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Fury & Frenzy - A Barbarian Sourcebook

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100% found this document useful (5 votes)
844 views46 pages

Fury & Frenzy - A Barbarian Sourcebook

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTRODUCTION

is book is designed with players in mind. However, like all supplements, you will need to seek the
permission of your GM before using any of these options for your character.
Fury and Frenzy presents a variety of content designed to augment your existing barbarian or allow
you to create a new variant barbarian. e first section deals with variant barbaric and tribal base
classes. Some of these classes center around the barbarian class’ core abilities, while others explore
different forms the barbarian can take. e second section contains a wide variety of rage feats and
rage-channeling feats. ese feats give you many new options to flesh out your barbarian’s tribal
nature and fighting style. e final section contains rules for totem feats. ese feats allow you to
select a totetmic patron for your barbaric character.

CREDITS
Writing & Layout: Michael Todd

Additional Writing: Jeremy Forbing

Cover & Interior Illustrations: Gary Dupuis (www.gdupuis.com)

Editing: Jeremy Forbing

Requires the use of the Dungeons & Dragons® Player’s Handbook, ird Edition, published by Wizards of the Coast®,
Inc. is product utilizes updated material from the v.3.5 revision. ‘d20 System’ and the ‘d20 System’ logo are trademarks
of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of the
License can be found at www.wizards.com/d20. Dungeons & Dragons® and Wizards of the Coast® is a trademark of
Wizards of the Coast, Inc. in the United States and other countries and is used with permission.

e following is designated as Product Identity, in accordance ith Section 1(e) of the Open Game License, Version 1.0a:
all character and place names and descriptions, all artwork, images and trade dress. e following text is Open Gaming
Content: Chapters 1 through 4, and all stat blocks in Chapter 5, except for material previously declared Product Identity.

Fury and Frenzy is © 2006 Michael Todd. All Rights Reserved. e Big Finger Games logo is a trademark owned by
Michael Todd. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright
holders of that material. Big Finger Games and the Big Finger Games logo are trademarks owned by Michael Todd. All
Right Reserved. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is
purely coincidental.

[email protected] • www.bigfingergames.com
CONTENTS
BERSERKER.......................................................................................................................................... 3
HEARTHWARDEN............................................................................................................................. 6
PRIMAL MAGUS............................................................................................................................... 11
SAVAGE SEAFARER ......................................................................................................................... 15
SAVAGE WARRIOR........................................................................................................................... 18
SHAMANIC WARRIOR ................................................................................................................... 22
SKALD ................................................................................................................................................. 25
THE WILDBLOOD........................................................................................................................... 30
WOODLAND SENTINEL ............................................................................................................... 33

FEATS
B R [R C] ....................................................................................................................36
B R [R].................................................................................................................................
B’ H [R C]........................................................................................................................
B’ H [R] ..........................................................................................................................................
C F [R] ......................................................................................................................................
D R [R C].................................................................................................................
E C [R] ....................................................................................................................................
E C [R C] ..............................................................................................................
E S [R C] ...............................................................................................................
E H [R C] .............................................................................................................
E S [R C] ................................................................................................................
F  R [R ]...........................................................................................................................................
F R [R C] ....................................................................................................................
F S [R C] ............................................................................................................
G R [R C] .......................................................................................................................
H F [R].................................................................................................................................................
L F [R] .......................................................................................................................................
M R [R C].................................................................................................................
M T [R].......................................................................................................................................
M R [R C] ..............................................................................................................
P R [R C].................................................................................................................
R [R] ..................................................................................................................................................
R J [R C].......................................................................................................................
S H [R].........................................................................................................................................
S R [R C]......................................................................................................................
S’ H [R C]......................................................................................................................
U R [R C] .....................................................................................................................
U R [R] ...............................................................................................................................
U R [R C] ............................................................................................................
W [R] .....................................................................................................................................................
W R [R C] ..............................................................................................................
W’ C [R] .......................................................................................................................................
W’ R [R].........................................................................................................................................
B [T]........................................................................................................................................................
B B [T] .......................................................................................................................................
C [T]..........................................................................................................................................................
D [T] .......................................................................................................................................................
D F [T] ......................................................................................................................................
E [T]......................................................................................................................................................
M N [T]......................................................................................................................................
N-T F [T] ...................................................................................................................................
R [T].......................................................................................................................................................
W [T].......................................................................................................................................................
W [T] .......................................................................................................................................................

2 FURY & FRENZY: A BARBARIAN SOURCEBOOK


CHAPTER ONE

C LASSES
BERSERKER human civilizations. A berserker may find his
e berserker is a close kin to the barbarian. way into civilization as the result of a quest, or
ey differ in little more than fighting style. the destruction of his tribe. He may have been
e berserker’s rage takes the form of an agile, driven away from his native land by natural
but equally devastating, frenzy. While the disaster or invasion by monstrous humanoids.
barbarian becomes stronger and tougher in Berserkers have no common ground with
his rage, the berserker becomes stronger and other berserkers unless they are from the
more elusive during his whirling frenzy. same tribe or clan.
Adventures: A variety of motivations may Races: Human berserkers come from
lead a berserker into an adventuring life. ey unsettled areas. Half-orc berserkers can be
may adventure as a rite of passage, or to avenge raised by either human or orc tribes, but often
some wrong that has befallen their tribe. never fit in with either. Dwarf berserkers are
Many simply find that the chaotic lifestyle usually either members of some decaying
of an adventurer suits their temperament. dwarven settlement that has descended into
Berserkers often take exception to what they savagery, or are outcasts who have a touch
perceive to be dark and unnatural magic. of madness about them. Berserkers of other
Characteristics: e berserker is most races are almost unheard of.
suited to battle. His violent frenzy allows Other Classes: Berserkers have the most in
him to best most opponents with increased common with rangers, druids, barbarians, and
strength and quickness. ese outrageous clerics who follow nature gods. Berserkers are
displays of violence are very taxing and the suspicious of the arcane arts. ey perceive
berserker may only frenzy a few times each most magic as being unnatural. Berserkers
day. He is not only equipped to deal with the sometimes look down on other classes that
dangers of the wild; he is at home with them. are unwilling to rush headlong into battle as
Alignment: Berserkers have little use for they are.
law. ey may believe in justice and honor, Role: A berserker lives for fighting. He
but their nature is a chaotic one. eir wild serves as a good scout and tough warrior in a
spirit could reflect a freedom found only in group of adventurers. He is best at drawing the
nature, or the unpredictable destruction of attacks of opponents while other classes may
nature unleashed. deal better with their adversaries at range.
Religion: A berserker whose temperament
would allow him to subscribe to organized GAME RULE INFORMATION
religion will often only follow what he Berserkers have the following game statistics.
perceives to be the most powerful and worthy Abilities: Strength is vital to a berserker
gods – gods of war, nature, or strength. for its combat application, and numerous
However, many barbarians instead follow the berserker class skills are based on Strength.
nameless primal forces of the wild. Dexterity is also useful to the lightly armored
Background: Berserkers come from the berserker. Wisdom is the basis for some class
wild areas outside of the human and non- skills. Constitution allows the berserker to

FURY & FRENZY: A BARBARIAN SOURCEBOOK 3


frenzy longer and grants much needed hit lose the literacy he or she already had.
points. Whirling Frenzy (Ex): A berserker can
Alignment: Any nonlawful. fly into a whirling frenzy a certain number
Hit Die: d12. of times per day. In a frenzy, a berserker
temporarily gains a +4 bonus to Strength
Class Skills and a +2 dodge bonus to Armor Class and
e berserker’s class skills (and the key ability on Reflex saves. While in a whirling frenzy,
for each skill) are Climb (Str), Craft (Int), the berserker may make one extra attack in
Handle Animal (Cha), Intimidate (Cha), a round at his highest base attack bonus, but
Jump (Str), Listen (Wis), Ride (Dex), Survival this attack takes a -2 penalty, as does each
(Wis), and Tumble (Dex). other attack made that round. is penalty
Skill Points at 1st Level: (4 + Int modifier) applies for 1 round, so it also affects attacks of
×4. opportunity the berserker might make before
Skill Points at Each Additional Level: 4 + his next action.
Int modifier. While in a whirling frenzy, a berserker
cannot use any Charisma-,
Class Features Dexterity-, or Intelligence-
All of the following are class features of the based skills (except for
berserker. Balance, Escape Artist,
Weapon and Armor Proficiency: A Intimidate, and Ride),
berserker is proficient with all simple and the Concentration skill,
martial weapons, light armor, medium armor, or any abilities that require
and shields (except tower shields). patience or concentration,
Fast Movement (Ex): A berserker’s land nor can he cast spells or
speed is faster than the norm for his activate magic items that
race by +10 feet. is benefit applies require a command
only when he is wearing no armor, light word, a spell trigger
armor, or medium armor and not (such as a wand), or spell
carrying a heavy load. Apply completion (such as a scroll)
this bonus before modifying to function. He can use any
the berserker’s speed because feat he has except Combat
of any load carried or armor Expertise, item creation
worn. feats, and metamagic
Illiteracy: Berserkers feats. Whirling frenzy
are some of the few lasts for a number of rounds
characters who equal to 3 + the character’s
do not auto- Constitution modifier. A
matically know berserker may prematurely
how to read end a whirling frenzy. At
and write. A the end of the frenzy, the
berserker may berserker loses the frenzy
spend 2 skill modifiers and restrictions and
points to gain becomes fatigued (-2 penalty
the ability to read to Strength, -2 penalty to Dexterity, can’t
and write all languages he is able charge or run) for the duration of the current
to speak. encounter (unless he is a 17th-level berserker,
A berserker who gains a level in at which point this limitation no longer
any other class automatically gains applies).
literacy. Any other character who A berserker can fly into a frenzy only once
gains a berserker level does not per encounter. At 1st level he can use his

4 FURY & FRENZY: A BARBARIAN SOURCEBOOK


TABLE: THE BERSERKER
Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Fast movement, illiteracy, whirling frenzy 1/day
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Whirling frenzy 2/day
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Trap sense +2
7th +7/+2 +5 +2 +2 Whirling defense
8th +8/+3 +6 +2 +2 Whirling frenzy 3/day
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 1/—
11th +11/+6/+1 +7 +3 +3 Greater frenzy
12th +12/+7/+2 +8 +4 +4 Whirling frenzy 4/day, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 2/—
14th +14/+9/+4 +9 +4 +4 Evasion
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 3/—, whirling frenzy 5/day
17th +17/+12/+7/+2 +10 +5 +5 Tireless frenzy
18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 4/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty frenzy, whirling frenzy 6/day

frenzy ability once per day. At 4th level and ity to sneak attack the berserker by flanking
every four levels thereafter, he can use it one him, unless the attacker has at least four more
additional time per day (to a maximum of six rogue levels than the target has berserker lev-
times per day at 20th level). Entering a frenzy els. If a character already has uncanny dodge
takes no time itself, but a berserker can do from a second class, the character automati-
it only during his action, not in response to cally gains improved uncanny dodge instead,
someone else’s action. and the levels from the classes that grant un-
A character can’t use whirling frenzy at the canny dodge stack to determine the minimum
same time that he uses any other form of rage level a rogue must be to flank the character.
(or similar ability). Whirling Defense (Ex): Starting at 7th
Uncanny Dodge (Ex): At 2nd level, a level, a berserker in a whirling frenzy may
berserker retains his Dexterity bonus to AC (if “spend” an additional use of whirling frenzy
any) even if he is caught flat-footed or struck to temporarily gain the Deflect Arrows feat.
by an invisible attacker. However, he still loses In addition, he gains a +4 deflection bonus to
his Dexterity bonus to AC if immobilized. Armor Class. is ability lasts for a number
If a berserker already has uncanny dodge of rounds equal to 3 + your Constitution
from a different class, he automatically gains modifier (minimum 1 round). While using
improved uncanny dodge instead. this ability he loses the extra attack granted
Trap Sense (Ex): Starting at 3rd level, a by the whirling frenzy ability. A berserker
berserker gains a +1 bonus on Reflex saves may prematurely end a whirling defense. If he
made to avoid traps and a +1 dodge bonus possesses the greater frenzy ability, increase
to AC against attacks made by traps. ese the deflection bonus to +7. If he possesses the
bonuses rise by +1 every three berserker mighty frenzy ability, increase the deflection
levels thereafter (6th, 9th, 12th, 15th, and bonus to +8.
18th level). Trap sense bonuses gained from Damage Reduction (Ex): At 10th level, a
multiple classes stack. berserker gains Damage Reduction. Subtract
Improved Uncanny Dodge (Ex): At 5th 1 from the damage the berserker takes each
level and higher, a berserker can no longer be time he is dealt damage from a weapon or a
flanked. This defense denies a rogue the abil- natural attack. At 13th level, and every three

FURY & FRENZY: A BARBARIAN SOURCEBOOK 5


berserker levels thereafter (16th and 19th rest. ose who protect the sacred persons
level), this damage reduction rises by 1 point. of a society are said to guard the hearth-
Damage reduction can reduce damage to 0 fires of the entire tribe, and such persons are
but not below 0. considered to be direct servants of not only
Greater Frenzy (Ex): At 11th level, a ber- those important tribal dignitaries, but of the
serker’s bonus to Strength during his frenzy gods, spirits or other entities the tribe reveres.
increases to +6, and his dodge bonus to Armor ose spirits who watch over the tribes show
Class and on Reflex saves increases to +3. favor to these servants, and their gifts in both
Evasion (Ex): At 14th level a berserker healing and war are a boon to the entire tribe.
gains evasion. While in a frenzy, a berserker A hearthwarden is no mere warrior, she is a
can avoid magical and unusual attacks with religious functionary, whose responsibilities
great agility. If he makes a successful Reflex include not only the people she defends each
saving throw against an attack that normally night but the whole culture of which she is a
deals half damage on a successful save, he in- part.
stead takes no damage. Evasion can be used Adventures: When a chieftain’s impetuous
only if the berserker is wearing light armor or daughter seeks adventure, or a tribal shaman
no armor. A helpless berserker does not gain the goes on a quest to follow a portentous vision,
benefit of evasion. or a great warrior of the clan scouts beyond
Tireless Frenzy (Ex): At 17th level and the horizon, they are almost always sent forth
higher, a berserker no longer becomes fa- with a hearthwarden to guard their safety.
tigued at the end of his frenzy. Other hearthwardens venture into unfamiliar
Mighty Frenzy (Ex): At 20th level, a ber- lands to seek vengeance on those who killed
serker’s bonus to Strength during his frenzy their charges.
increases to +8, and his dodge bonus to Armor Characteristics: e hearthwarden is a
Class and on Reflex saves increases to +4. bodyguard and healer. She can go toe-to-toe
with the most powerful foes, and tend her
Ex- Berserkers allies’ wounds when the fighting is done. Her
A berserker who becomes lawful loses the secrets of flamecunning make her a powerful
ability to frenzy and cannot gain more levels and unpredictable combatant.
as a berserker. He retains all the other benefits Alignment: For the most part, a
of the class (damage reduction, fast movement, hearthwarden respects no laws save those of
trap sense, and uncanny dodge). nature and her tribe. However, hearthwardens
worry less about law and chaos then they do
about the presence of wickedness in their
HEARTHWARDEN midst, and a hearthwarden tolerates no evil in
All societies have certain people they hold
herself or those around her.
sacred. Whether they are members of certain
Religion: A hearthwarden’s religion is that
bloodlines, holy personages, or proven war
of her tribe. She must balance the needs of her
leaders, there are those whose continued
people with those of the spirits or gods she
health and safety are vital to the culture as a
serves, and she is thankful that they are most
whole. Even in primitive and tribal societies,
often one and the same.
these persons are given bodyguards and
Background: A young person must pass
special privileges to ensure their safety. In
through many trials and compete with the
many of these tribes, the life-giving fires they
best of her tribe to be accepted by the elders
light each night to keep the darkness and the
as a hearthwarden. ose who take on the
predators at bay symbolize the continued care
exalted mantle of tribal protector are always
of these honored personages. Fire is sacred,
paragons of the ancient ways, the best and
for it symbolizes home and continued well-
brightest of their clans.
being. In nomadic cultures, home is literally
Races: Humans are most often
wherever you light a fire to warm your night’s
hearthwardens, but many half-orcs and half-

