Rage Power | Prerequisites | Benefits |
— | Gain a bite attack | |
Animal fury | As animal fury, but your bite attack deals damage as if you were one size larger. | |
Animal fury | While raging, you can open your jaws wide and latch your teeth firmly onto your opponent. | |
Barbarian 4, animal fury | Take half damage from swarms while raging | |
Barbarian 4, animal fury | When using animal fury while raging, your bite is able to pierce most resistances. | |
Barbarian 6, animal fury, intimidating glare, | Gain bonuses while raging | |
Barbarian 6, hive totem | Take no damage from swarms while raging | |
Barbarian 8, dragon totem | Gain energy resistance while raging | |
Barbarian 8, hive totem, hive totem resilience | Do Constitution damage with a bite while raging | |
Barbarian 10, dragon totem, dragon totem resilience | Gain wings and a fly speed while raging | |
— | Gain a bonus to Sunder checks with your natural attacks while raging | |
— | Gain a bonus on a roll once per rage | |
— | Gain two claw attacks | |
Barbarian 6, lesser beast totem | Gain a natural armor bonus | |
Barbarian 10, beast totem | Gain a pounce attack | |
— | Gain Improved Unarmed Strike while raging | |
Brawler | Gain Two-Weapon Fighting while raging | |
— | While raging, whenever you make a successful melee attack against an opponent that is holding its breath, in addition to any other effects caused by that attack, the opponent loses a number of rounds of breath equal to your Strength modifier. | |
— | Whenever subjected to a spell that cures hp damage, heal 1 additional hp per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), heal a number of additional hp equal to the class level of the character performing the magical healing. | |
Barbarian 8 | Gain a halo that shines as daylight and triggers invisibility purge (only reveals non-good creatures) in the barbarian's square and each adjacent square. | |
Barbarian 12, celestial totem | Gain SR while raging equal to 11 + barbarian class level against spells with the evil descriptor; also gain +2 bonus on all saves against spells and effects from evil creatures. | |
— | Gain a deflection bonus to AC and a resistance bonus against lawful spells and creatures | |
Barbarian 6, lesser chaos totem | Gain a bonus to Escape Artist and a chance to avoid critical hits | |
Barbarian 10, chaos totem | Gain DR/lawful and weapons count as chaotic | |
— | Gain resistance to one type of elemental damage | |
Barbarian 8, energy resistance | Halve damage from an elemental attack | |
Barbarian 12, greater energy resistance | Absorb energy to gain temporary hit points | |
Barbarian 16, energy absorption | Store absorbed energy and release it as a breath weapon attack | |
— | Your animal companion also gains the benefits of rage though you must spend 1 additional round of rage per round if companion begins or ends its turn adjacent to you, and 2 additional rounds of rage per round if not. | |
Barbarian 8, ferocious beast | Your animal companion shares the benefits of your rage powers that are constant in effect but gains no benefit from rage powers that require actions to activate, even if they are free actions. | |
— | Allow your mount to rage as well | |
Barbarian 6, ferocious mount | Your mount gains DR/magic and its natural weapons count as magical | |
Barbarian 8, ferocious mount | Allow your mount to benefit from rage powers | |
Barbarian 8, ferocious mount | While raging your mount gains the trample ability | |
Barbarian 12, ferocious trample | Your mount can trample larger creatures and make overrun attacks while raging | |
— | Gain a gore attack | |
Barbarian 6, lesser fiend totem | Attackers take damage when they hit you in melee | |
Barbarian 10, fiend totem | Non-evil creatures adjacent to the barbarian take damage and are shaken | |
— | Drink alcohol to gain a new save against conditions | |
— | Stabilize when at negative hit points | |
Barbarian 6, guarded life | Convert more damage to nonlethal damage | |
— | Gain a dodge bonus to AC | |
— | You can lift and throw large objects to do damage | |
