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Rage Powers

General Rage Powers

A creature or character with the rage class feature gains the benefits of rage powers only while raging, and some of these powers require taking an action first. Unless otherwise noted, an individual rage power cannot be selected more than once.  

Totem Rage Powers

Totem rage powers grant powers related to a theme. A totem rage power cannot be selected from more than one group of totem rage powers; for example, a character who selects a beast totem rage power cannot later choose to gain a dragon totem rage power.  

Stance Rage Powers

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.   Rage Powers
Table: Rage Powers Examples and Descriptions
Rage PowerPrerequisitesDescriptionSource
Accurate SenseBarbarian 8, powerful stanceGain bonuses on melee and thrown weapon attack rollsPU
Animal FuryGain a bite attack while ragingPU
Auspicious MarkIncrease the result for one d20 rollPU
Beast totemBarbarian 6, lesser beast totemGain a natural armor bonusAPG
Beast totem (greater)Barbarian 10, beast totemGain a pounce attackAPG
Beast totem (lesser)Gain two claw attacksAPG
Bleeding BlowBarbarian 8Deal bleed damage with your powerful blowsPU
Boasting tauntBarbarian 6Force an enemy to attack the barbarianAPG
Body bludgeonBarbarian 10Beat a foe with another creatureUC
BrawlerGain Improved Unarmed Strike while ragingAPG
Brawler (greater)BrawlerGain Two-Weapon Fighting while ragingAPG
Calm StanceNegates the rage damage bonus and AC penaltyPU
Chaos totemBarbarian 6, lesser chaos totemGain a bonus to Escape Artist and a chance to avoid critical hitsAPG
Chaos totem (greater)Barbarian 10, chaos totemGain DR/lawful and weapons count as chaoticAPG
Chaos totem (lesser)Gain a deflection bonus to AC and a resistance bonus against lawful spells and creaturesAPG
Clear MindBarbarian 8Reroll a failed Will savePU
Crippling BlowBarbarian 8Deal Strength or Dexterity damage with your powerful blowsPU
Deadly AccuracyBarbarian 4. accurate stanceGain a bonus to attack rolls made to confirm a critical hitPU
DisruptiveBarbarian 8, superstitionGain the Disruptive feat as a bonus featAPG
Dragon totemBarbarian 6, animal fury, intimidating glare,Gain bonuses while ragingUC
Dragon totem resilienceBarbarian 8, dragon totemGain energy resistance while ragingUC
Eater of MagicBarbarian 10, superstitionTake a second saving throw and gain temp hpPU
Elemental StanceBarbarian 4Deal elemental damage with your attacks while ragingPU
Energy AbsorptionBarbarian 12, energy resistanceAbsorb energy to gain temporary hit pointsPU
Energy ResistanceGain resistance to one type of elemental damagePU
Fearless RageBarbarian 12Become immune to the shaken and frightened conditionsPU
Ferocious mountAllow your mount to rage as wellAPG
Ferocious mount (greater)Barbarian 8, ferocious mountAllow your mount to benefit from rage powersAPG
Ferocious trampleBarbarian 8, ferocious mountWhile raging your mount gains the trample abilityAPG
Ferocious trample (greater)Barbarian 12, ferocious trampleYour mount can trample larger creatures and make overrun attacks while ragingAPG
Fiend totemBarbarian 6, lesser fiend totemAttackers take damage when they hit you in meleeAPG
Fiend totem (greater)Barbarian 10, fiend totemNon-evil creatures adjacent to the barbarian take damage and are shakenAPG
Fiend totem (lesser)Gain a gore attackAPG
Flesh WoundBarbarian 10Negate lethal damage or convert lethal damage to nonlethal damagePU
Ghost ragerBarbarian 6, superstitionDeal normal damage to incorporeal creaturesUC
Good for what ails youDrink alcohol to gain a new save against conditionsAPG
Ground BreakerBarbarian 6Attack the ground to create difficult terrainPU
Ground Breaker, GreaterBarbarian 8, ground breakerExtend ground breaker’s radius of difficult terrainPU
Guarded lifeStabilize when at negative hit pointsAPG
Guarded life (greater)Barbarian 6, guarded lifeConvert more damage to nonlethal damageUC
Guarded StanceGain a dodge bonus to ACPU
Hive totemBarbarian 4, animal furyTake half damage from swarms while ragingUC
Hive totem resilienceBarbarian 6, hive totemTake no damage from swarms while ragingUC
Hive totem toxicityBarbarian 8, hive totem, hive totem resilienceDo Constitution damage with a bite while ragingUC
