Article-At-A-Glance
- Compares five high-powered 3.5 barbarian builds, each with distinct combat style and role.
- Highlights extreme charge damage, teleporting control, divine bear bruising, primal mauler, and unkillable berserker[1].
- This guide details the strengths and weaknesses of each build. It also covers how well each build fits different campaigns and identifies areas where you might need to ask your Dungeon Master for permission to use specific options or rules.
- Gives concrete tactics and gear tips so you can pilot or adapt each build effectively.

Strengths & Weaknesses
| Build | Strengths | Weaknesses |
|---|---|---|
| Raging Nomad[2] | It can negate post-rage fatigue early and gains Shifting planar terrain mastery. This allows for short-range teleportation every 1d4 rounds, enabling brutal repositioning. The character uses reach from a glaive, combined with Combat Reflexes, a spiked gauntlet, and an optional masterwork buckler to control space while remaining reasonably defended. | Damage output and action economy lag behind high-optimization melee builds that exploit charge multipliers or ubercharging synergies. Horizon Walker terrain masteries are campaign-dependent, so in the wrong adventure you lose much of the build’s unique power. |
| The Berserker[1] | Deathless Frenzy from Frenzied Berserker[1] plus Runescarred Berserker[1] runescars like Antimagic Field, Death Ward, and Heal make you nearly unkillable in combat. Spirit Lion Totem Pounce, Supreme Cleave, Power Attack, and Shock Trooper let you erase whole encounters with devastating full-attack charges. | Frenzy’s loss-of-control clause threatens allies if the party and DM are not fully on board with managing your bloodlust. Heavy reliance on specific spells inscribed as runescars and on operating inside Antimagic Field can cause problems in social or utility-focused scenarios. |
| The Grug Chieftain[3] | A Bear Warrior build, combining the Dire Bear form with the Champion of Gwynharwyf’s rage-casting abilities, creates a resilient, holy melee combatant. This build utilizes smite evil and Divine Grace for enhanced defense. The Ancestral Relic greataxe allows stacking custom enhancements onto a favored weapon even while raging, smiting enemies, and casting support spells. | Damage is solid but doesn’t reach the raw numbers of optimized pounce or ubercharger builds using charge multipliers. Multiple prestige classes and templates like Saint and Dragonborn can strain DM tolerance and require specific setting or deity approval. |
| The Pouncer[4] | This build combines Spirit Lion Totem Pounce, Battle Jump, Leap Attack, Heedless Charge, Shock Trooper, and Dungeoncrasher for massive charge damage. It can reach 5d10+465 per attack while using a +1 Valorous Halberd of Vaulting. Investing in the Up the Walls and Jump skills allows for consistent vertical movement, reliably turning it into charges and triggering pounce and charge multipliers each round. | Permissive rulings are needed to allow the stacking of Battle Jump, Leap Attack, and the Valorous Halberd of Vaulting, as some DMs might restrict their combined use. This build relies heavily on feats and magic items, potentially leaving defenses like saving throws and AC comparatively weak. This is especially true when using the Shock Trooper feat to intentionally lower AC. |
| The Primeval Being[5] | Primeval Form plus Fist of the Forest feral trance and Spirit Lion Totem Pounce create a terrifying natural-weapon brawler with huge Strength boosts. Minimal gear reliance, often just a greatclub, means you function well in low-magic campaigns and against disarm or sunder tactics. | Primeval progression is slow to come online, so levels 1–10 feel weaker than other barbarian hybrids focused on early power spikes. Heavy focus on Str, Con, and natural attacks leaves limited room for utility skills, ranged options, or social competence. |

Raging Nomad
A polearm control Barbarian prioritizes mobility and skills over sheer size, eventually gaining short-range teleportation. Early access to features that mitigate Rage fatigue is key. Then, the Horizon Walker’s terrain tricks transform a typical charger into a difficult-to-pin-down, roaming threat.
- Momentum is constant. Desert terrain mastery eliminates post-rage fatigue, and Fast Movement, combined with the glaive’s reach, allows for quick repositioning. At 11th level, Shifting planar mastery lets you move around the battlefield every 1d4 rounds to pursue casters, reset charging paths, or break free from grapples.