Barbarian 6, lesser hurling | You can hurl an object as part of a charge | |
Barbarian 8, lesser hurling | Increase the range and size allowed for a hurled object | |
Barbarian 12, hurling | Increase the range and size allowed for a hurled object | |
— | Intimidate an opponent as a move action | |
Barbarian 6, intimidating glare | You deal an additional 1d6 points of sonic damage to an opponent you successfully demoralized using intimidating glare. | |
Barbarian 6, animal fury, intimidating glare, | Gain bonuses while raging | |
Barbarian 8, dragon totem | Gain energy resistance while raging | |
Barbarian 8, intimidating glare | Cause shaken enemies to become panicked | |
Barbarian 10, dragon totem, dragon totem resilience | Gain wings and a fly speed while raging | |
— | Make a bull rush in place of a melee attack | |
— | Make a trip attack in place of a melee attack | |
— | Alcoholic beverages give you a morale bonus while raging | |
— | Gain low-light vision while raging | |
Low-light vision rage power or racial low-light vision | Gain darkvision 60 ft while raging | |
— | Remove benefits and penalties of raging for 1 round | |
Moment of clarity | Roll twice when disbelieving an illusion | |
Barbarian 6, moment of clarity, perfect clarity | 1/rage, for 1 round, see through normal and magical darkness (including from magical effects such as blur and displacement), invisibility, and illusions; and discern exact locations of creatures with concealment. | |
— | Double move as an immediate action when an opponent withdraws | |
— | Deal extra damage when using the overrun maneuver | |
Barbarian 6, overbearing advance | Overrun multiple targets per round | |
— | Deal extra damage with a single blow | |
Barbarian 8, powerful blow | Deal bleed damage with your powerful blows | |
Barbarian 8, powerful blow | Deal Strength or Dexterity damage with your powerful blows | |
— | Make additional attacks of opportunity while raging | |
— | Gain a bonus on Climb checks while raging | |
Barbarian 6, raging climber | Climb at your normal land speed while raging | |
— | While raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple. | |
— | Gain a bonus on Acrobatics checks to jump while raging | |
Barbarian 6, raging leaper | Take a standard action while moving during a rage | |
Barbarian 6, raging leaper | 1/rage, fly up to your base speed as a move action and can use this flight as part of movement during a charge. | |
— | Gain a bonus on Swim checks while raging | |
Barbarian 6, raging swimmer | Swim at your normal land speed while raging | |
— | Take a penalty to AC for extra accuracy while raging | |
Reckless abandon | Use a move action to share reckless abandon with allies | |
— | Gain a bonus on Intimidate checks and fear effect DC | |
— | Gain a dodge bonus to AC against ranged attacks while raging | |
Barbarian 6, rolling dodge | Use your rolling dodge bonus on Reflex saving throws | |
— | Enter a rage even when fatigued | |
— | You may enter a rage even if you aren't aware that combat has begun | |
— | Gain the scent ability when raging | |
Barbarian 8, scent | Gain a bonus when using scent | |
— | When sundering an unattended object, ignore hardness | |
Smasher | Once per round while raging, whenever you make an attack against a construct, you can ignore an amount of that construct's hardness equal to your barbarian level. This ability must be used before the attack roll is made. This power stacks with hard hitter. | |
— | Gain spirit allies that can attack adjacent enemies | |
Barbarian 6, lesser spirit totem | Attacks against you may miss when you are raging | |
Barbarian 10, spirit totem | Enemies near you take negative energy damage | |
— | Gain dodge AC against attacks of opportunity if drinking | |
— | Gain a Strength bonus on Combat Maneuver Checks | |
— | Gain a bonus on saving throws | |
Superstition | Do extra damage against spellcasters | |
Barbarian 6, witch hunter | Sunder spells with a combat maneuver check | |
Barbarian 6, superstition | Deal normal damage to incorporeal creatures | |
Barbarian 8, superstition | Gain the Disruptive feat as a bonus feat | |