HurlingBarbarian 8, lesser hurlingIncrease the range and size allowed for a hurled objectAPG
Hurling (greater)Barbarian 12, hurlingIncrease the range and size allowed for a hurled objectAPG
Hurling (lesser)You can lift and throw large objects to do damageAPG
Hurling chargeBarbarian 6, lesser hurlingYou can hurl an object as part of a chargeAPG
Increased Damage ReductionBarbarian 8Gain DR/- while ragingPU
Inspire FerocityReckless stanceGrant a bonus to attack rolls and a penalty to AC to your allies while in reckless stancePU
Internal FortitudeBarbarian 8Gain immunity to nauseated and sickened conditionsPU
Intimidating Glare Intimidate an opponent as a move actionPU
Knockback Make a bull rush in place of a melee attackPU
Knockdown StanceMake a trip attack in place of a melee attackPU
Lethal AccuracyBarbarian 16, accurate stance, deadly accuracyDeal more damage when you score a critical hit while in accurate stancePU
Liquid courageAlcoholic beverages give you a morale bonus while ragingAPG
Low-Light Vision Gain low-light vision while ragingPU
Mighty SwingBarbarian 12Automatically confirm a critical hitPU
Night VisionDarkvision or low-light visionGain darkvision 60 ft while ragingPU
No EscapeDouble move as an immediate action when an opponent withdrawsPU
Overbearing advanceDeal extra damage when using the overrun maneuverAPG
Overbearing onslaughtBarbarian 6, overbearing advanceOverrun multiple targets per roundAPG
Perfect ClarityCalm stanceRoll twice when disbelieving an illusion while in calm stancePU
Powerful StanceGain bonuses on melee and thrown weapon damage rollsPU
Primal scentBarbarian 8, scentGain a bonus when using scentUC
Protect VitalsGuarded stanceGain a dodge bonus to AC against critical confirmation rolls while in guarded stancePU
Quick ReflexesMake additional attacks of opportunity while ragingPU
Raging ClimberGain climb speed and a bonus on Climb checks while ragingPU
Raging LeaperGain a bonus on Acrobatics checks to jump while ragingPU
Raging SwimmerGain swim speed and a bonus on Swim checks while ragingPU
Reckless StanceGain a bonus ton attack rolls and a penalty to AC while ragingPU
Reflexive DodgeBarbarian 6, guarded stanceUse your rolling dodge bonus on Reflex saving throws while in guarded stancePU
Regenerative StanceBarbarian 4Gain temporary hit points each turn while ragingPU
Renewed VigorBarbarian 4Heal hit points once per dayPU
Renewed VitalityIgnore ability penalty, ability damage and negative levels while ragingPU
Roaring drunkGain a bonus on Intimidate checks and fear effect DCAPG
Roused AngerEnter a rage even when fatiguedPU
ScentGain scent while ragingPU
Sharpened AccuracyBarbarian 8, accurate stanceIgnore miss chance for concealmente while in accurate stancePU
Shove AsideIgnore one of your allies square when charging while ragingPU
Shove Aside, GreaterBarbarian 8, shove asideIgnore all of your allies square when charging while ragingPU
SmasherIgnore object's hardness when making a sundering attempt while ragingPU
Spirit steedBarbarian 6, ferocious mountYour mount gains DR/magic and its natural weapons count as magicalAPG
Spirit totemBarbarian 6, lesser spirit totemAttacks against you may miss when you are ragingAPG
Spirit totem (greater)Barbarian 10, spirit totemEnemies near you take negative energy damageAPG
Spirit totem (lesser)Gain spirit allies that can attack adjacent enemiesAPG
SprintBarbarian 4, swift footRun or charge at increased speedPU
Staggering drunkGain dodge AC against attacks of opportunity if drinkingAPG
Strength StanceGain bonuses to CMB and CMD while ragingPU
Sunder enchantmentBarbarian 8, spell sunderSuppress sundered magical item’s powersUC
Superstition Gain a bonus on saving throwsPU
Swift Foot Move faster when ragingPU
Taunting StanceBarbarian 12Attacks against you provokes an attack of opportunityPU
Terrifying HowlBarbarian 8, intimidating glareCause shaken enemies to become panickedPU
Unexpected StrikeBarbarian 8Enemies provoke attacks of opportunity even when they normally wouldn’tPU
Witch HunterSuperstitionDo extra damage against spellcastersPU
World serpent spiritGain bonuses against outsiders and abberationsUC
World serpent totemBarbarian 6, world serpent totemYour weapon counts as chaotic, evil, good, lawful while ragingUC