6 FURY & FRENZY: A BARBARIAN SOURCEBOOK


elves have gained the respect of their human Class Skills
families by rising to such a respected position e hearthwarden’s class skills (and the
within the tribe. Only the most primitive key ability for each skill) are Climb (Str),
and isolated communities of other races have Concentration (Con), Craft (Int), Diplomacy
hearthwardens. (Cha), Handle Animal (Cha), Heal (Wis),
Other Classes: Hearthwardens get along Jump (Str), Intimidate (Cha), Listen (Wis),
well with just about anyone, and while Profession (Wis), Ride (Dex), Sense Motive
they may at first distrust those who use (Wis), Spot (Wis), Survival (Wis) and Swim
stealth and guile to achieve their ends, such (Str).
capabilities are valued when they serve the Skill Points at 1st Level: (2 + Int modifier)
group as a whole. Spellcasters from within a x4.
hearthwarden’s social group are always treated Skill Points at Each Additional Level: 2 +
with respect, while those from Int modifier.
outside are treated with a mix
of deferential regard and Class Features
watchful fear. All of the following are class features of the
Role: e hearthwarden hearthwarden.
is often best on the front Weapon and Armor Proficiency: A
lines of a fight, where hearthwarden is proficient with all simple
her combat abilities and martial weapons, light armor, medium
make her one of the armor, and shields (except tower shields).
foremost warriors in any Fast Movement (Ex): A hearthwar-
group, but her powerful den’s land speed is faster than the
defensive abilities and norm for her race by +10 feet. is
ability to grant quick benefit applies only when she is
healing make her the wearing no armor, light armor,
ideal defender for the or medium armor and not car-
weaker spellcasters in rying a heavy load. Apply this
a group, especially arcane bonus before modifying the
spellcasters who are forced hearthwarden’s speed because
to go with armor. And of of any load carried or armor
course, from a role-playing worn.
standpoint, the defense of Illiteracy: Hearthwar-
those considered sacred dens are some of the
by the group is always a few characters who do
hearthwarden’s priority. not automatically know
how to read and write. A
GAME RULE hearthwarden may spend
INFORMATION 2 skill points to gain the ability
Hearthwardens have the to read and write all languages she is
following game statistics. able to speak.
Abilities: Hearthwardens A hearthwarden who gains a level
strive for wisdom. ey must be in any other class automatically gains
ever vigilant for threats. Also, literacy. Any other character who
charisma helps them to relate gains a hearthwarden level does not
to those they protect. Of course, lose the literacy she already had.
strength is an important consideration for any Healing Warmth (Su): Beginning
warrior. at 2nd level, a hearthwarden with a
Alignment: Any non-evil. Wisdom score of 12 or higher can
Hit Die: d10. heal wounds (her own or those of
FURY & FRENZY: A BARBARIAN SOURCEBOOK 7
TABLE: THE HEARTHWARDEN
— Spells per Day —
Base Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Fast movement, illiteracy — — — —
2nd +2 +3 +0 +0 Healing warmth, — — — —
resistance to fire 5
3rd +3 +3 +1 +1 Flamecunning trait — — — —
4th +4 +4 +1 +1 Harm’s way, turn undead 0 — — —
5th +5 +4 +1 +1 Elemental turning 0 — — —
6th +6/+1 +5 +2 +2 Flamecunning trait 1 — — —
7th +7/+2 +5 +2 +2 Protective bonus +1 1 — — —
8th +8/+3 +6 +2 +2 Protective strike 1 0 — —
9th +9/+4 +6 +3 +3 Flamecunning trait 1 0 — —
10th +10/+5 +7 +3 +3 Protective bonus +2 1 1 — —
11th +11/+6/+1 +7 +3 +3 Fire elemental affinity +2 1 1 0 —
12th +12/+7/+2 +8 +4 +4 Flamecunning trait 1 1 1 —
13th +13/+8/+3 +8 +4 +4 Protective bonus +3 1 1 1 —
14th +14/+9/+4 +9 +4 +4 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Flamecunning trait 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 Fire elemental affinity +4, 2 2 1 1
protective bonus +4
17th +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Flamecunning trait 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 Protective bonus +5 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 3 3 3 3

others) by touch. Her hands exude a soothing a hearthwarden may only choose each trait
warmth that can be used to cure harm. Each once.
day she can heal a total number of hit points Many of these abilities specify the need
of damage equal to her hearthwarden level for a fire source. is must be a pre-existing
x her Wisdom bonus. A hearthwarden may fire that is burning within a range of the
choose to divide her healing among multiple character’s hearthwarden level x 10 in feet.
recipients, and she doesn’t have to use it all is fire source is never extinguished by the
at once. Using healing warmth is a standard effect, nor does it gain real intensity from the
action. effect for more than a split second. None of
Alternatively, a hearthwarden can use any these abilities function underwater.
or all of this healing power to deal damage Blinding Burst (Su): Once per day, a fire
to undead creatures. Using healing warmth source of the character’s choice suddenly
in this way requires a successful melee touch erupts in a burst of blinding light. is effect
attack and doesn’t provoke an attack of causes creatures within 120 feet of the fire
opportunity. e hearthwarden decides how source to become blinded for 1d4+1 rounds
many of her daily allotment of points to use as (Will DC 10 + class level). ese creatures
damage after successfully touching an undead must have line of sight to the fire to be
creature. affected. is trait may be taken more than
Resistance to Fire (Su): Beginning at 2nd once. Each time it is taken, the hearthwarden
level, a hearthwarden gains resistance to fire may use blinding burst one additional time
5. per day.
Flamecunning: e hearthwarden possesses Fiery Projectile (Su): When a hearthwarden
knowledge of the secrets of fire. Beginning at makes an attack with a ranged weapon, fire
3rd level (and every three levels thereafter), leaps from a source within range to ignite the
the character gains a special trait of her choice projectile. is trait must be used before the
from among the following. Unless noted, attack roll is made. If the attack hits, it deals

8 FURY & FRENZY: A BARBARIAN SOURCEBOOK


an additional amount of damage equal to the character can cause a flame to appear in the
character’s hearthwarden level. A flaming palm of her hand. is flame will not harm
projectile can easily ignite a flammable object her or her equipment. is flame sheds bright
or structure, but it won’t ignite a creature it light in a 20-foot radius (and dim light for an
strikes. Fiery projectile may be used a number additional 20 feet).
of times per day equal to the character’s In addition to providing illumination,
hearthwarden level. the flame can be hurled or used to make a
Fire Smite (Su): A hearthwarden may touch attack. e hearthwarden can strike
attempt to fire smite with one normal melee an opponent with a melee touch attack,
attack. She adds her hearthwarden level to dealing fire damage equal to 1d4 +1 point per
her attack roll and deals 1 extra point of hearthwarden level. Alternatively, she can hurl
fire damage per hearthwarden level. She the flame up to 120 feet as a thrown weapon.
does double her hearthwarden level in extra When doing so, she makes a ranged touch
damage to any creature with the aquatic, attack and deals fire damage equal to 1d4 +1
cold, evil, or water subtype. Fire smite may point per hearthwarden level.
be used a number of times per day equal to No sooner does she hurl the flame than a
the character’s hearthwarden level divided by new one appears in her hand. Each melee
three (round down to a minimum of 1). or ranged attack she makes reduces the
Flame Blade (Sp): e hearthwarden can remaining duration for that day by 1 minute.
manifest a flame blade as per the spell. e If an attack reduces the remaining duration
character’s caster level is equal to her class to 0 minutes or less, the effect ends after the
level. is trait can be used a number of times attack resolves. Once the flame is summoned,
per day equal to one-half the character’s it cannot be dismissed by the hearthwarden
hearthwarden level (rounded down, to a until at least 1 minute has passed. is ability
minimum of 1). does not require a fire source.
Sense Heat (Su): A number of times per day Harm’s Way (Ex): Once per round, if the
equal to her hearthwarden level, the character hearthwarden is adjacent to an ally who is
can make a Concentration check (DC 20) targeted by a direct melee or ranged attack
to automatically know the location of any (but not an area effect), the hearthwarden can
corporeal creature within 20 feet by sensing subject herself to the attack in the ally’s stead.
the disturbance in the ambient temperature If the attack hits the hearthwarden, she takes
that the creature causes. is ability does not damage normally. If it misses, it also misses
require a fire source. the ally.
Cloud of Smoke (Su): A writhing stream of e hearthwarden must declare her intention
smoke billows out from a fire source of the to place herself in harm’s way before the attack
hearthwarden’s choice, forming a choking roll is made. e hearthwarden selects her ally
cloud.e cloud spreads 20 feet in all directions either prior to combat or immediately after
and lasts for 1 round per hearthwarden level. the hearthwarden makes her initiative check.
All sight, even darkvision, is ineffective in e hearthwarden can’t change her ally for
or through the cloud. All within the cloud the duration of the combat.
take -4 penalties to Strength and Dexterity Spells: Beginning at 4th level, a
(Fortitude DC 10 + hearthwarden level hearthwarden gains the ability to cast a small
negates). ese effects last for 1d4+1 rounds number of divine spells. She casts these spells
after the cloud dissipates or after the creature just as a paladin does, and they are drawn
leaves the area of the cloud. is trait can be from the hearthwarden spell list which is
used a number of times per day equal to the very similar to the paladin’s spell list. A
character’s hearthwarden level divided by hearthwarden must choose and prepare her
three (round down to a minimum of 1). spells in advance.
Torchless Light (Su): For a total of her To prepare or cast a spell, a hearthwarden
hearthwarden levels in minutes per day, the must have a Wisdom score equal to at least

FURY & FRENZY: A BARBARIAN SOURCEBOOK 9


10 + the spell level. e Difficulty Class for 13th, etc.)
a saving throw against a hearthwarden’s spell Protective Strike (Ex): If an opponent
is 10 + the spell level + the hearthwarden’s makes a melee attack against the hearthwarden
Wisdom modifier. (even as the result of the application of
Like other spellcasters, a hearthwarden can Harm’s Way) and misses, the hearthwarden
cast only a certain number of spells of each spell can attack that opponent on her next turn
level per day. Her base daily spell allotment (as an attack action) with a +4 bonus on her
is given on Table: e Hearthwarden. In attack roll. e hearthwarden gains no bonus
addition, she receives bonus spells per day against an opponent who doesn’t attack the
if she has a high Wisdom score. When hearthwarden or against an opponent who
Table: e Hearthwarden indicates that the makes a successful attack.
hearthwarden gets 0 spells per day of a given Fire Elemental Affinity (Su): At 11th level,
spell level, she gains only the bonus spells she the character gains a +2 bonus on all Bluff,
would be entitled to based on her Wisdom Diplomacy, Gather Information, Intimidate,
score for that spell level e hearthwarden and Perform checks made to interact with fire
does not have access to any domain spells or elementals. At 16th level, this bonus increases
granted powers, as a cleric does. to +4.
A hearthwarden prepares and casts spells
the way a cleric does, though she cannot lose Ex-Hearthwardens
a prepared spell to spontaneously cast a cure A hearthwarden who becomes evil loses all
spell in its place. A hearthwarden may prepare hearthwarden spells and supernatural abilities
and cast any spell on the paladin spell list, (except for flamecunning traits), but retains all
provided that she can cast spells of that level, bonus feats, extraordinary abilities, and other
but she must choose which spells to prepare class benefits. She may not progress any far-
during her daily meditation. ther in levels as a hearthwarden. She regains
rough 3rd level, a hearthwarden has no her abilities and advancement potential if she
caster level. At 4th level and higher, her caster atones for her violations (see the atonement
level is one-half her hearthwarden level. spell description), as appropriate.
Turn Undead (Su): When a hearthwarden
reaches 4th level, she gains the supernatural HEARTHWARDEN SPELL LIST
ability to turn undead. She may use this 1st-Level Hearthwarden Spells: Bless;
ability a number of times per day equal to 3 + Bless Water; Bless Weapon; Create Water;
her Charisma modifier. She turns undead as a Cure Light Wounds; Detect Poison; Detect
cleric of three levels lower would. Undead; Divine Favor; Endure Elements;
Elemental Turning (Su): At 5th level, Magic Weapon; Protection from Chaos/Evil;
the hearthwarden may turn or destroy water Read Magic; Restoration, Lesser; Sanctuary;
creatures as a good cleric turns undead, Virtue.
and may rebuke, command, or bolster fire
creatures as an evil cleric rebukes undead. She 2nd-Level Hearthwarden Spells: Bull’s
may use these abilities a total number of times Strength; Calm Emotions; Delay Poison;
per day equal to 3 + her Charisma modifier. Owl’s Wisdom; Remove Paralysis; Resist
She affects these creatures of the elements Energy; Scorching Ray; Shield OtherF;
as a cleric of four levels lower would affect Undetectable Alignment.
undead.
Protective Bonus (Ex): Starting at 7th level, 3rd-Level Hearthwarden Spells: Cure
when the character is defending an ally using Moderate Wounds; Daylight; Discern Lies;
the Harm’s Way class ability, she receives a +1 Dispel Magic; Glyph of Warding; Magic
dodge bonus to her Armor Class against any Circle against Chaos; Magic Circle against
attack she intercepts. is bonus increases by Evil; Magic Weapon, Greater; Prayer; Remove
+1 every 3 levels thereafter (+2 at 10th, +3 at Blindness/Deafness; Remove Curse.
10 FURY & FRENZY: A BARBARIAN SOURCEBOOK
4th-Level Hearthwarden Spells: Break wherever they go, and while they are almost
Enchantment; Cure Serious Wounds; always blessed with natural leadership
Death Ward; Dispel Chaos; Dispel Evil; qualities and a compelling magnetism,
Fire Shield; Holy Sword; Neutralize Poison; they are as likely to frighten as they are to
RestorationM. captivate. Few can meet the gaze of a primal
magus for long. In battle, though they often
PRIMAL MAGUS lack the control to use their magic as potently
as a sorcerer or wizard, they are usually more
ere are those born with the capacity for
versatile than either, and certainly better able
sorcery who refuse that call, who are able
to handle themselves in mundane combat.
to hush their instinct for magic and live a
Alignment: At first, primal magi cannot
simpler life. e primal magus, however, has
believe in law, due to the chaotic viewpoint
no choice. Early in life, her own primal tie
on the world created by their compulsion for
to eldritch forces haunts her at every turn,
magic. Eventually, however, most primal magi
but her savage environment and lack of
discover that devotion to any dogma, even
education are enough to render her incapable
allegiance to chaos, can be a trap. Later in life,
of marshalling those forces with the conscious
discipline even the most instinctive adepts and there are a few primal magi who, having seen
the merits of civilization, not only embrace law
sorcerers possess. e lucky ones are born to
and order but become lawgivers themselves.
tribes where another primal magus dwells on
Religion: Some primal magi practice
the periphery of the larger social group, and
their own esoteric religions, but many more
this elder soon senses the emerging power of
convince some small breakaway tribe or
the primal magus and comes to claim her as a
family group to worship the primal magus
student. e unlucky ones become the centers
herself as a deity.
of a pattern of increasingly ominous events of
Background: Most primal magi fit in with
which they themselves are unknowingly the
their people easily at first, and quickly emerge
cause, as their powerful instinct for magic
as natural leaders within their families and
causes them to impose their unconscious
peer groups. However, sometime in the onset
will upon the universe in dangerous and
of adolescence, their strange heritage drives
unpredictable ways. Eventually, these mentor-
them away from the center of tribal life, and
less primal magi are chased from the tribe, at
from then on they dwell at their society’s
least until such time as they gain more control
edges. A rare few are born into a civilized
over their “gift.” In either case, the primal
culture, and find themselves driven by inner
magus finds herself living alongside her tribal
compulsions to seek wilder places where their
group, but is never truly a part of it. ey fear
powers can be expressed without bringing
and respect her, but unless she works hard to
harm to those they care for or earning them
befriend them, few will ever truly trust her.
Adventures: e primal magus’ uneasy the attention of intolerant authorities.
Races: Primal magi are most often humans,
relationship with her society often causes
though there are members of all the humanoid
her to seek her fortunes within the far walls
races who are born with the unique tie to
of civilization or in the deeper wilderness
magic that marks members of this class.
where even her tribal fellows dare not explore.
Other Classes: Primal magi most often
In addition to social pressures, she has an
associate with rangers, druids, barbarians,
instinctive drive to understand magic more
or other sorcerers. While they judge new
completely, and often seeks items of magic or
associates by their own merits, usually the
lost items of lore to aid her in obtaining that
magical style of wizards—with its emphasis
understanding.
on academics and the written word—often
Characteristics: Even young primal
makes them feel uncomfortable or even
magi crackle with unrealized power. An air
inferior. Conversely, wizards are usually
of dangerous wonder accompanies them
downright terrified of what may result from a

