Barbarian rage powers

Barbarian rage powers DEFAULT

Barbarian

Contents

Image used by permission of Yama Orce.

For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.

Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.

Alignment: Any non-lawful

Hit Die: d12

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Fast movement, rage
2nd+2+3+0+0Rage power, uncanny dodge
3rd+3+3+1+1Trap sense +1
4th+4+4+1+1Rage power
5th+5+4+1+1Improved uncanny dodge
6th+6/+1+5+2+2Rage power, trap sense +2
7th+7/+2+5+2+2Damage reduction 1/—
8th+8/+3+6+2+2Rage power
9th+9/+4+6+3+3Trap sense +3
10th+10/+5+7+3+3Damage reduction 2/—, rage power
11th+11/+6/+1+7+3+3Greater rage
12th+12/+7/+2+8+4+4Rage power, trap sense +4
13th+13/+8/+3+8+4+4Damage reduction 3/—
14th+14/+9/+4+9+4+4Indomitable will, rage power
15th+15/+10/+5+9+5+5Trap sense +5
16th+16/+11/+6/+1+10+5+5Damage reduction 4/—, rage power
17th+17/+12/+7/+2+10+5+5Tireless rage
18th+18/+13/+8/+3+11+6+6Rage power, trap sense +6
19th+19/+14/+9/+4+11+6+6Damage reduction 5/—
20th+20/+15/+10/+5+12+6+6Mighty rage, rage power

Class Features

All of the following are class features of the barbarian.

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex)

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

  • A complete list of rage powers can be found here: Rage Powers

Uncanny Dodge (Ex)

At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction (Ex)

At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.

Alternative Capstone Ability

SourcePPC:CoL

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Unstoppable (Ex)

At 20th level, nothing can kill the barbarian, though not for lack of trying. The barbarian gains DR 3/— or increases the value of any existing damage reduction by 3. In addition, she gains energy resistance to acid, cold, electricity, and fire equal to her DR/— value.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have barbarian as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

RaceBonusSource
Paizo
Core Races
DwarfAdd 1 to the dwarf’s total number of rage rounds per day.APG
ElfAdd 1 to the elf’s base speed. In combat this has no effect unless the elf has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.APG
GnomeAdd a +½ bonus to the barbarian’s trap sense.ARG
Half-ElfAdd ¼ to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.ARG
Half-OrcAdd 1 to the half-orc’s total number of rage rounds per day.APG
HalflingAdd a +½ bonus to trap sense or +⅓ to the bonus from the surprise accuracy rage power.ARG
HumanAdd a +½ bonus to trap sense or +⅓ to the bonus from the superstition rage power.APG
Other Races
GoblinAdd +½ on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.ARG
KoboldWhile you are raging, your racial natural attacks deal +¼ point of damage.KoG
OrcAdd +1 to the barbarian’s total number of rage rounds per day.ARG
RatfolkWhen raging, add +¼ to the barbarian’s swarming trait’s flanking bonus on attack rolls.ARG
StrixAdd +1 to the barbarian’s total number of rage rounds per day.ARG
TenguAdd +⅓ to the bonus from the superstition rage power.ARG
3rd Party Publishers
Jon Brazer Enterprises
AndroidAdd +1/4 bonus to the barbarian’s nanite surge when raging.JBE:BoHR:AFCO
CatfolkAdd +2.5 feet to the distance the barbarian can charge or run through rough terrain. (This option has no effect unless the barbarian has selected it twice possesses increments evenly divisible by 5; a distance of 12.5 feet is effectively the same as a distance of 10 feet, for example.)JBE:BoHR:AFCO
ChangelingAdd +1/4 to melee damage rolls while raging.JBE:BoHR:AFCO
DhampirAdd +¼ to the damage of a bite attack.JBE:BoHRC
DrowThe duration of the guarded stand rage power increases by +⅓ round.JBE:BoHRC
DuergarAdd +1 to the barbarian’s total number of rage rounds per day.JBE:BoHRC
FetchlingAdd +1 foot to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it give times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.JBE:BoHRC
HobgoblinAdd +⅙ the number of attacks of opportunity per round. This does not stack with the Combat Reflexes feat.JBE:BoHRC
TieflingAdd +⅙ to the barbarian’s damage reduction ability. The barbarian must be 7th level before selecting this ability. This does not stack with the increased damage reduction rage power.JBE:BoHRC
WayangAdd a +½ bonus to the barbarian‘s trap sense.JBE:BoHRC
Rogue Genius Games
Asterion+1 ft. fast movement. (+5 feet fast movement for every five times you select this option.)RGG:HHO
LapithReduce AC penalty when raging by ⅕, to a maximum reduction of 2. (AC penalty is reduced by 1 for every five times you select this option.)RGG:HHO

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Presented below are several classic barbarian archetypes and alternate class features to help you in building your character, each one including a number of suggested rage powers that, while not mandatory, work to flesh out the character concept.

