Kirthfinder Barbarian (Unchained)

And when Kveldúlf boarded the ship, he told his men to go along the gunwales and strike the pegs from the forks, while he went back to the stern- deck frenzied, and then, it is said, he shape-shifted, and many of his companions shape-shifted too. They killed every single man who was in their way. Skallagrim did the same—neither father nor son stopped before they had cleared the ship. And when Kveldúlf came back to the stern deck, he raised his halberd and struck at Hallvard’s helmet and sank it up to the shaft; he then jerked it so hard that he lifted Hallvard into the air and slung him overboard. Skallagrim unleaded the stem and killed Sigtrygg. Many of the men jumped into the water, but Skallagrim’s men took the boat that they had come in and rowed to them and killedeveryone who was in the water. ― Egil’s Saga (ca. 1240)

Barbarian rage need not imply a Viking berserkergang; nor even something like the Celtic ríastrad, the Maasai battle-frenzy of okiluriti, the Malay amok, Navaho iich’aa, etc. (although those can all be represented using this mechanic). Despite the name, you could imagine your “rage” as a kind of meditative battle-trance during which your senses and muscular control are heightened; there is no reason that every character with levels in this class must be a primitive savage. Choice of a totem, which provides minor benefits and abilities, allows you to customize the “flavor” of your character’s background―anything from a mongol of the Gobi (or Fremen of Arrakkis, from Frank Herbert’s Dune), to a Norse berserk (like Kveldúlf and Berdla-Kari from Egil’s Saga, quoted above), an Irish champion like Cúchulainn from the Táin Bó Cúailnge, a Maasai lion hunter, a skulker in the rain forests—or even the Incredible Hulk.


Hit Dice: 1d12

Class Skills

  • Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival. Your totem (q.v.), provides additional class skills.

  • Skill Ranks per level 4 + Int modifier

  • Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

barbarian (unchained)
Level Base Attack Bonus Special lesser imp. greater mighty primal
1st +1 Endure elements, Bonus Feats, Furious counterstroke, Rage (+1), Totem
2nd +2 Damage reduction 1/–, lesser rage power 1
3rd +3 Totem ability 1
4th +4 Totem feat, lesser Rage power, Superstition +1 2
5th +5 Improved rage (+2) 2
6th +6/+1 Damage reduction 2/–, improved rage power 2 1
7th +7/+2 Totem ability 2 1
8th +8/+3 Totem feat, Improved rage power, Superstition +2 2 2
9th +9/+4 Greater rage (+3) 2 2
10th +10/+5 Damage reduction 3/–, Greater rage power 2 2 1
11th +11/+6/+6 Totem ability 2 2 1
12th +12/+7/+7 Totem feat, greater rage power, Superstition +3 2 2 2
13th +13/+8/+8 Mighty rage (+4) 2 2 2
14th +14/+9/+9 Damage reduction 4/–, mighty rage power 2 2 2 1
15th +14/+10/+10 Indomitable Will 2 2 2 1
16th +16/+11/+11/+11 Totem feat, mighty rage power, Superstition +4 2 2 2 2
17th +17/+12/+12/+12 Primal rage (+5) 2 2 2 2
18th +18/+13/+13/+13 Damage reduction 5/–, Primal rage power 2 2 2 2
19th +19/+14/+14/+14 Perpetual rage 2 2 2 2
20th +20/+15/+15/+15 Totem feat, primal rage power, Superstition +5 2 2 2 2 1

Saving Throws: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

Weapon and Armor Proficiency:

A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:

  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.

  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.

  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.

Endure Elements (Ex):

Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Bonus Feats (Ex):

Barbarians are ferocious in combat and notoriously hard to kill. All barbarians gain Diehard, Fast Recovery, Power Attack, and Vital Strike as bonus feats at 1st level.

Furious Counterstroke (Ex):

At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

Furious Counterstroke
Rage Attack/Damage bonus
Lesser +1/+2
Improved +2/+4
Greater +3/+6
Mighty +4/+8
Primal +5/+10

It’s said about people who are in a berserksgangr, that while that’s going on they’re so strong that nothing can withstand them, but as soon as it’s passed, they’re weaker than usual. Kveldúlf was like that, too, so that when the hamramr passed, he felt exhausted from the fight he’d had and was so weak that he took to his bed. ―Egil’s Saga.

Rage (Ex):

As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a rage, you gain the following:

  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

When your rage ends, you damage (not reduced by damage reduction) equal to your rage bonus x the number of rounds spent raging. You are also fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. (Note that your bonus ranks in Endurance render you immune to fatigue and exhaustion at 6 and 11 ranks, respectively, however). If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

Totem (Ex):

You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and has two associated skills, as listed in Appendix A. You do not receive bonus skill ranks, but totem skills are always treated as class skills, and when using your totem skills you gain a sacred bonus to checks equal to your rage bonus (even when not raging). You gain a +4 sacred bonus on Handle Animal checks when dealing with creatures of the same general category as your totem (e.g., amphibians, fish, reptiles, canines, felines). With creatures that match your totem (e.g., frogs, sharks, snakes, wolves, lions, repectively), this bonus increases to +8. As a rule of thumb, general categories should be based more on casual visual recognition by laypersons than on scientific taxonomy; when in doubt, referee discretion prevails.