FURY & FRENZY: A BARBARIAN SOURCEBOOK 11


primal magus’s unfettered abilities. (except tower shields).
Role: e primal magus is a spellcaster Illiteracy: Primal magi are some of the few
first and foremost, and while she is somewhat characters who do not automatically know
hardier than other students of the arcane, how to read and write. A primal magus may
she is still best away from the frontlines of spend 2 skill points to gain the ability to read
battle, contributing her sorcery to the group’s and write all languages he is able to speak.
success. A primal magus who gains a level in any
other class automatically gains literacy. Any
GAME RULE INFORMATION other character who gains a primal magus
Primal magi have the following game level does not lose the literacy he or she
statistics. already had.
Abilities: Primal magi depend on Charisma Spells: A primal magus casts arcane spells,
to cast their spells, and on Wisdom for the which are drawn from the sorcerer/wizard
wariness and canniness to survive in a hostile spell list. She can cast any spell she knows
world. without preparing it ahead of time. To learn
Alignment: Any non-lawful (this or cast a spell, a primal magus must have a
restriction applies only to Primal Charisma score equal to at least 10 + the
Magi of 9th level or lower). spell level. e Difficulty Class for a saving
Hit Die: d6. throw against a primal magus’s spell is 10 +
the spell level + the primal magus’s Charisma
Class Skills modifier.
e primal magus’s class skills Like other spellcasters, a
(and the key ability for each primal magus
skill) are Bluff (Cha), Climb can cast only a
(Str), Concentration certain number
(Con), Craft (Int), of spells of each
Handle Animal (Cha), spell level per day.
Intimidate (Cha), Jump Her base daily spell
(Str), Knowledge (arcana) allotment is given on
(Int), Listen (Wis), Profession Table: e Primal Magus.
(Wis), Ride (Dex), Spellcraft In addition, she receives bonus
(Int), Sense Motive (Wis), Spot spells per day if she has a high
(Wis), Survival (Wis), and Swim Charisma score. When Table: e
(Str). Primal Magus indicates that the
Skill Points at 1st Level: (4 + primal magus gets 0 spells per
Int modifier) ×4. day of a given spell level, she
Skill Points at Each gains only the bonus spells she
Additional Level: 4 + Int would be entitled to based on
modifier. her Charisma score for that
spell level.
e primal magus’s selection
Class Features
of spells is extremely limited.
All the following are class
A primal magus begins play
features of the primal
knowing four 0-level spells of
magus.
your choice. At most new primal
Weapon and Armor
magus levels, she gains one or
Proficiency: Primal magi
more new spells, as indicated
are proficient with all
on Table: Primal
simple weapons, with light
Magus Spells Known.
armor, and with shields
(Unlike spells per day,

12 FURY & FRENZY: A BARBARIAN SOURCEBOOK


TABLE: THE PRIMAL MAGUS
Base ——————— Spells per Day ——–————
Attack Fort Ref Will
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Eldritch 3 1 — — — — — — — —
surge +1,
eldritch
enervation,
illiteracy,
provoke
awe
2nd +1 +0 +0 +3 Elude 3 2 — — — — — — — —
touch
3rd +2 +1 +1 +3 Eldritch 3 3 0 — — — — — — —
surge +2
4th +3 +1 +1 +4 Eldritch 3 3 1 — — — — — — —
euphoria +1
5th +3 +1 +1 +4 3 3 2 — — — — — — —
6th +4 +2 +2 +5 Summon 3 3 3 0 — — — — — —
familiar
7th +5 +2 +2 +5 Eldritch 3 3 3 1 — — — — — —
surge +3
8th +6/+1 +2 +2 +6 3 3 3 2 0 — — — — —
9th +6/+1 +3 +3 +6 3 3 3 3 1 — — — — —
10th +7/+2 +3 +3 +7 Eldritch 4 3 3 3 2 — — — — —
aura +1,
Mastery of
self
11th +8/+3 +3 +3 +7 Eldritch 4 3 3 3 3 0 — — — —
surge +4
12th +9/+4 +4 +4 +8 Eldritch 4 4 3 3 3 1 — — — —
euphoria +2
13th +9/+4 +4 +4 +8 4 4 3 3 3 2 0 — — —
14th +10/+5 +4 +4 +9 4 4 4 3 3 3 1 — — —
15th +11/+6 +5 +5 +9 Eldritch 5 4 4 4 3 3 2 — — —
aura +2,
eldritch
surge +5
16th +12/+7 +5 +5 +10 5 4 4 4 3 3 3 0 — —
17th +12/+7 +5 +5 +10 5 4 4 4 3 3 3 1 — —
18th +13/+8 +6 +6 +11 5 5 4 4 4 3 3 2 0 —
19th +14/+9 +6 +6 +11 Eldritch 5 5 4 4 4 3 3 3 1 —
surge +6
20th +15/+10 +6 +6 +12 Eldritch 5 5 5 4 4 4 3 3 2 0
aura +3,
eldritch
euphoria +3

the number of spells a primal magus knows Upon reaching 3rd level, and at every primal
is not affected by her Charisma score; the magus level after that (8th, 11th, and so on), a
numbers on Table: Primal Magus Spells primal magus can choose to learn a new spell
Known are fixed.) ese new spells can be in place of one she already knows. In effect, the
common spells chosen from the sorcerer/ primal magus “loses” the old spell in exchange
wizard spell list, or they can be unusual for the new one. e new spell’s level must be
spells that the sorcerer has gained some the same as that of the spell being exchanged,
understanding of by study. e sorcerer can’t and it must be at least two levels lower than
use this method of spell acquisition to learn the highest-level primal magus spell the
spells at a faster rate, however. primal magus can cast. A primal magus may

FURY & FRENZY: A BARBARIAN SOURCEBOOK 13


TABLE: PRIMAL MAGUS SPELLS KNOWN to three; at 11th level, by up to four;
—————— Spells Known ——————— at 15th level, by up to five; and at
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 19th level, by up to six.
1st 4 2 — — — — — — — — Eldritch Enervation (Ex):
2nd 4 3 — — — — — — — — Pushing oneself by invoking
3rd 5 4 2 — — — — — — — an eldritch surge is dangerous.
4th 5 4 3 — — — — — — —
5th 5 4 3 — — — — — — — Immediately following each eldritch
6th 6 4 4 2 — — — — — — surge, a primal magus may be
7th 6 4 4 3 — — — — — — overcome by the strain of her effort.
8th 6 4 4 3 2 — — — — —
9th 7 5 4 4 3 — — — — —
e chance of suffering eldritch
10th 7 5 4 4 3 — — — — — enervation is equal to 5% per caster
11th 7 5 4 4 4 2 — — — — level added with the eldritch surge.
12th 8 5 5 4 4 3 — — — — A primal magus who is overcome
13th 8 5 5 4 4 3 2 — — —
14th 8 5 5 4 4 4 3 — — — by eldritch enervation is dazed until
15th 9 5 5 4 4 4 3 — — — the end of her next turn and takes an
16th 9 5 5 4 4 4 4 2 — — amount of damage equal to the level
17th 9 5 5 4 4 4 4 3 — — of the spell she was augmenting
18th 9 5 5 4 4 4 4 3 2 —
19th 9 5 5 4 4 4 4 4 3 — with her eldritch surge.
20th 9 5 5 4 4 4 4 4 3 2 Provoke Awe (Ex): Barbarians
and many other representatives of
swap only a single spell at any given level, and
uncivilized cultures widely hate and distrust
must choose whether or not to swap the spell
magic. However, such peoples also have
at the same time that she gains new spells
beliefs that allow for the mortal incarnation
known for the level.
of unknowable gods and spirits. Unlike other
As noted above, a primal magus need not
magic-users, the primal magus is seen as part-
prepare her spells in advance. She can cast any
deity herself, and therefore is not included in
spell he knows at any time, assuming she has
that prejudice. In fact, the awe with which
not yet used up her allotment of spells per day
such savage tribes regard the primal magus
for the spell’s level.
means that the DC of any Charisma-based
Eldritch Surge (Su): A primal magus can
roll to change the initial attitude of any
let her passion and emotion rise to the surface
characters with at least one level in a class that
in an eldritch surge when she casts a spell.
includes the illiteracy class feature (whether
During an eldritch surge, a primal magus
that character has ever actually been illiterate
gains phenomenal magical power, but may
or not) is decreased by 3.
harm herself by the reckless use of that power
Elude Touch (Ex): Starting at 2nd level,
(see Eldritch Enervation, below).
a primal magus’s intuition supersedes her
A primal magus can choose to invoke an
intellect, alerting her to danger from touch
eldritch surge whenever she casts a spell.
attacks (including rays). She gains a bonus to
When she does so, she gains +1 to her caster
Armor Class against all touch attacks equal
level with that casting of the spell.
to her Charisma bonus; however, her touch
Level-dependent spell effects are also
AC can never exceed her Armor Class against
improved, depending on the spell a primal
normal attacks.
magus casts with her eldritch surge.
Eldritch Euphoria (Ex): Starting at 4th
is improvement in caster level does not
level, when a primal magus uses her eldritch
grant her any other benefits (base attack
surge ability, she gains a +1 morale bonus on
bonus does not increase, she does not gain
attack rolls, damage rolls, and saving throws
higher-level class abilities, and so on).
for a number of rounds equal to the caster
At 3rd level, a primal magus can choose to
level bonus of her eldritch surge.
boost her caster level by two instead of one. At
If a primal magus is overcome by eldritch
7th level, she can boost her caster level by up
enervation following her eldritch surge, she

14 FURY & FRENZY: A BARBARIAN SOURCEBOOK


does not gain the morale bonus for this use of point when this happy event occurs.
her eldritch surge ability. A character with more than one class that
At 12th level, the morale bonus on a primal grants a familiar may have only one familiar
magus’s attack rolls, damage rolls, and saving at a time
throws increases to +2. At 20th level, the Mastery of Self (Ex): At 10th level, the
bonus increases to +3. restriction on a primal magus’s alignment
Eldritch Aura (Ex): Starting at 10th level, is lifted. e primal magus has come to
an aura of magical might begins to surround understand her relationship to magic much
the primal magus’s person. While this aura is more deeply and does not require a chaotic
normally nothing more than an intangible attitude to use her natural powers. In addition,
sense of power experienced by those in her she may add her Charisma bonus to all Will
presence, when the primal magus’s intuition saves against mind-affecting spells.
alerts to the danger of a touch attack, the
aura intensifies into a palpable mantle of Ex-Primal Magi
power. She gains a +1 bonus to Armor Class A primal magus of 9th level or lower who
against all touch attacks, which stacks with becomes lawful loses the eldritch surge abil-
the bonus gained from her elude touch ability. ity and cannot gain more levels as a primal
is bonus increases to +2 at 15th level, and magus. She retains all the other benefits of the
+3 at 20th level; however, her touch AC can class. Primal magi of 10th level or higher have
never exceed her Armor Class against normal no alignment restrictions.
attacks. In addition, the primal magus adds
the listed eldritch aura bonus to all Intimidate
checks. SAVAGE SEAFARER
Familiar: At 6th level, a primal magus can Savage seafarers are rugged sailors, fierce
obtain a familiar, just like a sorcerer or wizard. fighters, and daring criminals who have gained
Doing so takes 24 hours and uses up magical a fearsome reputation amongst others who
materials that cost 100 gp. A familiar is a venture across the sea. Some savage seafarers
magical beast that resembles a small animal are essentially honorable, while others delight
and is unusually tough and intelligent. e in the havoc and suffering they bring. All are
creature serves as a companion and servant. courageous, wild-spirited warriors who would
e primal magus chooses the kind of trade their roving life for no other.
familiar she gets. As the primal magus Adventurers: A savage seafarer is drawn into
advances in level, her familiar also increases adventuring in the course of his travels. e
in power. ough a primal magus gains her tales told aboard ship are full of monsters, evil
familiar later than wizards or sorcerers, when overlords, mysterious places, and uncountable
she does obtain one, its abilities are calculated wealth. ese tales may lead a savage seafarer
as normal based on her primal magus level beyond the horizon in search of fortune or
just as they would be for a wizard or sorcerer. inland to ruins of some lost civilization.
If the familiar dies or is dismissed by the Characteristics: Against their enemies,
primal magus, the primal magus must attempt savage seafarers may seem little more that
a DC 15 Fortitude saving throw. Failure brutes and strongmen. However, their
means she loses 200 experience points per companions quickly find out that they are
sorcerer level; success reduces the loss to one- strong, agile and adaptive. ey often catch
half that amount. However, a primal magus’s an enemy by surprise and overwhelm their
experience point total can never go below 0 as opponents before claiming the spoils of
the result of a familiar’s demise or dismissal. A victory.
slain or dismissed familiar cannot be replaced Alignment: Savage seafarers have no use
for a year and day. A slain familiar can be for the law; it has never done them any good
raised from the dead just as a character can be, at sea. Some may value justice or honor, but
and it does not lose a level or a Constitution never law. eir free spirits may lead them on

FURY & FRENZY: A BARBARIAN SOURCEBOOK 15


a chaotic journey through life or cause them Alignment: Any non-lawful.
to seek balance with the world. Hit Die: d12.
Religion: Savage seafarers usually worship
gods of strength or travel. Most are religious, Class Skills
for they need a little faith in higher powers to e savage seafarer’s class skills and the
keep their nerve when traveling the endless key ability for each skill are Appraise (Int),
seas. Balance (Dex), Bluff (Cha), Climb (Str),
Background: Savage seafarers can come Craft (Int), Escape Artist (Dex), Handle
from a variety of backgrounds. ey may have Animal (Cha), Intimidate (Cha), Jump (Str),
taken up the life a sailor willingly or may have Knowledge (geography) (Int), Listen (Wis),
been forced into service by a press gang. Profession (sailor) (Wis), Search (Int), Spot
Races: Savage seafarers are most often (Wis), Survival (Wis), Swim (Str), and Use
human. Other races seldom have the affinity Rope (Dex).
for the sea that humans do. Half-elves or half- Skill Points at 1st level: (4 + Int
orcs sometimes find themselves in this class as modifier) x 4.
the result of illicit unions or press gangs. Skill Points at Each Additional
Other Classes: Savage seafarers often have Level: 4 + Int modifier.
a superstitious dislike for spellcasters. When Class Features
their whole world is timbers and ropes and All of the following are class
sails, they have no desire features of the savage seafarer.
to be around anyone who Weapon and Armor Proficiency:
can conjure up fire and Savage seafarers are proficient with
destruction from all simple and martial weapons plus
thin air.ey prefer the whip and net. Savage seafarers
the company of are proficient with light armor
fighters, barbarians and shields (except tower
and rogues. shields).
Role: e savage Illiteracy: Savage sea-
seafarer is a very farers are some of the
good combatant. few characters who do
He serves as a good not automatically know
point man in a group how to read and write.
of adventurers. He’s A savage seafarer may
at his best when on spend 2 skill points to
the pitching deck of gain the ability to read
a ship, but his talents and write all languages
may be of use in the he is able to speak.
unpredictable confines of A savage seafarer who
a dungeon. gains a level in any
other class automati-
GAME RULE cally gains literacy.
INFORMATION Any other character
Savage seafarers have the following game who gains a savage
statistics. seafarer level does not
Abilities: Strength and Constitution are lose the literacy he or
the most important of the savage seafarer’s she already had.
abilities. He relies on these two abilities for Sea Legs (Ex):
his effectiveness in combat. Wisdom is also Savage seafarers
of great use since it is key to a number of the spend a lot of time on
savage seafarer’s skills. the deck of a ship at
16 FURY & FRENZY: A BARBARIAN SOURCEBOOK
TABLE: THE SAVAGE SEAFARER
Fort Ref Will
Level Base Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Illiteracy, sea legs
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Last stand 1/day
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Trap sense +2
7th +7/+2 +5 +2 +2 Last stand 2/day
8th +8/+3 +6 +2 +2 Seafarer trait
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Last stand 3/day
11th +11/+6/+1 +7 +3 +3 Seafarer trait
12th +12/+7/+2 +8 +4 +4 Trap sense +4
13th +13/+8/+3 +8 +4 +4 Last stand 4/day
14th +14/+9/+4 +9 +4 +4 Seafarer trait
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Last stand 5/day
17th +17/+12/+7/+2 +10 +5 +5 Tireless last stand, seafarer
trait
18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Pirate’s opportunity
20th +20/+15/+10/+5 +12 +6 +6 Seafarer trait

sea. A savage seafarer gains a +2 competence morale bonus on Will saves, and a +2 dodge
bonus to all Balance checks. Furthermore, a bonus to Armor Class and on Reflex saves. A
successful check allows a full move instead savage seafarer in a last stand frenzy can only
of a half move. A failed check still means no move one 5-foot step per round.
movement at all. e increase in Constitution increases the
Uncanny Dodge (Ex): At 2nd level, a savage savage seafarer’s hit points by 2 points per
seafarer retains his Dexterity bonus to AC (if level, but these hit points go away at the end
any) even if he is caught flat-footed or struck of the rage when his Constitution score drops
by an invisible attacker. However, he still loses back to normal. (ese extra hit points are
his Dexterity bonus to AC if immobilized. If not lost first the way temporary hit points
a savage seafarer already has uncanny dodge are.) While in a frenzy, a savage seafarer
from a different class, he automatically gains cannot use any Charisma-, Dexterity-, or
improved uncanny dodge instead. Intelligence-based skills (except for Balance,
Trap Sense (Ex): At 3rd level, a savage Escape Artist, Intimidate, and Ride), the
seafarer gains a +1 bonus on Reflex saves Concentration skill, or any abilities that
made to avoid traps and a +1 dodge bonus require patience or concentration, nor can he
to AC against attacks made by traps. ese cast spells or activate magic items that require
bonuses rise by +1 every three savage seafarer a command word, a spell trigger (such as a
levels thereafter (6th, 9th, 12th, 15th, and wand), or spell completion (such as a scroll)
18th level). Trap sense bonuses gained from to function. He can use any feat he has except
multiple classes stack. Combat Expertise, item creation feats, and
Last Stand (Ex): Cornered pirates know metamagic feats. A frenzy lasts for a number
what fate awaits them if captured and fight of rounds equal to 3 + the character’s (newly
desperately when cornered. At 4th level a improved) Constitution modifier. A savage
savage seafarer can fly into a frenzy a certain seafarer may prematurely end his frenzy. At
number of times per day. In frenzy, a savage the end of the frenzy, the savage seafarer loses
seafarer temporarily gains a +2 bonus to the frenzy modifiers and restrictions and
Strength, a +4 bonus to Constitution, a +2 becomes fatigued (-2 penalty to Strength, -2