Subpages

Section 15: Copyright Notice

Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Sours: https://www.d20pfsrd.com/classes/Core-classes/Barbarian/
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Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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Fast Movement

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage.png

Rage

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

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Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

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Uncanny Dodge

At 2nd level, a barbarian can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

HideFromUndead.png

Danger Sense

At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level).

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Improved Uncanny Dodge

At 5th level, a character can no longer be flanked.

This defense denies another character the ability to sneak attack your barbarian by flanking her, unless the attacker has at least four more class levels than the target does.

JudjemntResiliency.png

Damage Reduction

At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Rage.png

Greater Rage

At 11th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

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Indomitable Will

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Rage.png

Tireless Rage

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Rage.png

Mighty Rage

At 20th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Sours: https://pathfinderkingmaker.fandom.com/wiki/Barbarian
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The following are new barbarian rage powers.

Reminder: A totem rage power is a special series of themed rage powers. A character cannot possess more than one group of totem rage powers.



Astral Totem (Su) [RW HB]

While raging, the barbarian calls to their perfect self beyond the astral veil as an extension of their true self.

While raging, the barbarian increases their natural reach by +5 feet. This increases to +10 feet if the barbarian possesses 3 astral totem rage powers (including this one).

Astral Totem Eternity (Su) [RW HB]

The barbarian’s perfect self fully manifests the brilliant regal eminence of the stars, crushing down on his foes. While raging, once per round, the barbarian may declare an attack action or attack of opportunity to be empowered with an astral echo. The barbarian must choose to use this ability before the attack is made. After the empowered attack hits and its damage is calculated (after reductions by the target’s damage resistance or other abilities), the barbarian may select any 1 target within 30 feet of himself (this may include the target of the empowered attack).

That new target must succeed at a saving throw or suffer half of the damage dealt by the empowered attack (after reductions by damage reductions, energy resistance, etc.). The damage dealt by this ability is energy from beyond the astral veil, represented as untyped energy damage; this affects all creatures regardless of type, damages ethereal or incorporeal creatures as though they were corporeal, and is not reduced by energy resistance or hardness. A successful saving throw negates this damage; each time the barbarian uses this ability, the barbarian chooses whether the affected target must attempt a Fortitude, Reflex, or Will saving throw to resist this effect (DC 10 + 1/2 the barbarian’s level + her Constitution modifier).

A barbarian must have the astral totem rage power and astral totem visage rage powers, and they must be at least 12th level before selecting this rage power.

Astral Totem Visage (Su) [RW HB]

The barbarian’s perfect self manifests more clearly, an ensemble of the stars beyond.

While raging, the barbarian gains the following benefits which augment her sight and presence:

  • Astral Sight: The barbarian can see invisible and ethereal creatures as if they were normally visible and can see perfectly in natural or magical darkness of any kind (as the see in darkness ability).
  • Astral Presence: The barbarian gains a morale bonus on Intimidate and Perception checks equal to her Constitution bonus + 1 for each astral totem rage power the barbarian possesses (including this one).

A barbarian must have the astral totem rage power and be at least 8th level to select this rage power.

Blood Taker (Su)

While raging, any round that the barbarian ends her turn with a creature (other than herself) suffering from bleed damage within her natural reach, she heals a number of hit points equal to the bleed damage that creature takes. If multiple creatures within this area take bleed damage, only the highest value is used.

Bright-Burning Rage (Ex)

The barbarian may spend a round of rage to recover 2d6 hit points as a standard action.

Empowered by the Light (Ex)

While raging, whenever the barbarian confirms a critical hit, she gains temporary hit points equal to her class level. The hit points stack with themselves and with all temporary hit points from other sources, and last until the end of the rage.

Furious Vigor (Ex) [AoP2]

While raging, you gain an additional 1 temporary hit point per Hit Die you possess, in addition to a +1 bonus to Fortitude saving throws. Additionally, your rage does not end if you become unconscious, but you must still expend rounds of rage per day each round you remain unconscious.

Nature’s Wrath (Su)

While raging, the barbarian’s melee and thrown weapons are charged with the positive energy of the very soul of nature itself. Her attacks ignore damage reduction on creatures damaged by positive energy.

Raging Storm

The barbarian chooses three (mantle) talents. While raging in appropriate weather, the barbarian gains their effects. For every 6 barbarian levels she may treat the weather as 1 step more severe for the purpose of determining the mantles’ effects. This rage power can be selected more than once. Its effects do not stack. Each time the barbarian chooses three additional (mantle) talents.

Shifter Totem, Lesser (Su) [AoP2]

Whenever the barbarian would enter a rage, he gains the benefits of the Transformation feat, allowing him to transform as part of entering the rage, gaining the benefits of a single (transformation) Alteration sphere talent that does not cost a spell point, chosen at the time of gaining this rage power. The barbarian only gains the shapechanger subtype while he is raging.

