bow in hand if in melee against a lone enemy. He uses his rolling dodge before exposing himself to missiles, especially giant-hurled boulders, and assumes his guarded stance in melee. He charges with Spring Attack to get close to his enemies, following it up with full attacks.

Base Statistics When not raging, the barbarian's statistics are AC 25, touch 13, flat-footed 23; hp 155; Fort +14, Will+7; Melee+1 giant-bane dwarven waraxe +16/+11/+6 (1d10+4/×3); Ranged mwk composite longbow +14/+9/+4 (1d8+3/×3); Str 16, Con 20; CMB +15; CMD 28 (32 vs. bull rush or trip); Skills Climb +7, Swim +7.

Statistics

Str 22, Dex 13, Con 26, Int 8, Wis 14, Cha 8

Base Atk +12; CMB +18; CMD 29 (33 vs. bull rush or trip)

Feats, Dodge, Heavy Armor Proficiency, Mobility, Power Attack, Spring Attack, Vital Strike

Skills Climb +10, Heal +5, Knowledge (nature) +5, Linguistics +0, Perception +17 (+19 to notice unusual stonework), Survival +10, Swim +10

Languages Common, Dwarven, Giant

SQ fast movement

Combat Gearpotions of blur (2), potions of cure light wounds (2), tanglefoot bags (3); Other Gear+1 full plate, +1 buckler, +1 giant-bane dwarven waraxe, mwk composite longbow (+6 Str) with 20 arrows, belt of mighty constitution +2, cloak of resistance +1, ring of protection +1, 5 gp

Giant slayers seek out giants and cut them down. Raging with enmity for their prey, they allow no other creatures to get between them and their hated foes.

Jemar Crowell

Jemar Crowell is a champion of his people, a savage emissary of vengeance in the never-ending wars between the dwarfholds and giant-kin of all kinds. Often clad head to toe in stout dwarven steel armor, Jemar sometimes doffs his helmet to better taunt enemies as he brings them low. He keeps his scalp shaved save for two narrow crests of hair. His cape is woven from shaggy skeins of loosely-spun giant hair clipped from his vanquished foes, and when the weather is cold he wears scarves and mittens knit from the same material.

Combat Encounters: Jemar is a focused combatant, going after his prey and protecting his people's interests to the exclusion of all other concerns. He has no qualms about stealing kills and looting bodies.

Roleplaying Suggestions: When not slaying giants, Jemar plans raids on giant strongholds, and considers those who trade with giants as bad as giants themselves. Though he primarily works for dwarven interests, he often hires sellswords and adventurers to aid him on particularly dangerous hunts.

Savage Rider CR 12

XP 19,200

Human barbarian 13

CN Medium humanoid (human)

Init +1; Senses Perception +17

Defense

AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield) (+1 deflection vs. ranged weapons)

hp 194 (13d12+104)

Fort +16, Ref +6, Will +9; +5 vs. spells and spell-like or supernatural abilities

Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/—

Offense

Speed 40 ft.

Melee+1 lance +21/+16/+11 (1d8+8/×3)

Ranged mwk composite longbow +15/+10/+5 (1d8+7/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Special Attacks greater rage (32 rounds/day), rage powers (guarded stance +3, mighty swing, renewed vigor 3d8+10, rolling dodge +3, strength surge +13, superstition +5)

Tactics

Before Combat The barbarian uses his warhorse for transportation, but if expecting combat, he retrieves an animal from his bag of tricks and rides it instead.

During Combat The barbarian charges whenever possible, whether mounted or on foot, using Mounted Combat and his +1 arrow catching buckler to divert attacks made against his mount. If his mount is slain, he draws a replacement from his bag of tricks and makes a fast mount. He uses guarded stance and rolling dodge as needed, often using them or renewed vigor after a ride-by charge while circling around into position for another charge.

