Barbarians learn powerful ways to channel their rage, granting them useful abilities called Rage Powers. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them.
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.
Despite having a similar name, using a stance rage power does not prevent a barbarian from using a martial stance, combat style, or similar ability, assuming such abilities can be used while raging.
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.
The Rage Powers
A barbarian selects rage powers from the following list. Unless otherwise noted, a barbarian cannot select an individual power more than once. Some powers have a minimum level which the barbarian must meet before selecting that power
2nd-Level Barbarian
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)
While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is a secondary natural attack 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. A 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.
Auspicious Mark (Su)
The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. By spending two rounds of rage 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.
Battlecry (Ex)
By spending one round of rage, the barbarian can unleash an inspiring battlecry as a swift action. Allies within 60 feet of the barbarian gain a +1 morale bonus on melee damage rolls for a number of rounds equal to the barbarian’s Constitution modifier. This bonus increases by +1 for every 6 levels the barbarian has attained.
Beast Totem (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 (Ex)
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 damage as if she were one size category larger.
Chaos Totem (Su)
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.
Fiend Totem (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).
Hack Loose (Ex)
When the barbarian strikes a creature in melee that is grappling another creature (including a creature that has swallowed a target whole), the grappled or swallowed creature can attempt a grapple combat maneuver check as an immediate action to break free. The barbarian’s attack must deal at least 5 points of damage from a single attack to a Medium or smaller creature, plus an additional 5 points for every size larger than Medium (10 for Large, 15 for Huge, etc.), in order to allow a grappled creature to break free. The trapped creature gains a +1 bonus on this check for every 5 additional points of damage beyond this threshold. The barbarian can use this rage power to grant herself the opportunity to break free from a creature grappling her.
Intimidating Glare (Ex)
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.
Intimidating Transformation (Ex)
When entering into a rage, a barbarian may roar or brandish her weapons. As a free action as part of entering the rage, she may make an Intimidate check to demoralize all foes within 30 feet who can see or hear her display.
Knockback (Ex)
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 (Ex)
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.
Moon Totem (Su)
While raging, the barbarian gains darkvision with a range of 30 feet. If the barbarian already has darkvision, the range of her darkvision increases by 30 feet while she is raging.
Pushback (Ex)
When a creature attempts a bull rush, drag, grapple, overrun, reposition, or trip combat maneuver against the barbarian and fails the check, she can attempt a bull rush combat maneuver against that creature as an immediate action or by spending an attack of opportunity.
A barbarian must have the knockback rage power to select this rage power.
Savage Jaw (Ex)
By spending one round of rage, the barbarian can gain the improved grab ability with her bite attack until the start of her next turn. A barbarian must have a bite attack while raging to select this rage power.
Superstition (Ex)
The barbarian gains a +2 morale bonus on saving throws made to esoteric 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.
4th-Level Barbarian
Brawler, Improved (Ex)
While raging, the barbarian gains a +1 competence bonus on unarmed attack rolls and natural weapon attack rolls, and the damage dealt by her unarmed strike increases by one step on Table: Damage Progression.
A barbarian must have the brawler rage power 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). This effect lasts for a number of rounds equal to her barbarian level. This benefit is always active. 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.
At 8th level, she can expend a daily use of her rage to gain limited immunity to the same type of energy, as protection from energy. She can absorb 2 points of damage per Hit Die, and she applies her energy resistance first.
Ghost Rager (Su)
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 to select this rage power.
Impelling Disarm (Ex)
By spending one round of rage, the barbarian can make a disarm attempt against a target in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the barbarian sends the target’s weapon flying—either straight at the target, or spinning away to strike another foe up to 20 feet away.
This ranged attack counts as throwing a weapon that isn’t designed to be thrown, even if the weapon disarmed is a thrown weapon.
The barbarian makes a ranged attack, which doesn’t provoke attacks of opportunity, at either the target of his disarm maneuver or another creature within 20 feet. If the barbarian is aiming for the disarmed creature, the foe doesn’t count as being in melee for determining any penalty on the ranged attack from throwing a ranged weapon into melee. If the ranged attack hits, the disarmed weapon deals damage as if the barbarian had thrown it.