Damage Reduction (Ex):

At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

Rage Powers:

As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

Totem Ability (Ex):

Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain additional totem abilities at 7th and 11th levels. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

Superstition (Ex):

At 2nd level, you gain a +1 sacred bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus improves by an additional +1 per 4 levels thereafter. However, in order to be the willing recipient of any spell not cast by you, you must succeed at a Will save (DC 10 + spell level + the caster’s Charisma modifier).

Totem Feat:

At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

Improved Rage (Ex):

Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.

As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

Greater Rage (Ex):

Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

Mighty Rage (Ex):

Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

Indomitable Will (Ex):

Starting at 15th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends. If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

Primal Rage (Ex):

Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

Perpetual Rage (Ex):

At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.

Mutagenic Form (Special)

Although it is assumed that you retain your normal appearance while raging, this need not be the case. From Irish legend:


The first warp-spasm seized Cúchulainn, and made him into a monstrous thing, hideous and shapeless, unheard of. His shanks and his joints, every knuckle and angle and organ from head to foot, shook like a tree in the flood or a reed in the stream. His body made a furious twist inside his skin, so that his feet and shins switched to the rear and his heels and calves switched to the front... On his head the temple-sinews stretched to the nape of his neck, each mighty, immense, measureless knob as big as the head of a month-old child... he sucked one eye so deep into his head that a wild crane couldn't probe it onto his cheek out of the depths of his skull; the other eye fell out along his cheek. His mouth weirdly distorted: his cheek peeled back from his jaws until the gullet appeared, his lungs and his liver flapped in his mouth and throat, his lower jaw struck the upper a lion-killing blow, and fiery flakes large as a ram's fleece reached his mouth from his throat... The hair of his head twisted like the tangle of a red thorn bush stuck in a gap; if a royal apple tree with all its kingly fruit were shaken above him, scarce an apple would reach the ground but each would be spiked on a bristle of his hair as it stood up on his scalp with rage.

The Táin Bó Cúailnge, Thomas Kinsella (translator), 1969

By selecting a monstrous rage form, the “mutagenic form” of the Alchemist can be duplicated using barbarian levels

Appendix A: Totems

Standard (Totemless) Barbarian

Like Robert E. Howard’s Conan, you shun any spiritual connection with some tribal totem and instead exemplify the unthinking wariness and hair-trigger violence of a born killer.

Favored Terrain: Plains or Hills.

Totem Skills: Stealth, Survival.

Bonus Feats: Alertness, Cleave, Improved Initiative, Staredown, Strength Training, Toughness. Totem Abilities:

  • Keen Senses (Ex): You gain low-light vision and scent

  • Mistrust of Magic (Ex): By concentrating as a full-round action, you can detect magic in a 60-ft. cone. By concentrating an additional round, you sense the power of the most potent aura, and after a third round you correctly identify any illusions in the area.

  • Gather Barbarian Horde (Ex): Given one week in an area in which barbaric tribes dwell, you may gather a horde of barbarians. These number the same as your followers would if you had the Leadership feat, but all are barbarians, and you add your Strength bonus in addition to your Charisma modifier when determining your Leadership score. The horde must be gathered for a specific, short-term purpose (e.g., “destroy the City of Necromancers and slay all within”), and can be held together a maximum number of weeks equal to the number of class levels you possess. If the purpose has not been fulfilled by that time, the horde disbands, and you cannot gather another horde from that area.

Ape Totem

"In seconds, while holding a lit cigarette in one hand, he can climb a tree and triangulate precisely the best spot from which to view an orangutan from the ground." ―Sy Montgomery, Walking With The Great Apes (1991) You are agile and strong, possessed of the bestial reflexes needed to survive in the rain forests of your homeland.


Favored Terrain: Forests and jungles.

Totem Skills: Acrobatics, Escape Artist.

Bonus Feats: Alertness, Giant-Slayer, Improved Grapple, Strength Training, Two-Weapon Strike, Staredown.

Totem Abilities:

  • Brachiation (Ex): Starting at 3rd level, you gain a climb speed equal to 10 ft. x your rage bonus (even when not raging). This stacks with any climb speed derived from favored terrain, it stacks with this one. You can move through trees, vines, etc. at your full climb speed.

  • Powerful Build (Ex): Starting at 7th level, your physical stature lets you function in many ways as if you were one size category larger. This applies to your CMB and CMD. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. Your heavy weapons and unarmed strikes deal damage as if they were one size larger. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of most powers and spells that change the subject’s size category, but not with the Giant’s Stance feat.

  • Simian Reach (Ex): Starting at 11th level, your long arms grant you an additional 5 ft. of reach.
Anklyosaurus totem

Unlike most barbarians, you come from a tribe that values heavy armor and solid protection. This totem supersedes the Armored Hulk archetype from Ultimate Combat.


Favored Terrain: Plains.

Totem Skills: Endurance, Craft (smith).

Bonus Feats: Crushing Blow, Exotic Shield Proficiency (tower shield), Exotic Weapon Proficiency (heavy mace, morning star, or heavy flail), Heavy Armor Proficiency, Weapon Specialization (heavy mace, morning star, or heavy flail). Totem Abilities:

  • Armor Training (Ex): At 3rd level, you gain Armor Training (as the fighter talent of the same name), with a bonus equal to your rage bonus. If you have levels in fighter, use the fighter progression for that talent, and your barbarian levels provide Full synergy (Chapter 1).

  • Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.

  • Immovable [Stance] (Ex): Starting at 11th level, you can adopt a stance that makes you nearly impossible to move by physical or magical means. While in this stance, you are immune to bull rush, reposition, drag, trip, and throw maneuvers, and cannot be picked up, carried, or moved by magical or physical effects; you also have a personal dimensional anchor effect.

Bat totem

You are small and agile, adept at hiding from your enemies and baffling their attacks.


Favored Terrain: Underground.

Totem Skills: Acrobatics, Stealth.

Bonus Feats: Alertness, Blind-Fight, Dodge, Feat Mastery (Blind-Fight), Spring Attack, Wind Stance.

Totem Abilities:

  • Darkvision (Ex): At 3rd level, the range of the darkvision provided by your favored terrain (10 ft.) expands by an additional 50 ft.. If your race provides darkvision as well, the ranges stack.

  • Evasion (Ex): At 7th level, you gain Evasion (as the rogue class feature of the same name); you gain Improved Evasion at 15th level, but do not gain Greater Evasion.

  • Vampire Bat (Su): Starting at 11th level, you can use vampiric touch at will, with a caster level equal to your base attack bonus. You can use this normally as a melee touch attack, or can channel it through a melee weapon as a [strike].

Bear Totem

You are bigger and stronger than most others of your race, and they tend to look to you for protection and leadership. In Mi’kmaq and some other Native American cultures, the bear makes an astral journey to bring medicines to the people.

Favored Terrain: Hills and mountains (brown or black bear totem), arctic (polar bear totem), or Astral Plane (Ursa Major).

Totem Skills: Diplomacy, Heal.

Bonus Feats: Defensive Rebuke, Fight On, Improved Grapple, Leadership, Shared Shield, Strength Training.

Totem Abilities:

  • Scent (Ex): At 3rd level, you gain the Scent special quality (as the bear warrior prestige class from Complete Warrior).

  • Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.

  • Medicine Giver (Ex): At 11th level you gain a suite of racial spell-like abilities, using your Heal skill in place of Concentration: 1st—cure light wounds, 2nd—lesser restoration, 3rd—create food & water, 4th—neutralize poison, 5th—dream, 6th—globe of invulnerability, 7th—regenerate, 8th—animal shapes (bears only), 9th—astral projection.

Bloodline Totem

Pick a sorcerer bloodline (q.v.); your totem is represented by that bloodline in some way. This allows you to simulate a Bloodrager (Advanced Class Guide) by multiclassing barbarian with sorcerer.

Favored Terrain: None.

Totem Skills: Concentration, Spellcraft.

Bonus Feats: Choose from the bonus feats listed for your sorcerer bloodline.

Totem Abilities:

  • Blood Casting (Su): Starting at 3rd level, you can cast sorcerer spells while in a rage. You gain Weak sorcerer spellcasting theurgy from your barbarian levels. Your barbarian levels also provide Full synergy for purposes of determining your bloodline resistances, and weak synergy towards determining bloodline powers gained.

  • Blood Sanctuary (Ex): Starting at 7th level, you can choose not to be affected even if you are within the area of an area-effect spell cast by you or one of your allies.

  • Bloodrage Spell (Ex): Starting at 11th level, whenever you activate your rage you can simultaneously cast any one sorcerer spell you know on yourself as a swift action. This spell ends when your rage ends, even if its normal duration has not ended.

Boar Totem

Heavy-set, gluttonous, and monstrously ugly, you have few friends—but your enemies fear your ferocity and resistance to injury. Favored Terrain: Plains. Totem Skills: Endurance, Survival. Bonus Feats: Improved Natural Armor, Improved Overrun, Iron Will, Skirmish, Stamina Training, Toughness. Totem Abilities:

  • Improved Damage Reduction (Ex): Starting at 3rd level, your normal barbarian damage reduction doubles.
  • Powerful Charge (Ex): At 7th level, you gain Spirited Charge as a bonus feat. You can use this ability with any piercing weapon, even when you are not mounted. In addition, if you have the Spearfighter feat, you can use it in conjunction with any piercing weapon or natural attack.
  • Pig’s Gluttony (Su): Starting at 11th level, you can derive nutrition from anything you can swallow, and are immune to ingested poisons. You can even eat active spell effects; treat this as dispel magic with a range of touch and a caster level equal to your class level. Starting at 19th level, you can eat magic items as well (treat as 3.5 edition disjunction, again with a range of touch).
Bull Totem

Favored Terrain: Plains.


Totem Skills: Bluff, Escape Artist.


Bonus Feats: Cleave, Daunting Strike, Heedless Charge, Improved Bull Rush, Improved Overrun, Strength Training.


Totem Abilities:

  • Dashing Step (Ex): Starting at 3rd level, the penalty to AC when you charge is reduced by 2 (minimum 0). You also receive a sacred bonus to AC against attacks of opportunity made against you while charging equal to your rage bonus (even when not raging).

  • Gorgon’s Blood (Ex): Starting at 7th level, you are immune to Dexterity damage and Dexterity drain, and cannot be paralyzed or turned to stone.

