What's the far, far future earth without loin-cloth clad barbarians haunting the lands reclaimed by primal wilderness? This class is inspired as much or more by Cooper's Uncas as it is Howard's Conan (and by extension Thundarr, the original barbarian beneath the broken moon), but given a high set of scores and a mercenary's disposition there's nothing stopping one from evoking the spirit of the Cimmerian.
That brings the running total to five classes, I believe one more is in the works and then we'll get back to races.
Requirements: Str 9, Wis 9
Hit Die: 1d8
Save As: Fighter
To Hit As: Fighter
Weapon Proficiencies: All except special/ exotic
Non-Proficiency Penalty: -2
Level Experience Points Class Abilities
1 0 AC bonus, Wilderness Lore I
3 4,000 Wilderness Lore II
5 16,000 Extra attack (3/2)
9 240,000 Extra attack (2/1)
13 720,000 Extra attack (5/2)
AC Bonus: When wearing light or no armor, barbarians receive a +1 AC bonus, in addition to any bonus they receive for a high Dexterity score.
Wilderness Lore I: Barbarians are skilled in hunting, gathering and living within the wilderness. They may identify plants, animals and other creatures indigenous to their homeland without error. On a successful WIS check and 1d8 hours they may hunt or forage for food & water for 3 to 12 adult people.
Wilderness Lore II: On a successful WIS check the barbarian may accurately predict the weather within a 24-hour period. Barbarians always know which way is which above ground & when moving cross-country they cannot get lost under normal circumstances. With a successful WIS check he may find or build suitable temporary shelter for inclement weather. Barbarians are experienced trackers and may track creatures with a successful WIS check, modified by the DM for environmental factors.
Extra Attacks: Like fighters, barbarians attack twice every other round at 5th level, twice a round at ninth level and 5 times every 2 rounds at 13th level.