Base Statistics When not raging, the barbarian's statistics are AC 19, touch 11, flat-footed 18; hp 155; Fort +13, Will +6; no bonus vs. spells and spell-like or supernatural abilities; Melee+1 lance +18/+13/+8 (1d8+5/×3); Ranged mwk composite longbow +15/+10/+5 (1d8+4/×3); Str 18, Con 18; CMB +17; CMD 28; Skills Climb +7, Swim +7.

statistics

Str 24, Dex 13, Con 24, Int 10, Wis 12, Cha 8

Base Atk +13; CMB +20; CMD 29

Feats Animal Affinity, Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat

Skills Acrobatics +11, Climb +10, Handle Animal +19, Knowledge (nature) +10, Perception +17, Ride +26, Survival +13, Swim +10

Languages Common

SQ fast movement

Combat Gearoil of keen edge, potion of cure light wounds; Other Gear rhino hide armor, +1 arrow catching buckler, +1 lance, masterwork composite longbow (+7 Str) with 20 arrows, bag of tricks (tan), belt of mighty constitution +2, cloak of resistance +1, heavy warhorse with riding saddle and masterwork studded leather barding, 51 gp

Savage riders use a mix of magical and mundane mounts to make lightning-fast raids against their enemies.

Finnogh Llew

Having mastered horses while still a child, Finnogh seeks out the wildest and most untameable beasts the world has to offer. Though he's keenly interested in learning which savage beasts can best be tamed, he cares less about mastery than the thrill of the ride. Eventually he turns loose even those animals he has broken to the bit, though more from boredom than altruism.

Combat Encounters: Always on the search for exotic beasts to serve as mounts, Finnogh often resides in or near the lairs of strange creatures.

Roleplaying Suggestions: Finnogh is quick to query adventurers about any strange creatures they might have encountered, and may join them on a hunt for such beasts.

Arcane Experimenter CR 13

XP 25,600

Gnome barbarian 14

CE Small humanoid (gnome)

Init +3; Senses low-light vision; Perception +20

Defense

AC 19, touch 12, flat-footed 16 (+7 armor, +3 Dex, –2 rage, +1 size)

hp 191 (14d12+95)

Fort +16, Ref +8, Will +9; +2 vs. illusions, +4 vs. enchantments

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, indomitable will, trap sense +4; DR 3/—; Immune frightened, nauseated, shaken, sickened

Offense

Speed 25 ft.

Melee+1 thundering gnome hooked hammer +21/+16/+11 (1d4+8/19–20/×4) or +1 thundering gnome hooked hammer +19/+14/+9 (1d4+6/19–20/×4), +1 gnome hooked hammer +19/+14 (1d6+6/19–20/×3), bite +15 (1d3+2)

Ranged mwk composite longbow +19/+14/+9 (1d6+5/×3)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, greater rage (33 rounds/day), rage powers (animal fury, clear mind, fearless rage, internal fortitude, mighty swing, moment of clarity, strength surge +14)

Gnome Spell-Like Abilities (CL 14th; concentration +15)

1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals

Tactics

Before Combat The barbarian uses her wand of shield before most battles, but also uses her wand of mirror image if she expects a difficult fight or a battle against a strong lone enemy.

During Combat The barbarian closes quickly to make full attacks with her hooked hammer, using the thundering pick end as her primary weapon and the hammer as her off-hand attack. If she has to charge or otherwise move between attacks, she makes a single two-handed Power Attack with the pick end. She uses moment of clarity to trigger a wand or scroll if the situation demands, such as in an encounter with a flying or invisible foe. She prefers to reserve her boots of speed for when she is already in melee, to facilitate full attacks or to close the distance on faster enemies.

Base Statistics When not raging, the barbarian's statistics are AC 21, touch 14, flat-footed 18; hp 149; Fort +13, Will+6; no bonus vs. enchantments; Immune —; Melee+1 thundering gnome hooked hammer +18/+13/+8 (1d4+4/19–20/×4) or +1 thundering gnome hooked hammer +16/+11/+6 (1d4+3/19–20/×4), +1 gnome hooked hammer +16/+11 (1d6+3/19–20/×3); Ranged mwk composite longbow +19/+14/+9 (1d6+2/×3); Str 14, Con 16; CMB +15; CMD 28; Skills Climb +3.