Shifter Totem (Su) (requires barbarian 6, lesser shifter totem) [AoP2]

While raging, the barbarian gains the benefits of the Improved Transformation feat; except that he may choose traits that carry an additional spell point cost, expending 3 rounds of rage for every spell point the trait requires. The traits chosen are chosen at the time of gaining this rage power

Shifter Totem, Greater (Su) (requires barbarian 10, lesser shifter totem, shifter totem) [AoP2]

While raging, the barbarian gains the benefits of a single shifter bestial trait of his choice, treating his class level as his shifter level.

The following are new Barbarian Rage Powers.

Blood Taker (Su)

While raging, any round that the barbarian ends her turn with a creature (other than herself) suffering from bleed damage within her natural reach, she heals a number of hit points equal to the bleed damage that creature takes. If multiple creatures within this area take bleed damage, only the highest value is used.

Bright-Burning Rage (Ex)

The barbarian may spend a round of rage to recover 2d6 hit points as a standard action.

Empowered by the Light (Ex)

While raging, whenever the barbarian confirms a critical hit, they gain temporary hit points equal to their class level. The hit points stack with themselves and with all temporary hit points from other sources, and last until the end of the rage.

Nature’s Wrath (Su)

While raging, your melee and thrown weapons are charged with the positive energy of the very soul of nature itself. Your attacks ignore damage reduction on creatures damaged by positive energy.

Raging Storm

Choose three (mantle) talents. While raging in appropriate weather, the barbarian gains their effects. For every 6 barbarian levels treat the weather as 1 step more severe for the purpose of determining the mantles’ effects.

Special: This rage power can be selected more than once. Its effects do not stack. Each time the barbarian chooses three additional (mantle) talents.

Sours: http://spheresofpower.wikidot.com/barbarian-rage-powers

 

Barbarian Features

Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Danger Sense

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

Damage Reduction

At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

 

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Fast Movement

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

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Uncanny Dodge

The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

improved_uncanny_dodge_icon_pathfinder_kingmaker_wiki_guide_80px
Improved Uncanny Dodge

The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character

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Indomitable Will

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

 

Mighty Rage

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Greater Rage

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Tireless Rage

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

 

 

rage_ability_1_icon_pathfinder_kingmaker_wiki_guide_80pxRage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers.

NameEffects
Animal FuryWhile 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.
Beast TotemWhile raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Increased Damage ReductionThe barbarian’s damage reduction increases by 2/—. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.
Inspire FerocityWhile in the reckless stance, the barbarian imparts the stance’s bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.
Internal FortitudeThe barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power.
Reckless StanceThe 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.
Regenerative Stance The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power. A barbarian must have Renewed Vigor rage power and be at least 4th level to select this rage power.
Renewed VigorAs a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.
Swift FootThe 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.

 

Armored hulk Features

Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Resilience of Steel (Ex)

At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).

Indomitable Stance(Ex)

An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

 

Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

 

Armored Swiftness(Ex)

At 2nd level, an armored hulk moves 5 feet faster than normal in medium and heavy armor.

Improved Armored Swiftness

At 5th level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 10 feet faster than normal, to a maximum of her speed.

 

Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

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Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

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Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

 

Mad dog Features

Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Danger Sense

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 

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Uncanny Dodge (Ex)

The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

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Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

 

Pack Tactics(Ex)

At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).

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Fast Movement (Ex)

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

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Improved Uncanny Dodge (Ex)

The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

 

Ferocious Trip

At 5th level, a mad dog's war beast gains Trip as a bonusfeat. Trip: This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone.\nIf the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures - such as oozes, creatures without legs, and flying creatures - cannot be tripped.

Throat Cutter(Ex)

At 14th level, whenever her war beast succeeds at a bull rush, drag, grapple, overrun, or trip combat maneuver against an opponent threatened by the mad dog, a mad dog can take an attack of opportunity against that opponent.
This ability replaces indomitable will.

Damage Reduction (Ex)

At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A mad dog's war beast gains the same damage reduction as the mad dog.

 

Invulnerable Rager Features

Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Damage Reduction (Ex)

At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. Damage reduction can reduce damage to 0 but not below 0.

 

Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

 

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Fast Movement (Ex)

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

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Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

 

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Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

 

 

 

Beastkin Berserker Features

Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Savage Rapport

Beastkin berserker adds half her level (minimum 1) on Lore (Nature) and Persuassion (when used to Intimidation) skill checks.

