The barbarian class in the 13th Age Roleplaying Game was designed from the ground up to be “straightforward and easy to play.” Not only that, the designers come right out and say that the barbarian is “a good class for a new player.” While this is a great starting point, more experienced players may find the barbarian class to be a bit dull after a while.
That is where our new supplement 13 Barbarian Talents and Feats comes in. We are breathing new life into your barbarian character with a number of brand new talents. There is no better place to start than the Adventurer Tier Talent you can choose at character creation than Brutal Blow. This new talent starts off by letting one of your allies hit harder after you stagger an enemy. However, it really shines when you start taking the feats. The Adventurer Feat gives you a fear aura after staggering a non-mook. By the time you hit epic tier, you are a freaking aspect of terror for all enemies to behold and cower.
Whenever one of your attacks staggers a non-mook enemy, a nearby ally of your choice may add your Charisma modifier to their next attack roll.
Adventurer Feat: One battle per day, when you stagger a non-mook enemy, you gain a fear aura for the remainder of that battle. Your base fear threshold is the same as a normal monster of your character level, as shown in the Baseline Stats for Normal Monsters table under DIY Monsters (see the 13th Age Roleplaying Game Core Rulebook, Chapter 7: Monsters)—add your Charisma modifier to the number given there.
Champion Feat: The threshold of your fear aura from Brutal Blow is now increased by the escalation die value. Additionally, your chosen nearby ally now adds double your Charisma modifier to their next attack roll when Brutal Blow is triggered.
Epic Feat: You can now gain a fear aura from Brutal Blow in every battle you fight. Additionally, you now double your Charisma modifier before adding it to your fear threshold.