World serpent totem unity.Barbarian 6, world serpent spirit, world serpent totemDouble fast movement bonus and cannot be knocked proneUC
 
Accurate Stance (Ex)
The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.  
Animal Fury (Ex)
The barbarian gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the barbarian is Medium; 1d3 if the barbarian is Small) plus the barbarian’s Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the barbarian’s full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll. The barbarian can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the barbarian against the target until the end of the round gain a +2 bonus.  
Auspicious Mark (Su)
The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.  
Beast Totem (Su)
While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power and be at least 6th level to select this rage power. This is a totem rage power.  
Beast Totem, Greater (Su)
While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit. A barbarian must have the beast totem rage power and be at least 10th level to select this rage power. This is a totem rage power.  
Beast Totem, Lesser (Su)
While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier. This is a totem rage power.  
Bleeding Blow (Ex)
While in the powerful stance, the barbarian can make an attack that causes her enemies to bleed profusely. Once per round, she can have one of her attacks deal an amount of bleed damage equal to 1/2 her bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn’t stack with itself. A barbarian must have the powerful stance rage power and be at least 8th level to select this rage power.  
Boasting Taunt
While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. A barbarian must be at least 6th level to select this rage power.  
Body Bludgeon
While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. A barbarian must be at least 10th level to select this rage power.  
Brawler
While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).  
Brawler, Greater
While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the powerful brawler rage power.  
Calm Stance (Ex)
The barbarian can enter a state of calm. While in this stance, the barbarian doesn’t gain any benefits from rage other than the temporary hit points, but she doesn’t take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against her total number of rounds of rage per day. This is a stance rage power.  
Chaos Totem
While raging, the barbarian’s form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks. A barbarian must have the powerful lesser chaos totem rage power and be at least 6th level to select this rage power. This is a totem rage power.  
Chaos Totem, Greater
While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction. A barbarian must have the powerful chaos totem rage power and be at least 10th level to select this rage power. This is a totem rage power.  
Chaos Totem, Lesser
While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses. This is a totem rage power.  
Clear Mind (Ex)
When the barbarian fails a Will saving throw, she can attempt another Will saving throw at the end of her next turn (using the original DC). If the second saving throw is successful, the barbarian is treated as if she succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the barbarian suffers the full effects of the spell or effect as normal. A barbarian must be at least 8th level to select this rage power.  
Crippling Blow (Ex)
Once per day when the barbarian hits with an attack, she can deal 1 point of ability damage to the target’s Strength or Dexterity score. This damage increases by 1 point for every 4 levels the barbarian has. A barbarian must be at least 8th level to select this rage power.  
Deadly Accuracy (Ex)
If the barbarian scores a critical threat while in the accurate stance, she applies double the accurate stance’s bonus when rolling to confirm the critical. A barbarian must have the accurate stance rage power and be at least 4th level to select this rage power.  
Disruptive
When raging, the barbarian gains Disruptive as a bonus feat. A barbarian must have the superstition rage power and be at least 8th level to select this rage power.  