- Early levels can feel weak with limited feats. Heavy armor proficiency clashes with the Fast Movement ability, and Armor Class often falls behind that of a brute in full plate. Taking Ranger 1 and Horizon Walker 6 delays access to Greater Rage, a higher number of Rage per day uses, and improved Damage Reduction compared to focusing solely on the barbarian class.
- Equip a masterwork buckler and fight with both a glaive and a spiked gauntlet. This combination threatens enemies in a 10-foot radius and all adjacent squares. Then, combine the Combat Reflexes feat with reach and teleportation-based repositioning to create a powerful lockdown strategy. This effectively punishes any creature that attempts to move, cast a spell, or withdraw near your position.
The Berserker
A dragonborn barbarian–champion–bear warrior who rages, smites evil, and casts support spells while shredding foes in ursine form. It plays like a holy war-chief, smashing the front line as a dire bear while backing the party with divine buffs and terrifying presence.
- A powerful front line is created by combining Rage, Bear Form, Power Attack, and Shock Trooper, which delivers brutal charge damage. The Champion of Gwynharwyf further enhances this with Smite Evil, Divine Grace, and the ability to cast while raging, resulting in both strong offense and defense.
- Very multiple-ability-dependent and feat-hungry, with delayed spellcasting and key abilities coming online mid-levels, so early play feels like a fairly standard barbarian with less raw optimization than a straight charger or ubercharger.
- Use Furious Casting to apply buffs like Divine Favor or other short-duration spells while raging, then immediately shift into Bear Form. Follow this with a full Power Attack, utilizing Shock Trooper on a Smite Evil charge for a powerful first strike. This approach also allows you to leverage the Trophy Collector feat for additional roleplaying opportunities and flavorful details.


The Pouncer
The Pouncer[4] is a Half-Orc Barbarian and Fighter, specifically a Spirit Lion Totem Barbarian / Dungeoncrasher Fighter. This build turns every jump into a powerful charge and a full-attack pounce. It combines the feats Battle Jump, Leap Attack, and Shock Trooper with the Heedless Charge feat and a Valorous Halberd of Vaulting. This combination maximizes damage from Power Attack with each leaping charge.
- A character can deal massive damage immediately on the first round. This often defeats a single enemy with multiplied Power Attack damage from every pounce attack, even before entering a rage.
- This build relies heavily on single-target attacks and positioning. Without space to charge or the ability to use Battle Jump and Up the Walls, damage output falls significantly. Additionally, AC becomes dangerously low when using the Shock Trooper ability.
- Use Up the Walls to climb 10 feet on any surface, then use Battle Jump to turn a fall into a charge. This transforms cramped dungeons and alleyways into ideal pounce lanes, rather than impassable dead zones.
The Primeval Being
The Primeval Being[5] is a brutal Neanderthal pouncer[4] that stacks Rage, Feral Trance, and Primeval Form to maul foes as a cave lion–style monster. It lives in melee, abusing high Strength, natural attacks, and Leap Attack charge combos to erase priority targets in a single round.
- An insane charge nova combines Spirit Lion Totem pounce, Primeval Form, and Leap Attack with high Strength. This allows for full-attack charges using a greatclub and natural attacks. The resulting damage can eliminate enemies of a comparable Challenge Rating in a single, powerful alpha strike.
- This build focuses heavily on melee charging while raging or trancing. This creates weaknesses against flying opponents and limits ranged options. Reliance on daily-limited forms also makes control-focused or highly mobile foes particularly challenging.
- Stack Rage and Feral Trance at once while in Primeval Form, then charge from cover using Survival to track and Leap Attack on the opening round; you get a savage, three-layered power-up that turns you into a pseudo-boss monster in your own party’s hands.

FAQ
Which Barbarian build is best for a new or less-optimized party?
The Raging Nomad[2] is usually the safest pick for a newer party. You bring control, mobility, and decent damage without stealing every spotlight. Your reach, teleport hops, and Combat Reflexes help protect squishier allies. You also avoid the Berserker[1]’s “kill your friends” problem. You still feel powerful, but mistakes hurt less. If your group is still learning 3.5, start here.
Which Barbarian build does the most raw damage on a single target?