FURY & FRENZY: A BARBARIAN SOURCEBOOK 17


penalty to Dexterity, can’t charge or run) for with alacrity, and pirates learn effective if
the duration of the current encounter (unless messy techniques to do so. e savage seafarer
he is a 17th-level savage seafarer, at which can perform a coup de grace as a standard
point this limitation no longer applies). action instead of a full round action.
A savage seafarer can fly into a frenzy only Lungs of Legend (Ex): A savage seafarer
once per encounter. At 4th level he can use his learns to survive underwater for extended
last stand ability once per day. At 7th level and periods of time. He can hold his breath
every three levels thereafter, he can use it one for a number of rounds equal to triple his
additional time per day (to a maximum of five Constitution score.
times per day at 16th level). Entering a frenzy Soul of Freedom (Ex): The savage seafarer
takes no time itself, but a savage seafarer can gains a +2 bonus to saving throws versus any
do it only during his action, not in response to spell or spell-like ability with the Lawful
someone else’s action. descriptor or a compulsion effect.
A character can’t use last stand at the same Topman (Ex): A savage seafarer with at
time that he uses any other form of rage (or least one free hand has a climb speed equal to
similar ability). half his land speed. This ability only applies
Improved Uncanny Dodge (Ex): At 5th if the savage seafarer is in light or no armor.
level and higher, a savage seafarer can no In addition, he may retain his full Dexterity
longer be flanked. is defense denies a rogue bonus to Armor Class while climbing.
the ability to sneak attack the savage seafarer Rigsman (Ex): A savage seafarer gains a +4
by flanking him, unless the attacker has at competence bonus to Use Rope skill checks.
least four more rogue levels than the target In addition, he may take 10 when making
has savage seafarer levels. such a check even if stress and distraction
Seafarer Trait: At 8th level and every three would normally prevent him from doing so.
levels thereafter (11th, 14th, 17th, and 20th), Tireless Last Stand (Ex): At 17th level
a savage seafarer gains a special trait of his the savage seafarer is no longer winded after
choice from among the following. Unless making a Last Stand.
noted, a savage seafarer may only choose each Pirate’s Opportunity (Ex): At 19th level
trait once. the savage seafarer has learned to take
Blind Fight (Ex): A savage seafarer is adept advantage of his opponents when they are
at fighting at night or in foggy conditions, vulnerable. When the savage seafarer takes an
often striking from ambush within the mists attack of opportunity, his critical threat range
or under cover of darkness. e savage seafarer is increased by 2.
gains the Blind Fight feat.
Gambler’s Luck (Ex): Savage seafarers learn Ex-Savage Seafarers
to trust their luck. Once per day, the savage A savage seafarer who becomes lawful cannot
seafarer may add his Wis bonus (if any), as a gain more levels as a savage seafarer, but
luck bonus to any saving throw, ability check retains all the benefits of the class.
or skill check. is bonus may be assigned
after the die is rolled.
Hardy (Ex): Savage seafarers often find SAVAGE WARRIOR
themselves in situations where eating tainted Savage warriors invite the rage of the wild
meat and drinking foul water is the only into themselves. ey whip themselves into a
way to survive. ese hardships give them a battle frenzy, biting their shields and howling
resistance to disease. Savage seafarers gain like animals. ey are ferocious fighters and
a +4 bonus to saving throws made to resist seemingly insensitive to pain while this
disease. madness lasts.
Life is Cheap (Ex): In the chaos of close- Adventures: Savage warriors live their
quarters shipboard fighting, pirates must be lives near the wild, normally in small tribal
quick to survive. Foes must be dispatched settlements. eir rage and fury often make

18 FURY & FRENZY: A BARBARIAN SOURCEBOOK


them loners, wandering the wilderness and ey are tough and merciless and best left
flying into a fury when attacked. pointed at the enemy while other classes hang
Characteristics: Savage warriors have back and attack at range.
very diverse personalities. Some are very
helpful and friendly, showing travelers and GAME RULE INFORMATION
adventurers their lands and offering their Savage warriors have the following game
help to those in need. However, once enraged, statistics.
the savage warrior is a friend to no one. He Abilities: Strength and Constitution are the
charges into combat, attacking anything most important scores for the savage warrior
in sight. Some savage warriors make their due to the need to excel in battle. Wisdom can
temper no secret. ey bully and intimidate also be important as it is key to many of the
those that would face them. savage warrior’s skills.
Unlike barbarians, who can stop their rage at Alignment: A savage warrior must be
will, the savage warrior has no control over his chaotic in alignment.
fury. He will attack friend, foe or inanimate Hit Die: d12.
object until he becomes so tired he collapses.
Alignment: Law is anathema to the savage Class Skills
warrior. e chaotic fury inside of him e savage warrior’s class skills (and the
influences the decisions he makes and leads key ability for each skill) are Climb (Str),
him down a path that is incompatible with a Intimidate (Cha), Jump (Str), Listen (Wis),
lawful alignment. Spot (Wis), Survival (Wis), and Swim (Str).
Religion: Most savage warriors are very Skill Points at 1st Level: 2 + Int modifier
religious and fight for things that are holy. x 4.
ey prefer gods of strength and war, seeing Skill Points at Each Additional Level: 2 +
those gods as an ideal to aspire to. Int modifier.
Background: e ability to fly into a fury is
passed down in the savage warrior’s bloodline. Class Features
All people have the ability to feel rage and All of the following are class features of the
fly into a fury; however, most are taught to savage warrior.
suppress their rage. Barbarians cultivate their Weapon and Armor Proficiency: A savage
rage, but still retain a measure of control. e warrior is proficient with all simple and
savage warrior openly accepts all the fury and martial weapons, light armor, medium armor,
rage within himself and unleashes it on his and shields (except towers shields).
foes. ey feel the expression of their fury is Illiteracy: Savage warriors are some of the
true freedom. few characters who do not automatically know
Races: Not all races are suited to become how to read and write. A savage warrior may
savage warriors. Humans may be born into spend 2 skill points to gain the ability to read
a tribal culture that encourages the savage and write all languages he is able to speak.
warriors among them. Half-orcs are perfect A savage warrior who gains a level in any
for this class, as their mixed heritage often other class automatically gains literacy. Any
gives them a chaotic streak and anger for their other character who gains a savage warrior
own misbegotten heritage. Savage warriors of level does not lose the literacy he or she
other races are practically unheard of. already had.
Other Classes: Savage warriors are most Savage Haste (Ex): e savage warrior
comfortable in the company of barbarians and can enter a savage haste. During this haste,
berserkers. ey value strength and have the a savage warrior gains phenomenal strength
most respect for those who fight with a wild and speed, but is unable to concentrate and
abandon similar to their own. becomes reckless. While in a savage haste, the
Role: A savage warrior’s only role in a party savage warrior temporarily gains a +4 bonus
of adventurers is as an upfront combatant. to Strength and a +2 morale bonus on Will

FURY & FRENZY: A BARBARIAN SOURCEBOOK 19


saves, but he takes a –2 penalty to Armor Fast Movement (Ex): A savage warrior’s
Class. e savage warrior also gains one extra land speed is faster than the norm for his
attack per round at his highest base attack race by +10 feet. This benefit applies only
bonus, but this attack takes a –2 penalty, as when he is wearing no armor, light armor, or
does each other attack made that round. medium armor and not carrying a heavy load.
While in a savage haste, a savage warrior Apply this bonus before modifying the savage
cannot use any Charisma-, Dexterity-, or warrior’s speed because of any load carried or
Intelligence-based skills (except for Balance, armor worn.
Escape Artist, Intimidate, and Ride), the Cold Resistance (Ex): At 3rd level, the
Concentration skill, or any abilities that savage warrior gains resistance to the cold
require patience or concentration, nor can from his experiences in the wild. He gains
he cast spells or activate magic items that cold resistance 5.
require a command word, a spell trigger (such Natural Armor (Ex): At 5th level, the savage
as a wand), or spell completion (such as a warrior’s body becomes so tough that he gains
scroll) to function. He can use any feat he +1 bonus to his existing natural armor (if any).
has except Combat Expertise, item He gains additional natural armor bonuses at
creation feats, and metamagic 10th, 15th, and 20th level.
feats. Savage haste lasts for Fire Resistance (Ex): At 7th level, the
a number of rounds equal savage warrior gains resistance to fire
to 3 + the character’s from his high tolerance to pain. He
Constitution modifier. gains fire resistance 5.
A savage warrior may Battle Fury (Ex): Starting at
prematurely end a 10th level, savage warriors can
savage haste. At the enter a battle fury as a stan-
end of the haste, the dard action. During this fury,
savage warrior loses a savage warrior gains phe-
the haste modifiers nomenal strength
and restrictions and and toughness,
becomes fatigued but is unable to
(-2 penalty to concentrate and
Strength, -2 becomes reckless.
penalty to Dexterity, can’t charge While in a battle
or run) for the duration of the current fury, the savage warrior
encounter. temporarily gains a +6 bonus to
A savage warrior can fly Strength, a +6 bonus to Con-
into a haste only once per stitution and a +3 morale bonus
encounter. At 1st level he on Will saves, but he takes a –2
can use his haste ability penalty to Armor Class. The in-
once per day. At 4th crease in Constitution increases
level and every four levels the savage warrior’s hit points
thereafter, he can use it by 3 points per level, but these
one additional time per hit points go away at the end of
day (to a maximum of six the fury when his Constitution
times per day at 20th level). Entering a haste score drops back to normal.
takes no time itself, but a savage warrior can (These extra hit points are not
do it only during his action, not in response to lost first the way temporary hit
someone else’s action. points are.)
A character can’t use savage haste at the While in a battle fury, a
same time that he uses any other form of rage savage warrior cannot use any
(or similar ability such as battle fury). Charisma-, Dexterity-, or

20 FURY & FRENZY: A BARBARIAN SOURCEBOOK


TABLE: THE SAVAGE WARRIOR
Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Savage haste 1/day, illiteracy
2nd +2 +3 +0 +0 Fast movement
3rd +3 +3 +1 +1 Cold resistance 5
4th +4 +4 +1 +1 Savage haste 2/day
5th +5 +4 +1 +1 +1 Natural armor
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Fire resistance 5
8th +8/+3 +6 +2 +2 Savage haste 3/day
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 +1 Natural armor, battle fury 1/day
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Savage haste 4/day
13th +13/+8/+3 +8 +4 +4 Battle fury 2/day
14th +14/+9/+4 +9 +4 +4 Damage reduction 1/-
15th +15/+10/+5 +9 +5 +5 +1 Natural armor
16th +16/+11/+6/+1 +10 +5 +5 Savage haste 5/day, Battle fury 3/day
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Damage reduction 2/-
19th +19/+14/+9/+4 +11 +6 +6 Battle fury 4/day
20th +20/+15/+10/+5 +12 +6 +6 Savage haste 6/day. +1 natural armor

Intelligence-based skills (except for Balance, will randomly attack walls, rocks, trees, doors,
Escape Artist, Intimidate, and Ride), the or anything else he can see.
Concentration skill, or any abilities that A savage warrior can fly into a fury only
require patience or concentration, nor can once per encounter. At 10th level he can use
he cast spells or activate magic items that his fury ability once per day. At 13th level
require a command word, a spell trigger (such and every three levels thereafter, he can use
as a wand), or spell completion (such as a it one additional time per day (to a maximum
scroll) to function. He can use any feat he has of four times per day at 19th level). Entering
except Combat Expertise, item creation feats, a battle fury takes no time itself, but a savage
and metamagic feats. Battle fury lasts for a warrior can do it only during his action, not in
number of rounds equal to 3 + the character’s response to someone else’s action.
Constitution modifier. At the end of the fury, A character can’t use savage fury at the same
the savage warrior loses the fury modifiers time that he uses any other form of rage (or
and restrictions and becomes fatigued (-2 similar ability such as savage haste).
penalty to Strength, -2 penalty to Dexterity, Damage Reduction (Ex): At 14th level,
can’t charge or run) for the duration of the a savage warrior gains Damage Reduction.
current encounter. Subtract 1 from the damage the warrior takes
A savage warrior may not prematurely end each time he is dealt damage from a weapon
a battle fury. If there are no more enemies or a natural attack. At 18th level this damage
insight, the savage warrior will attack the reduction rises by 1 point. Damage reduction
nearest creature or character. To avoid can reduce damage to 0 but not below 0.
attacking a friend in this way, the savage
warrior must make a Will save (DC 15 + the Ex-Savage Warriors
number of rounds the savage warrior has been A savage warrior who becomes lawful loses
in the fury). The savage warrior must make the ability to enter savage haste and battle
this save every round remaining in the fury’s fury and cannot gain more levels as a savage
duration to avoid attacking a friend. If there warrior. He retains all the other benefits of the
is no living thing in sight, the savage warrior class.