Dragon Totem
The barbarian must select a single color of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white) as her totem. While raging, she gains a +1 bonus on Perception checks and a +1 morale bonus on saving throws against fear, paralysis, and sleep effects. This bonus increases by +1 for each additional dragon totem rage power (such as dragon totem resilience and dragon totem wings) the barbarian possesses. A barbarian must have the animal fury rage power, intimidating glare rage power and be at least 6th level to select this rage power. This is a totem rage power.  
Dragon Totem Resilience
While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem rage power and be at least 8th level to select this rage power. This is a totem rage power.  
Eater of Magic (Su)
When the barbarian succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell’s level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points disappear when the barbarian’s rage ends, and they stack with her temporary hit points from rage but not with other temporary hit points gained from this rage power. A barbarian must have the superstition rage power and be at least 10th level to select this rage power.  
Elemental Stance (Su)
When the barbarian adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the barbarian’s critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power. A barbarian must be at least 4th level to select this rage power.  
Energy Absorption (Su)
Once per day, the barbarian can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance rage power. She takes no damage from the attack and doesn’t attempt a saving throw. Instead, she increases the temporary hit points from her rage by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the barbarian is at least 16th level, once before her rage ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the barbarian would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon. A barbarian must have the energy resistance rage power and be at least 12th level to select this rage power.  
Energy Resistance (Ex)
The barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). At 8th level, she gains limited immunity to the same type of energy, as protection from energy. She can absorb 2 points of damage per level, and she applies her energy resistance first. The energy type is chosen when this rage power is selected, and it can’t be changed. This rage power can be selected more than once; each time, it applies to a different energy type.  
Fearless Rage (Ex)
The barbarian is immune to the shaken and frightened conditions (but not the panicked condition). A barbarian must be at least 12th level to select this rage power.  
Ferocious Mount
While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.  
Ferocious Mount, Greater
While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions. A barbarian must have the ferocious mount rage power and be at least 8th level to select this rage power.  
Ferocious Trample
While raging and mounted, the barbarian’s mount gains the trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both. A barbarian must have the ferocious mount rage power and be at least 8th level to select this rage power.   Ferocious Trample, Greater
A barbarian’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample. A barbarian must have the ferocious trample rage power and be at least 12th level to select this rage power.  
Fiend Totem
While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage. A barbarian must have the lesser fiend totem rage power and be at least 6th level to select this rage power. This is a totem rage power.  
Fiend Totem, Greater
While raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian’s turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected. A barbarian must have the fiend totem rage power and be at least 10th level to select this rage power. This is a totem rage power.  
Fiend Totem, Lesser
While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack). This is a totem rage power.  
Flesh Wound (Ex)
Once per day, the barbarian can avoid serious harm from an attack. She attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If she succeeds, she takes no damage from the attack. If she fails, she takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled. A barbarian must be at least 10th level to select this rage power.  
Ghost Rager
While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can’t raise her touch AC above her full AC. A barbarian must have the superstition rage power and be at least 6th level to select this rage power.  
Good for What Ails You
While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.  
Ground Breaker (Ex)
The barbarian can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 Reflex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.  
Ground Breaker, Greater (Ex)
When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.  
Guarded Life
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.  
Guarded Life, Greater
When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage. A barbarian must have the guarded life rage power and be at least 6th level to select this rage power.  
Guarded Stance (Ex)
The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.  
Hive Totem
While raging, the barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like summon swarm used to summon spiders or insect plague). She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5). A barbarian must have the animal fury rage power and be at least 4th level to select this rage power. This is a totem rage power.  
Hive Totem, Resilience
While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5). A barbarian must have the hive totem rage power and be at least 6th level to select this rage power. This is a totem rage power.  
Hive Totem, Toxicity
While raging, the barbarian increases her bite damage die type with the animal fury rage power by one die type and decreases the penalty on attack rolls with that bite to –2. Once per rage, a bite that hits can deliver an injury toxin that has a frequency of once per round for 4 rounds, deals 1d3 points of Constitution damage, and has a cure of one save. The saving throw has a Fortitude save DC of 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier. A barbarian must have the hive totem rage power, hive totem resilience rage power and be at least 8th level to select this rage power. This is a totem rage power.  