The barbarian can choose to aim the disarmed weapon at a square rather than at a foe.
Renewed Vigor (Ex)
By spending two rounds of rage 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).
Savagery (Ex)
When the barbarian confirms a critical hit, the duration of her current rage is increased by 1 round. This is increased by 1 additional round when wielding a weapon with a x3 critical multiplier, or by 2 rounds if using a weapon with a x4 critical multiplier. These extra rounds of rage stack with each other but are lost if she ends her rage early. She does not gain additional rounds of rage for critical hits against creatures whose Hit Dice are less than one-half her own.
6th-Level Barbarian
Beast Totem, Improved (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 beast totem rage power to select this rage power.
Blood Sense (Ex)
The barbarian’s bloodlust allows him to perceive some enemies with perfect accuracy. The barbarian ignores the concealment, total concealment, and invisibility of enemies below full health who have blood (typically all creatures besides constructs, oozes, plants, and incorporeal creatures).
Boasting Taunt (Ex)
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.
Brawler, Greater (Ex)
While raging, the barbarian gains a +1 competence bonus on unarmed attack rolls and natural weapon attack rolls, and the damage dealt by her unarmed strike increases by two steps on Table: Damage Progression. Both bonuses stack with the benefits of the Improved Brawler rage power.
A barbarian must have the improved brawler rage power to select this rage power.
Chaos Totem, Improved (Su)
While raging, the barbarian’s form becomes infused with chaos. She gains a +4 bonus on Acrobatics checks for Squeezing and Escaping and has a 25% chance to ignore extra damage from critical hits and sneak attacks.
A barbarian must have the chaos totem rage power to select this rage power.
Cry Havoc (Ex)
When the barbarian uses her battlecry rage power, affected creatures using the charge action gain a +10-foot enhancement bonus to their speed by 10 feet and deal double the normal battlecry damage bonus if they hit with an attack at the end of a charge.
A barbarian must have the battlecry rage power to select this rage power.
Dragon Totem (Su)
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 the barbarian possesses.
A barbarian must have the animal fury and intimidating glare rage powers to select this rage power.
Fiend Totem, Improved (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 have the fiend totem rage power to select this rage power.
Moon Totem, Improved (Su)
While raging, the barbarian gains a bonus equal to half her level on Perception checks to pinpoint the location of an unseen creature, and unseen attackers gain no bonus on attacks against the barbarian. In addition, her darkvision range increases by 10 feet.
A barbarian must have the moon totem rage power to select this rage power.
Spell Sunder (Ex)
By spending one round of rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 10. If successful, the effect is dispelled.
A barbarian must have the witch hunter rage power to select this rage power.
8th-Level Barbarian
Crippling Blow (Ex)
When the barbarian hits with an attack, she can spend two rounds of rage to 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.
Disruptive (Ex)
When raging, the barbarian gains the benefits of the Disruptive feat.
A barbarian must have the superstition rage power to select this rage power.
Dragon Totem Resilience (Su)
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 energy resistance increases by 2 for each dragon totem rage power she possesses, including this one.
A barbarian must have the dragon totem rage power to select this rage power.
Ringing Blow (Ex)
When the barbarian hits with an attack, she can spend two rounds of rage to deal 1 point of ability damage to the target’s Charisma, Intelligence, or Wisdom score. This damage increases by 1 point for every 4 levels the barbarian has.
10th-Level Barbarian
Beast Totem, Greater (Su)
While raging, the barbarian can make a full attack with her natural weapons 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.
Body Bludgeon (Ex)
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.
Chaos Totem, Greater (Su)
While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. This is a bonus from esoterica. In addition, her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction.
A barbarian must have the improved chaos totem rage power to select this rage power.
Dragon Totem Wings (Su)
While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average maneuverability). She can expend 2 rounds of her rage to instead spend an immediate action to gain this fly speed. She can end her fly speed at any time, even when it is not her turn. Each round she spends raging and flying counts as 2 rounds of rage. Her ability to fly ends automatically when she ceases raging.
A barbarian must have the dragon totem and dragon totem resilience rage powers to select this rage 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 have the improved fiend totem rage power to select this rage power.