The Pouncer[4] usually wins the single-target damage race by a mile. Battle Jump, Leap Attack, Shock Trooper, and Valorous turn Power Attack into a nuclear warhead. When everything lines up, you erase bosses in one pounce. The Primeval Being[5] is close, but slightly more spread across natural attacks. The Pouncer[4] hits stupid numbers, but needs room and DM permission. If you want to delete things on round one, that is your monster.
Which Barbarian build fits low-magic or gear-poor campaigns best?
The Primeval Being[5] shines hardest in low-magic or stripped-gear games. Most of your power comes from class features and forms, not items. Primeval Form, Rage, and Feral Trance stack into a living engine of Strength. Even if the DM sundered your greatclub, your natural attacks stay brutal. You also shrug off disarm tricks and theft-heavy plots. If magic shops barely exist, choose this Neanderthal monster.
What build works best if I care about roleplay and not just numbers?
The Grug Chieftain[3] is my pick for roleplay-first players. You are a holy war-leader, a raging dire bear with divine backing. Champion of Gwynharwyf adds clear faith, ideals, and moral conflicts. Smite Evil and divine spells support a strong story about leadership and sacrifice. Trophy Collector and dragonborn flavor give you obvious hooks during downtime. You still hit hard, but your narrative weight matches your claws.
How should I choose between these builds for my next campaign?
First, check your DM’s tolerance for high optimization and splatbooks. If they allow everything and love big numbers, The Pouncer[4] or The Berserker[1] work. For mixed groups or uncertain DMs, Raging Nomad[2] or The Grug Chieftain[3] feel safer. In harsh, low-magic survival campaigns, The Primeval Being[5] is ideal. Also ask yourself if you enjoy risk, complexity, and tracking lots of triggers. Pick the build whose “problems” sound fun, not annoying.
What should I do next if I want to try these Barbarian builds?
Grab your favorite concept from these builds and pitch it to your DM. Ask which sources are allowed, then adjust the chassis to fit the campaign. Try running one of these barbarians in your next game and track their impact. Do you think these Barbarian builds lineup might actually contain the best 3.5 barbarian builds? Come argue about it and share your own tweaks on the Stellar Dragons Discord: https://discord.gg/uAPvgEq6Z7. Bring your damage logs, your horror stories, and your hottest takes.
The Berserker
Years had passed after the young man trained to master his inner rage with the caveman and his duel with the Platinum Tribe Chieftain, now his wife. Since then, he had travelled the world, and fought in countless battles, each time winning against even more impossible odds. Soon, he was no longer the man challenging others to improve himself, but others came to him to challenge themselves. He never lost a battle. Not against any warrior, or any spellcaster.
For his calm exterior of a now aged man past his prime, hid the raging inferno of the last true berserker, until one day, a young man challenged him to a duel. At first, he was about to defeat him like countless others, his wife behind him, her arms crossed smirking, when he noticed the young warrior in front of him was standing in the same style, from the same school he had studied all those years ago. He turned to his wife, a small smile on his face, before he turned again to face the young challenger. As their swords crossed, he smiled.
-You’re good kiddo. One day you might even defeat me.
As his scars burned brightly before he vanished from the young warrior’s sight. He slowly walked behind him. Truly, he had found a worthy heir.
-But alas, you are not quite good enough, he said, all smile as the young warrior jumped out in surprise, unable to see him.
Race
Human
Character
Spirit Lion Totem Barbarian 6/Frenzied Berserker 4/Runescarred Berserker 10
Ability Scores
Str 18/Dex 10/Con 14/Int 10/Wis 15/Cha 9
Skills
Craft(Scarring) 5, Intimidate 5, Sense Motive 2, buy off Illiteracy, Jump
Flaws(2)
Inattentive, Vulnerable
Spells Known, in order of acquisition
- LvL 1: See Invisibility, Cure Moderate Wounds, Protection from Evil, Divine Favour LvL 2: Darkvision, Invisibility, Protection from Energy, Keen Edge
- LvL 3: Death Ward, Freedom of Movement, Air Walk
- LvL 4: Greater Invisibility, Spell Immunity, Righteous Might
- LvL 5:Antimagic Field, Heal
Equipment
A Greatsword, medium armor, the tears of your enemies, the laments of their women driven before you.