Hurling
As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category. A barbarian must have the lesser hurling rage power and be at least 8th level to select this rage power.  
Hurling, Greater
As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories. A barbarian must have the hurling rage power and be at least 12th level to select this rage power.  
Hurling, Lesser
As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.  
Hurling Charge
While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge. A barbarian must have the lesser hurling rage power and be at least 6th level to select this rage power.  
Increased Damage Reduction (Ex)
The barbarian’s damage reduction increases by 2/— whenever she is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.  
Inspire Ferocity (Ex)
While in the reckless stance, the barbarian imparts the stance’s bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.  
Internal Fortitude (Ex)
The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power.  
Intimidating Glare (Ex)
The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian’s current rage.  
Knockback (Ex)
Once per round, the barbarian can attempt a bull rush against one target in place of a melee attack, using her full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the barbarian’s Strength modifier and is knocked back as normal. The barbarian doesn’t move with the target. This bull rush doesn’t provoke an attack of opportunity.  
Knockdown Stance (Ex)
The barbarian can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn’t provoke an attack of opportunity. This is a stance rage power.  
Lethal Accuracy (Ex)
While in the accurate stance, the barbarian’s critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the accurate stance and deadly accuracy rage powers and be at least 16th level to select this rage power.  
Liquid Courage
While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.  
Low-Light Vision (Ex)
The barbarian’s senses sharpen, and she gains low-light vision.  
Mighty Swing (Ex)
The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day. A barbarian must be at least 12th level to select this rage power.  
Night Vision (Ex)
The barbarian’s senses grow incredibly sharp, and she gains darkvision out to a range of 60 feet. If she already has darkvision, the range of that darkvision increases by 60 feet. A barbarian must have a darkvision racial trait, low-light vision racial trait, or the low-light vision rage power to select this rage power.  
No Escape (Ex)
The barbarian can move up to double her base speed as an immediate action. She can use this ability only when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement.  
Overbearing Advance
While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.  
Overbearing Onslaught
While raging, the barbarian may overrun more than one target per round, with a –2 penalty on her CMB for each overrun check after the first. A barbarian must have the overbearing advance rage power and be at least 6th level to select this rage power.  
Perfect Clarity (Ex)
While in the calm stance, the barbarian can roll twice for any miss chances or Will saving throws to disbelieve illusions, taking the better result. A barbarian must have the calm stance rage power to select this rage power.  
Powerful Stance (Ex)
The barbarian can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.  
Primal Scent
When using her scent rage power, the barbarian adds half her barbarian level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures she cannot see. If she pinpoints the location of a creature that has total concealment, she treats it as having concealment. A barbarian must have the scent rage power and be at least 8th level to select this rage power.  
Protect Vitals (Ex)
While in the guarded stance, the barbarian gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits. A barbarian must have the guarded stance rage power and be at least 8th level to select this rage power.  
Quick Reflexes (Ex)
The barbarian can make one additional attack of opportunity per round.  
Raging Climber (Ex)
The barbarian gains a climb speed equal to 1/2 her base land speed, taking into account her fast movement class feature. She can’t use this climb speed to climb any surface with a DC higher than 20. She also gains a +8 enhancement bonus on Climb checks.  
Raging Leaper (Ex)
The barbarian is always considered to have a running start when attempting an Acrobatics check to jump. In addition, she gains a +8 bonus on Acrobatics checks to jump. Finally, if the barbarian falls, she halves the total distance fallen for the purposes of determining damage taken from the fall.  
Raging Swimmer (Ex)
The barbarian gains a swim speed equal to 1/2 her base land speed (taking into account her fast movement class feature). She also gains a +8 enhancement bonus on Swim checks.  
Reckless Stance (Ex)
The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power.  