Statistics

Str 20, Dex 17, Con 22, Int 8, Wis 12, Cha 12

Base Atk +14; CMB +18; CMD 29

Feats Double Slice, Improved Critical (gnome hooked hammer), Improved Two-Weapon Fighting, Power Attack, Skill Focus (Use Magic Device), Two-Weapon Fighting, Two-Weapon Rend

Skills Acrobatics +17, Climb +6, Craft (alchemy) +5, Knowledge (arcana) +0, Perception +20, Spellcraft +0, Stealth +5, Survival +5, Use Magic Device +18

Languages Common, Gnome, Sylvan

SQ fast movement

Combat Gearscroll of align weapon, scroll of cure light wounds, scroll of magic weapon, scroll of protection from good, scroll of true strike, wand of fly (10 charges), wand of mirror image(10 charges), wand of see invisibility (10 charges), wand of shield (40 charges), alchemical sliver arrows (10), cold iron arrows (20); Other Gear+1 breastplate, +1 thundering/+1 gnome hooked hammer, masterwork composite longbow (+5 Str), belt of giant strength +2, boots of speed, cloak of resistance +1, 8 gp

An oddity among their kind, arcane experimenters use knowledge of magic to sow confusion on the battlefield.

Krida Grichenwald

Krida studies the link between emotional states and magic. Though she's so far been unable to focus her rage into magic, she believes it is only a matter of time. When friends and family tried to dissuade her, Krida quite literally sacrificed them, murdering some swiftly in paranoid vengeance but gruesomely torturing others in her search for non-existent magical secrets.

Combat Encounters: Krida's obsession drives her to attack those who obviously possess magic items.

Roleplaying Suggestions: Krida may search out spellcasters in order to pick their brains about rage magic, but she soon becomes frustrated and hostile to them.

Life Stealer CR 14

XP 38,400

Human barbarian 15

NE Medium humanoid (human)

Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +18

Defense

AC 20, touch 11, flat-footed 17 (+7 armor, +3 Dex, –2 rage, +2 shield)

hp 200 (15d12++97)

Fort +17, Ref +10, Will +10; +5 vs. spells and spell-like and supernatural abilities, +4 vs. enchantments

Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 3/—

Offense

Speed 30 ft.

Meleenine lives stealer +22/+17/+12 (1d8+7/17–20) or armor spikes +20/+15/+10 (1d6+5)

Ranged mwk composite longbow +19/+14/+9 (1d8+5/×3)

Special Attacks greater rage (35 rounds/day), rage powers (low-light vision, mighty swing, night vision, quick reflexes, scent, strength surge +15, superstition +5)

Tactics

Before Combat The barbarian uses stealth and deception to get close to enemies without them noticing, and uses his chime of opening to break into locked strongholds.

During Combat The barbarian tries to disarm opponents at the beginning of combat, using poison against a target's weakest ability score if he knows his target in advance. He triggers his mighty swing on a sword critical that might slay his target, and uses his rage-enhanced senses to find creatures trying to hide or flee. He uses his buckler when faced with many foes, but against lone targets uses his nine lives stealer for two-handed Power Attacks.

Base Statistics When not raging, the barbarian's statistics are AC 22, touch 13, flat-footed 19; hp 155; Fort +14, Will+7; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee nine lives stealer +19/+14/+9 (1d8+4/17–20) or armor spikes +17/+12/+7 (1d6+2); Ranged mwk composite longbow +19/+14/+9 (1d8+2/×3); Str 15, Con 16; CMB +17; CMD 30; Skills Climb +7, Swim +3.

statistics

Str 21, Dex 16, Con 22, Int 14, Wis 10, Cha 8

Base Atk +15; CMB +20; CMD 31

Feats Blind-Fight, Combat Expertise, Deadly Aim, Deceitful, Greater Disarm, Improved Critical (longsword), Improved Disarm, Power Attack, Step Up

Skills Acrobatics +18 (+22 when jumping), Bluff +18, Climb +10, Craft (alchemy) +6, Disguise +20 (+30 with hat of disguise), Intimidate +15, Knowledge (local, nobility) +5, Linguistics +7, Perception +18, Stealth +20, Survival +10, Swim +6

Languages Common, Aklo, Draconic, Dwarven, Elven, Gnoll, Goblin, Orc

SQ fast movement

Combat Gearpotion of cure light wounds, potion of invisibility, potions of undetectable alignment (2), blue whinnis poison (2), giant wasp poison (2), purple worm poison; Other Gear+1 shadow breastplate with armor spikes, +1 buckler, nine lives stealer, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, chime of opening, cloak of resistance +2, hat of disguise, disguise kit, 50 gp

Careful and cunning, life stealers often serve as assassins.

Xavier Durant

Xavier fancies himself a master of infiltration, and takes special delight in eliminating rival assassins.

Combat Encounters: Xavier often hires goons to weaken his prey before moving in for the kill.

Roleplaying Suggestions: Xavier disguises himself so he can interact with marks in person and learn about them.