Goal
I…am legit terrified by this build. As a Frenzied Berserker your rage is now eternal, as long as you Frenzy, you cannot die from hp damage. Only disintegrating you or an instant death spell can kill you.
That in itself is already terrifying, but frenzy has a drawback in that if you kill all your enemies before it ends, you turn on your allies too, so work with your party in advance for that.
But all that isn’t even what truly terrifies me. The only thing more terrifying than a Frenzied Berserker, is a Frenzied Berserker within an Antimagic Zone.
Which you can use with your Runescars. Making you completely immune to the only things that can kill you. You can even use Death Ward before that so even if someone somehow manages to destroy your Antimagic Field, your suppressed Death Ward immediately reactivates to protect you against instant death effects. Add a Heal Runescar to heal yourself a hundred and fifty hp, then cast another antimagic zone, all while raging/frenzying.
Congratulation, you are as close to “unkillable” as D&D 3.5 gets.
Level Guide
| Level | Class | HD | Feat | Special |
| 1 | Barbarian | 14 | Power Attack, Cleave, Destructive Rage, Intimidating Rage | Pounce, Rage 1/Day |
| 2 | Barbarian | 1d12+2 | – | Uncanny Dodge |
| 3 | Barbarian | 1d12+2 | Iron Will | Trap Sense +1 |
| 4 | Barbarian | 1d12+2 | – | Rage 2/Day, +1 Str |
| 5 | Barbarian | 1d12+2 | – | Improved Uncanny Dodge |
| 6 | Barbarian | 1d12+2 | Ettercap Berserker | Trap Sense +2 |
| 7 | Frenzied Berserker | 1d12+2 | Diehard | Frenzy 1/Day |
| 8 | Frenzied Berserker | 1d12+2 | – | Supreme Cleave |
| 9 | Frenzied Berserker | 1d12+2 | Survivor | Frenzy 2/Day |
| 10 | Frenzied Berserker | 1d12+2 | – | Deathless Frenzy |
| 11 | Runescarred Berserker | 1d10+2 | – | Scribe Runescars |
| 12 | Runescarred Berserker | 1d10+2 | Improved Bullrush | Rage 3/Day |
| 13 | Runescarred Berserker | 1d10+2 | – | Ritual Scarring +1 |
| 14 | Runescarred Berserker | 1d10+2 | – | Spawn of the Frost, DR 1/- |
| 15 | Runescarred Berserker | 1d10+2 | Shock Trooper | Rage 4/Day |
| 16 | Runescarred Berserker | 1d10+2 | – | Ritual Scarring +2 |
| 17 | Runescarred Berserker | 1d10+2 | – | DR 2/- |
| 18 | Runescarred Berserker | 1d10+2 | Robilar’s Gambit | Greater Rage |
| 19 | Runescarred Berserker | 1d10+2 | – | Rage 5/Day, Ritual Scarring +3 |
| 20 | Runescarred Berserker | 1d10+2 | – | DR 3/- |
Raging Nomad Barbarian
The young upstart stood against the old, grizzled veteran. He had just challenged the old man in a duel to prove the superiority of his technique. He had learned from the best, studied at a secret martial school, and he had studied the warrior ways of the old man’s tribe. He knew their fighting style inside out, using a polearm in battle. He was ready.
As his sword clashed with the old man’s glaive, the old man smiled.
“You are good kiddo. One day, you might even be able to defeat me.“
As the young man was about to reply, the old man vanished. A shiver ran down his spine as the old man’s voice came from behind him.
“But alas, you are still not quite good enough.“
Race
Human
Class
Barbarian 13/Ranger 1/Horizon Walker 6
Ability Scores
Str 18/Dex 14/Con 14/Int 10/Wis 10/Cha 8
Skills
Knowledge(Geography)(Use your Ranger level to max this at 8)
Equipment
Glaive, a spiked gauntlet, a shortbow and the best armor you can afford. Consider a Masterwork Buckler as soon as you can afford it.
