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As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. The Extra Rage Power also allows a barbarian to gain a single rage power that she qualifies for. Unless otherwise noted, a barbarian cannot select an individual power more than once.
A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first.
Abilities granted by rage powers are extraordinary abilities, unless noted otherwise.
Rage powers
The following rage powers can be taken by any barbarian that meets the prerequisites.
Totem Rage Powers: Totem rage powers grant powers in a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian that selects a beast totem rage power cannot later chose to gain any of the spirit totem rage powers.
Animal Fury
While raging, the barbarian gains a bite attack. This is a secondary attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus −5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier.
The barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
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 be at least 6th level, and must have the lesser beast totem rage power, to select this 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 ×3 damage on a critical hit.
A barbarian must be at least 10th level, and must have the beast totem rage power, to select this 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.
Brawler
While raging, the barbarian is treated as if she has the Improved Unarmed Strike feat. 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 the Two-Weapon Fighting feat when making unarmed strike attacks.
A barbarian must have the brawler rage power to select this power.
Clear Mind
The barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the DM. The barbarian must take the second result, even if it is worse.
This power can only be used once per rage.
A barbarian must be at least 8th level to select this power.
Come and Get Me
While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
A barbarian must be at least 12th level to select this rage power.
Disruptive
When raging, the barbarian gains Disruptive as a bonus feat.
A barbarian must be at least 8th level, and must have the superstition rage power, to select this power.
Elemental Rage (Su)
While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of energy damage (cold, electricity, or fire). The type is chosen when the barbarian begins her rage. This rage power supersedes the effect of the lesser elemental rage power.
A barbarian must be at least 8th level, and must have the lesser elemental rage power, to select this power.
Elemental Rage, Greater (Su)
While raging, all of the barbarian’s critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power.
A barbarian must be at least 12th level, and must have the elemental rage power, to select this power.
Elemental Rage, Lesser (Su)
As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (cold, electricity, or fire) for 1 round.
This power can only be used once per rage.
A barbarian must be at least 4th level to select this rage power.
Energy Absorption (Su)
While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian’s rage.
A barbarian must be at least 12th level, and must have the greater energy resistance rage power, to select this power.
Energy Eruption (Su)
While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1⁄2 the barbarian’s level + the barbarian’s Constitution modifier) for half damage even if the original effect did not allow a save.
A barbarian must be at least 16th level, and must have the energy absorption rage power, to select this power.
Energy Resistance
While raging, the barbarian gains resistance to one energy type (cold, electricity, or fire) equal to 1⁄2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed.
This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.
Energy Resistance, Greater
Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).
A barbarian must be at least 8th level, and must have the energy resistance rage power, to select this power.
Fearless Rage
While raging, the barbarian is immune to the shaken and frightened conditions.
A barbarian must be at least 12th level to select this 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 be at least 8th level, and must have the ferocious mount rage power, to select this 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 11⁄2 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 be at least 8th level, and must have the ferocious mount rage power, to select this 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 be at least 12th level, and must have the ferocious trample rage power, to select this power.
Fiend Totem (Su)
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 be at least 6th level, and must have the lesser fiend totem rage power, to select this power.
Fiend Totem, Greater (Su)
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 be at least 10th level, and must have the fiend totem rage power, to select this power.
Fiend Totem, Lesser (Su)
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).
Flesh Wound
Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian 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 power.
Ground Breaker
Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone.
A barbarian must be at least 6th level to select this 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 Stance
The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
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 be at least 8th level, and must have the lesser hurling rage power, to select this 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 be at least 12th level, and must have the hurling rage power, to select this 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 be at least 6th level, and must have the lesser hurling rage power, to select this power.
Increased Damage Reduction
The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian 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 power.
Inspire Ferocity
While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1).
A barbarian must have the reckless abandon rage power to select this power.
Internal Fortitude
While raging, the barbarian is immune to the sickened and nauseated conditions.
A barbarian must be at least 8th level to select this power.
Intimidating Glare
The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
Knockback
Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Knockdown
Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
Low-Light Vision
The barbarian’s senses sharpen and she gains low-light vision while raging.
Mighty Swing
The barbarian automatically confirms a critical hit. This power is used as a free action once a critical threat has been determined.
This power can only be used once per rage.
A barbarian must be at least 12th level to select this power.
Moment of Clarity
The barbarian does not gain any benefits (with the exception of the increase to his Constitution score) or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. Activating this power is a swift action.
This power can only be used once per rage.
Night Vision
The barbarian’s senses grow incredibly sharp while raging and she gains darkvision 60 feet.
A barbarian must have low-light vision as a rage power or a racial trait to select this power.
No Escape
The barbarian can move up to double her normal speed as an immediate action but she can only use this ability 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.
This power can only be used once per rage.
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 be at least 6th level, and must have the overbearing advance rage power, to select this power.
Powerful Blow
The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.
This power can only be used once per rage.
Quick Reflexes
While raging, the barbarian can make one additional attack of opportunity per round.
Raging Climber
When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
Raging Leaper
When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
Raging Swimmer
When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
Reckless Abandon
While raging, the barbarian can take a −1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by −1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Renewed Vigor
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.
This power can be used only once per day and only while raging.
A barbarian must be at least 4th level to select this power.
Rolling Dodge
The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Roused Anger
The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
Scent
The barbarian gains the scent ability while raging and can use this ability to locate unseen foes.
Smasher
Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object’s hardness. This ability must be used before the attack roll or sunder check is made.
Spellbreaker
When raging, the barbarian gains Spellbreaker as a bonus feat.
A barbarian must be at least 12th level, and must have the disruptive rage power, to select this power.
Spirit Steed (Su)
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 be at least 6th level, and must have the ferocious mount rage power, to select this power.
Spirit Totem (Su)
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 (similar to the effects of concealment) against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).
A barbarian must be at least 6th level, and must have the lesser spirit totem rage power, to select this power.
Spirit Totem, Greater (Su)
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 be at least 10th level, and must have the spirit totem rage power, to select this power.
Spirit Totem, Lesser (Su)
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.
Strength Surge
The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.
This power can only be used once per rage.
Superstition
The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Surprise Accuracy
The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.
This power can only be used once per rage.
Swift Foot
The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.
A barbarian can select this rage power up to three times. Its effects stack.
Terrifying Howl
The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1⁄2 the barbarian’s level + the barbarian’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours.
A barbarian must be at least 8th level, and must have the intimidating glare rage power, to select this power.
Unexpected Strike
The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.
This power can only be used once per rage.
A barbarian must be at least 8th level to select this power.
Witch Hunter
While raging, 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 four levels the barbarian has obtained.
A barbarian must have the superstition rage power to select this power.