Barbarian

Ursoulian Barbarians have identical alignment limits, proficiencies, base attack bonuses and save bonuses as normal Barbarians. However, the special class featues they recieve at each level are different.

LevelSpecial
1stFast Movement, Nonlethal Damage Reduction, Painless, Rage
2ndRage Power, Uncanny Dodge
3rdDamage Reduction 1/
4thRaging Ferocity
5thDamage Reduction 2/, Rage Power
6thImproved Uncanny Dodge, Increased Damage Threshold 15
7thDamage Reduction 3/
8thEnduring Toughness, Rage Power
9thDamage Reduction 4/
10thGreater Rage, Tireless Rage
11thDamage Reduction 5/, Rage Power
12thIncreased Damage Threshold 20
13thDamage Reduction 6/
14thEnduring Toughness 5, Rage Power
15thDamage Reduction 7/
16thIndomitable Will +2
17thDamage Reduction 8/, Rage Power
18thIncreased Damage Threshold 25
19thDamage Reduction 9/
20thEnduring Toughness 10, Rage Power, Indomitable Will +4, Mighty Rage
Weapons and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): At 1st level, the barbarian's land speed is increased by 10 feet. This benefit applies only when the barbarian is wearing no armor, light armor, or medium armor and not carrying a heavy load.

Nonlethal Damage Reduction (Ex): At 1st level, the Barbarian can ignore most forms of pain that do not cause real damage. He gains an amount of damage reduction against nonlethal damage equal to his barbarian level.

Painless (Ex): At 1st level, the barbarian gains a bonus to any skill checks or saving throws made to resist pain (symbol of pain, concentration checks to cast spells while taking continual damage, etc.) equal to his half his barbarian level (rounded down, to a minimum of 1). This bonus stacks with the will save bonus granted during a rage.

Rage (Ex): At 1st level, a barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 3 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 1 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and supernatural powers, do not increase a barbarian's total number of rage points, however perminant increases to constitution are retriactive. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter a rage as a free action. Rage points are renewed after resting for 8 hours although these hours do not need to be consecutive.
In a rage, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus on Will saves, but he takes a 2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma, Dexterity, or Intelligence based skills (Except for Balance, Escape Artist, Intimidate, and Ride), or the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
A barbarian can end her rage as a free action and is fatigued for a number of rounds equal to twice the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter a rage multiple times during a single encounter or combat. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone's action.

Rage Powers: As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains an additional rage power for every three levels of barbarian attained after 2nd level (5th, 8th, 11th, 14th, 17th and 20th). A barbarian can use her rage powers only while raging, with each power consuming a number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are free actions that must be performed on your turn that last until the begining of your next turn.

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Animal Fury (Ex): The barbarian may make a bite attack using her full base attack bonus bonus as a swift action. If the bite hits, it deals 1d4 damage plus the barbarian's Strength modifier. A barbarian can use this attack while grappling. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus. (3 rage points)

Clear Mind (Su): A barbarian may reroll a failed Will save. This power is used as an immediate action after the save is failed. The barbarian must take the second result, even if it is worse. (6 rage points)

Increased Damage Reduction (Ex): The barbarian gains damage reduction 2/
per 3 rage points that lasts until the beginning of the barbarians next turn. This damage reduction stacks with that granted by the barbarian class feature. The barbarian cannot increase her damage reduction by more than 6/- with this power. (3, 6, or 9 rage points)

Incredible Reflexes (Ex): As an immediate action, the barbarian gains a dodge bonus to her armor class equal to 1/2 her barbarian level (round down) against all attacks. (6 rage points)

Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a swift action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d6+3 rounds. (6 rage points)

Knockback (Ex): Anyone hit by the barbarian's melee attacks this round is pushed back, if possible. This power is used as a swift action before any attacks are made. This is effectively a bullrush attempt. The barbarian is counted as one size larger then herself for the purpose of this check. (6 points)

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as a immediate action once a critical threat has been determined. (6 rage points)

Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage. This includes the penalty to armor class and the restriction on what actions can be performed. (3 rage points)

