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.

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‡ 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.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


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
Select to Expand Armaments
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.

▾ Collapse Armament


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)
Expand Ability Tree
LVL 1 Barbarian Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial Abilities
  • (🗡️ DPS) Reckless Swing
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A wild swing thrown with a frenzy that cares nothing for its own guard, extra Damage for reduced Defense this turn... refer to Ability Card.
  • (🛡️ Tank) Iron Skin
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A hide toughened by sun and open ground, temporary Toughness bonus when Life drops low... refer to Ability Card.
  • (🌗 Hybrid) War Cry
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A cry carried on open wind meant to be heard for miles, fear on nearby enemies once per encounter... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Barbarian Tier Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Horselord's Charge
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A mounted-style closing charge, extra Damage the farther the ground covered... refer to Ability Card.
  • (Slot B) Sun-Hardened Hide
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A temporary Toughness bonus while unarmored or lightly armored... refer to Ability Card.
  • (Slot C) Warcarved Roar
    ATTKRange: Touch†| Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A raised war cry carved from old defiance, granting nearby allies a brief Hit bonus too... refer to Ability Card.
    † Hybrids, in this case Buffs, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a totem with the target.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Barbarian Tier Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Spear Rush
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A mounted-style closing charge (no spear required) that adds bonus Damage equal to distance covered... refer to Ability Card.
    ↳ Unlocks Encircling Cleave (LVL 4)
  • (Slot B) Shield Wall Stance
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A temporary PROTS bonus while standing beside an ally... refer to Ability Card.
  • (Slot C) Drumbeat Advance
    ATTKRange: Touch†| Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity
    Cost: 2 Stamina
    Uses: Unlimited
    A rhythmic war-drum cadence that boosts nearby allies' movement speed briefly... refer to Ability Card.
    † Hybrids, in this case Buffs, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a totem with the target.
Barbarian Paths †
† For Branches, refer to LVL 20 of each Path
i. Cimmerian (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Cimmerian Branches
◆ Ghost (Light Grade (Shadowhide) armor for stealth; favors 1h weapons) (LVL 21-30)
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
Ghost Branch
Select to Expand Armaments
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.
◆ Nomad (Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat) (LVL 21-30)
A mounted raider who strikes fast and rides on.
Nomad Branch
Select to Expand Armaments
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.
◆ Woodwose (lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor) (LVL 21-30)
A wild-born survivalist who needs neither shelter nor armor to endure.
Woodwose Branch
Select to Expand Armaments
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)
Expand Ability Tree Paths
LVL 4 Barbarian - Cimmerian Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Primal Leap
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 2 Stamina
    Uses: Unlimited
    A pouncing charge covered like ground closed at a gallop, bonus Damage on the landing strike... refer to Ability Card.
  • (Slot B) Beast Instinct
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 2 Stamina
    Uses: Unlimited
    A wild-country awareness honed on harsher ground than most ever cross, +1 Defense and Perception in natural terrain... refer to Ability Card.
  • (Slot C) Warband Fury
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 2 Stamina
    Uses: Unlimited
    +1 Strength and Agility while fighting in open ground, the old warband's fury still answering the call... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Barbarian - Cimmerian Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Warband Vault
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 3 Stamina
    Uses: 3/Round
    A short forced-movement charge that ends in a bonus-Damage strike... refer to Ability Card.
  • (Slot B) Horse Sense
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 3 Stamina
    Uses: 3/Round
    +1 Defense (mounted awareness) while mounted or within a turn of dismounting... refer to Ability Card.
  • (Slot C) Sand-Runner's Leap
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 3 Stamina
    Uses: 3/Round
    A short forced-movement charge with no Fatigue cost, endurance that crosses open desert on foot... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Barbarian - Cimmerian Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Forest's Silence
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 3 Stamina
    Uses: 3/Round
    A closing step that moves like the wood itself forgot to name it, closing distance before the target reacts... refer to Ability Card.
  • (Slot B) Silent Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 3 Stamina
    Uses: 3/Round
    A cut thrown before the target even reacts... refer to Ability Card.
  • (Slot C) Forest's Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with the wood itself forgetting to name it... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Barbarian - Cimmerian Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Wound's Map
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 4 Stamina
    Uses: 3/Round
    A wound read like a map, following the first cut to wherever it leads next... refer to Ability Card.
  • (Slot B) Wound's Edge
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 4 Stamina
    Uses: 3/Round
    A cut thrown following the map a wound already reads... refer to Ability Card.
  • (Slot C) Wound's Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while a wound is read like a map... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Barbarian - Cimmerian Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Blood Trail
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 4 Stamina
    Uses: 3/Round
    Cimmerians follow a blood-trail to its end, marking prey that has no hope of losing them... refer to Ability Card.
  • (Slot B) Blood Trail Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 4 Stamina
    Uses: 3/Round
    Cimmerians strike prey with no hope of losing them... refer to Ability Card.
  • (Slot C) Blood Trail Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade
    Cost: 4 Stamina
    Uses: 3/Round
    Cimmerians guard while following a blood-trail to its end... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Barbarian - Cimmerian Path Abilities
Select to Expand Abilities
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.
◆ Ghost (Light Grade (Shadowhide) armor for stealth; favors 1h weapons) (LVL 21-30)
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)