Flesh Wound (Ex)
By spending three rounds of rage, 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.
Great Leadership (Ex)
The barbarian can inspire one or more allies to greater prowess in combat. This functions like the inspire greatness bardic performance, using her barbarian level in place of her bard level, and requires the barbarian to spend one round of rage each round to maintain the effect, in addition to maintaining the barbarian’s own rage.
A barbarian must have the battlecry rage power and be at least 10th level to select this rage power.
Moon Totem, Greater (Su)
While raging, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. In addition, her darkvision range increases by 10 feet.
A barbarian must have the moon totem rage power to select this rage power.
Perceptive Accuracy (Ex)
While in the accurate stance, the barbarian ignores miss chance due to concealment or total concealment, and any AC bonus due to cover that is less than total cover.
A barbarian must have the accurate stance rage power and be at least 10th level to select this rage power.
12th-Level Barbarian
Blood Sense, Greater (Ex)
The barbarian’s bloodlust allows him to find any injured enemies with perfect accuracy. The barbarian ignores the concealment, total concealment, and invisibility of any enemies below full health.
A barbarian must be at least 12th level and have the blood sense rage power to select this rage power.
Bloody Fist (Ex)
By spending one round of rage, the barbarian may attempt to punch through an opponent’s flesh and rip out one of its vital organs. When the barbarian confirms a critical hit against an opponent with a natural attack or unarmed strike, the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’s Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body.
Energy Absorption (Su)
By spending two rounds of rage, 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.
Limb Ripper (Ex)
When a target fails its saving throw against the barbarian’s crippling blow rage power, the barbarian can attempt to tear off one of the target’s limbs (including arms, legs, wings, tail, or tentacles) with a sunder combat maneuver against the target’s CMD. If the sunder combat maneuver succeeds, one of the target’s limbs chosen by the barbarian is broken. Any attacks made using that limb take a –2 penalty on attack and damage rolls. A broken limb used for locomotion decreases the target’s speed by half and the creature cannot run or charge. Only legs or tail can be targeted with this rage power if the target is more than one size category larger than the barbarian; however, arms or wings can be targeted if the barbarian readies an action to use this ability when attacked by such appendages. A broken limb can be healed with regenerate, heal, or succeeding on Heal checks to provide long-term care on at least three consecutive days. In addition, if the barbarian exceeds the target DC by 10 or more, the target must make a Fortitude save (DC 10 + 1/2 the barbarian’s level + her Strength modifier). If this save fails, the limb is not merely broken but severed entirely. The target can no longer use the limb and takes 1d6 bleed damage per round. A severed limb can be restored with regenerate.
A barbarian must have the crippling blow rage power and be at least 12th level to select this rage power.
Mighty Swing (Ex)
By spending three rounds of rage, the barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined.
16th-Level Barbarian
Bloody Bludgeon (Ex)
When severing an opponent’s limb with her limb ripper rage power, the barbarian can use the severed limb as an improvised weapon (of the same size as the creature whose limb it was) for the remainder of her current rage. She takes no attack roll penalties for using an improvised weapon or a weapon of the wrong size, and she gains a morale bonus to attack and damage rolls equal to one quarter her barbarian level. This bonus is doubled against the creature whose limb it was.
A barbarian must have the limb ripper rage power to select this rage power.
Head Ripper (Ex)
When using her limb ripper rage power, the barbarian can attempt to tear off the head of the target instead of one of its limbs. If the sunder combat maneuver succeeds, any bite or gore attack made by the target is considered broken, suffering a –2 penalty to attack and damage rolls. If the sunder combat maneuver check exceeds the DC by 10 or more and the target fails its Fortitude save, its head is severed from its body. Most creatures are killed instantly. Creatures with multiple heads lose the use of the severed head and suffer bleed damage as normal for the limb ripper rage power.
A barbarian must be at least 16th level and have the limb ripper rage power to select this rage power
Heroic Leadership (Ex)
This rage power functions as the great leadership rage power but duplicates the effects of the inspire heroics bardic performance.
A barbarian must have the great leadership rage power and be at least 16th level to select this rage power.