Barbarian 12, disruptive | Gain the Spellbreaker feat while raging | |
Barbarian 10, superstition | Take a second saving throw and gain temp hp | |
— | Gain a morale bonus on one attack roll | |
Barbarian 4, surprise accuracy | Deal double crit damage when using surprise accuracy | |
Barbarian 8, surprise accuracy | Surprise accuracy ignores concealment and cover | |
Barbarian 16, deadly accuracy, surprise accuracy | Deal more damage when you score a critical hit with surprise accuracy | |
— | Move faster when raging | |
Barbarian 4, swift foot | Move at x3 or x6 speed once per rage | |
— | Your senses are no longer fooled by the rippling surface and confounding reflections seen in water that is being used as cover by your foes. | |
— | Gain bonuses against outsiders and abberations | |
Barbarian 6, world serpent totem | Your weapon counts as chaotic, evil, good, lawful while raging | |
Barbarian 6, world serpent spirit, world serpent totem | Double fast movement bonus and cannot be knocked prone | |
Barbarian 4 | Use a swift action to cause extra elemental damage with melee attacks | |
Barbarian 8, lesser elemental rage | Deal extra elemental damage with melee attacks | |
Barbarian 12, elemental rage | Deal extra elemental damage on critical hits with melee weapons | |
Barbarian 4 | Once per rage, you may attempt to hit another opponent with a weapon you disarmed from a different opponent. | |
Barbarian 4 | Your melee attacks deal an additional 1 point of negative energy damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of decay (Will negates). | |
Barbarian 4 | Your melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of fire (Will negates). | |
Barbarian 4 | Your melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of drowning (Will negates). | |
Barbarian 4 | Your melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed, the attacker suffers the curse of frost. | |
Barbarian 4 | Your melee attacks deal an additional 1 point of electricity damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of electricity (Will negates). | |
Barbarian 4 | Your melee attacks deal an additional 1 point of acid damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of death (Will negates). | |
Barbarian 4 | Heal damage as a standard action | |
Barbarian 4, renewed vigor | Ignore ability damage or penalties while raging | |
Barbarian 6, renewed vigor | Gain fast healing after using renewed vigor | |
Barbarian 6, renewed vitality | Ignore temporary negative levels while raging | |
Barbarian 6 | Force an enemy to attack the barbarian | |
Barbarian 6 | Gain an extra round of rage if you hit a creature that hit you this round while raging | |
Barbarian 6 | Attack the ground to create difficult terrain | |
Barbarian 8, ground breaker | Extend ground breaker's radius of difficult terrain | |
Barbarian 6 | Once per round while raging, you can attempt a dirty trick combat maneuver in place of a melee attack. | |
Barbarian 8 | Reroll a failed Will save | |
Barbarian 8 | You gain a +4 bonus on saving throws against diseases and poison. A skald must be trained in Intimidate to select this rage power. | |
Barbarian 8 | Gain DR/- while raging | |
Barbarian 8 | Gain immunity to nauseated and sickened conditions | |
Barbarian 8 | Your melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of boiling blood (Will negates). | |
Barbarian 8 | Enemies provoke attacks of opportunity even when they normally wouldn't | |
Barbarian 8, spell sunder | Suppress sundered magical item's powers | |
Barbarian 10 | Beat a foe with another creature | |
Barbarian 10 | While raging, deal Con damage when you confirm a critical hit with your gore attack | |
Barbarian 10 | Convert lethal damage to nonlethal damage | |
Barbarian 12 | Automatically score critical hits with your gore attack while raging | |
Barbarian 12 | Provoke attacks of opportunity to get extra attacks | |
Barbarian 12 | Ignore all consequences of being at 0 or lower hit points for one round while raging | |
Barbarian 12 | Become immune to the shaken and frightened conditions | |
Barbarian 12 | Automatically confirm a critical hit |