Expand Ability Tree Branches
LVLMartial Abilities
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.
◆ Nomad (Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat) (LVL 21-30)
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)

Expand Ability Tree Branches
LVLMartial Abilities
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.
◆ Woodwose (lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor) (LVL 21-30)
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)

Expand Ability Tree Branches
LVLMartial Abilities
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.
ii. Destroyer (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Destroyer Branches
◆ Bloodrager (unlocks dual-wielded 1h weapons for reckless offense) (LVL 21-30)
A dual-wielding berserker who trades caution for reckless momentum.
Bloodrager Branch
Select to Expand Armaments
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.
◆ Frenzied (no armor for maximum frenzy speed; 2h weapon only) (LVL 21-30)
An armor-shedding berserker who trades protection entirely for speed and fury.
Frenzied Branch
Select to Expand Armaments
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.
◆ Mauler (unlocks heavier 2h weapons like mauls and greatclubs) (LVL 21-30)
A heavy-weapon specialist who crushes armor and bone alike.
Mauler Branch
Select to Expand Armaments
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)
Expand Ability Tree Paths
LVL 4 Barbarian - Destroyer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Encircling Cleave
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 2 Stamina
    Uses: Unlimited
    The closing charge swings wider and harder, catching two adjacent targets in a single berserk arc... refer to Ability Card.
    ↰ Requires Spear Rush (LVL 3)
  • (Slot B) Sandstorm Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 2 Stamina
    Uses: Unlimited
    Kicks up a cloud of sand for one turn, +1 Defense (Evade) and brief concealment from ranged attacks... refer to Ability Card.
  • (Slot C) Hardened Raider
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 2 Stamina
    Uses: Unlimited
    A will forged raiding the open ground, resists one Fear or Panic Engine effect and grants a brief Hit bonus after... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Barbarian - Destroyer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Onset Strike
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 3 Stamina
    Uses: 3/Round
    A 2h weapon attack thrown like a mounted raider closing at full gallop, also lowers the target's movement speed... refer to Ability Card.
  • (Slot B) Unbroken Ranks
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 3 Stamina
    Uses: 3/Round
    Disciplined formation, +1 PROTS while adjacent to an ally... refer to Ability Card.
  • (Slot C) Desert-Worn
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 3 Stamina
    Uses: 3/Round
    Resists one Fatigue-based penalty for the rest of the encounter... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Barbarian - Destroyer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Avalanche Blow
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 3 Stamina
    Uses: 3/Round
    A single blow struck with an avalanche's weight, letting the first hit decide how the fight goes... refer to Ability Card.
  • (Slot B) Avalanche Follow-Through
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 3 Stamina
    Uses: 3/Round
    A second blow struck on the same avalanche weight, bonus Damage if the first already landed... refer to Ability Card.
  • (Slot C) Avalanche Stance
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 3 Stamina
    Uses: 3/Round
    A stance braced with an avalanche's own weight, +1 Defense while it holds... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Barbarian - Destroyer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Chosen Kill
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 4 Stamina
    Uses: 3/Round
    A kill picked out of a crowd, marking whoever the Destroyer has decided won't be walking away... refer to Ability Card.
  • (Slot B) Chosen Strike
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 4 Stamina
    Uses: 3/Round
    A strike thrown at whoever's already marked, bonus Damage... refer to Ability Card.
  • (Slot C) Chosen Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while marking whoever won't be walking away... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Barbarian - Destroyer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Marked Kill
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 4 Stamina
    Uses: 3/Round
    Destroyers run down whoever they've marked for the kill, closing a fight with pure, relentless force... refer to Ability Card.
  • (Slot B) Marked Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 4 Stamina
    Uses: 3/Round
    Destroyers strike whoever's already marked with pure, relentless force... refer to Ability Card.
  • (Slot C) Marked Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught
    Cost: 4 Stamina
    Uses: 3/Round
    Destroyers guard while running down whoever they've marked for the kill... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Barbarian - Destroyer Path Abilities
Select to Expand Abilities
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.
◆ Bloodrager (unlocks dual-wielded 1h weapons for reckless offense) (LVL 21-30)
A dual-wielding berserker who trades caution for reckless momentum.
Branch: Bloodrager Abilities (Destroyer Path)
(unlocks dual-wielded 1h weapons for reckless offense)