  • Unstoppable Charge (Ex): At 11th level, you gain immunity to entanglement and Check maneuvers. If you have the Improved Overrun feat, you can use your trample ability on barriers in the path of your charge, and ignore any hardness on barriers attacked in this manner. You gain a combat maneuver (Overrun) check to destroy a wall of force or prismatic wall if you charge into it (1d20 + your class level + your Str bonus, against a DC of 11 + the wall’s spell level + the wall’s caster level. If you fail to destroy a wall of force, you take damage as if you had trampled yourself and you stop immediately in front of the barrier. Failing to destroy a prismatic wall subjects you to the wall’s full effects.

Dragon Totem

Your prowess and ferocity strike fear into the hearts of those who stand against you.


Favored Terrain: Hills and mountains or underground (dragon totem), or arctic (linnorm totem).


Totem Skills: Bluff, Perception.


Bonus Feats: Blind-Fight, Improved Natural Armor, Iron Will, Penetrating Strike, Resist Energy, Shatter Defenses.


Totem Abilities:

  • Totem Immunities (Ex): Starting at 3rd level, you are immune to fear, paralysis, and sleep.

  • Breath Weapon (Su): At 7th level, you gain a breath weapon as a supernatural ability usable three times per day; it takes the shape of a 60-ft. line or 30-ft. cone and deals energy damage (of a type appropriate to your specific dragon or linnorm totem) equal to 1d6 x your class level (Reflex half, DC 10 + half your class level + your Con modifier).

  • Frightful Presence (Ex): At 11th level, you gain Staredown and Feat Mastery (Staredown) as bonus feats.

Elephant Totem

In addition to being admired for its size and prowess in war, the elephant has long been a symbol of wisdom, royalty, divine protection, and virility. You consider your rage to be akin to a bull elephant’s musth state.


Favored Terrain: Plains or Forests.


Totem Skills: Diplomacy, Knowledge (lore).


Bonus Feats: Awesome Blow, Heedless Charge, Improved Bull Rush, Improved Overrun, Improved Natural Armor, Moral Training.


Totem Abilities:

  • Great T’Phon (Ex): Starting at 3rd level, your carrying capacity triples (as if affected by an ant haulAPG spell, but this is an extraordinary ability and cannot be dispelled.

  • Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.

  • Wisdom of Ganesha (Ex): At 11th level you gain a suite of racial spell-like abilities, using your Diplomacy skill in place of Concentration if the bonus is greater: 1st—protection from evil, 2nd—bull’s strength, 3rd—prayer, 4th—divination, 5th—greater heroism, 6th—geas, 7th—repulsion, 8th—earthquake, 9th—storm of vengeance.

Fox Totem

Favored by Small barbarians such as gnomes and halflings, the fox totem is for swiftness and cunning more than brute strength.


Favored Terrain: Forest (red fox), cold (arctic fox), or desert (fennec or coyote).


Totem Skills: Acrobatics, Stealth


Bonus Feats: Agility Training, Careful Attack, Combat Expertise, Dodge, Giant-Slayer, Improved Feint.


Totem Abilities:

  • Reynard’s Luck (Ex): Starting at 3rd level, you gain a bonus Hero Point (Chapter 1) at the start of each day. If not used within 24 hours, it is lost in favor of the new one for the next day; you cannot accumulate these bonus points.

  • Evasion (Ex): At 7th level, you gain evasion, as the rogue class feature of the same name. At 15th level, this improves to Improved Evasion. You do not receive greater evasion, however.

  • Sour Grapes (Su): You are accustomed to surviving the humiliating failures of even your most audacious tricks. Starting at 11th level, you are immune to the effects of starvation and dehydration (including desiccation damage), and need not breathe (rendering you immune to inhaled poisons, suffocation, and drowning).

Frog Totem

Barbarians with the primordial Frog totem represent the most primitive of their class. Favored Terrain: Marshes and swamps (frog), or underground (lizard totem; otherwise identical).


Totem Skills: Bluff, Planar Sense.


Bonus Feats: Careful Speaker, Chaotic Mind, Great Fortitude, Penetrating Strike, Skill Trick (jump), Toughness.


Totem Abilities:

  • Disruptive (Ex): At 3rd level you gain the Disruptive fighter talent (q.v.), using your barbatian level in place of your fighter level. If you have levels in fighter, they provide Full synergy towards this ability.

  • Nondetection (Ex): At 7th level, you gain a permanent nondetection effect, as the spell with a caster level equal to your class level (even if you have no ranks in Concentration), except that this is an extraordinary ability and cannot be dispelled.

  • Spell Resistance (Ex): Starting at 11th level, you gain spell resistance equal to 11 + your class level.

Hawk Totem

Hawk totem barbarians are fast and graceful, often preferring the use of ranged weapons.


Favored Terrain: Hills and mountains, or desert.


Totem Skills: Handle Animal, Perception.


Bonus Feats: Blinding Strike, Dodge, Far Shot, Precise Shot, Rapid Shot, Skirmish.


Totem Abilities:

  • Animal Companion (Ex): At 3rd level, you gain a hawk as an animal companion. Your effective druid level is equal to your barbarian level; you can improve your animal companion as a druid does, and eventually attain a more powerful hawk-like animal (e.g., a roc at 12th level). It takes 1 in an appropriate terrain, and a DC 15 Handle Animal check, to find a new companion if the previous one dies.