FURY & FRENZY: A BARBARIAN SOURCEBOOK 21


SHAMANIC WARRIOR savage classes. Shamanic warriors are usually
Shamanic warriors can channel a variety of suspicious of arcane spellcasters; they view
totemic forces. ey have the same barbaric the arcane arts as unnatural. They are wary of
rage of their savage peers, but their ability to other classes that are not in touch with nature
channel their totemic patrons grants them a as they are.
wide array of additional abilities. Role: A shamanic warrior’s rage and
Adventures: A variety of motivations may fighting acumen make them best suited to
compel the shamanic warrior to seek the life frontline fighting. Their totemic traits grant
of an adventurer. He may view adventuring as them greater flexibility and often make them
a rite of passage, or a test of his worthiness to excellent scouts and trackers.
follow his totem. e totem may have plans
for the shamanic warrior that require him GAME RULE INFORMATION
to seek out the danger and treasures that Shamanic warriors have the following game
adventurers crave. statistics.
Characteristics: Like his barbaric cousins, Abilities: Strength is vital to a shamanic
the shamanic warrior is most suited to battle. warrior for its combat application, and
His rage allows him to best most opponents numerous shamanic warrior class skills are
with his increased strength and toughness. based on Strength. Dexterity is also useful to
His affinity for totemic forces gives him a lightly armored shamanic warrior. Wisdom
added flexibility. is the basis for some class skills. Constitution
Alignment: e shamanic warrior’s innate allows the shamanic warrior to rage longer
ties to the wild give him little use for the law. and grants much needed hit points.
He either has a wild and chaotic nature, or he Alignment: Any nonlawful.
seeks a natural balance with himself and those Hit Die: d12.
around him.
Religion: Other than revering their totemic Class Skills
patrons, the shamanic warrior most often The shamanic warrior’s class skills (and the
worships gods of nature. Some do not follow a key ability for each skill) are Climb (Str),
specific deity, but rather worship the nameless Craft (Int), Handle Animal (Cha), Intimidate
primal forces of nature, or the wild, itself. (Cha), Jump (Str), Listen (Wis), Ride (Dex),
Background: Shamanic warriors usually Survival (Wis), and Swim (Str).
come from the outskirts of civilization. A Skill Points at 1st Level: (4 + Int modifier)
shamanic warrior may find his way into x4.
civilization on a quest for his totemic patron. Skill Points at Each Additional Level: 4 +
Some may have been driven out of their native Int modifier.
lands by war or disease. Shamanic warriors
only share a common ground with members Class Features
of their own tribe or other barbarians who All of the following are class features of the
follow the same totem. shamanic warrior.
Races: Shamanic warriors come from wild Weapon and Armor Proficiency: A
areas. They are most often humans and half- shamanic warrior is proficient with all simple
orcs. Dwarven shamanic warriors may be and martial weapons, light armor, medium
from an isolated dwarven settlement that armor, and shields (except tower shields).
descended into savagery. Gnomes, halflings Totem Feat (Su): The shamanic warrior
and elves occasionally find their way into this gains one totem feat from Chapter Three.
class after hearing the call of their totemic Illiteracy: Shamanic warriors are the only
patron. characters who do not automatically know
Other Classes: Shamanic warriors have how to read and write. A shamanic warrior
most in common with other wild classes, may spend 2 skill points to gain the ability
such as rangers, druids and other barbaric and to read and write all languages he is able to
22 FURY & FRENZY: A BARBARIAN SOURCEBOOK
speak. the current encounter (unless he is a 17th-
A shamanic warrior who gains a level in level shamanic warrior, at which point this
any other class automatically gains literacy. limitation no longer applies; see below).
Any other character who gains a shamanic A shamanic warrior can fly into a rage only
warrior level does not lose the literacy he or once per encounter. At 2nd level he can use
she already had. his rage ability once per day. At 4th level
Rage (Ex): A shamanic warrior can fly into and every four levels thereafter, he can use it
a rage a certain number of times per day. In a one additional time per day (to a maximum
rage, a shamanic warrior temporarily gains a of six times per day at 20th level). Entering
+4 bonus to Strength, a +4 bonus to Constitu- a rage takes no time itself, but a shamanic
tion, and a +2 morale bonus on Will saves, but warrior can do it only during his action, not in
he takes a –2 penalty to Armor Class. The in- response to someone else’s action.
crease in Constitution increases the shamanic A character can’t use rage at the same time
warrior’s hit points by 2 points per level, but that he uses any other form of frenzy (or
these hit points go away at the end of the rage similar ability).
when his Constitution score drops back Totem Traits: e shamanic
to normal. (These extra hit points are warrior gains the ability to channel
not lost first the way temporary hit the traits of a variety of totemic
points are.) forces. At 3rd
While raging, a shamanic warrior level and every
cannot use any Charisma-, three levels
Dexterity-, or Intelligence- thereafter (6th,
based skills (except for Balance, 9th, 12th, 15th, and
Escape Artist, Intimidate, and 18th), a shamanic
Ride), the Concentration skill, warrior gains a
or any abilities that require special trait of his
patience or concentration, choice from among
nor can he cast spells or the following.
activate magic items that Unless noted, a
require a command word, a shamanic warrior may
spell trigger (such as a wand), or only choose each trait
spell completion (such as a scroll) once.
to function. He can use any feat Boar’s Hide (Ex): e
he has except Combat Expertise, shamanic warrior gains a +1
item creation feats, and bonus to his existing natural
metamagic feats. A fit of rage armor (if any). is ability
lasts for a number of rounds may be taken multiple
equal to 3 + the character’s times and its effects stack.
(newly improved) Constitution Bear’s Endurance (Sp): Once
modifier. A shamanic warrior per day, the shamanic warrior
may prematurely end his can gain bear’s endurance as per
rage. At the end of the rage, the spell. e character’s caster
the shamanic warrior level is equal to his class level.
loses the rage modifiers Cat’s Eyes (Su): e
and restrictions and shamanic warrior gains
becomes fatigued (–2 darkvision (60 feet).
penalty to Strength, –2 Deer’s Speed (Ex): A shamanic warrior’s
penalty to Dexterity, land speed is faster than the norm for his race
can’t charge or run) by +10 feet. is benefit applies only when he
for the duration of is wearing no armor, light armor, or medium

FURY & FRENZY: A BARBARIAN SOURCEBOOK 23


TABLE: THE SHAMANIC WARRIOR
Fort Ref Will Special
Level Base Attack Bonus Save Save Save
1st +1 +2 +0 +0 Totem feat, illiteracy
2nd +2 +3 +0 +0 Rage 1/day
3rd +3 +3 +1 +1 Totem trait
4th +4 +4 +1 +1 Rage 2/day
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Totem trait
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Rage 3/day
9th +9/+4 +6 +3 +3 Totem trait
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage 4/day, Totem trait
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Totem trait
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage
5/day
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Totem trait
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage 6/day

armor and not carrying a heavy load. Apply doing so.


this bonus before modifying the shamanic Night’s Embrace (Ex): e shamanic
warrior’s speed because of any load carried or warrior receives a +4 competence bonus to
armor worn. is speed bonus stacks with the Hide checks. In addition, he may take 10
fast movement class ability. when making Hide checks even if stress and
Eagle’s Sight (Ex): e shamanic warrior distraction would normally prevent him from
receives a +4 competence bonus to Spot doing so.
checks. In addition, he may take 10 when Wind’s Secrets (Sp): Twice per day, the
making Spot checks even if stress and shamanic warrior can use whispering wind as
distraction would normally prevent him from the spell. e character’s caster level is equal to
doing so. his class level.
Falcon’s Hardiness: e shamanic warrior Wolf ’s Instinct (Ex): e shamanic warrior
gains the Endurance feat. gains the Track feat.
Fox’s Grace (Ex): e shamanic warrior Damage Reduction (Ex): At 7th level, a
gains a +4 dodge bonus to Armor Class shamanic warrior gains Damage Reduction.
against attacks of opportunity caused when Subtract 1 from the damage the shamanic
moving out of or within a threatened area. A warrior takes each time he is dealt damage
condition that makes him lose his Dexterity from a weapon or a natural attack. At 10th
bonus to Armor Class (if any) also makes level, and every three shamanic warrior levels
him lose dodge bonuses. Dodge bonuses thereafter (13th, 16th, and 19th level), this
stack with each other, unlike most types of damage reduction rises by 1 point. Damage
bonuses. reduction can reduce damage to 0 but not
River’s Course (Ex): e shamanic warrior below 0.
receives a +4 competence bonus to Swim Greater Rage (Ex): At 11th level, a
checks. In addition, he may take 10 when shamanic warrior’s bonuses to Strength and
making Swim checks even if stress and Constitution during his rage each increase
distraction would normally prevent him from to +6, and his morale bonus on Will saves

24 FURY & FRENZY: A BARBARIAN SOURCEBOOK


increases to +3. e penalty to AC remains Alignment: e unpredictable and carefree
at –2. existence of the skald is incompatible with
Tireless Rage (Ex): At 17th level and lawful alignments. ey are most often
higher, a shamanic warrior no longer becomes wanderers, who follow the road where it takes
fatigued at the end of his rage. them, or traveling storytellers who are guided
Mighty Rage (Ex): At 20th level, a by whim and chance.
shamanic warrior’s bonuses to Strength and Religion: Skalds most often follow gods of
Constitution during his rage each increase travel and knowledge. Some chaotic skalds
to +8, and his morale bonus on Will saves follow the god of thieves. Traveling skalds
increases to +4. e penalty to AC remains often worship the local deities of roads and
at –2. rivers as they encounter shrines in their
travels.
Ex- Shamanic Warriors Background: Poetry is one of the oldest of
A shamanic warrior who becomes lawful loses the bardic forms. Barbaric tribes that do not
the ability to rage, to use his totemic traits and possess the written word record their stories
cannot gain more levels as a shamanic warrior. in oral histories and poetry. e skald in these
He retains all the other benefits of the class communities is both historian and storyteller.
(damage reduction, fast movement, trap sense, Some skalds enjoy a wandering lifestyle that
and uncanny dodge). seems to be the result of their need to learn
and some spend all their time wandering the
world, telling their tales to anyone who cares
SKALD to listen.
e skald is a warrior at heart, though his Races: Skalds most commonly come from
arcane powers strike fear into the enemies of human barbarian tribes. ey may also be
his tribe. ey often act as bards, councilors half-orcs, half-elves, elves, or gnomes. Skalds
and protectors to their barbaric tribes. ey of non-human races are most often from rare
work magic that is tied to their skaldic verse, wild offshoots that have a skaldic tradition.
which consists of panegyrics to great heroes ese non-human skalds are often the only
and testimonials of terrible battles. keepers of their small tribe’s history and
Adventures: e adventuring life is almost a legends.
necessity for a skald. ey seek to chronicle the Other Classes: A skald works well with
stories of great heroes and daring adventurers; most other classes. He enjoys the opportunity
this requires them to accompany those same to see other adventurers at work. ese allies
heroes and adventurers. Adventurous skalds often provide great fodder for his tales and
prefer to weave their poems from first-hand poems.
experiences, rather than from sagas and oral Role: Skalds work best when supplementing
histories. If the skald can play a personal role other character types. While never matching
in a new tale of heroism, so much the better. the arcane or fighting abilities of his allies, he
Characteristics: Skalds derive their arcane can often improve their efforts.
abilities from the magic of their stories and
poetry. A skald can cast a limited number of
GAME RULE INFORMATION
spells, but can do so without any preparation.
Skalds have the following game statistics.
His magic is tied to his creativity and tale
Abilities: Charisma is important to a skald
spinning, making most of his spells based in
because it informs his spellcasting ability.
charms and illusions. Beyond spells, a skald
Dexterity and Intelligence are key to many of
can work magic with poetry itself. He can
the skald’s class skills.
empower his allies, or even strike fear into
Alignment: A skald must be chaotic in
his enemies. A skald’s extensive knowledge of
alignment.
oral histories and poems give him a familiarity
Hit Die: d6.
with local legendry and heroic tales.

FURY & FRENZY: A BARBARIAN SOURCEBOOK 25


Class Skills must have a Charisma score equal to at least
e skald’s class skills (and the key ability for 10 + the spell. e Difficulty Class for a saving
each skill) are Appraise (Int), Balance (Dex), throw against a skald’s spell is 10 + the spell
Bluff (Cha), Climb (Str), Concentration level + the skald’s Charisma modifier.
(Con), Craft (Int), Diplomacy (Cha), Like other spellcasters, a skald can cast
Disguise (Cha), Escape Artist (Dex), Gather only a certain number of spells of each spell
Information (Cha), Hide (Dex), Jump (Str), level per day. His base daily spell allotment
Knowledge (all skills, taken individually) (Int), is given on Table: e Skald. In addition, he
Listen (Wis), Move Silently (Dex), Perform receives bonus spells per day if he has a high
(Cha), Profession (Wis), Sense Motive (Wis), Charisma score. When Table: Skald Spells
Sleight of Hand (Dex), Spellcraft (Int), Known indicates that the skald gets 0 spells
Survival (Wis), Swim (Str), Tumble (Dex), per day of a given spell level, he gains only the
and Use Magic Device (Cha). bonus spells he would be entitled to based on
Skill Points at 1st his Charisma score for that spell level.
Level: (6 + Int modifier) e skald’s selection of spells is
x4. extremely limited. A skald begins
Skill Points at Each Additional Level: 6 + play knowing four 0-level spells of
Int modifier. your choice. At most new skald levels,
he gains one or more new spells, as
Class Features indicated on Table: Skald Spells
All of the following are class features Known. (Unlike spells per day, the
of the skald. number of spells a skald knows is
Weapon and Armor Proficiency: not affected by his Charisma score;
A skald is proficient with all simple the numbers on Table: Skald Spells
weapons, plus the longsword, Known are fixed.)
battleaxe, greataxe, sap, short Upon reaching 5th level,
sword, and shortbow. Skalds are and at every third skald
proficient with light armor and level after that (8th, 11th,
shields (except tower shields). A and so on), a skald can choose
skald can cast skald spells while to learn a new spell in place of one
wearing light armor without he already knows. In effect, the
incurring the normal arcane skald “loses” the old spell
spell failure chance. However, in exchange for the new
like any other arcane spellcaster, one. e new spell’s level
a skald wearing medium or heavy must be the same as that
armor or using a shield incurs a of the spell being exchanged,
chance of arcane spell failure if and it must be at least two levels lower
the spell in question has a somatic than the highest-level skald spell the
component (most do). A multi- skald can cast. A skald may swap only a
class skald still incurs the normal single spell at any given level, and must
arcane spell failure chance for choose whether or not to swap the spell
arcane spells received from other at the same time that he gains new spells
classes. known for the level.
Spells: A skald casts arcane spells, As noted above, a skald need not prepare
which are drawn from the skald spell his spells in advance. He can cast any spell
list. He can cast any spell he knows he knows at any time, assuming he has not
without preparing it ahead of time. yet used up his allotment of spells per day
Every skald spell has a verbal for the spell’s level.
component (singing, reciting, or Illiteracy: Skalds are some of the few
music). To learn or cast a spell, a skald characters who do not automatically

26 FURY & FRENZY: A BARBARIAN SOURCEBOOK


know how to read and write. A skald may ranks in at least one Perform skill, he does
spend 2 skill points to gain the ability to read not gain the skaldic poetry ability until he
and write all languages he is able to speak. An acquires the needed ranks.
illiterate skald cannot use or scribe scrolls. Starting a skaldic poetry effect is a standard
A skald who gains a level in any other action. Some skaldic poetry abilities require
class automatically gains literacy. Any other concentration, which means the skald must
character who gains a skald level does not lose take a standard action each round to maintain
the literacy he or she already had. the ability. Even while using skaldic poetry
Bardic Knowledge: A skald may make a that doesn’t require concentration, a skald
special bardic knowledge check with a bonus cannot cast spells, activate magic items by
equal to his skald level + his Intelligence spell completion (such as scrolls), or activate
modifier to see whether he knows some magic items by magic word (such as wands).
relevant information about local notable Just as for casting a spell with a verbal
people, legendary items, or noteworthy component, a deaf skald has a 20% chance
places. (If the skald has 5 or more ranks in to fail when attempting to use skaldic poetry.
Knowledge (history), he gains a +2 bonus on If he fails, the attempt still counts against his
this check.) daily limit.
A successful bardic knowledge check will Eddic Verse (Su): A skald with 3 or more
not reveal the powers of a magic item but may rank in a Perform skill can use his poetry to
give a hint as to its general function. A skald extol the heroic virtues or villainous cunning
may not take 10 or take 20 on this check; this of himself and any allies within 30 feet. Any
sort of knowledge is essentially random. creature who can hear and understand the
eddic verse and targets the skald or his allies
DC TYPE OF KNOWLEDGE with an attack receives a –2 penalty on attack
10 Common, known by at least a sub- rolls and a –2 penalty on saving throws against
stantial minority drinking; common fear effects. e effect lasts for as long as the
legends of the local population. attacking creature hears the skald’s poem
20 Uncommon but available, known by and for 5 rounds thereafter. Eddic verse is an
only a few people legends. enchantment (compulsion), mind-affecting,
25 Obscure, known by few, hard to and language dependent ability.
come by. Drápa (Sp): A skald with 3 or more ranks
30 Extremely obscure, known by very in a Perform skill can use his poetics to strike
few, possibly forgotten by most who fear in one or more creatures with poems of
once knew it, possibly known only death and destruction. Each creature to be
by those who don’t understand the scared must be within 90 feet, able to see
significance of the knowledge. and hear the skald, and be able to understand
him. e skald must also be able to see the
Skaldic Poetry: Once per day per skald creature. At 1st level, a skald can only affect
level, a skald can use his rhymes or poetics to one creature with this ability; for every three
produce magical effects on those around him levels a skald attains beyond 1st, he can target
(usually including himself, if desired). While one additional creature with a single use of
these abilities fall under the category of skaldic this ability.
poetry and the descriptions discuss poems, To use the ability, a skald makes a Perform
they can all be activated by reciting poetry, check. His check result is the DC for each
chanting, playing an instrument, or playing an affected creature’s Will save against the effect.
instrument in combination with some spoken If a creature’s saving throw succeeds, the skald
performance. Each ability requires both a cannot attempt to scare that creature again for
minimum skald level and a minimum number 24 hours. If its saving throw fails, the affected
of ranks in the Perform skill to qualify; if a creature becomes frightened. is effect lasts
skald does not have the required number of for as long as the creature hears the skald’s