Goal
Barbarian’s main weakness is that after Raging they get fatigued, which is bad. With this build you negate this effect as soon as lvl 6. You also are less bulky, but you have more skills and by lvl 11 you can teleport every 1d4 rounds. Do I need to explain why a teleporting barbarian is a terrifying idea?
| Level | Class | HD | Feat | Special |
| 1 | Barbarian | 14 | Power Attack, Improved Initiative | Fast Movement, Illiteracy, Rage 1/Day |
| 2 | Barbarian | d12+2 | – | Uncanny Dodge |
| 3 | Barbarian | d12+2 | Endurance | Trap Sense +1 |
| 4 | Barbarian | d12+2 | – | Rage 2/Day, +1 Str |
| 5 | Ranger | d8+2 | Track | Wild Empathy, Favoured Enemy +2 |
| 6 | Horizon Walker | d8+2 | Heavy Armor Proficiency | Terrain Mastery (Desert) |
| 7 | Horizon Walker | d8+2 | – | Terrain Mastery(Underg round) |
| 8 | Horizon Walker | d8+2 | – | Terrain Mastery(Forest) , +1 Str |
| 9 | Horizon Walker | d8+2 | Combat Reflexes | Terrain Mastery(Plains) |
| 10 | Horizon Walker | d8+2 | – | Terrain Mastery(Marsh) |
| 11 | Horizon Walker | d8+2 | – | Planar Terrain Mastery(Shifting ) |
| 12 | Barbarian | d12+2 | Cleave | Improved Uncanny Dodge, +1 Str |
| 13 | Barbarian | d12+2 | – | Trap Sense +2 |
| 14 | Barbarian | d12+2 | – | Damage Reduction 1/- |
| 15 | Barbarian | d12+2 | Weapon Focus(Glaive) | Rage 3/Day |
| 16 | Barbarian | d12+2 | – | Trap Sense +3, +1 Str |
| 17 | Barbarian | d12+2 | – | Damage Reduction 2/- |
| 18 | Barbarian | d12+2 | Iron Will | Greater Rage |
| 19 | Barbarian | d12+2 | – | Rage 4/Day, Trap Sense +4 |
| 20 | Barbarian | d12+2 | – | Damage Reduction 3/-, +1 Str |
The Grug Chieftain

She flew down from the sky, her platinum scales shining in the morning. Her Greataxe in one hand, as her boots touched the ground, the whole tribe bowed before their undisputed warchief.
-You dare challenge me young one? She said it with such a calm voice, yet the young man felt as if the Heavens themselves were crashing down on his very soul as she spoke. She was wearing countless trophies from vanquished enemies, and her greataxe was emanating holy energy, truly the weapon of a living saint. Yet, she put that magnificient weapon against one of the tents.
-Very well, let’s see what you truly are capable of.
As he stood ready, her form changed into that of a gigantic dire bear, with platinum fur, with a thundering growl, she charged at him. He could only pray to survive this challenge.
Race
Human Dragonborn
Class
Barbarian 6/Champion of Gwynharwyf 4/Bear Warrior 10
Ability Scores
Str 18/Dex 10/Con 14/Int 10/Wis 12/Cha 14
Skills
Intimidate, Craft(Taxidermy)
Equipment
Greataxe, Spears, and the best armor you can afford.
Goal
You are the closest thing to a barbarian paladin. You can cast a few spells(yes, while raging), and can shift into a friggin bear. You are also a charismatic figure that can lead your team to victory, and you can smite evil doers like a paladin could. If you can get away with Level Adjustmenta buybacks, take the Saint Template and be a walking Draconic Barbarian Saint who can shift into a bear. If this isn’t the coolest shit you have read today, I dunno what to tell you anymore.