Undead Hunter CR 15

XP 51,200

Half-orc barbarian 16

N Medium humanoid (human, orc)

Init +1; Senses darkvision 60 ft.; Perception +20

Defense

AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, –2 rage)

hp 237 (16d12+128)

Fort +19, Ref +8, Will +11; +6 vs. spells and supernatural or spell-like abilities, +4 vs. enchantments

Defensive Abilities improved uncanny dodge, indomitable will, orc ferocity, trap sense +5; DR 4/—; Immune frightened, nauseated, shaken, sickened

Offense

Speed 30 ft.

Melee+1 disruption heavy flail +26/+21/+16/+11 (1d10+13/17–20) or +1 merciful heavy flail +26/+21/+16/+11 (1d10+1d6+13 nonlethal/17–20)

Ranged+1 undead-bane composite longbow +18/+13/+8/+3 (1d8+9/×3)

Special Attacks greater rage (38 rounds/day), rage powers (clear mind, fearless rage, internal fortitude, intimidating glare, no escape, quick reflexes, superstition +6, terrifying howl [DC 26])

Tactics

During Combat The barbarian hunts undead, using both his +1 disruption heavy flail and his bow. Against the living, he uses intimidating glare and terrifying howl, then switches to his+1 merciful heavy flail and utilizes Exhausting Criticals and trip maneuvers to take enemies out of the fight without killing them.

Base Statistics When not raging, the barbarian's statistics are AC 18, touch 11, flat-footed 17; hp 189; Fort +16, Will+8; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee+1 disruption heavy flail +23/+18/+13/+8 (1d10+8/17–20) or +1 merciful heavy flail +23/+18/+13/+8 (1d10+1d6+8 nonlethal/17–20); Ranged+1 undead-bane composite longbow +18/+13/+8/+3 (1d8+6/×3); Str 20, Con 18; CMB +21 (+25 trip); CMD 32 (34 vs. trip); Skills Climb +17, Swim +7.

statistics

Str 26, Dex 12, Con 24, Int 14, Wis 12, Cha 8

Base Atk +16; CMB +24 (+28 trip); CMD 33 (35 vs. trip)

Feats Combat Expertise, Critical Focus, Exhausting Critical, Greater Trip, Improved Critical (heavy flail), Improved Trip, Tiring Critical, Weapon Focus (heavy flail)

Skills Acrobatics +16 (+20 when jumping), Climb +20, Intimidate +20, Knowledge (religion) +15, Perception +20, Ride +1, Stealth +11, Survival +10, Swim +10

Languages Abyssal, Common, Draconic, Orc

SQ fast movement, orc blood, weapon familiarity

Combat Gearpotion of cure serious wounds, potion of lesser restoration, silversheen, alchemical silver arrows (20), cold iron arrows (20), holy water (2); Other Gear+1 chainmail, +1 disruption heavy flail, +1 merciful heavy flail, +1 undead-bane composite longbow (+8 Str), belt of physical perfection +2, cloak of resistance +2, 2 gp

Whether encountered alone or in a group of like-minded individuals, undead hunters let no one stand in the way of their grim work.

Torain Mirno

The last survivor of a half-orc tribe exterminated by a necromancer, Torain has devoted his life to cleansing the world of the taint of the unliving. His studious nature is a rarity among half-orcs, particularly in light of the savagery he unleashes upon the deathless hordes. While some hail him as a hero, his endless war has all but extinguished his sense of compassion and mercy.

Combat Encounters: Torain strikes hard and fast against those he believes serve undead or necromantic masters, often killing them before asking questions.

Roleplaying Suggestions: Between undead hunts, Torain holds silent vigils in a cemeteries and mausoleums, acting as a fierce and watchful warden against the rising dead.

Graceful Slayer CR 16

XP 76,800

Elf barbarian 17

N Medium humanoid (elf)

Init +5; Senses low-light vision; Perception +23

Defense

AC 20, touch 13, flat-footed 15 (+7 armor, +5 Dex, –2 rage)

hp 218 (17d12+102)

Fort +17, Ref +12, Will +11; +6 vs. enchantments

Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 4/—; Immune sleep

Offense

Speed 40 ft.