Powerful Blow (Ex): The barbarian adds her barbarian level to damage on one successful attack. This power is used as a immediate action before the roll to hit is made. (6 rage points)

Renewed Vigor (Su): The barbarian heals a number of hit points, and heals twice that number of nonlethal damage (if any) equal to his barbarian level. This power is used as a full round action that does not provoke attacks of opportunity. (12 points)

Roused Anger (Ex): The barbarian may enter rage even if fatigued. The barbarian is exhausted at the end of this rage, and remains exhausted for 3 rounds for every round he maintained this rage afterwords. (3 points)

Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check as an immediate action. This power lasts for the duration of that Strength check. (6 points)

Surprise Accuracy (Ex): The barbarian adds her barbarian level on one attack roll. This power is used as an immediate action before the roll to hit. (6 rage points)

Swift Brutality (Ex): The barbarian can make an additional attack of opportunity against a single opponent. This power is used as an immediate action when an opponent takes an action that provokes an attack of opportunity, and allows the barbarian to make a second attack at his full base attack bonus against that opponent. (6 points)

Swift Foot (Ex): The barbarian gains an enhancement bonus to her speed for one round equal to 10 feet per 3 rage points spent. Her speed cannot be increased by more than 30 feet in this way. (3, 6, or 9 rage points)

Terrifying Howl (Su): The barbarian unleashes a terrifying howl as a swift action. All enemies within 30 feet + 5 ft. equal to the barbarians Charisma modifier must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Charisma modifier) or be panicked for 1d6+3 rounds. A barbarian must have the Intimidating Glance power to select this rage power and cannot use both powers in the same round. Once an enemy has made a successful save versus Terrifying Howl, it is immune to this power for 24 hours. An enemy who makes a successful save from Terrifying Howl is also immune to the effects of Intimidating Glare for 24 hours. A barbarian must be at least 8th level before selecting this power. (12 rage points)

Unexpected Strike (Ex): The barbarian can take one additional attack action at her full base attack bonus. This additional attack does not stack with other similar effects. This ability is used as a swift action. (12 rage points)

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Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Damage Reduction (Ex): At 3rd level, a barbarian gains a damage reduction of 1/-. At 5th level and every 2 levels thereafter, this damage reduction rises by 1 point.

Raging Ferocity (Ex): Starting at 4th level, during a rage the barbarian does not fall unconscious when below 0 hit points. He may continue to fight without penalty even while disabled or dying. If his rage ends while his hit points are below 0, he is disabled and dying as normal.

Improved Uncanny Dodge (Ex): At 6th level and higher, a barbarian can no longer be flanked. This defense denies a ranger or rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more ranger or rogue levels than the target does barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum ranger or rogue level required to flank the character.

Increased Damage Threshold (Ex): At 6th level, while raging the barbarian can fight on long after others have collapsed and died, remaining alive (though still dying) until he reaches -15 hit points. He dies instantly upon reaching his new damage threshold during the rage, or when his rage ends and he has -10 or fewer hit points. At 12th level his damage threshold is increased to -20 and at 18th level increased to -25.

Enduring Toughness (Ex): At 8th level, the barbarian grows resistant to the elements. He suffers no harm from being in a hot or cold environment, and can exist comfortably in conditions between -50 and 140 degrees fahrenheit without having to make Fortitude saves. His equipment is not protected, however. At 14th level, he gains Fire and Cold resistance 5. At 20th level, this increases to 10. This does not protect against other environmental hazards such as smoke, lack of air, and so forth.

Greater Rage (Ex): At 10th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Tireless Rage (Ex): At 10th level, a barbarian becomes immune to fatigue, and any effects that would cause him to become exhausted instead make him fatigued. At 20th level, he becomes immune to exhaustion.

Indomitable Will (Ex): At 16th level, a barbarian gains a +2 bonus on Will saves to resist mind-affecting spells and effects. This stacks with the will save bonus gained when raging. At 20th level this bonus increases to +4.

Mighty Rage (Ex): At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Barbarian

A Dying Empire Mattastic