FURY & FRENZY: A BARBARIAN SOURCEBOOK 27


TABLE: THE SKALD
Base ––—— Spells per Day ——–—
Attack Fort Ref Will
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Skaldic poetry, 2 — — — — — —


illiteracy, bardic
knowledge, eddic
verse, drápa, battle
panegyric +1
2nd +1 +3 +0 +3 3 0 — — — — —
3rd +2 +3 +1 +3 Inspire competence 3 1 — — — — —
4th +3 +4 +1 +4 3 2 0 — — — —
5th +3 +4 +1 +4 3 3 1 — — — —
6th +4 +5 +2 +5 Enraged oratory 3 3 2 — — — —
7th +5 +5 +2 +5 3 3 2 0 — — —
8th +6/+1 +6 +2 +6 Battle panegyric +2 3 3 3 1 — — —
9th +6/+1 +6 +3 +6 Inspire greatness 3 3 3 2 — — —
10th +7/+2 +7 +3 +7 3 3 3 2 0 — —
11th +8/+3 +7 +3 +7 3 3 3 3 1 — —
12th +9/+4 +8 +4 +8 Poem of freedom 3 3 3 3 2 — —
13th +9/+4 +8 +4 +8 3 3 3 3 2 0 —
14th +10/+5 +9 +4 +9 Battle panegyric +3 4 3 3 3 3 1 —
15th +11/+6/+1 +9 +5 +9 Inspire heroics 4 4 3 3 3 2 —
16th +12/+7/+2 +10 +5 +10 4 4 4 3 3 2 0
17th +12/+7/+2 +10 +5 +10 4 4 4 4 3 3 1
18th +13/+8/+3 +11 +6 +11 Heroes’ Elegy 4 4 4 4 4 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 3
20th +15/+10/+5 +12 +6 +12 Battle panegyric +4 4 4 4 4 4 4 4

poem and for 5 rounds thereafter. Drápa is also be able to see the ally.
a mind-affecting and language dependent e ally gets a +2 competence bonus on
ability. skill checks with a particular skill as long as
Battle Panegyric (Su): A skald with 3 or more he or she continues to hear the skald’s poetry.
ranks in a Perform skill can use poetics to Certain uses of this ability are infeasible. e
inspire courage in his allies (including himself effect lasts as long as the skald concentrates,
), bolstering them against fear and improving up to a maximum of 2 minutes. A skald
their combat abilities. To be affected, an ally can’t inspire competence in himself. Inspire
must be able to hear the skald’s recitation. competence is a mind-affecting ability.
e effect lasts for as long as the ally hears Enraged Oratory (Sp): A skald of 6th level or
the skald’s poem and for 5 rounds thereafter. higher with 9 or more ranks in a Perform skill
An affected ally receives a +1 morale bonus on can recite a poem that fills himself or a single
saving throws against charm and fear effects willing ally within 30 feet with rage. For every
and a +1 morale bonus on attack and weapon three levels a skald attains beyond 9th, he can
damage rolls. At 8th level, and every six skald target one additional ally with a single use of
levels thereafter, this bonus increases by 1 (+2 this ability (two at 12th level, three at 15th,
at 8th, +3 at 14th, and +4 at 20th). Battle four at 18th). To enrage, a skald must recite
panegyric is a mind-affecting ability. and an ally must hear him recite. e effect
Inspire Competence (Su): A skald of 3rd level lasts for as long as the ally hears the skald’s
or higher with 6 or more ranks in a Perform recitation and for 5 rounds thereafter. An
skill can use his poetics to help an ally succeed enraged creature gains a +2 morale bonus to
at a task. e ally must be within 30 feet and Strength and Constitution, and a +1 morale
able to see and hear the skald. e skald must bonus on Will saves, and a –2 penalty to

28 FURY & FRENZY: A BARBARIAN SOURCEBOOK


TABLE: SKALD SPELLS KNOWN Poem of Freedom (Sp): A skald of 12th
level or higher with 15 or more ranks in a
————— Spells Known —————
Perform skill can use poetics to create an
Level 0 1st 2nd 3rd 4th 5th 6th effect equivalent to the break enchantment
1st 4 — — — — — — spell (caster level equals the character’s skald
2nd 5 21 — — — — —
3rd 6 3 — — — — — level). Using this ability requires 1 minute of
4th 6 3 21 — — — — uninterrupted concentration and recitation,
5th 6 4 3 — — — — and it functions on a single target within
6th 6 4 3 — — — — 30 feet. A skald can’t use song of freedom on
7th 6 4 4 21 — — — himself.
8th 6 4 4 3 — — —
9th 6 4 4 3 — — — Inspire Heroics (Su): A skald of 15th level or
10th 6 4 4 4 21 — — higher with 18 or more ranks in a Perform
11th 6 4 4 4 3 — — skill can use his poetics to inspire tremendous
12th 6 4 4 4 3 — — heroism in himself or a single willing ally
13th 6 4 4 4 4 21 — within 30 feet. For every three skald levels
14th 6 4 4 4 4 3 —
15th 6 4 4 4 4 3 —
the character attains beyond 15th, he can
16th 6 5 4 4 4 4 21 inspire heroics in one additional creature. To
17th 6 5 5 4 4 4 3 inspire heroics, a skald must recite and an ally
18th 6 5 5 5 4 4 3 must hear the skald recite for a full round. A
19th 6 5 5 5 5 4 4 creature so inspired gains a +4 morale bonus
20th 6 5 5 5 5 5 4
on saving throws and a +4 dodge bonus to
1
Provided the skald has a high enough AC. e effect lasts for as long as the ally
Charisma score to have a bonus spell of this
hears the skald’s recitation and for up to 5
level.
rounds thereafter. Inspire heroics is a mind-
AC. e effect is otherwise identical with a affecting ability.
barbarian’s rage, except that the subject isn’t Heroes’ Elegy (Su): A skald of 18th level or
fatigued at the end of the rage. Enraged higher with 21 or more ranks in a Perform
oratory is a mind-affecting ability. skill can inspire such greatness in himself and
Inspire Greatness (Su): A skald of 9th level or his allies that they can battle on when lesser
higher with 12 or more ranks in a Perform skill heroes would have fallen. is ability can
can use poetics to inspire greatness in himself affect the skald himself and any willing allies
or a single willing ally within 30 feet, granting within 30 feet. To perform a heroes’ elegy, a
him or her extra fighting capability. For every skald must recite and his allies must hear the
three levels a skald attains beyond 9th, he can skald recite. e effect lasts for as long as the
target one additional ally with a single use of ally hears the skald’s recitation and for up to 5
this ability (two at 12th level, three at 15th, rounds thereafter.
four at 18th). To inspire greatness, a skald When reduced to between –1 and –9 hit
must recite and an ally must hear him recite. points, an affected creature automatically
e effect lasts for as long as the ally hears the becomes stable and may continue to act,
skald’s recitation and for 5 rounds thereafter. rather than dying. Affected creatures can
A creature inspired with greatness gains 2 take either a single move or standard action
bonus Hit Dice (d10s), the commensurate without risking further injury. Performing a
number of temporary hit points (apply the full round action will result in the creature
target’s Constitution modifier, if any, to these taking 1 point of damage after completing
bonus Hit Dice), a +2 competence bonus on the act. Any creature reaching –10 hit points
attack rolls, and a +1 competence bonus on immediately dies. Heroes’ elegy is a mind-
Fortitude saves. e bonus Hit Dice count affecting ability.
as regular Hit Dice for determining the effect
of spells that are Hit Dice dependant. Inspire
Ex-Skalds
greatness is a mind-affecting ability.
A skald who becomes nonchaotic cannot

FURY & FRENZY: A BARBARIAN SOURCEBOOK 29


progress in levels as a skald, though he retains 4th-Level Skald Spells: Break Enchantment;
all his skald abilities. Cure Critical Wounds; Detect Scrying;
Dimension Door; Dominate Person; Freedom
SKALD SPELL LIST of Movement; Hallucinatory Terrain; Hold
0-Level Skald Spells: Dancing Lights; Daze; Monster; Insect Plague; Invisibility, Greater;
Detect Magic; Flare; Ghost Sound; Know Legend LoreMF; Locate Creature; Modify
Direction; Light; Lullaby; Mage Hand; Memory; Neutralize Poison; Rainbow
Mending; Message; Open/Close; Resistance; Pattern; Repel Vermin; Secure Shelter;
Summon Instrument. Shadow Conjuration; Shout; Speak with
Plants; Summon Nature’s Ally IV; Zone of
1st-Level Skald Spells: Alarm; Animate Silence.
Rope; Calm Animals; Charm Animal; Charm
Person; Cure Light Wounds; Detect Snares 5th-Level Skald Spells: Commune With
and Pits; Disguise Self; Endure Elements; Nature; Cure Light Wounds, Mass; Dispel
Expeditious Retreat; Feather Fall; Hideous Magic, Greater; Dream; False VisionM;
Laughter; Hypnotism; IdentifyM; Lesser Heroism, Greater; Mind Fog; Mirage Arcana;
Confusion; Longstrider; Magic MouthM; Mislead; Persistent Image; Seeming; Sending;
Magic Aura; Obscure Object; Remove Fear; Shadow Evocation; Shadow Walk; Song of
Silent Image; Sleep; Summon Nature’s Ally Discord; Suggestion, Mass; Summon Nature’s
I; Undetectable Alignment; Unseen Servant; Ally V.
Ventriloquism.
6th-Level Skald Spells:
2nd-Level Skald Spells: Alter Self; Animal Analyze DweomerF; Animate Objects; Bear’s
Messenger; Animal Trance; Bear’s Endurance; Endurance, Mass; Cat’s Grace, Mass; Charm
Blindness/Deafness; Blur; Bull’s Strength; Monster, Mass; Creeping Doom; Cure
Cure Moderate Wounds; Darkness; Daze Moderate Wounds, Mass; Eagle’s Splendor,
Monster; Delay Poison; Detect oughts; Mass; Find the Path; Fox’s Cunning, Mass;
Eagle’s Splendor; Enthrall; Fox’s Cunning; Geas/Quest; Heroes’ Feast; Irresistible Dance;
Glitterdust; Heroism; Hold Animal; Hold Permanent Image; Programmed ImageM;
Person; Hypnotic Pattern; Invisibility; Project Image; Reincarnate; Scrying, Greater;
Locate Object; Minor Image; Mirror Shout, Greater; Summon Nature’s Ally VI;
Image; Misdirection; Pass Without Trace; Sympathetic Vibration; Veil.
Pyrotechnics; Rage; Shatter; Silence; Sound
Burst; Suggestion; Summon Nature’s Ally
II; Summon Swarm; Tongues; Whispering THE WILDBLOOD
Wind. From out of the wilderness, there comes a
barbarian unlike any other. e wildblood can
3rd-Level Skald Spells: channel the fury of the wild, allowing him
Blink; Charm Monster; Clairaudience/ to call upon animal companions and even
Clairvoyance; Confusion; Crushing Despair; become an animal himself.
Cure Serious Wounds; Daylight; Deep Adventures: For a wildblood, every day is
Slumber; Dispel Magic; Displacement; an adventure. He lives every day to its fullest,
Dominate Animal; Gaseous Form; Geas, whether he is hunting for survival or questing
Lesser; Glibness; Good Hope; Haste; Illusory with a party of adventurers. He may fall in
ScriptM; Invisibility Sphere; Major Image; with a group of adventurers to explore the
Phantom Steed; Remove Curse; ScryingF; natural and unnatural firsthand.
Sculpt Sound; Secret Page; See Invisibility; Characteristics: A wildblood is a savage
Slow; Snare; Speak with Animals; Summon fighter who possesses the ability to call upon
Nature’s Ally III; Tiny Hut. animal companions in combat. He can also
transform into a favored animal. His savage

30 FURY & FRENZY: A BARBARIAN SOURCEBOOK


fury and keen senses make the wildblood a wildblood’s skills. Strength and Constitution
very dangerous warrior. are important for the wildblood’s effectiveness
Alignment: e wildblood’s connection in combat.
with nature leads him to abandon law and Alignment: Any neutral.
embrace the natural balance of neutrality. Hit Die: d12.
Religion: Wildbloods revere nature and
usually consider nature to be a totemic force Class Skills
that permeates all things. Some do worship e wildblood’s class skills (and the key abil-
gods of nature and seek to maintain the ity for each skill) are Climb (Str), Handle
natural balance proscribed by their deity. Animal (Cha), Intimidate (Cha), Knowledge
Background: Wildbloods live and die in (nature) (Wis), Listen (Wis), Spot (Wis),
the wild. Most are orphaned at an early age Survival (Wis), and Swim (Str).
and find themselves drawn to the wilderness. Skill Points at 1st Level: (4 + Int modifier)
ey often exist on the periphery of tribal ×4.
settlements where they are viewed with a mix Skill Points at Each Additional Level: 4 +
of respect and fear. Int modifier.
Races: Wildbloods are most often humans
and half-orcs from unsettled areas. Elves and Class Features
gnomes also have an affinity for the wild, and All of the following are class features of the
may take up this class. Dwarves, halflings wildblood.
and elves are rarely wildbloods. Weapon and Armor
Other Classes: Proficiency: A wildblood is
Wildbloods feel proficient with all simple and
most comfortable martial weapons, and shields
around other (except tower shields).
wild and savage Illiteracy: Wildbloods are
classes. Druids some of the few characters who
and barbarians are do not automatically know how
the most common to read and write. A wildblood
friends of the wildblood. may spend 2 skill points to
Wildbloods look down gain the ability to read and
on rangers, finding them write all languages he is
too civilized for their able to speak.
liking. ey do not trust A wildblood who gains
the arcane arts, and often a level in any other class
consider them an affront to automatically gains
natural ways. literacy. Any other
Role: In most adventuring character who gains a
parties, the wildblood serves wildblood level does not
as a warrior. His Animal lose the literacy he or she
Shape abilities can allow already had.
him to serve as a scout and Track: A
spy. wildblood gains
Track as a bonus
GAME RULE feat.
INFORMATION Favored Animal (Ex):
Wildbloods have the following At 1st level, a wildblood
game statistics. may select a specific
Abilities: Wisdom is creature of the animal
important for many of the type (such as those from
FURY & FRENZY: A BARBARIAN SOURCEBOOK 31
TABLE: THE WILDBLOOD
Fort Ref Will
Level Base Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Track, illiteracy, favored animal
2nd +2 +3 +0 +0 Fast movement, nature’s fury 1/day
3rd +3 +3 +1 +1 Animal shape 1/day
4th +4 +4 +1 +1 Trackless step
5th +5 +4 +1 +1 Animal shape 2/day
6th +6/+1 +5 +2 +2 Nature’s fury 2/day
7th +7/+2 +5 +2 +2 Animal shape 3/day
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Nature’s fury 3/day
10th +10/+5 +7 +3 +3 Animal shape 4/day
11th +11/+6/+1 +7 +3 +3 Damage reduction 1/-
12th +12/+7/+2 +8 +4 +4 Nature’s fury 4/day
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Animal shape 5/day, damage reduction 2/-
15th +15/+10/+5 +9 +5 +5 Nature’s fury 5/day
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/-
18th +18/+13/+8/+3 +11 +6 +6 Animal shape 6/day, nature’s fury 6/day
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Animal shape at will, damage reduction 4/-

chapter two of the MM), with which he has wildblood’s hit points by 2 points per level,
a special affinity. e wildblood gains a +2 but these hit points go away at the end of
bonus to all skill checks involving the favored the fury when his Constitution score drops
animal (such as Handle Animal checks). back to normal. (ese extra hit points are not
Fast Movement (Ex): A wildblood’s land lost first the way temporary hit points are.)
speed is faster than the norm for his race by While in a fury, a wildblood cannot use any
+10 feet. is benefit applies only when he is Charisma-, Dexterity-, or Intelligence-based
wearing no armor and not carrying a heavy skills (except for Balance, Escape Artist,
load. Apply this bonus before modifying the Intimidate, and Ride), the Concentration
wildblood’s speed because of any load carried skill, or any abilities that require patience or
or armor worn. concentration (including wild shape), nor
Nature’s Fury (Su): A wildblood can call can he cast spells or activate magic items that
upon nature’s aid to fly into a rage a certain require a command word, a spell trigger (such
number of times per day. In a fury, a wildblood as a wand), or spell completion (such as a
temporarily gains a +2 bonus to Strength, a scroll) to function. He can use any feat he has
+2 bonus to Constitution, but he takes a -2 except Combat Expertise, item creation feats,
penalty to Armor Class. and metamagic feats. A fit of fury lasts for a
When the wildblood enters a fury he may number of rounds equal to 3 + the character’s
summon one of his favored animals as a free (newly improved) Constitution modifier. A
action. e animal appears where he designates wildblood may prematurely end his fury. At
(within 30 feet) and acts immediately, on his the end of the fury, the wildblood loses the
turn. It attacks his opponents to the best fury modifiers and restrictions and becomes
of its ability. If he can communicate with fatigued (-2 penalty to Strength, -2 penalty to
the animal, he can direct it not to attack, to Dexterity, can’t charge or run) for the duration
attack particular enemies, or to perform other of the current encounter.
actions. e animal disappears at the end of A wildblood can fly into a fury only once
the fury. per encounter. At 2nd level he can use his
e increase in Constitution increases the fury ability once per day. At 6th level and

