Barbarian

Alignment
Any Non-Lawful

Hit Dice
d12

Skills
Skill Points at 1st Level: (4 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

The class skills available for a Barbarian are:
 * Intimidate(Cha)
 * Jump(Str)
 * Listen(Wis)
 * Swim(Str)

Starting Proficiencies
 * Simple weapons
 * Martial weapons
 * Light armor
 * Medium armor
 * Shields (except tower shields)

Level 1

 * Fast Movement (passive): Allows barbarians to move 10% faster than other characters. This bonus applies even when wearing heavy armor (at this time).
 * Rage (active): When used, the barbarian gains +4 to strength, +4 constitution, +2 to will saving throws but the barbarian incurs a reduction of its Armor Class by 2. After Rage runs out the barbarian will suffer fatigue, which is a -2 to strength, -2 to dexterity, and a slight runspeed debuff.

Level 2

 * Uncanny Dodge (active): At 2nd level, a barbarian retains his Dexterity modifier to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity modifier to AC if immobilized. If a barbarian already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
 * Damage Reduction (passive): Grants damage reduction 1/- to all unarmed, weapon, or natural attacks.

Level 3

 * Trap Sense (passive): This feat grants the following bonuses. +1 on reflex saving throws vs. traps and +1 Armor Class vs. trap attacks.

Level 5

 * Improved Uncanny Dodge (passive and active): This feat provides two benefits to the character. The first is that the feat prevents monsters from receiving the flanking bonus when the character is attacked from behind. This portion of the feat is actually passive. The second is that it can be activated by the character to receive a bonus to their armor class and their reflex saving throws for a short time.
 * Damage Reduction (passive): Damage reduction improves to 2/- to all unarmed, weapon, or natural attacks.

Level 6

 * Trap Sense (passive): Trap sense bonus improves to +2.

Level 8

 * Damage Reduction (passive): Damage reduction improves to 3/- to all unarmed, weapon, or natural attacks.

Level 9

 * Trap Sense (passive): Trap sense bonus improves to +3.

Building a Barbarian
Fighter and barbarian are the two most similar classes in D&D. Both focus on dealing and surviving front-line melee damage (although one has more armor, and the other has more hp and damage resistance). To win fights, both have strength as their most important attribute, with dexerity and consitution secondary. A player with a fighter or barbarian will probably want to use the bonus ability points at both 4th and 8th level to increase strength. However, it is important to be aware that fighters will recieve bonus strength enhancements as "action points" when they level up, while barbarians get constitution instead (which is much less valuable). Therefore, to create an effective barbarian character, you probably want to start with a high strength (16-19) and a medium consitution (13-16), expecting to increase the constituion with action points as you level up.

Also remember that dexterity is more important for a barbarian (since they have lighter armor), and that their 2 more hp/level makes constitution even less important for them than for a fighter. It seems strange, but it may even sensible for a barbarian to start with a constituion of 10-12, and put a few points into wisdom, to help with healing, spotting, and the all-important Will saves (failing a Will save is often far worse than failing a Fortitude or Reflex save, as they're more likely to take you out of the fight completely, rather than just damage hp or ability scores)

One last note on Constitution: The Con bonus is also applied to the barbarian's rage, increasing its duration by a minor amount. (or decreasing from default if Con is below 10)

Sample Barbarian