Barbarian - Class Tree
Barbarian (Playable in Starter Set)
Fierce and relentless hunters who draw power from primal instinct and raw physical dominance, Barbarians trade refinement for devastation, excelling in brutal melee combat across every environment from frozen mountain peaks to untamed wild plains, where rage is a resource and restraint is a weakness.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Barbarian's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Bugbear +5, Hawkbear +5, Ogre† +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Troll (Bridge) +5, Troll (Mountain) +5, Snow Dwarf +5, Neanderthal (Glaciera) +5, Skrath +5, Dwarf (Ash) +5, Sylvan +5, Drevane +5, Leshy +5
†Ogre, Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: Elf (Common) -5, Halfling -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Blood Frenzy, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Barbzerker, Once Per Day the Barbarian roars when reaches half of their Life they get an extra attack per turn.
When a barbarian reaches 0 Life, they instantly get life equal to their Constitution Trait SCR, and get 3 attacks at that turn.
Extra 1d6 + LVL damage on Critical Hits.
Once per encounter, Barbarians can
Flourish a 2h Melee weapon that lowers their target's PROTS at a number equal to their Athletics SCR.
Barbarians get +5 feet their base movement speed, once per encounter.
Barbarians get +4 plus their STR SCR on Intimidation checks.
Barbarian Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Cimmerian - A versatile Barbarian who adapts weapon and stance to the fight at hand, as comfortable dual-wielding as bearing a single blade.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Ghost - A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
b. Nomad - A mounted raider who strikes fast and rides on.
c. Woodwose - A wild-born survivalist who needs neither shelter nor armor to endure.
ii. Destroyer - A brute-force Barbarian who commits fully to a single devastating two-handed weapon, trading defense for maximum damage.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Bloodrager - A dual-wielding berserker who trades caution for reckless momentum.
b. Frenzied - An armor-shedding berserker who trades protection entirely for speed and fury.
c. Mauler - A heavy-weapon specialist who crushes armor and bone alike.
iii. Mountaineer - A ranged-focused Barbarian who fights from a distance with spear or bow, mastering trap-craft and rugged terrain.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Amazon - A spear-and-bow specialist skilled in trap-craft and wilderness survival.
b. Beast Master - A Barbarian bonded to a Companion, fighting as one with a beast ally.
c. Predator - A pursuit specialist who runs prey to ground before it knows it's being hunted.
Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Field Medic, Hunter, Bounty Hunter, Scout
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Barbarian Tier Armaments
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Armor Threshold (Tier): Medium Grade. Armor heavier than Medium will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric, TAW, or Chthonic. Type: Tactical. Hand: 2h. Distance: Melee. Style: Chop or Blunt. Forbidden: Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Barbarian Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Medium Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, base loadout (e.g., greataxe, greatsword, warhammer, or maul), see each Path below for how this widens past LVL 5. Weapon Type: Tactical for Martial, Magic for Spell (Spell is chants, war cries, and spirit-rites, not incantations). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Barbarian)
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LVL 1 Barbarian Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Barbarian Tier Ability
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| Martial Abilities |
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Barbarian Tier Ability
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| Martial Abilities |
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† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A versatile Barbarian who adapts weapon and stance to the fight at hand, as comfortable dual-wielding as bearing a single blade. (LVL 4-20)
(see Cimmerian Path and Branch Abilities Below)
Cimmerian Path
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Weapon Proficiency (Culture, Cimmerian) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing or Blunt, 1h or 2h, Melee at Levels 4-5; starting LVL 6, each choice may require a different Weapon Style or Hand (see Ability Cards). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Cimmerian):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium (Rawhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
Ghost Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Ghost Branch chosen at LVL 21 - see Ghost above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Ghost Branch chosen at LVL 21 - see Ghost above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A mounted raider who strikes fast and rides on.
Nomad Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Nomad Branch chosen at LVL 21 - see Nomad above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Nomad Branch chosen at LVL 21 - see Nomad above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A wild-born survivalist who needs neither shelter nor armor to endure.
Woodwose Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Woodwose Branch chosen at LVL 21 - see Woodwose above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Woodwose Branch chosen at LVL 21 - see Woodwose above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Cimmerian Abilities (Barbarian Tier)
(Weapon Style: Slashing or Blunt, 1h or 2h, Melee, agile 1h option viable at Levels 4-5, e.g., hand-axe, short-sword, or war-club; starting LVL 6, each choice may require a different Weapon Style or Hand, noted individually below)
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LVL 4 Barbarian - Cimmerian Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Barbarian - Cimmerian Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Barbarian - Cimmerian Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Barbarian - Cimmerian Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Barbarian - Cimmerian Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Barbarian - Cimmerian Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
Branch: Ghost Abilities (Cimmerian Path)
(Light Grade (Shadowhide) armor for stealth; favors 1h weapons)
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| LVL | Martial Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Ghost Branch continues this Path's progression exclusively through LVL 30. |
A mounted raider who strikes fast and rides on.