32 FURY & FRENZY: A BARBARIAN SOURCEBOOK


every three levels thereafter, he can use it one WOODLAND SENTINEL
additional time per day (to a maximum of six ere are those that live in the wild, and those
times per day at 18th level). Entering a fury that live with it. e woodland sentinel is
takes no time itself, but a wildblood can do one of the latter. He has become part of the
it only during his action, not in response to wilderness; it sustains him and he prowls
someone else’s action. its borders, keeping his fellow woodland
Trackless Step (Ex): Starting at 4th inhabitants safe from marauding monsters
level, a wildblood leaves no trail in natural and humanoids.
surroundings and cannot be tracked. He may Adventures: Woodland sentinels usually
choose to leave a trail if so desired. dwell close to civilization, where they watch
Animal Shape (Su): At 3rd level, a the borders between the wild and peaceful
wildblood gains the ability to turn himself communities that live at its outskirts. e may
into his favored animal and back again once serves as protectors of civilized settlements or
per day. is is the only animal form he can the barbaric tribes that call the wild home.
take. is ability functions like the polymorph ey often hunt and destroy the monsters
spell, except as noted here. e effect lasts for and savage humanoids that make incursions
1 hour per wildblood level, or until he changes into the wildlands they protect.
back. Changing form (to animal or back) is a Characteristics: e woodland sentinel is a
standard action and doesn’t provoke an attack master of his environment. He is so in tune
of opportunity. with his surroundings he can sense when
A wildblood loses his ability to speak while anything is amiss. He is adept at surviving in
in animal form because he is limited to the the wild, tracking fell beasts, and combating
sounds that a normal, untrained animal can whatever menace he encounters.
make, but he can communicate normally with Alignment: Woodland sentinels can be
other animals of the same general grouping of any alignment. Most are good, doing
as his new form. (e normal sound a wild what they do out of benevolence. Others
parrot makes is a squawk, so changing to this are chaotic, choosing to the live a life apart
form does not permit speech.) from civilization due to their distaste for the
A wildblood can use this ability more times law. Some may even be evil, mastering their
per day at 5th, 7th, 10th, 14th, and 18th level. environment out of a sense of superiority
At 20th level the wildblood can assume his and a desire to dominate whatever surrounds
animal form at will. them.
e new form’s Hit Dice can’t exceed the Religion: Due to their affinity for the
character’s wildblood level. wild, most woodland sentinels worship gods
Damage Reduction (Ex): At 11th level, a of nature. Some eschew any specific deity
wildblood gains Damage Reduction. Subtract in favor of revering totemic forces or an
1 from the damage the wildblood takes each unnamed “wild” power.
time he is dealt damage from a weapon or a Background: Most woodland sentinels
natural attack. At 14th level, and every three are born into the tribal cultures in the wild.
wildblood levels thereafter (17th, and 20th Something sets them apart from the barbaric
level), this damage reduction rises by 1 point. brethren and they take up a solitary life away
Damage reduction can reduce damage to 0 from the tribe. Some are born into a civilized
but not below 0. culture, and find themselves fleeing to the
wild, where they must learn how to survive
Ex-Wildbloods the hard way.
A wildblood who becomes nonneutral cannot Races: Woodland sentinels are most often
progress in levels as a wildblood though he elves or humans. Elves become woodland
retains all his wildblood abilities. sentinels due to their affinity for the wild.
Humans may become woodland sentinels
due to circumstances of birth, and excel in the
FURY & FRENZY: A BARBARIAN SOURCEBOOK 33
class due to their adaptability. Level: 6 + Int modifier.
Other Classes: Woodland sentinels most
often associate with rangers, druids, and Class Features
barbarians. ey have no particular dislike for All of the following are class features of the
any class, since they respect everyone’s choice woodland sentinel.
to walk a different path. Weapon and Armor Proficiency: A
Role: e woodland sentinel best serves as woodland sentinel is proficient with all simple
an adventuring party’s guide through the wild. and martial weapons, light armor, medium
His danger sense makes him an excellent armor, and shields (except tower shields).
“point man” in most situations. He is also a Danger Sense (Ex): Woodland sentinels
competent warrior. have an almost supernatural ability to sense
when things are about to go wrong. At 3rd
GAME RULE INFORMATION level, the woodland sentinel receives a +4
Woodland sentinels have the following game insight bonus on Spot checks made to
statistics. notice other creatures at the beginning of
Abilities: Strength and Dexterity an encounter (see Encounter Distance,
are equally important for woodland DMG).
sentinels, because they make their way At 6th level and above, the
through the world using both stealth woodland sentinel is never
and martial prowess. surprised. He can always take a
Many of the woodland standard action during a surprise
sentinel’s important round, unless he is immobilized
skills are also based on or otherwise unable to act.
these two abilities. At 9th level and above, the
Constitution is helpful woodland sentinel gains
when dealing with the a +1 insight bonus to his
extreme weather and initiative checks. is
scarcity of food that a increases to +2 at 12th
woodland sentinel may level, +3 at 15th level,
encounter in his travels. and +4 at 18th level.
A high Wisdom score will is ability stacks with
help a woodland sentinel Improved Initiative
master many of the skills that and other abilities
are necessary for survival in the that grant bonuses to
wilds. initiative checks.
Alignment: Any. Smite (Su): Some
Hit Die: d8. woodland sentinels
devote their lives to defending
Class Skills the frontier from savage
e woodland sentinel’s class skills (and monsters. Others must learn
the key ability for each skill) are Climb to fight simply to survive
(Str), Craft (Int), Handle Animal the hostile wilderness and barbaric
(Cha), Heal (Wis), Hide (Dex), Jump culture that spawned them.
(Str), Knowledge (nature) (Int), Listen Once per day at 4th level, a
(Wis), Move Silently (Dex), Ride (Dex), woodland sentinel may attempt
Search (Int), Spot (Wis), Survival (Wis), to smite an opponent with
Swim (Str), and Use Rope (Dex). one normal attack. He gains
Skill Points at 1st Level: (6 + Int a +4 competence bonus to the
modifier) ×4. attack roll and deals 1 extra point of
Skill Points at Each Additional damage per class level. He can smite with

34 FURY & FRENZY: A BARBARIAN SOURCEBOOK


TABLE: THE WOODLAND SENTINEL
Fort Ref Will
Level Base Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Woodland trait
2nd +2 +3 +0 +0 Woodland trait
3rd +3 +3 +1 +1 Danger sense (bonus to spot enemies)
4th +4 +4 +1 +1 Smite 1/day
5th +5 +4 +1 +1 Woodland trait
6th +6/+1 +5 +2 +2 Danger sense (never surprised)
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Woodland trait
9th +9/+4 +6 +3 +3 Danger sense (+1 initiative)
10th +10/+5 +7 +3 +3 Smite 2/day
11th +11/+6/+1 +7 +3 +3 Woodland trait
12th +12/+7/+2 +8 +4 +4 Danger sense (+2 initiative)
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Woodland trait
15th +15/+10/+5 +9 +5 +5 Danger sense (+3 initiative)
16th +16/+11/+6/+1 +10 +5 +5 Smite 3/day
17th +17/+12/+7/+2 +10 +5 +5 Woodland trait
18th +18/+13/+8/+3 +11 +6 +6 Danger sense (+4 initiative)
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Woodland trait

a melee or ranged attack, though the target would normally prevent him from doing so.
of a ranged smite must be within 30 feet. e One with the Land (Ex): Choose one type
woodland sentinel can use the smite ability of terrain (forest, jungle, tundra, desert, ocean,
twice per day at 10th level and three times per etc.) When traveling through that terrain,
day at 16th level. the woodland sentinel automatically forages
Woodland Trait: At 1st and 2nd level and enough food and water to supply himself and
every three levels thereafter (5th, 8th, 11th, one additional person for every three class lev-
14th, 17th, and 20th), a woodland sentinel els he has. is ability may be taken multiple
gains a special trait of his choice from among times, choosing different terrain each time.
the following. Unless noted, a woodland Quick Stride (Ex): e woodland sentinel’s
sentinel may only choose each trait once. land speed is faster than the norm for his race
Fox Step (Ex): e woodland sentinel by +10 feet. is benefit applies only when he
receives a +4 competence bonus to Move is wearing no armor, light armor, or medium
Silently checks. In addition, he may take 10 armor and not carrying a heavy load. Apply
when making Move Silently checks even if this bonus before modifying the woodland
stress and distraction would normally prevent sentinel’s speed because of any load carried or
him from doing so. armor worn. is speed bonus stacks with the
Fox Cunning (Ex): e woodland sentinel fast movement class ability.
can conceal his party’s track while moving at Stealthy (Ex): e woodland sentinel re-
full speed (+5 to the DC of any checks made ceives a +4 competence bonus to Hide checks.
to track the group). If he slows to half speed, In addition, he may take 10 when making
he can conceal their tracks even more effec- Hide checks even if stress and distraction
tively (+10 to the DC of any checks made to would normally prevent him from doing so.
track the group). Tracking (Ex): e woodland sentinel gains
Hawk’s Eyes (Ex): e woodland sentinel re- the Track feat.
ceives a +4 competence bonus to Spot checks. Ways of the Wolf (Ex): e woodland sentinel
In addition, he may take 10 when making receives a +6 competence bonus to Survival
Spot checks even if stress and distraction checks made when tracking. In addition, he

FURY & FRENZY: A BARBARIAN SOURCEBOOK 35


may take 10 when making such a check even when constructing an object entirely out of
if stress and distraction would normally pre- natural materials (such as stone, wood or
vent him from doing so. plant and animal parts, but excluding metal or
Wolf ’s Ears (Ex): e woodland sentinel glass). In addition, he may take 10 when mak-
receives a +4 competence bonus to Listen ing such a check even if stress and distraction
checks. In addition, he may take 10 when would normally prevent him from doing so.
making Listen checks even if stress and dis- Wordless Speech (Sp): Once per day, the
traction would normally prevent him from woodland sentinel can speak with animals as
doing so. the spell. e character’s caster level is equal
Woodsman (Ex): e woodland sentinel re- to his class level.
ceives a +4 competence bonus to Craft checks

CHAPTER TWO

R AGE FEATS
is section lists a number of feats, each “spend” another of your rages to go “berserk”.
with one or more designators to serve as For the duration of your current rage, you may
suggestions for the kinds of characters who take no action other than a melee attack or to
would find each feat most useful. ese feats move to the nearest creature to attack. If there
are not restricted to any race or character is a creature within reach, friend of foe, you
class, but the ability to rage is almost entirely must take a full-attack action. If there is not
the province of barbarians. a creature within reach you must move to the
Rage: All Rage feats require the ability to next closest target, friend of foe, charging if
rage. In many cases, use of a Rage feat will possible. Given two creatures of equal range,
also require that the character be raging. you may choose which to attack. For the
Check each feat for specifics. duration of your current rage you gain the
Rage Channeling: ese feats allow a Power Attack, Cleave, and Great Cleave feats.
barbarian a chance to turn inchoate fury into You can activate this ability at will, but only
a specific effect. By “spending” daily uses of on your turn.
the rage ability, a character can attack more
ferociously, better resist harmful effects, or BLOODTHIRSTY RAGE [RAGE]
even focus on critical tasks. Your thirst for blood can extend the duration
of your rage.
FEAT DESCRIPTIONS Prerequisites: Ability to rage, Cleave, base
e following feats are presented in attack bonus +5.
alphabetical order. Benefit: On the final round of your rage’s
duration, if you successfully use your Cleave
or Great Cleave feat (drop an opponent and
BERSERK RAGE [RAGE CHANNELING]
get an extra melee attack) your rage duration
You allow your rage to take you into ever-
is extended by one additional round. is
deeper depths of destructive frenzy.
feat can be used to extend your rage by up to
Prerequisite: Ability to rage.
three rounds, after which point your rage ends
Benefit: If you are already raging, you may

36 FURY & FRENZY: A BARBARIAN SOURCEBOOK


normally. You can activate this ability at will, even
during your opponent’s turn.
BOAR’S HIDE [RAGE CHANNELING]
In the midst of your rage the blows of lesser ENRAGED CASTING [RAGE]
weapons become mere annoyances to you. With a supreme effort of concentration, you
Prerequisites: Ability to rage, base are able to cast spells despite your rage.
Fortitude save +6, damage reduction 1/-. Prerequisite: Ability to rage.
Benefit: If you are already raging, you may Benefit: To cast spells while raging, you
“spend” another of your rages to increase your must make a Concentration check (DC 15 +
damage reduction by +1/-. is stacks with spell level); failure indicates the spell is lost.
any other damage reduction you may have If you attempt to cast defensively at the same
and lasts for the duration of your current time, increase the DC of this check by 5.
rage. You may “spend” multiple rages to Normal: You may not cast spells while
increase your DR even further, adding +1/- raging.
for each additional rage you expend. You can
activate this ability at will, even during your
opponent’s turn.
FRENZY, RAGE, ETC.
Whirling frenzy, last stand, battle fury,
savage haste and nature’s fury may be
BULL’S HEALTH [RAGE] used interchangeably with rage for the
Your increased metabolism allows your body purposes of rage and rage channeling
to purge itself of poisons and diseases more feats. It serves the same purpose as rage,
quickly. and simply imparts different bonuses.
Prerequisites: Ability to rage, Great
Fortitude.
Benefit: While raging, you may reroll any
ENRAGED CHARGE [RAGE
failed saving throw against poison or disease.
You must keep the result of the second roll. CHANNELING]
You can channel the power of your rage to
make devastating charge attacks.
COLLECTIVE FURY [RAGE] Prerequisite: Ability to rage.
Multiple characters with the rage ability can
Benefit: By “spending” one of your rages
cause fear in opponents.
during a charge, you gain an additional +2
Prerequisites: Ability to rage, Warcry.
bonus to the attack roll or, in the case of a bull
Benefit: While a lone berserker is enough
rush or overrun, you gain a +2 bonus to the
to instill fear in the hearts of otherwise
Strength check. You can activate this ability at
stalwart men, a crazed mob of berserkers can
will, but only on your turn.
rout entire units with the shrill sound of their
clan’s battle cry. You know how to amplify the
terror that a raging mob can generate. When ENRAGED SUNDER [RAGE CHANNELING]
you rage, all other friendly characters within You can channel the power of your rage to
30 feet who are also raging gain the benefits make a destructive sunder attempt.
of the Warcry feat. Multiple Warcry effects Prerequisite: Ability to rage.
stack with each other. Benefit: By “spending” one of your rages,
you gain a+4 bonus to the damage dealt by
a single sunder attempt. You can activate this
DEFENSIVE RAGE [RAGE CHANNELING] ability at will, but only on your turn.
You can channel the power of your rage to
defend yourself against physical attack.
Prerequisite: Ability to rage. ENRAGED HEALING [RAGE
Benefit: By “spending” one of your rages, CHANNELING]
you gain a +6 dodge bonus to AC for 1 round. Your hearty nature allows you to heal wounds

FURY & FRENZY: A BARBARIAN SOURCEBOOK 37


almost instantly. suffering the same effects as if you had just
Prerequisite: Ability to rage. finished raging. You can activate this ability at
Benefit: If you are already raging, you may will, but only on your turn.
“spend” another of your rages to gain Fast
Healing 1 (see Chapter 7 of the MM) for GHOST RAGE [RAGE CHANNELING]
the duration of your current rage. is is an You can channel the power of your rage to gain
extraordinary ability. You can activate this the ability to strike incorporeal creatures.
ability at will, but only on your turn. Prerequisite: Ability to rage.
Benefit: By “spending” one of your rages,
ENRAGED STRIKE [RAGE CHANNELING] you grant all of your attacks the ghost touch
Your rage fuels your ability to deal death. special quality for a number of rounds equal to
Prerequisites: Ability to rage, Punishing 3 + your Constitution bonus. You can activate
Rage. this ability at will, but only on your turn.
Benefit: By “spending” one of your rages,
you may automatically confirm a threat rather HOLY FURY [RAGE]
than making a critical roll. You can activate You can channel positive energy and rage to
this ability at will, but only on your turn. deal severe damage to the undead.
Prerequisites: Ability to channel positive
F ISTS OF RAGE [RAGE ] energy, ability to rage.
Your rage allows you to deal more damage Benefit: You can combine both your rage
while unarmed. and your ability to channel positive energy to
Prerequisites: Ability to rage, Improved fight the undead. By “spending” one turning
Unarmed Strike. attempt while raging, you gain the ability
Benefit: During a rage, your unarmed to affect the undead with critical hits. is
attacks deal greater damage. While raging, effect lasts until the end of your current rage
your unarmed damage increases by one die duration.
type (1d3 to 1d4, 1d4 to 1d6, and so on).
LUNATIC FRENZY [RAGE]
FOCUSED RAGE [RAGE CHANNELING] Your lycanthropy fuels your rage.
You can channel the power of your rage to Prerequisites: Ability to rage, lycanthropy.
focus on tasks. Benefit: e duration of your rage is in-
Prerequisite: Ability to rage. creased by two rounds following any invol-
Benefit: By “spending” one of your rages, untary transformation into animal form (the
you gain a +6 morale bonus to all skill checks result of a full moon or taking damage in
for 1 round. You can activate this ability at combat). is effect lasts as long as you re-
will, but only on your turn. main in animal form.