  • *Eyes of the Eagle (Sp): Starting at 7th level, you can spend a move action in order to lose your own vision and instead see through the eyes of your animal companion; switching back is a free action. You can do this as often as desired. In addition, up to 3 times per day you can see through the eyes of a different bird of prey; treat this as a clairvoyance spell (at a caster level equal to your class level), but it works only outdoors.

  • Speed of the Hawk (Su): Starting at 11th level, as a swift action, you can act as if hasted for 1 round. This ability can be used a number of times per day equal to your class level. HIVE TOTEM

Hive Totem

Certain tribes of barbarians revere the mindless vermin of their homelands, honoring their toughness, sense of community, and ability to strip all edible material bare. This totem was adapted from the rage powers of the same name from Ultimate Combat.


Favored Terrain: Jungle, swamp, or underground.


Totem Skills: Craft (toxicology), Handle Animal.


Totem Feats: Chaotic Mind, Combat Reflexes, Fight On, Improved Flanking, Iron Will, Serenity.


Totem Abilities:

  • Hive Resistance (Su): Starting at 3rd level, you take no damage from attacks by swarms, preventing harmful secondary effects of such attacks like distraction, poison, etc. In addition, you can use the Handle Animal skill on vermin without the usual +4 to the DC.

  • *Hive Toxicity (Su): Starting at 7th level, you can envenom any piercing weapon you use with the equivalent of giant scorpion venom (DC 10 + half your class level + your Constitution modifier, damage 1d2 Str/rd. for 6 rounds, cure 1 save) at no cost, to a maximum number of doses per day equal to your barbarian level plus your number of ranks in Craft (toxicology) skill.

  • Cloak of Vermin (Su): Starting at 11th level, you are constantly surrounded by a 5-ft. radius swarm of Diminutive biting, flying insects. Those within the area (except you) are attacked by the swarm (damage equal to that of your Vital Strike, plus distraction). Your cloak of vermin has Hit Dice equal to your class level, and uses your Constitution modifier, AC, and saving throws. If your attendant vermin swarm is destroyed, it recovers at the rate of 1 effective druid level per day.

Honey Badger Totem

Barbarians with this totem often live in burrows in the hills, bursting forth to slay their enemies with great ferocity and tenacious resolve.


Favored Terrain: Hills and mountains.


Totem Skills: Bluff, Escape Artist.


Bonus Feats: Great Fortitude, Improved Grapple, Improved Natural Armor, Stamina Training, Toughness, Unclean Strike.


Totem Abilities:

  • Burrow (Ex): A 3rd level, you gain a burrow speed equal to 5 ft. x your rage bonus (through sand and earth only, not solid rock).

  • Fearless (Ex): Starting at 7th level, you are immune to all [fear] effects. In addition, you are immune to the attacks of swarms.

  • Snake-Eater (Ex): At 11th level, you gain immunity to all [afflictions], including disease, poison, nausea, and sickness.

Horse Totem

Like a Comanche brave or one of Genghis Khan’s Mongols, you were born in the saddle. You are keenly aware that, on the plains or steppes of your homeland, a man without a horse is soon a dead man. Horse totem barbarians often call themselves Horselords (as per Dragon magazine, issue 338), and may refer to their rage as a “battle ecstasy.”


Favored Terrain: Plains or desert.


Totem Skills: Handle Animal, Survival.


Bonus Feats: Magical Talent (create water, predict weather, etc.), Mounted Combat, Skirmish, Spirit Banner (as the fighter’s “banner” talent), Spirited Charge, Steady Aim.


Totem Abilities:

  • Animal Companion (Ex): At 3rd level, you gain a horse as an animal companion (as that function of the Druid’s mark of the wild class feature). It takes 1 week and a DC 15 Handle Animal check to find a new companion if the previous one dies. If you have Plains as your favored terrain, your mount also receives the bonus to base land speed. As your skill in Handle Animal improves, you can improve your horse as noted for animal companions; at higher levels, you can conceivably trade an actual horse for a horse-like steed such as a hippogriff, nightmare, pegasus, or dragon horse, subject to the CR limits based on your level and skill bonus.

  • Ferocious Mount (Ex): At 7th level, your animal companion gains damage reduction equal to yours. While you rage, your mount gains the benefits of your rage and all active rage powers for as long as you remain mounted or adjacent to it.

  • Planar Mount (Su): At 11th level, your mount gains the following suite of racial spell-like abilities (Chapter 8), using your class level as its caster level in place of ranks in Concentration: 0—create water, 1st—expeditious retreat, 2nd—blur, 3rd—water walking, 4th—air walk, 5th—plane shift, 6th—find the path, 7th—ethereal jaunt, 8th—rapid journeyRR, 9th—astral projection (self and riders only).
Kracken Totem

You are at home in and on the waves of the icy seas.


Favored Terrain: Water (shipboard) or Water (underwater).


Totem Skills: Concentration, Knowledge (planes).


Bonus Feats: Favored Terrain (increase existing bonus by +2; you can gain this multiple times), Improved Grapple, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Strike, Two-Weapon Versatility.


Totem Abilities:

  • Strong Swimmer (Ex): Swim speed equal to 5 ft. x rage bonus (even when not raging); stacks with swim speed from favored terrain (if any).