Melee+1 keen shocking burst elven curve blade +25/+20/+15/+10 (1d10+11/15–20 plus 1d6 electricity)

Ranged+1 seeking composite longbow +23/+18/+13/+8 (1d8+8/19–20/×3)

Special Attacks greater rage (38 rounds/day), rage powers (clear mind, mighty swing, no escape, powerful blow +5, raging leaper +17, strength surge +17, surprise accuracy +5, unexpected strike)

Tactics

During Combat The barbarian initially pelts enemies with arrows to deliver disabling critical hit effects, and dispatches any who survive with her flashing blade. In either case, she uses her speed to stay out of danger and her boots of speed to maximize movement or make full attacks in melee or at range.

Base Statistics When not raging, the barbarian's statistics are AC 22, touch 15, flat-footed 17; hp 167; Fort +14, Will+8; Melee+1 keen shocking burst elven curve blade +22/+17/+12/+7 (1d10+7/15–20 plus 1d6 electricity); Ranged+1 seeking composite longbow +23/+18/+13/+8 (1d8+5/19–20/×3); Str 18, Con 14; CMB +21; CMD 36; Skills Acrobatics +24 (+28 when jumping), Climb +7, Swim +7.

statistics

Str 24, Dex 20, Con 20, Int 12, Wis 12, Cha 8

Base Atk +17; CMB +24; CMD 37

Feats Bleeding Critical, Critical Focus, Improved Critical (composite longbow), Manyshot, Point-Blank Shot, Power Attack, Rapid Shot, Staggering Critical, Stunning Critical

Skills Acrobatics +24 (+45 when jumping), Climb +10, Intimidate +16, Knowledge (nature) +10, Perception +23, Ride +14, Stealth +20, Survival +10, Swim +10

Languages Common, Elven

SQ elven magic, fast movement, tireless rage, weapon familiarity

Combat Gearoil of align weapon (evil), oil of flame arrow, potions of cure light wounds (2), potions of jump (2), potion of spider climb, adamantine arrows (10), alchemical silver arrows (10) , tanglefoot bags (2); Other Gear+1 mithral breastplate, +1 keen shocking burst elven curve blade, +1 seeking composite longbow (+7 Str) with 40 cold iron arrows, belt of physical perfection +2, boots of speed, cloak of resistance +2, 50 gp

Graceful slayers stalk the wilderness and the far reaches of the world, protecting the denizens and environs from those who would seek to slay and destroy.

Sibusiswe Njai

Sibusiswe is a fierce and feral elf with the grace of a panther, and claims that she communes with animistic spirits of the forest and savannah. A loner, she prowls the wildlands, appearing and disappearing like a flash of lightning.

Combat Encounters: Sibusiswe follows the dictates of the animalistic spirits that she believes guide her. Because of this, her attacks can be unprovoked—as much as a surprise to her as to her victims.

Roleplaying Suggestions: Sibusiswe's spirits are capricious, but also inquisitive. An encounter with the elf is just as likely to end in a parley as it is to end in combat.

Refined Reaver CR 17

XP 102,400

Human barbarian 18

N Medium humanoid (human)

Init +3; Senses Perception +21

Defense

AC 19, touch 12, flat-footed 15 (+7 armor, +3 Dex, +1 dodge, –2 rage)

hp 230 (18d12+108)

Fort +19, Ref +12, Will +12; +6 vs. spells and spell-like and supernatural abilities, +4 vs. enchantments

Defensive Abilities 50% chance to negate critical hits and sneak attacks, improved uncanny dodge, indomitable will, trap sense +6; DR 4/—; Immune frightened, nauseated, shaken, sickened

Offense

Speed 40 ft.

Melee+3 adamantine ranseur +31/+26/+21/+16 (2d4+18/×3)

Ranged+1 composite longbow +22/+17/+12/+7 (1d8+11/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)

Special Attacks greater rage (40 rounds/day), rage powers (fearless rage, guarded stance +4, internal fortitude, mighty swing, quick reflexes, strength surge +18, superstition +6, surprise accuracy +5, unexpected strike)

Tactics

Before Combat The barbarian drinks his potion of shield of faith if he has time.

During Combat The barbarian plunges into battle using Spring Attack. Once in position, he uses Whirlwind Attack with Lunge and Power Attack, alternating regular ranseur attacks with trip, disarm, or sunder maneuvers (the latter against targets far enough away that they cannot make attacks of opportunity). He exits and re-enters rage whenever necessary to reactivate once-per-rage powers like mighty swing and unexpected strike.