FURIOUS STRENGTH [RAGE MERCILESS RAGE [RAGE CHANNELING]


CHANNELING] You rage carves through the innocent and
You can channel your rage into a single burst helpless with wild abandon.
of incredible strength. Prerequisites: Ability to rage.
Prerequisite: Ability to rage. Benefit: By “spending” one of your rages,
Benefit: By “spending” one of your rages, you may perform a coup de grace as a stan-
you gain a +20 bonus to Strength for a single dard action. You can activate this ability at
action that can last no longer than a minute. will, but only on your turn.
is can be used to bash down an obstacle,
lift an impossible weight, or deal tremendous MIGHTY THEWED [RAGE]
damage in a single attack. After this action is It may be your towering stature, rippling
performed, you are fatigued for one minute, physique or perhaps the assured movements

38 FURY & FRENZY: A BARBARIAN SOURCEBOOK


of a seasoned warrior, but the end result is the RAGING JUMP [RAGE CHANNELING]
same: your mere presence causes enemies to You can use your rage to extend your leaping
quake in fear. distance.
Prerequisite: Ability to rage. Prerequisite: Ability to rage.
Benefit: You may add your Strength Benefit: By “spending” on of your rages,
modifier to all Intimidate checks while you can channel some of your energy into
raging. a prodigious leap. You gain a +10 bonus on
a single Jump check. You can activate this
MURDEROUS RAGE [RAGE ability at will, but only on your turn.
CHANNELING]
rough the red mist of your rage, you focus SAVAGE HEALTH [RAGE]
on your opponent’s weaknesses. You gain temporary hit points when you
Prerequisites: Ability to rage, base attack rage.
bonus +3. Prerequisites: Ability to rage, Con 15+.
Benefit: If you are already raging, you Benefit: In the first round of a rage, as a free
may expend another of your rages to enter action you may choose to channel some of
a murderous rage. For the duration that rage into a surge of health.
of the your current rage, regardless is will grant you 1d8 tempo-
of the weapon you use, you strike rary hit points for each round
as though you had the Improved by which you shorten your
Critical feat. You can activate this rage duration. All of these hit
ability at will, but only on your points vanish when the rage
turn. ends. Damage is taken from
these temporary hit points
PUNISHING RAGE [RAGE first; if the total damage
CHANNELING] taken during the rage
You can channel the does not exceed these
power of your rage hit points, the char-
to take out many acter has taken no
opponents real damage.
during one
round. SHARED
Prerequisite: RAGE [RAGE
Ability to rage. CHANNELING]
Benefit: By “spending” You can incite rage in
one of your rages, you gain the benefit of the your fellow barbarians.
Great Cleave feat for one round. Additionally, Prerequisite: Ability to rage.
you can take a 5-foot step each time you drop Benefit: When in an adjacent square to a
an opponent, up to your maximum movement. willing character you may “spend” one of your
You can activate this ability at will, but only rages to incite rage in yourself and the other
on your turn. character. Both you and the other character
must have the ability to rage and this “shared
RAGEBORN [RAGE] rage” counts towards both of your “one rage
Your tendency towards rage is innate. per encounter” limits. e duration of this
Prerequisites: Ability to rage, character rage, for you and the other character, is half as
level 1st only. long as a normal rage would be for you. You
Benefit: Your rage duration is increase by can activate this ability at will, but only on
one round. If you are a non-human race, your your turn.
favored class becomes barbarian.

FURY & FRENZY: A BARBARIAN SOURCEBOOK 39


STAG’S HEART [RAGE CHANNELING] WARCRY [RAGE]
Your rage makes you fleet of foot. You can terrify opponents with a fearsome
Prerequisites: Ability to rage, Improved battlecry.
Initiative. Prerequisites: Ability to rage, Cha 13+.
Benefit: If you are already raging, you may Benefit: As a move action, you may emit a
“spend” another of your rages to act with great battlecry that will severely unnerve your op-
quickness. For the duration of your existing ponents. Each opponent with 30 feet of you
rage, you receive an extra move action each at the time of the cry must make a Will save
round. is extra action is superseded by (does (DC 10 + your Charisma bonus). Add two to
not stack with) any other effect that grants an the DC of the Will save if you have at least
additional move action. You can activate this five ranks in Intimidate.
ability at will, but only on your turn. Opponents that fail the Will save suffer a
–1 morale penalty to attack rolls, Will saves,
UNHOLY RAGE [RAGE CHANNELING] and Armor Class for as long as you remain in
You can channel the power of your rage to combat with them and continue to rage.
smite good enemies.
Prerequisites: Ability to rage, evil W HIRLWIND RAGE [RAGE
alignment. CHANNELING]
Benefit: By “spending” one of your rages, You can channel the power of your rage to at-
you can attempt to smite good, as the Evil do- tack all adjacent enemies.
main granting power, with one normal melee Prerequisites: Ability to rage, Punishing
attack. You add your Charisma bonus (if posi- Rage.
tive) to your attack roll and deal 1 extra point Benefit: By “spending” one of your rages,
of damage per Hit Die, plus any additional you gain the benefit of the Whirlwind Attack
bonuses that would normally apply. You can feat for one round. You can activate this abil-
activate this ability at will, but only on your ity at will, but only on your turn.
turn.
WOLF ’S CUNNING [RAGE]
UNQUENCHABLE RAGE [RAGE] You have learned the wolves’ secret of attack-
Your bloodthirsty nature knows no bounds. ing form the flanks.
Prerequisites: Ability to rage, Bloodthirsty Prerequisite: Ability to rage.
Rage, Cleave, base attack bonus +11. Benefit: While you are raging, you gain a +2
Benefit: is feat works like Bloodthirsty dodge bonus to Armor Class against attacks
Rage, except there is no limit to the number of from any opponent that you are flanking.
rounds your rage duration can be extended.
WYVERN’S ROAR [RAGE]
UNSTOPPABLE RAGE [RAGE Your battle cry strikes fear into the hearts of
CHANNELING] your enemies.
You can channel the power of your rage to Prerequisite: Ability to rage, base attack
improve your saves. bonus +3.
Prerequisite: Ability to rage. Benefit: You may use the Intimidate skill
Benefit: By “spending” one of your rages, while raging as a move action.
you gain a +6 morale bonus on all saving Normal: Intimidating an opponent in com-
throws for one round. You can activate this bat is a standard action.
ability at will, even during your opponent’s
turn.

40 FURY & FRENZY: A BARBARIAN SOURCEBOOK


CHAPTER THREE

T OTEM FEATS
ese feats are for those individuals who have barbaric culture, but it is conceivable for a
been adopted by a particular spirit totem. totem spirit to reveal itself to someone who
Usually, if you want to channel a totem, you did not know of them before.
undergo a ritual or an ordeal, during which Totem feats grant you the ability to harness
you would attract the attention of a potential the totemic essence of the spirit. You must
totem. ese rituals and ordeals depend use a standard action to channel your totem.
entirely on the customs and traditions of Being imbued with a spirit is a physically
the tribe, but are almost always officiated by taxing experience and you can only maintain
a tribal spiritual leader or shaman. You will this imbued state for a number of rounds
typically only channel one totem. ese feats equal to 3 + your Constitution modifier. You
are only available if your character is from a may end the channeling earlier if you wish.
You can only channel your totem a number
of times per day equal to 1 + your Charisma
W HO IS ELIGIBLE FOR modifier (minimum of 1). Additionally, a
TOTEM FEATS? totem feat grants a bonus to a skill relevant
to that totem. is bonus applies at all times,
Totem feats are intended for characters even when you’re not channeling your totem.
who come from cultures that have Totem feats also have a taboo – something
traditions of worshiping or showing that, if done, will offend the patron spirit. If
reverence to totemic forces and animals. you break the taboo, you lose access to the
Usually these beliefs are found only benefits of the totem feat until you undertake
among tribal folk. Generally these feats some rite of contrition. ese rites usually take
are best suited to character with a rural or the form of a quest undertaken to regain the
tribal background, especially barbarians, favor of the totem. e difficulty of the quest
druids and rangers (including any of the is usually determined by the circumstances
variant classes found in this book). around the infraction.

is is not a hard and fast rule because FEAT DESCRIPTIONS


there is roleplaying and storytelling e following totem feats are presented in
potential in having a “civilized” character alphabetical order.
get in touch with the wild and his
“uncivilized” nature. It is entirely
conceivable for a city-bred rogue to hear
BOAR [TOTEM]
Boar embodies strength and perseverance.
the call of Deer after spending time in the
Boar takes note of tenacious and determined
deep woods amongst the barbarian tribes
individuals. Children of Boar are often dogged
who dwell there, or that a haughty elf
opponents who will fight, well past most
might find affinity with Nine-Tailed Fox
other sane warriors. Fierce and forthright,
after adventuring amongst humans in the
those touched by Boar are loyal allies and
mysterious east.
implacable foes.

FURY & FRENZY: A BARBARIAN SOURCEBOOK 41


Benefit: While channeling Boar, you are DEER [TOTEM]
treated as though you have the Improved Deer is a totem of wisdom and patience.
Bull Rush feat. In addition, you gain a +2 She takes note of cautious and fleet-footed
circumstance bonus to all Intimidate checks. individuals. Children of Deer are often agile
Taboo: Fleeing a dangerous situation. Boar and somewhat skittish, but are also caring
does not tolerate shows of cowardice; children and wise. ose touched by Deer are adept at
of Boar must not leave a hazardous situation judging threats and escaping them when the
any faster than a cautious walk. need arises.
Benefit: While channeling Deer, your speed
BROTHER BEAR [TOTEM] is increased by +10 feet. is bonus stacks with
Brother Bear is a wise and patient spirit. the barbarian’s fast movement class ability. In
Caring and loyal to those he is fond of, he is a addition, you gain a +2 circumstance bonus on
ruthless and powerful opponent to those who all Jump checks.
arouse his ire. Children of Brother Bear tend Taboo: Confinement. Children of Deer are
to be protective of their communities and uncomfortable in close quarters and must do
villages, and are the first and strongest line of everything possible to escape imprisonment.
defense for their kin.
Benefit: Brother Bear’s children fight best DESERT FALCON [TOTEM]
unarmed. While channeling Brother Bear, e desert is a harsh place, and the children
you gain a +1 circumstance bonus to all of Desert Falcon are survivors. Keen-eyed and
unarmed attacks. Brother Bear also lends hardy, Desert Falcon’s children often serve as
some of his might; you are considered one size guides in the sandy wastes.
category larger than normal when making Benefit: While channeling Desert Falcon,
grapple checks. In addition, you gain a +2 you cast no revealing shadow. is allows a
circumstance bonus on all Heal checks. great advantage in stealth, as your prey must
Taboo: Abandoning allies or kin. Children look directly at you, or hear you coming, in
of Brother Bear are expected to be faithful to order to successfully spot your presence. In
their communities, regardless of the personal effect, this gives you a +5 circumstance bonus
cost. to all Hide checks. In addition, you gain a +2
circumstance bonus on all Survival checks.
CAT [TOTEM] Taboo: Refusing to guide others. Children
Cat is a curious and inquisitive spirit. Always of Desert Falcon are advisors and guides in
prying into places where she should not be, the harsh wilderness or desert, and one who
when danger is close she springs out of harm’s refuses to fulfill this purpose will find that
way. Cat’s Children are also quick – both in Desert Falcon has abandoned him.
mind and body. In addition, they tend to
be busybodies who are easily fascinated by EAGLE [TOTEM]
anything new. Eagles soars high above the land, from afar
Benefit: While channeling Cat and as long he watches the goings-on of the world below.
as you are not in heavy armor, you are treated Children of Eagle are similarly perceptive
as though you had the Spring Attack feat. In – yet aloof. ose touched by Eagle hunt their
addition, you gain a +2 circumstance bonus to prey in solitude, striking hard and fast.
all Search checks. Benefit: While channeling Eagle, you gain
Taboo: Hoarding knowledge. Children a +1 circumstance bonus to attack while using
of Cat are curious about secrets and tend to ranged weapons. In addition, you gain a +2
quickly spread any new piece of information circumstance bonus to all Spot checks.
they have. Taboo: Stealing prey. Children of Eagle
must not aid another in battle unless the other
person requests assistance.

42 FURY & FRENZY: A BARBARIAN SOURCEBOOK


MOTHER NIGHT [TOTEM] Benefit: River’s children flow through
Mother Night is a wise and cautious spirit. combat, getting to those places they are
She represents the cool quiet and serenity most needed. While channeling River, you
at the end of life, Mother Night is patient are considered to have the Mobility feat. In
and deliberate in her actions. Night also addition, you gain a +2 circumstance bonus on
represents the primal fears of man, the time all Swim checks.
when those things that hunt men prowl in the Taboo: Ignoring foreign customs. River’s
dark. Mother Night’s children are dark and children serve as diplomats and are required
brooding, they are afforded a cautious respect to learn and honor the customs of their
in their communities. neighbors.
Benefit: You can fight even in complete
darkness – while channeling Mother Night, WIND [TOTEM]
you are considered to have the Blind- Mysterious and elusive, Wind is a wise and
Fight feat and receive only half the normal perceptive spirit. It is Wind who first brings
penalty to movement because of darkness word of danger, and she encourages her
or poor visibility. In addition, you gain a +2 children to do likewise. Children of Wind
circumstance bonus to all Hide checks. often serve their community as forward
Taboo: Revealing secrets. Children of scouts and messengers; thus they are the first
Mother Night learn many things and must to find trouble, and the first to bring warning
husband that knowledge carefully. back to their kin.
Benefit: While channeling Wind, the range
NINE-TAILED FOX [TOTEM] increment of your ranged attacks is doubled.
Nine-Tailed Fox is a quick and cunning spirit. In addition, you gain a +2 circumstance bonus
Always enamored with something new, he to all Tumble checks and can use the Tumble
will slip in, grab his latest desire, and slip skill untrained.
out before anyone is the wiser. Children of Taboo: Sedentary behavior. Children of
Nine-Tailed Fox are quick thinking and quick Wind are a nomadic lot and are driven to see
witted as well, and are adept at getting in and what is beyond the next rise.
out of dangerous situations.
Benefit: Nine-Tailed Fox encourages his WOLF [TOTEM]
children to use their wits when attacking an Wolf is a spirit of unity and order. When the
enemy. While channeling this totem, you gain village’s hunters go out to find prey, they use
a +1d6 sneak attack; this stacks with any other the tricks they learned from Wolf. Children
sneak attack you may have. In addition, you of Wolf understand that teamwork and
gain a +2 circumstance bonus on all Sleight cooperation is needed in order to bring health
of Hand checks and can use Sleight of Hand to their kin and clan. Man is not a solitary
untrained. predator, and neither is Wolf.
Taboo: Resisting curiosity. Nine-Tailed Benefit: While channeling Wolf, you gain
Fox’s children are consummate thieves and an increased ability to help your allies. When
explorers, and are drawn to items or situations you make a successful aid another action, your
that are new or unusual. ally gains a +4 bonus on his next attack against
a specific opponent or a +4 bonus to AC from
RIVER [TOTEM] that opponent’s next attack (your choice). In
Strong, swift and ever flowing, River brings addition, you gain a +2 circumstance bonus to
life and trade to the inhabitants of the wild. all Survival checks.
River’s children, too, are static though flexible Taboo: Abandoning allies. Wolf is a pack
figures of their communities. Often tradesman creature and so are his children.
or diplomats, River’s children serve to cement
the ties that benefit neighboring peoples.

FURY & FRENZY: A BARBARIAN SOURCEBOOK 43


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15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, omas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,
David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
and JD Wiker.
Heroes of High Favor: Half-Orcs Copyright 2002, Benjamin R. Durbin, published by Bad Axe Games. LLC.
Wrath & Rage: A Guidebook to Orcs and Half-orcs, Copyright 2002, Green Ronin Publishing; Author Jim Bishop.
Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc.
Player’s Guide to Fighters & Barbarians Copyright 2003, White Wolf Publishing, Inc.
Mercenaries Copyright 2001, Alderac Entertainment Group, Inc.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
e Hypertext d20 SRD Copyright 2004, Jans W Carton.
Midnight Copyright 2003, Fantasy Flight Publishing, Inc.
Skald, Copyright 2001, Gryphon. [email protected]
Core Classes of Rath Copyright 2003, Robert L. Rath. [email protected]
Unorthodox Barbarians, Copyright 2004 e Le. Published by e Le Games, www.eLeGames.com
Focus on Freeport #2: e Freeport Pirate, Copyright 2000, Green Ronin Publishing; Author Chris Pramas.
Swords of Our Fathers Copyright 2003, e Game Mechanics.
Mutants and Masterminds Copyright 2002, Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc,; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Open game content from e Quintessential Drow copyright 2003, Mongoose Publishing Ltd.
Open game content from e Quintessential Barbarian II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd.
Rage Feats copyright 2006 Reality Deviant Publications, Christopher Urinko
Fury & Frenzy Copyright 2006, Michael Todd. Published by Big Finger Games.

44 FURY & FRENZY: A BARBARIAN SOURCEBOOK

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