Rage Powers
Available at Level 2
  • 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 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.
  • Armor Ripper (Ex): While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks.
  • 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.
  • Brawler (Ex): 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).
  • 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 cost 1 stamina per round. This is a stance 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.
  • Ferocious Mount (Ex): 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.
  • Good for What Ails You (Ex): 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.
  • Greater Brawler (Ex): While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
  • Guarded Life (Ex): 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 (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.
  • 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.
  • Intimidating Glare ((Ex)): The barbarian adds her Strength modifier in place of her Charisma modifier on all Influence checks to demoralize a foe (But not any other Influence checks). She can attempt an Influence 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.
  • Lesser 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.
  • Lesser Hurling (Ex): 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.
  • Lesser Spirit Totem (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.
  • Liquid Courage (Ex): 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.
  • 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 (Ex): While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
  • 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.
  • 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 Athletics checks used to climb.
  • Raging Leaper (Ex): The barbarian is always considered to have a running start when attempting an Athletics check made to jump. In addition, she gains a +8 bonus on Athletics checks made 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 Athletics checks made to swim.
  • 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.
  • 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 (Ex): 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, she is exhausted until she takes a short rest, and then fatigued until she takes a long rest.
  • Scent (Ex): The barbarian gains the scent ability. She can use this ability to locate unseen foes.
  • 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.
  • 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.
  • 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.
  • Staggering Drunk (Ex): 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.
  • 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.
  • Surprise Accuracy (Ex): 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 (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.
  • 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 Totem (Su): 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.
Available at level 4
  • 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 to select this rage power. This is an upgrade to the accurate stance rage power.
  • Hive Totem (Su): 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 before selecting this rage power.
  • Lesser Lunar Totem (Su): While raging, the barbarian gains a +1 insight bonus to AC and on saving throws against undead and creatures with the shapechanger subtype. This bonus increases by +1 for each lunar totem rage power the barbarian possesses, excluding this one. The barbarian must have a bite attack, either natural or through the animal fury rage power before selecting 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.
  • 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.
  • 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 to select this rage power.
Available at level 6
  • Battle Roar (Su): When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent. A barbarian must have the intimidating glare rage power to select this rage power.
  • 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 to select this rage power.
  • Boasting Taunt (Ex): While raging, the barbarian can incite a creature to attack her by making an Influence 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.
  • 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 (such as dragon totem resilience and dragon totem wings) the barbarian possesses. The barbarian must have the animal fury rage power and the intimidating glare rage power before selecting 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.
  • Ghost Rager (Su): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the Superstition rage power to select this rage power.
  • Greater Guarded Life (Ex): 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 before selecting this rage power.
  • 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.
  • Hive Totem Resilience (Su): 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 before selecting this rage power.
  • Hurling Charge (Ex): 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 to select this rage power.
  • Lesser Shadow Totem (Su): While raging, each time the barbarian confirms a critical hit her weapon surges with draining shadows. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier) or take 1d4 Strength damage. This is a negative energy effect. A barbarian must have Darkvision either naturally or through the night vision rage power to select this rage power.
  • Lunar Totem (Su): While raging, the barbarian increases her bite damage die type with her bite attack by one die type, and the bite deals x3 damage on a critical hit. She always adds her full strength bonus to her bite attack, even when performing a full attack with other weapons. When making a full attack with manufactured weapons and her bite attack (and no other natural weapons), the penalty for using her bite decreases to -2. A barbarian must have the Lesser Lunar Totem rage power before selecting this rage power.
  • Overbearing Onslaught (Ex): 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 to select this 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 to select this rage power.
  • Spell Sunder (Su): Once per 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 + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power before selecting this rage 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 have the ferocious mount rage power to select this rage 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 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 to select this rage power.
  • World Serpent Spirit (Su): While raging, the barbarian ignores the damage reduction of outsiders and aberrations She also gains a +1 resistance bonus on saving throws against spells and effects from outsiders and aberrations. 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 before selecting this rage power.
Available at level 8
  • 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. This is an upgrade to the powerful stance rage power.
  • Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted. The barbarian must take the second result, even if it is worse. This power can only be used once per rage.
  • 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.
  • Disruptive (Ex): When raging, the barbarian gains Disruptive as a bonus feat. The 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 DR increases by 2 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem rage power before selecting this rage power.
  • Ferocious Trample (Ex): 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 to select this rage power.
  • Greater Shove Aside (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 to select this rage power.
  • Hive Totem Toxicity (Su): 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 resilience rage power before selecting this rage power.
  • Hurling (Ex): 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 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.
  • Internal Fortitude (Ex): The barbarian is immune to the sickened and nauseated conditions.
  • Primal Scent (Ex): 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 before selecting 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 to select this rage power. This is an upgrade to the guarded stance rage power.
  • 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 to select this rage power.
  • Sunder Enchantment (Su): 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 before selecting 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 Influence 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 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.
  • World Serpent Unity (Su): 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 before selecting this rage power.
Available at level 10
  • 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.
  • Dragon Totem Wings (Su): When a barbarian selects this rage power, she gains a +3 competence bonus on Acrobatics checks used to fly. 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 stamina 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 costs 2 stamina. Her ability to fly ends automatically when she ceases raging. A barbarian must have the dragon totem resilience rage power before selecting this 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.
  • 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.
  • Greater Beast Totem (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 x3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power.
  • Greater Lunar Totem (Su): When raging, the barbarian gains DR/silver equal to half her barbarian level. She also gains a +4 bonus on saving throws against curses while raging. A barbarian must have the lunar totem rage power before selecting this rage power.
  • Greater Spirit Totem (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 have the spirit totem rage power to select this rage power
  • Shadow Totem (Su): Once per rage as a swift action, the barbarian can take on a shadowy form until the end of her turn. While in this form, she gains the incorporeal subtype. She takes half damage from corporeal sources as long as they are magic (and no damage from non-magic weapons and objects). Likewise, any magical effects she creates deal only half damage to corporeal creatures. Her manufactured and natural weapons count as ghost touch weapons while incorporeal in this manner. Spells and other effects that do not deal damage function normally. She can pass through a wall or other surface that is up to 5 feet thick per barbarian level while she is incorporeal. She must exit the solid material by the end of her turn. A barbarian must have the lesser shadow totem rage power before selecting this rage power.
Available at level 12
  • Come and Get Me (Ex): 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.
  • Deathless Frenzy (Ex): While raging, you ignore the effects of being at 0 or fewer hit points until you have been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for your current hit point total take effect. Even death can be postponed this way, potentially allowing you to survive if you receive sufficient healing before the round is up.
  • 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 to select this rage power.
  • Fearless Rage (Ex): The barbarian is immune to the shaken and frightened conditions (but not the panicked condition).
  • Greater Ferocious Trample (Ex): 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 to select this rage power.
  • Greater Hurling (Ex): 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 to select this rage power.
  • Greater Shadow Totem (Su): While raging, the barbarian gains the see in darkness ability, allowing her to see perfectly to any distance in darkness, including magical darkness. She is immune to blindness while raging. In addition, the Strength damage she deals on critical hits from her lesser shadow totem increases to 1d6. A barbarian must have the shadow totem rage power before selecting this rage power.
  • 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.
  • 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.
Available at level 16
  • 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 to select this rage power. This is an upgrade of the accurate stance rage power.
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