Base Statistics When not raging, the barbarian's statistics are AC 21, touch 14, flat-footed 17; hp 176; Fort +16, Will+9; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee+3 adamantine ranseur +28/+23/+18/+13 (2d4+13/×3); Ranged+1 composite longbow +22/+17/+12/+7 (1d8+8/×3); Str 24, Con 14; CMB +25; CMD 39; Skills Climb +17, Swim +17.

statistics

Str 30, Dex 16, Con 20, Int 14, Wis 10, Cha 8

Base Atk +18; CMB +28 (+32 trip); CMD 40 (42 vs. trip)

Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Trip, Lunge, Mobility, Power Attack, Spring Attack, Whirlwind Attack

Skills Acrobatics +21, Climb +20, Intimidate +20, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (nature) +20, Perception +21, Ride +7, Survival +20, Swim +20

Languages Common

SQ fast movement, tireless rage

Combat Gearoil of align weapon (good), potion of cure light wounds, potion of fly, potion of invisibility, potions of shield of faith (2); Other Gear+1 moderate fortification breastplate, +3 adamantine ranseur, +1 composite longbow (+10 Str) with 20 arrows, dagger, handaxe, belt of giant strength +6, cloak of resistance +3, pink rhomboid ioun stone, 43 gp

Refined reavers mix their savage fury with more refined and civilized weapon attacks and maneuvers, dipping in and out of rage when it suits their purpose. They often work well with groups of allies.

Death Dealer CR 18

XP 153,600

Half-orc barbarian 19

CE Medium humanoid (human, orc)

Init +2; Senses darkvision 60 ft.; Perception +27

Defense

AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, –2 rage)

hp 243 (19d12+114)

Fort +20, Ref +12, Will +13; +6 vs. spells and spell-like or supernatural abilities, +4 vs. enchantments

Defensive Abilitiesblink, improved uncanny dodge, indomitable will, orc ferocity, trap sense +6; DR 5/—

Offense

Speed 40 ft., fly 60 ft. (good)

Melee+1 unholy ghost touch adamantine scythe +31/+26/+21/+16 (2d4+16/19–20/×4)

Ranged mwk composite longbow +22/+17/+12/+7 (1d8+10/×3)

Special Attacks greater rage (42 rounds/day), rage powers (clear mind, intimidating glare, knockback, mighty swing, strength surge +19, superstition +6, surprise accuracy +5, terrifying howl [DC 29], unexpected strike)

Tactics

Before Combat The barbarian uses potions if expecting a major confrontation. His ring of blinking operates continuously.

During Combat The barbarian begins combat with Dazzling Display and terrifying howl. Against a small group, he makes Flyby Attacks, using Lunge and potions of enlarge person to extend his reach and avoid attacks of opportunity, and Great Cleave against targets clustered together. In close combat, he uses intimidating glare along with Great Cleave attacks, using knockback to force enemies into close quarters. He relies on his ring of blinking to avoid most attacks, and with his tireless rage he exits and re-enters rage whenever it's convenient to regain the use rage powers he can use only once per rage.

Base Statistics When not raging, the barbarian's statistics are AC 15, touch 12, flat-footed 13; hp 186; Fort +17, Will+10; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee+1 unholy ghost touch adamantine scythe +28/+23/+18/+13 (2d4+11/19–20/×4); Ranged mwk composite longbow +22/+17/+12/+7 (1d8+7/×3); Str 24, Con 14; CMB +26; CMD 38; Skills Climb +11, Intimidate +37, Swim +11.

statistics

Str 30, Dex 14, Con 20, Int 8, Wis 10, Cha 12

Base Atk +19; CMB +29; CMD 39

Feats Cleave, Dazzling Display, Flyby Attack, Great Cleave, Improved Critical (scythe), Intimidating Prowess, Lunge, Power Attack, Shatter Defenses, Weapon Focus (scythe)

Skills Acrobatics +11 (+15 when jumping), Climb +14, Fly +15, Intimidate +40, Perception +27, Survival +5, Swim +14

Languages Common, Orc

SQ fast movement, orc blood, tireless rage, weapon familiarity

Combat Gearoil of magic weapon, potion of bear's endurance, potion of cat's grace, potions of cure moderate wounds (2), potions of enlarge person (4), silversheen, tanglefoot bag; Other Gear masterwork studded leather, +1 unholy ghost touch adamantine scythe, masterwork composite longbow (+10 Str) with 20 arrows, belt of giant strength +4, cloak of resistance +4, eyes of the eagle, handy haversack, mask of intimidation, ring of blinking, ring of feather falling, winged boots, 57 gp

These fearsome killers seek to feed their dark gods with the souls of those they slice apart with their powerful scythes—weapons powerful enough to cut through both flesh and spirit.