  • Freedom of Movement (Ex): Starting at 7th level, you are at home beneath the choppy seas, and are as adept as escaping as the jetting squid. You can grant yourself freedom of movement and water breathing (as the spells, but as an extraordinary ability) as a swift action, lasting 1 minute per class level per use. You can use this ability once per day per 3 class levels you possess.

  • Storm Magic (Sp): At 11th level, you gain the following suite of racial spell-like abilities: 1st—obscuring mist, 2nd—resist energy, 3rd—call lightning, 4th—dominate animal (marine life only), 5th—control winds, 6th—summon nature’s ally VI (marine life only), 7th—control weather, 8th—maelstromCD, 9th—storm of vengeance.

Lion Totem

Like a Maasai warrior, you are at home on the grassy savannah and rough badlands. A barbatian with this totem supersedes the Singh Rager prestige class from Oriental Adventures. N.B. The pounce ability granted by the spirit lion totem (from Complete Champion) has been superseded in these house rules by the Skirmish feat (q.v.). The damage bonus when charging conferred by the Unearthed Arcana lion totem is likewise already subsumed into the Vital Strike and Skirmish feats.


Favored Terrain: Plains.


Totem Skills: Acrobatics, Stealth.


Bonus Feats: Agility Training, Fleet, Lightning Reflexes, Skirmish, Spearfighter, Staredown.


Totem Abilities:

  • Lion-Hearted (Ex): At 3rd level, you gain low-light vision. You are also immune to fear and [fear] effects.

  • Lion’s Pounce (Ex): Starting at 7th level, when you make a charge attack, the critical threat range of your weapon(s) increases by one (e.g., from 19-20 to 18-20). This ability stacks with the effects of the Improved Critical feat and/or keen weapon property. This ability supersedes the Jaguar Pounce feat from Pathfinder Companion: Sargava, the Lost Colony.

  • Swiftness of the Lioness (Ex): Starting at 11th level, as a swift action, you can act as though under a haste spell for one round, but this is an extraordinary ability, rather than a spell-like ability. You can use this ability a number of times per day equal to your class level.

Oiroboros Totem

You revere the Worm Ouroboros, a symbol of the unity of your home world and defense against outsiders. This totem was adapted from the chain of World Serpent Totem rage powers (Ultimate Combat).


Favored Terrain: Plains, mountains, or underwater


Totem Skills: Knowledge (planes), Planar Sense.


Bonus Feats: Aligned Strike, Anchoring Blow, Counterport, Moral Training, Paragon of Insight, Serenity.


Totem Abilities:

  • World Stability (Ex): Starting at 3rd level, you cannot be knocked prone, and gain a sacred bonus to CMD against other maneuvers equal to your rage bonus (even when not raging).

  • World Serpent Unity (Ex): At 7th level, you gain outsiders (all) and aberrations as favored enemies (as the ranger lore of the same name), using your barbarian level in place of your ranger level (if you also have levels in ranger, they provide Full synergy). You can use the Aligned Strike or Anchoring Blow feat (if possessed) in conjunction with a full attack against these enemies without the normal -5 attack penalty.

  • World Serpent Resistance (Ex): At 11th level, you gain spell resistance equal to 11 + your class level.

Rat Totem

Rat totem barbarians are often Small creatures themselves, like goblins, kobolds, or halflings.


Favored Terrain: Urban or underground.


Totem Skills: Escape Artist, Stealth.


Bonus Feats: Catch Off-Guard, Giant-Slayer, Great Fortitude, Improved Feint, Unclean Strike, Weapon Finesse.


Totem Abilities:

  • Sneak Attack (Ex): At 3rd level, you gain sneak attack +1d6 (as the rogue class feature of the same name). This improves by +1d6 per 4 levels thereafter (maximum +5d6 at 19th level).

  • Call of the Sewers (Sp): Starting at 7th, level, you can summon a rat swarm once per day as a spell-like ability, as per a summon swarm spell with a caster level equal to your barbarian class level (even if you have no ranks in Concentration). At 7th level, you can either use this ability twice per day, or else once per day to summon 1d4+1 rat swarms. At 11th level, you can use this ability at will, or three times per day to summon 1d3 rat swarms, or once per day to summon 3d6 rat swarms.

  • Survivor (Ex): At 11th level, you gain immunity to all [afflictions], including disease, poison, nausea, and sickness.

Scorpion Totem

Scorpion totem barbarians can represent the “whirling dervishes” of the desert places. They are generally ascetics, eschewing material possessions other than their clothing and weapons.


Favored Terrain: Deserts.


Totem Skills: Concentration, Knowledge (planes).


Bonus Feats: Exotic Weapon Proficiency (scimitar), Improved Natural Armor, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Strike, Weapon Finesse.


Totem Abilities:

  • Dust Devil (Ex): At 3rd level, you gain the ability to can kick up a cloud of dust while you fight as a free action, granting you partial concealment (20% miss chance). You can use this ability a number of rounds per day equal to your class level. If activated while raging, you pay the duration cost only for the first round; the effect automatically lasts thereafter until your rage ends.

  • Wisdom of the Wastes (Sp): At 7th level, you gain the following suite of racial spell-like abilities (Chapter 8): 1st—locate waterSSt, 2nd—blades of fireCA, 3rd--haboobSSt, 4th—poison, 5th—control winds, 6th—true seeing, 7th—summon nature’s ally VII (djinn), 8th—whirlwind, 9th—etherealness.

