Barbarians who strike beyond their homeland sometimes find that they go far indeed. Barbarians have no trouble with the dangers, the miles, and the wonders that travelling entails, and planar travel, while more grand, offers a barbarian a chance to refine his abilities with extraplanar enemies in mind.
Hit Dice: d12
To take a barbarian planar substitution level, a character must be about to take his 3rd, 7th, or 11th level of barbarian
Barbarian planar substitution levels have the class skills of the standard barbarian class plus Knowledge (the planes) (int).
Skill Points at Each Level: 4 + Int modifier.
All of the following are features of the barbarian’s planar substitution levels.
Portal Sense (Su): The barbarian’s raw instincts provide him with a supernatural sense concerning portals, planar breaches, and other passages between planes. A barbarian who takes the 3rd-level planar substitution level instantly becomes aware of any portal within 30 feet of his location, even if such a portal is normally invisible. In a sense, the barbarian seems to “sniff” out the portal. If the barbarian spends a few rounds “sniffing” around (taking a standard action each round to do so), he learns additional information about the portal (the rounds spend analyzing the portal need not be consecutive):
Round 1: Whether the portal is one-way or two-way.
Round 2: Any special circumstances governing the portal’s use, such as knowing that it can be activated only at specific times of the day (but not what those times are), or if a specific key or command word is needed to activate the portal (but not what the key or command word is).
Round 3: A brief sense of the area the portal leads to; essentially, the barbarian gains as much information as if he were allowed to see the portal’s destination for 10 seconds, without the benefit of any other sense or analysis.
This benefit replaces the trap sense class feature gained by a standard barbarian at 3rd level. From now on, whenever the barbarian gains a standard barbarian level that gains an improvement to his trap sense, he gains the indicated bonus minus 1.
Planar Damage Reduction (Ex): The barbarian toughens his body against injuries perpetrated by unnatural creatures. A barbarian who takes the 7th-level planar substitution level gains the ability to shrug off some additional amount of injury from each blow or attack made by an outsider or extraplanar creature. Subtract 2 points from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack made by an outsider or extraplanar creature. In effect, this benefit grants damage reduction 2/- against the attacks of outsiders or extraplanar creatures.
This benefit replaces the damage reduction 1/- gained by a standard barbarian at 7th level. From now on, whenever the barbarian gains a standard barbarian level that grants an improvement to his damage reduction, he gains the indicated amount minus 1. However, the planar damage reduction value stacks with the barbarian’s damage reduction against attacks from outsiders or extraplanar creatures.
Menacing Rage (Su): The barbarian gains an especially potent fury against unnatural creatures not native to the Material Plane. A barbarian who takes the 11th-level planar substitution level generates an intangible aura of danger whenever he rages. This aura weakens hostile outsiders and creatures with the extraplanar subtype within 20 feet. Any outsider or extraplanar creature within that area must attempt a Will save (DC 10 + 1/2 barbarian level + Con modifier). Those who fail the saving throw take a -2 penalty on attack rolls, checks, and saving throws against the barbarian for 24 hours. This is a mind-affecting ability. A creature that makes its initial save is not affected by that same barbarian’s menacing rage for 24 hours.
This benefit replaces the greater rage class feature gained by a standard barbarian at 11th level. If the barbarian later qualifies for the mighty rage class feature, he gains greater rage instead.