Scarred Wanderer CR 19

XP 204,800

Dwarf barbarian 20

CN Medium humanoid (dwarf)

Init +2; Senses Perception +25

Defense

AC 24, touch 10, flat-footed 22 (+7 armor, +2 Dex, –2 rage, +7 shield)

hp 415 (20d12+280)

Fort +28, Ref +12, Will +18; +9 vs. spells and spell-like abilities, +4 vs. enchantments, +2 vs. poison and supernatural abilities

Defensive Abilities 70% chance to negate critical hits and sneak attacks, defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, indomitable will, trap sense +6; DR 8/—; Immune frightened, harmful vapors and gases, nauseated, shaken, sickened

Offense

Speed 30 ft., fly 60 ft. (good)

Melee+5 bashing spiked heavy shield +31/+26/+21/+16 (2d6+11) or +5 bashing spiked heavy shield +29/+24/+19/+14 (2d6+11), +1 adamantine dwarven waraxe +25 (1d10+4/×3)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, mighty rage (50 rounds/day), rage powers (clear mind, fearless rage, increased damage reduction +3, internal fortitude, knockback, mighty swing, strength surge +20, superstition +7)

Tactics

During Combat The barbarian breaks up enemy positions with bull rush. He always includes knockback and Shield Slam, and adds strength surge against strong enemies.

Base Statistics When not raging, the barbarian's statistics are AC 26, touch 12, flat-footed 24; hp 335; Fort +24, Will+14; +2 vs. poison, spells, and spell-like abilities, no bonus vs. supernatural abilities or enchantments; DR 5/—; Melee+5 bashing spiked heavy shield +27/+22/+17/+12 (2d6+7) or +5 bashing spiked heavy shield +25/+20/+15/+10 (2d6+7), +1 adamantine dwarven waraxe +21 (1d10+2/×3); Str 14, Con 26; CMB +22; CMD 34; Skills Climb +16.

statistics

Str 22, Dex 15, Con 34, Int 10, Wis 14, Cha 6

Base Atk +20; CMB +26 (+30 bull rush); CMD 36 (42 vs. bull rush, 40 vs. trip)

Feats Greater Bull Rush, Improved Bull Rush, Improved Shield Bash, Iron Will, Lunge, Power Attack, Shield Master, Shield Slam, Toughness, Two-Weapon Fighting

Skills Acrobatics +22, Climb +20, Intimidate +20, Linguistics +3, Perception +25 (+27 to notice unusual stonework), Profession (miner) +5, Survival +6

Languages Common, Dwarven, Giant, Terran, Undercommon

SQ fast movement, tireless rage

Combat Gearpotion of cure moderate wounds, potions of haste (2); Other Gear+1 heavy fortification breastplate, +5 bashing spiked heavy steel shield, +1 adamantine dwarven waraxe, belt of mighty constitution +6, cloak of resistance +4, necklace of adaptation, ring of feather falling, winged boots, 150 gp

These barbarians are always scarred in some way, and wander the land in order to accomplish great deeds.

Gorgu Stonesplitter

Once an ordinary dwarven warrior, Gorgu Stonesplitter was captured and enslaved by fire giants who shaved his beard, and burned and scarred his face. After years of toil in their mines, he gained his freedom when the giants' king was overthrown by a group of adventurers. Gorgu threw his lot in with them in the hope of taking his revenge on the giants' masters. While he learned much, killing could not restore his pride or his faith in his people, nor slake the rage in his heart. Since taking his leave from his companions, he has roamed the world in search of purpose. He fights now for the fun of it, and his temper has gradually cooled to dark embers. Still, he might join any nearby fray on any side. Should anyone land a blow he notices, he might begin to fight in earnest.

Combat Encounters: A glutton for battle, Gorgu fights for anyone or any cause that might offer a challenge.

Roleplaying Suggestions: Every so often, Gorgu seeks out powerful adventurers to lead him to an impossible foe—which he secretly plans to take down single-handedly.