Branch: Nomad Abilities (Cimmerian Path)
(Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat)
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| LVL | Martial Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Nomad Branch continues this Path's progression exclusively through LVL 30. |
A wild-born survivalist who needs neither shelter nor armor to endure.
Branch: Woodwose Abilities (Cimmerian Path)
(lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor)
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| LVL | Martial Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Woodwose Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Amoral
Higher Power: TBA (Amoral)
A brute-force Barbarian who commits fully to a single devastating two-handed weapon, trading defense for maximum damage. (LVL 4-20)
(see Destroyer Path and Branch Abilities Below)
Destroyer Path
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Weapon Proficiency (Culture, Destroyer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing or Blunt, 2h, Melee at Levels 4-5; starting LVL 6, each choice may require a different Weapon Style or Hand (see Ability Cards). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Destroyer):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium (Boiled Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A dual-wielding berserker who trades caution for reckless momentum.
Bloodrager Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Bloodrager Branch chosen at LVL 21 - see Bloodrager above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bloodrager Branch chosen at LVL 21 - see Bloodrager above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An armor-shedding berserker who trades protection entirely for speed and fury.
Frenzied Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Frenzied Branch chosen at LVL 21 - see Frenzied above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Frenzied Branch chosen at LVL 21 - see Frenzied above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A heavy-weapon specialist who crushes armor and bone alike.
Mauler Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Mauler Branch chosen at LVL 21 - see Mauler above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Mauler Branch chosen at LVL 21 - see Mauler above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Destroyer Abilities (Barbarian Tier)
(Weapon Style: Slashing or Blunt, 2h, Melee at Levels 4-5, e.g., greataxe, greatsword, or maul; starting LVL 6, each choice may require a different Weapon Style or Hand, noted individually below)
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LVL 4 Barbarian - Destroyer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Barbarian - Destroyer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Barbarian - Destroyer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Barbarian - Destroyer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Barbarian - Destroyer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Barbarian - Destroyer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A dual-wielding berserker who trades caution for reckless momentum.
Branch: Bloodrager Abilities (Destroyer Path)
(unlocks dual-wielded 1h weapons for reckless offense)
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| LVL | Martial Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Bloodrager Branch continues this Path's progression exclusively through LVL 30. |
An armor-shedding berserker who trades protection entirely for speed and fury.
Branch: Frenzied Abilities (Destroyer Path)
(no armor for maximum frenzy speed; 2h weapon only)
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| LVL | Martial Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Frenzied Branch continues this Path's progression exclusively through LVL 30. |
A heavy-weapon specialist who crushes armor and bone alike.
Branch: Mauler Abilities (Destroyer Path)
(unlocks heavier 2h weapons like mauls and greatclubs)
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| LVL | Martial Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Mauler Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Moral
Higher Power: TBA (Moral)
A ranged-focused Barbarian who fights from a distance with spear or bow, mastering trap-craft and rugged terrain. (LVL 4-20)
(see Mountaineer Path and Branch Abilities Below)
Mountaineer Path
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Weapon Proficiency (Culture, Mountaineer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing or Blunt, 1h or 2h, Melee at Levels 4-5; starting LVL 6, widens to Throw and Range, each choice may require a different Weapon Style, Hand, or Range (see Ability Cards). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Mountaineer):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium (Furhide Mantle).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
Amazon Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Amazon Branch chosen at LVL 21 - see Amazon above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Amazon Branch chosen at LVL 21 - see Amazon above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Barbarian bonded to a Companion, fighting as one with a beast ally.
Beast Master Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Beast Master Branch chosen at LVL 21 - see Beast Master above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Beast Master Branch chosen at LVL 21 - see Beast Master above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A pursuit specialist who runs prey to ground before it knows it's being hunted.
Predator Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Predator Branch chosen at LVL 21 - see Predator above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Predator Branch chosen at LVL 21 - see Predator above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Mountaineer Abilities (Barbarian Tier)
(Weapon Style: Slashing or Blunt, 1h or 2h, Melee, suited to rugged terrain at Levels 4-5, e.g., hatchet, war-club, or short-sword; starting LVL 6, Mountaineer widens to Throw (e.g., spear, javelin, sling) and Range (e.g., short recurve bow), each choice noted individually below)
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LVL 4 Barbarian - Mountaineer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Barbarian - Mountaineer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Barbarian - Mountaineer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Barbarian - Mountaineer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Barbarian - Mountaineer Path Ability
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| Martial Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Barbarian - Mountaineer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
Branch: Amazon Abilities (Mountaineer Path)
(unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival)
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| LVL | Martial Abilities |
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| LVL 21-30 (Branch) |
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A Barbarian bonded to a Companion, fighting as one with a beast ally.
Branch: Beast Master Abilities (Mountaineer Path)
(any Barbarian default weapon; built around Companion synergy)
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| LVL | Martial Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Beast Master Branch continues this Path's progression exclusively through LVL 30. |
A pursuit specialist who runs prey to ground before it knows it's being hunted.
Branch: Predator Abilities (Mountaineer Path)
(Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Predator Branch continues this Path's progression exclusively through LVL 30. |