Expand Ability Tree Branches
LVLMartial 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.
◆ Frenzied (no armor for maximum frenzy speed; 2h weapon only) (LVL 21-30)
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)

Expand Ability Tree Branches
LVLMartial 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.
◆ Mauler (unlocks heavier 2h weapons like mauls and greatclubs) (LVL 21-30)
A heavy-weapon specialist who crushes armor and bone alike.
Branch: Mauler Abilities (Destroyer Path)
(unlocks heavier 2h weapons like mauls and greatclubs)

Expand Ability Tree Branches
LVLMartial 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.
iii. Mountaineer (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Mountaineer Branches
◆ Amazon (unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival) (LVL 21-30)
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
Amazon Branch
Select to Expand Armaments
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.
◆ Beast Master (any Barbarian default weapon; built around Companion synergy) (LVL 21-30)
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.
◆ Predator (Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons) (LVL 21-30)
A pursuit specialist who runs prey to ground before it knows it's being hunted.
Predator Branch
Select to Expand Armaments
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)
Expand Ability Tree Paths
LVL 4 Barbarian - Mountaineer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Companion Bond
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A bond built the way herders raise a beast to trust them before all others, bonus Damage alongside a Companion... refer to Ability Card.
  • (Slot B) Tundra Step
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 2 Stamina
    Uses: Unlimited
    Immune to difficult-terrain penalties in snow or ice, resists cold damage... refer to Ability Card.
  • (Slot C) Sure Footing
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 2 Stamina
    Uses: Unlimited
    The patient, silent footing of something that has stalked worse ground than this, immune to difficult-terrain movement penalties... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Barbarian - Mountaineer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Highland Cairn
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 3 Stamina
    Uses: 3/Round
    The high ground taken and held like stones stacked by hands long gone, bonus Damage on elevated or rocky terrain... refer to Ability Card.
  • (Slot B) Terrace Stride
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 3 Stamina
    Uses: 3/Round
    Footing kept sure on ground carved into steps by generations before, immune to difficult terrain, +1 Defense on elevated ground... refer to Ability Card.
  • (Slot C) Reindeer Kinship
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A strengthened combat bonus alongside a Companion in cold terrain, doubled if that Companion is cold-adapted... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Barbarian - Mountaineer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Peakhound Charge
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A charge that hunts like the mountain itself is hunting alongside, closing in from ground no one else could cross... refer to Ability Card.
  • (Slot B) Peakhound Strike
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A strike thrown from ground no one else could cross... refer to Ability Card.
  • (Slot C) Peakhound Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held on ground no one else could cross... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Barbarian - Mountaineer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Chase Brand
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A brand seared mid-chase, marking a trail that only ends when the Mountaineer has run it down... refer to Ability Card.
  • (Slot B) Chase Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A cut thrown along a trail that only ends when run down... refer to Ability Card.
  • (Slot C) Chase Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while a brand is seared mid-chase... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Barbarian - Mountaineer Path Ability
Select to Expand Abilities
Martial Abilities
  • (Slot A) Hunter's Brand
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 4 Stamina
    Uses: 3/Round
    Mountaineers brand their prey mid-hunt, tracking a mark that only ends when the quarry falls... refer to Ability Card.
  • (Slot B) Hunter's Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 4 Stamina
    Uses: 3/Round
    Mountaineers strike whoever's already branded mid-hunt... refer to Ability Card.
  • (Slot C) Hunter's Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft
    Cost: 4 Stamina
    Uses: 3/Round
    Mountaineers guard while branding their prey mid-hunt... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Barbarian - Mountaineer Path Abilities
Select to Expand Abilities
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.
◆ Amazon (unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival) (LVL 21-30)
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)

Expand Ability Tree Branches
LVLMartial Abilities
LVL 21-30 (Branch)
  • (Slot A) Snare Craft
    Rigs whatever the terrain offers into a trap on the spot, a swing-log, spike pit, or snake den sprung the instant an enemy...
  • (Slot B) Wilds-Born
    Shrugs off any biome's worst, mountain, desert, jungle, swamp, or forest, and its weather alike, even turning a quake, avalanche, or storm to their...
  • (Slot C) Snare Orb (Orbital) - a hovering construct woven from raw magic that primes a different trap each turn it holds, springing fire, poison, or crushing force on whatever draws too...
Same 3-choice pattern as the Path Levels above, content continues through LVL 30 in the GM's full class reference.
◆ Beast Master (any Barbarian default weapon; built around Companion synergy) (LVL 21-30)
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)

Expand Ability Tree Branches
LVLMartial Abilities
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.
◆ Predator (Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons) (LVL 21-30)
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
LVLMartial 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.

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