  • You achieve complete submission to the will of your deity, At 11th level, you become immune to [mind-affecting] spells and effects.

Serpent Totem

Living deep in the rain forests, Serpent totem barbarians often use poisoned missiles from ambush, then swiftly attack and slay their foes in melee.


Favored Terrain: Forests and jungles, or marshes and swamps.


Totem Skills: Bluff, Craft (toxicology).


Bonus Feats: Ability Focus (hypnotic gaze), Improved Grapple, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Venomous Strike.


Totem Abilities:

  • Serpent’s Glide (Ex): At 3rd level, you gain a climb speed and a swim speed, each equal to 5 ft. x your rage bonus (even when not raging). If you already have a climb and/or swim speed, the speed(s) stack.

  • Poison Use (Ex): Starting at 7th level, you never risk poisoning yourself when envenoming your weapons. In your native rain forest, you can envenom your arrows and/or blowgun darts with the equivalent of black adder venom (DC 10 + half your class level, damage 1d2 Con/rd. for 6 rounds, cure 1 save) at no cost, to a maximum number of missiles per day equal to your barbarian level plus your number of ranks in Craft (toxicology) skill.

  • Hypnotic Gaze (Su): Starting at 11th level, as a standard action, you can entrance any single creature within 30 ft. that meets your gaze. The victim must succeed at a Will save (DC 10 + your barbarian level) or be fascinated for 2d4 rounds. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect. The victim takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action. Starting at 15th level, you can activate this ability as a move action. At 19th level, you can target one creature per round as a swift action.
Shark Totem

Sharks are often viewed as deified ancestor spirits in Hawaiian mythology, making this a particularly appropriate totem for characters from a society modeled on the Pacific Islands. Barbarians with the shark totem manifest the spirit of the ocean’s most feared predator, with senses and instincts designed to stalk prey from huge distances.


Favored Terrain: Water (underwater).


Totem Skills: Athletics, Bluff.


Bonus Feats: Bleeding Strike, Furious Focus, Great Fortitude, Improved Natural Armor, Intimidating Prowess, Toughness.


Totem Abilities:

  • Keen Scent (Ex): At 3rd level, you gain the scent special quality. If you can breathe underwater (using water breathing or by having favored terrain [underwater] of +4 or better), your scent ability functions underwater at double the normal radius, and you can smell blood up to a mile away.

  • Quarry (Ex): At 7th level, you gain the Quarry ability, as the ranger class feature of the same name. For purposes of this ability, you effective ranger level is equal to your barbarian level -4. If you have levels in ranger, your barbarian level provides Strong synergy to your quarry class feature.

  • Aumakua (Su): At 11th level and above, you are a living ancestor to your people, able to appear in various spirit forms. You gain the wild shape ability (as the druid class level feature), limited to the following forms: huge shark (as beast shape III), normal owl (beast shape II), a rock (meld into stone), or in dreams (as the dream spell). You can use this ability once per day per six class levels you possess; if you possess levels in druid, they provide Full synergy, unless you have the Wild Shaper initiation, in which case your barbarian level provides Full synergy to your druid level, and the additional forms (rock, dream) are retained.

Spirit Totem

You are at one with the spirit world, allowing you to access mystical abilities that most barbarians shun and fear. This totem is intended to synergize with the incarnate’s Rage mystery, in order to supersede the Rage Prophet prestige class from the Advanced Player’s Guide. It can also be used to simulate the Rage Mage prestige class from Complete Warrior.


Favored Terrain: Extraplanar (choose one).


Totem Skills: Concentration, Planar Sense,


Bonus Feats: Arcane Armor Training, Expanded Arcana (you can select this multiple times), Extra Rage, Magical Talent, Practiced Bloodline (or Practiced Channeling, Practiced Initiate, or Practiced Revelations).


Totem Abilities:

  • Spell Rage (Ex): Choose one spellcasting class in which you have levels. Starting at 3rd level, your barbarian levels provide Weak theurgy towards that class’ spellcasting progression, and you can cast spells from that class’ list while in a rage. Your spellcasting class levels also provide Weak synergy for purposes of determining the type of rage of which you are capable, your rage bonus, and your total number of rounds per day of rage. While raging, you can expend a spell slot as a swift action in order to regain a number of daily rounds’ worth of rage equal to the level of the spell slot.

  • Spirit Guardian (Sp): Starting at 7th level, as a swift action you can spend 1 round of rage (whether you are raging or not) to give your armor and weapons the ghost touch property for 1 round. If you have the ghost rager rage power, that functions normally, and imbuing your weapons (and armor/shield, at 9th level) when not raging do not cost rounds of rage.

  • Spell Fury (Sp): Upon reaching 11th level, you can quicken one spell of 2nd level or lower (as if by the Quicken Spell feat) cast while raging, but without adjusting the spell’s level or casting time. You may use this ability once during each rage. The maximum spell level increases by +1 per 4 levels after the 11th (maximum 4th level spell at 19th level).

Thylacine Totem

Ritual scars, battle scars, or both—possibly enhanced with brands and/or paint—crisscross your face and body like the stripes of your totem animal, the so-called “Tasmanian tiger” or “Tasmanian wolf.” This totem is derived from the Scarred Rager archetype, from Ultimate Combat.