| Level | Class | HD | Feat | Special |
| 1 | Barbarian | 14 | Power Attack, Knight of the Stars | Fast Movements, Rage 1/Day, Illiteracy |
| 2 | Barbarian | 1d12+2 | – | Uncanny Dodge |
| 3 | Barbarian | 1d12+2 | Righteous Rage | Trap Sense +1 |
| 4 | Barbarian | 1d12+2 | – | Rage 2/Day, +1 Str |
| 5 | Barbarian | 1d12+2 | – | Improved Uncanny Dodge |
| 6 | Barbarian | 1d12+2 | Ancestral Relic | Trap Sense +2 |
| 7 | Champion of Gwynharwyf | 1d12+2 | – | Spells, Detect Evil, Smite Evil 1/Day |
| 8 | Champion of Gwynharwyf | 1d12+2 | – | Rage 3/Day, Divine Grace, Furious Casting, +1 Str |
| 9 | Champion of Gwynharwyf | 1d12+2 | Trophy Collector | DR 2/-, Resist Enchantments +2 |
| 10 | Champion of Gwynharwyf | 1d12+2 | – | Fearsome Fury |
| 11 | Bear Warrior | 1d12+2 | – | Bear Form(Black Bear) |
| 12 | Bear Warrior | 1d12+2 | Improved Bullrush | – |
| 13 | Bear Warrior | 1d12+2 | – | Scent |
| 14 | Bear Warrior | 1d12+2 | – | – |
| 15 | Bear Warrior | 1d12+2 | Shock Trooper | Bear Form (Brown Bear) |
| 16 | Bear Warrior | 1d12+2 | – | – |
| 17 | Bear Warrior | 1d12+2 | – | Rage 4/Day |
| 18 | Bear Warrior | 1d12+2 | Heavy Armor Proficiency | – |
| 19 | Bear Warrior | 1d12+2 | – | – |
| 20 | Bear Warrior | 1d12+2 | – | Bear Form (Dire Bear) |
The Pouncer
The young man, after his crushing defeat against the old man, understood that he was missing something no school could teach him, but he couldn’t understand what he was missing. His travelling companion, a young half-orc, was teasing him about it. Suddenly, she stopped and asked him
-Do you really wish to know what it is you are missing? The young man, hesitated a moment, before nodding.
-Very well then, she said as she grabbed her halberd. We are currently surrounded by bandits. Watch me, and you will know what you are missing.
She then ran straight to a tree and, without breaking speed, ran up against it, before jumping down in a bush, the joy of battle on her face, as her halberd, as a guillotine, spelled doom to the hidden bandit.
As he pulled his sword and the other bandits came out of hiding, he clutched his sword closely. He looked at her, and as he saw the smile on her face as she leaped high in the air, he felt the fire inside him that he was missing until now.
Race
Half-Orc
Class
Spirit Lion Totem Barbarian 11/Dungeoncrasher Fighter 6/Half-Orc Paragon 3
Ability Scores
Str 20/Dex 12/Con 14/Wis 10/Int 10/Cha 6
Skills
Jump
Equipment
Halberd. Aim to get a Valourous Halberd of Vaulting Specifically
Goal
This build is the toned down version of Red Raiding Hood(yes. Toned down. I will let you imagine at full power how ridiculous RRH is). Essentially your goal is to jump on your enemies, which is considered a charge for you, which allows you to pounce, so make all your attacks, and as a charge, you can activate Headless Charge, Leap Attack, Battle Jump, and your Valourous Halberd of Vaulting which makes you do so much damage reality breaks. Don’t believe me?
LvL 20, not raging. Walk up a wall, then jump down on target. Pounce. Use shock trooper for Power Attack into your AC instead of Atk bonus. Assuming no other magic item than a +1 Valourous Halberd of Vaulting.
+31/+26/+21/+16
5d10+465 damage per attack. Yes. Per Attack.
| Level | Class | HD | Feat | Special |
| 1 | Barbarian | 14 | Battle Jump | Pounce, Rage 1/Day, Illiteracy |
| 2 | Barbarian | d12+2 | – | Uncanny Dodge |
| 3 | Barbarian | d12+2 | Power Attack | Trap Sense +1 |
| 4 | Barbarian | d12+2 | – | Rage 2/Day, +1 Str |
| 5 | Barbarian | d12+2 | – | Improved Uncanny Dodge |
| 6 | Half-Orc Parangon | d8+2 | Leap Attack | Divided Ancestry, Monstrous Mien |
| 7 | Half-Orc Parangon | d8+2 | – | Rage 3/Day |
| 8 | Half-Orc Parangon | d8+2 | – | +3 Str |
| 9 | Fighter | d10+2 | Improved Bullrush, Heedless Charge | – |
| 10 | Fighter | d10+2 | – | Dungeon Crasher |
| 11 | Barbarian | d12+2 | – | Trap Sense +2 |
| 12 | Fighter | d10+2 | Shock Trooper | +1 Str |
| 13 | Fighter | d10+2 | Improved Sunder | – |
| 14 | Barbarian | d12+2 | – | Damage Reduction 1/- |
| 15 | Fighter | d10+2 | Wild Talent | |
| 16 | Fighter | d10+2 | – | Dungeon Crasher, +1 Str |
| 17 | Barbarian | d12+2 | – | Rage 4/Day |
| 18 | Barbarian | d12+2 | Up the Walls | Trap Sense +3 |
| 19 | Barbarian | d12+2 | – | Damage Reduction 2/- |
| 20 | Barbarian | d12+2 | – | Greater Rage |
The Primeval Being
The young man was hiding in a tree, observing the cave man go out of his cave with only a spear and a club to hunt. He had been studying him for a month now. The lonely, hirsute man was barely wearing a few pelts, yet he always came back with incredible prey. The young man had come a long way to understand his inner fire, and the fight with the bandits was months behind him now. But he still didn’t quite understand that rage inside of himself. And thus he watched the caveman, trying to understand it all.