Reflexive Dodge (Ex)
While in the guarded stance, the barbarian can apply her dodge bonus to AC as a bonus on Reflex saving throws. A barbarian must have the guarded stance rage power and be at least 6th level to select this rage power.  
Regenerative Stance (Ex)
The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power. A barbarian must be at least 4th level to select this rage power.  
Renewed Vigor (Ex)
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.  
Renewed Vitality (Ex)
The barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends.  
Roaring Drunk
While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.  
Roused Anger (Ex)
The barbarian can enter a rage even when fatigued. If the barbarian enters a rage while fatigued, she loses the fatigued condition and she does not gain temporary hit points from rage. Once this rage ends, the barbarian is exhausted for 10 minutes.  
Scent (Ex)
The barbarian gains the scent ability. She can use this ability to locate unseen foes.  
Sharpened Accuracy (Ex)
While in the accurate stance, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the accurate stance rage power and be at least 8th level to select this rage power.  
Shove Aside (Ex)
Whenever the barbarian charges, she may push past one of her allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally’s position; it simply allows the barbarian to move past.  
Shove Aside, Greater (Ex)
This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge. A barbarian must have the shove aside rage power and be at least 8th level to select this rage power.  
Smasher (Ex)
Whenever the barbarian attempts a sunder combat maneuver or makes an attack against an unattended object, she ignores 1 point of the object’s hardness per barbarian level she has.  
Spirit Steed
While raging and mounted, the barbarian’s mount gains DR/magic equal to 1/2 the barbarian’s level. The mount’s natural weapons count as magical for the purpose of overcoming damage reduction. A barbarian must have the ferocious mount rage power and be at least 6th level to select this rage power.  
Spirit Totem
While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach). A barbarian must have the lesser spirit totem rage power and be at least 6th level to select this rage power. This is a totem rage power.  
Spirit Totem, Greater
While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage. A barbarian must have the spirit totem rage power and be at least 10th level to select this rage power. This is a totem rage power.  
Spirit Totem, Lesser
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier. This is a totem rage power.  
Sprint (Ex)
The barbarian adds 1/2 her speed to the distance she can move when she runs or charges. A barbarian must have the swift foot rage power and be at least 4th level to select this rage power.  
Staggering Drunk
While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.  
Strength Stance (Ex)
The barbarian can summon mighty strength. She gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.  
Sunder Enchantment
While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item’s magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target’s CMD. A barbarian must have the spell sunder rage power and be at least 8th level to select this rage power.  
Superstition (Ex)
The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.  
Swift Foot (Ex)
The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack.  
Taunting Stance (Ex)
The barbarian can leave herself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian while she’s in this stance, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to each provoking attack. This is a stance rage power. A barbarian must be at least 12th level to select this rage power.  
Terrifying Howl (Ex)
The barbarian unleashes a terrifying howl as a standard action. All enemies that have been shaken by the barbarian (usually through the Intimidate skill) within 30 feet must succeed at a Will save (DC = 10 + 1/2 the barbarian’s level + her Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it’s immune to this power for 24 hours. A barbarian must be at least 8th level and have the intimidating glare rage power to select this rage power.  
Unexpected Strike (Ex)
The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether that movement would normally provoke an attack of opportunity. The barbarian can use this ability only when there are no other foes in a square threatened by the barbarian. A barbarian must be at least 8th level to select this rage power.  
Witch Hunter (Ex)
The barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the barbarian has. In addition, if she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect). A barbarian must have the superstition rage power to select this rage power.  
World Serpent Spirit
While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. She also gains a +1 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one. A barbarian must have the world serpent totem rage power and be at least 6th level to select this rage power.  
World Serpent Totem
While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one. This is a totem rage power.  
World Serpent Totem Unity
While raging, the barbarian doubles her fast movement bonus to land speed and cannot be knocked prone. She also doubles her world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her. A barbarian must have the world serpent spirit rage power, world serpent totem rage power and be at least 6th level to select this rage power. This is a totem rage power.  

Section 15: Copyright Notice

Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Pathfinder Unchained. Copyright 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.

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