Favored Terrain: Desert or plains.


Totem Skills: Bluff, Diplomacy.


Bonus Feats: Evade Reach, Fight On, Intimidating Prowess, Shatter Defenses, Staredown, Toughness.


Totem Abilities:

  • Scarred Hide (Ex): Starting at 3rd level, any continuing damage you sustain (as from a bleed effect, an acid arrow spell, etc.) is reduced by an amount equal to your totem bonus (minimum 0). Any sneak attack or Vital Strike made against you has its damage reduced by a number of dice equal to your totem bonus (your normal damage reduction is applied thereafter).

  • Bushfire Markings (Ex): Aboriginal legend attributes the markings of the thylacine as soot from a bush fire. At 7th level, you gain the [fire] subtype, including immunity to fire and vulnerability to cold.

  • Tolerance (Ex): If you fail a save against an effect that causes you to become dazed, exhausted, fatigued, frightened, nauseated, sickened, shaken, or stunned, you can make a second save to negate the effect on the start of your next turn. Only one additional save is allowed. If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round).

Weasel Totem

You may not be the largest of your people, but none doubt the savage ferocity and uncanny reaction speed of which you are capable.


Favored Terrain: Cold (wolverine totem), forest (marten totem), plains (stoat totem), or underground (badger totem).


Totem Skills: Acrobatics, Stealth.


Bonus Feats: Agility Training, Crippling Strike, Giant-Slayer, Improved Initiative, Spring Attack, Weapon Finesse.


Totem Abilities:

  • Weasel War Dance (Ex): At 3rd level, you gain the Defensive Roll rogue combat talent.

  • Riposte (Ex): At 7th level, you gain the Riposte fighter talent (q.v.), with an effective fighter level equal to your barbarian class level. You must have the Dodge and Weapon Finesse feats in order to gain the effects of this ability.

  • Feigned Opening [Stance] (Ex): At 11th level, you gain the Robilar’s Gambit advanced fighter talent.

Wolf Totem

The wolf has taught you that cooperation with your companions can mean the difference between survival and starvation.


Favored Terrain: Plains.


Totem Skills: Endurance, Survival.


Bonus Feats: Adaptable Flanking, Combat Reflexes, Exhausting Defense, Improved Flanking, Improved Trip, Skill Focus (Endurance).


Totem Abilities:

  • Scent (Ex): Starting at 3rd level, your nose is as keen as a wolf’s. You gain the scent special quality.

  • Sneak Attack (Ex): At 7th level, you gain sneak attack +2d6, as the rogue ability. Your sneak attack damage increases by +1d6 per 4 class levels beyond the 7th (i.e., to +3d6 at 11th level, +4d6 at 15th, and to +5d6 at 19th level). At a total bonus of +5d6, you also gain Improved Sneak Attack (q.v.).

  • *Pack Lord (Su): Starting at 11th level, once per day you can summon wolves to fight with you. This works as summon nature’s ally (4d6 wolves, 1d4+1 dire wolves, or 1d3 winter wolves), except the duration is 10 minutes per level (it operates at a caster level equal to your class level, even if you have no ranks in Concentration). The number of wolves summoned increases as you gain levels, as follows; you can summon only one type at a time.

Wolf Summons
Class Level: 11th 13th 15th 17th
Wolves 4d6 6d6 10d6 15d6
Advanced Wolves 2d6 4d6 6d6 10d6
Dire Wolves 1d4+1 2d6 4d6 6d6
Winter Wolves 1d3 1d4+1 2d6 4d6
Zombie Totem

You belong to a primitive death cult. Barbarians with this totem often go into battle with their faces painted like skulls, leading zombies animated by their tribal witch doctors.


Favored Terrain: Ethereal Plane.


Totem Skills: Concentration, Knowledge (planes).


Bonus Feats: Command Undead, Iron Will, Skill Focus (Knowledge: planes), Spellstrike, Toughness, any Death Domain or [Necromantic] feat.


Totem Abilities:


  • Taint of the Grave (Ex): Starting at 3rd level, you are healed, rather than damaged, by negative energy (if you are undead, you instead gain channel resistance equal to your rage bonus; this stacks with any existing channel resistance you possess. You are treated as if you had access to the Death domain and the ability to channel negative energy, for purposes of qualifying for [divine], [domain], and [necromantic] feats (Chapter 5).
  • Touch of Death (Sp): At 7th level, you gain access to a racial suite of spell-like abilities (Chapter 8), as follows: 0—reduced ray of entropy (1d6), 1st—damage attribute (Str), 2nd—ghoul touch, 3rd—vampiric touch, 4th—enervation, 5th—crypt warden’s graspCM, 6th—Heightened slay living (6d4 Con), 7th—ethereal jaunt, 8th--blackfireCA, 9th—wail of the banshee.

  • Baron Samedi (Su): If you are at least 11th level and are killed, you rise the next night as one of the walking dead; you gain the juju zombie template (Bestiary 2) except that you can benifit from moral bonuses. If destroyed as a juju zombie, you rise again the next night unless basic steps are taken to prevent it (e.g., burning the body or casting sanctify corpse on it, making sure the body is within the area of a hallow spell, etc.).