That’s when he saw the caveman coming back running to the cave completely unarmed, as a massive girallon pursued him. He hesitated a moment. Should he intervene? In his moment of indecision, the cave man turned around and landed a surprise uppercut to the girallon, knocking it a few feet backs. That delay was all the caveman needed, as his form shaped in that of a cave lion he pounced on the beast and turned it into ribbons. The young man had never seen such ferocity. As the caveman turned back in his normal form, he let out a victorious scream before looking directly at the young man which almost made him fall from his branch.
-See? THIS is what you were missing. Now come down, I cannot eat this beast alone.
Race
Neanderthal
Class
Spirit Lion Totem Barbarian 4/Fist of the Forest 3/Human Paragon/Primeval 10
Ability Scores
Str 20/Dex 12/Con 16/Int 8/Wis 10/Cha 8
Skills
Survival 5, Intimidate 4, Handle Animal 5, Knowledge(Nature) 5 Flaws(2): Murky Eyes, Shaky
Equipment
A greatclub
Goal
Be Grug. Don’t like long nose tribe. Chieftain wants to take clubs. Grug become big cat. Eat chieftain. Now Grug Chieftain. All tribe gets club.
| Level | Class | HD | Feat | Special |
| 1 | Barbarian | 15 | Great Fortitude, Improved Unarmed Strike, Power Attack | Pounce, Illiteracy, Rage 1/Day |
| 2 | Barbarian | 1d12+3 | – | Uncanny Dodge |
| 3 | Barbarian | 1d12+6 | Improved Toughness | Trap Sense +1 |
| 4 | Barbarian | 1d12+4 | – | Rage 2/Day, +1 Str |
| 5 | Fist of the Forest | 1d10+4 | – | AC Bonus, Feral Trance 1/day, Fast Movement, Primal Living, Unarmed 1d8 |
| 6 | Fist of the Forest | 1d10+4 | Endurance | Improved Uncanny Dodge, Untamed Strike |
| 7 | Human Paragon | 1d8+4 | – | Adaptive Learning |
| 8 | Human Paragon | 1d8+4 | Self-Sufficient | +1 Str |
| 9 | Primeval | 1d10+4 | Leap Attack | Primeval Form 1/Day, Animal Empathy |
| 10 | Primeval | 1d10+4 | – | Regression 1, Low-Light Vision |
| 11 | Primeval | 1d10+4 | – | Feral Power |
| 12 | Primeval | 1d10+4 | Improved Sunder | Primeval Form 2/Day, Str +1 |
| 13 | Primeval | 1d10+4 | – | Regression 2, Scent |
| 14 | Primeval | 1d10+4 | – | Feral Power 2 |
| 15 | Primeval | 1d10+4 | Combat Brute | Primeval Form 3/Day |
| 16 | Primeval | 1d10+4 | – | Regression 3, Fast Movement, +1 Str |
| 17 | Primeval | 1d10+4 | – | Feral Power 3 |
| 18 | Primeval | 1d10+4 | Improved Initiative | Primeval Form 4/Day, Primeval Shapechanger |
| 19 | Human Paragon | 1d8+4 | – | +2 Strength |
| 20 | Fist of the Forest | 1d10+4 | – | Feral Trance 2/Day, Scent, +1 Str |




Leave a Reply