Danger Sense

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 

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Uncanny Dodge (Ex)

The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

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Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

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Improved Uncanny Dodge (Ex)

The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Damage Reduction (Ex)

At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Feral Transformation

At 4th level, when entering a rage, a beastkin berserker can take the form of a Small or Medium animal. This functions as beast shape I, except the duration is for as long as the beastkin berserker rages and the animal must be one she has chosen with her savage rapport.
At 8th level, the beastkin berserker can use feral transformation to take the form of a Large or Tiny animal that she has chosen with her savage rapport. Feral transformation now acts as beast shape II.
At 12th level, a beastkin berserker is able to use feral transformation to take the form of a Huge or Diminutive animal that she has chosen with her savage rapport. Feral transformation now functions as beast shape III.

Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

 

Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

 

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Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

 

Pack Rager Features

Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Rage Power

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. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Danger Sense

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 

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Uncanny Dodge (Ex)

The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

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Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

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Fast Movement (Ex)

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

 

Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Barbarian Proficiencies

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

 

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Improved Uncanny Dodge (Ex)

The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Raging Tactician (Ex)

At 7th level, while a pack rager is raging, she grants a single teamwork feat she knows to all allies within 30 feet who can see and hear her. She chooses the feat at the start of the rage, and cannot change it during the rage. An ally who moves more than 30 feet away from the raging pack rager loses access to the feat, but regains it again each time he moves back within 30 feet of the raging pack rager. Allies do not need to meet the prerequisites of these teamwork feats.
At 13th level, the pack rager chooses two teamwork feats when she enters a rage, and grants her allies the use of both of those feats when they are within 30 feet of her.
At 16th level, the pack rager grants these teamwork feats as long as her allies are within 60 feet of her.
At 19th level, the pack rager chooses three teamwork feats when she enters a rage, and grants her allies the use of all three feats when they are within 60 feet of her.
This ability replaces the damage reduction class feature.

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Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

 

Bonus Feat (Ex)

At 2nd level and every 4 levels thereafter, the pack rager can take a bonus teamwork feat. This teamwork feat must also be a combat feat.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

 

 

 

Instinctual Warrior Features

Fervent Reflexes

An instinctual warrior adds his Wisdombonus (if any) to his initiativechecks.

Fervent Reflexes

An instinctual warrior adds his Wisdombonus (if any) to his initiativechecks.

Danger Sense

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

 

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Uncanny Dodge (Ex)

The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

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Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Blind Fight

In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You also gain immunity to gaze attacks.

 

Improved Blind Fight

Prerequisites: Perception 10 ranks, and Blind Fight.
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.

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Fast Movement (Ex)

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

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Improved Uncanny Dodge (Ex)

The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Greater Focused Rage

At 11th level, a instinctual warrior's bonus on attack rolls and Wisdom while raging increases to +3. In addition, the amount of temporary hit points gained when entering a focused rage increases to 3 per hit die.

Tireless Focused Rage

Starting at 17th level, an instinctual warrior no longer becomes fatigued at the end of her rage.

Unparalleled Senses

The extremely developed sixth sense of the instinctual warrior allows him to have a blindsense to a range of 30 feet blindsight to a range of 15 feet.

 

Mighty Focused Rage

At 20th level, an instinctual warrior's bonus on attack rolls and Wisdom while raging increases to +4. In addition, the amount of temporary hit points gained when entering a focused rage increases to 4 per Hit Die.

Rage Power (Instinctual Warrior)

As an instinctual warrior gains levels, she learns to use her rage in new ways. Starting at 4 level, an instinctual warrior gains a rage power. She gains another rage power on 8th, 10th, 12th, 16th, 18th and 20th levels. An instinctual warrior gains the benefits of rage powers only while raging, and some of these powers require the instinctual warrior to take an action first. Unless otherwise noted, an instinctual warrior cannot select an individual power more than once.
She also can take additional abilities as rage power which work when an instinctual warrior rages. These abilities are: Diamond Soul, Diamond Body, Deflect Arrows, Perfect Self, Unarmed Strike and Purity of Body.

Cunning Elusion

When unarmored, the instinctual warrior adds his Wisdom bonus (if any) to his AC and CMD. In addition, an instinctual warrior gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four barbarian levels thereafter, up to a maximum of +5 at 20th level.

 

Focused Rage

An instinctual warrior can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, an instinctual warrior can rage for a number of rounds per day equal to 4 + her Wisdom modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Wisdom do not increase the total number of rounds that an instinctual warrior can rage per day. An instinctual warrior can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, an instinctual warrior gains a +2 bonus on attack rolls and Wisdom. In addition, she gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, an instinctual warrior cannot cast spells.
An instinctual warrior can end her rage as a free action, and is fatigued for 1 minute after a rage ends.An instinctual warrior can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If an instinctual warrior falls unconscious, her rage immediately ends.

Greater Blind Fight

Prerequisites: Perception 15 ranks, and Improved Blind Fight
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.

 

Sours: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Barbarian+Abilities

Rage powers barbarian

Rage Powers

Ancestor Totem, Lesser (Su)

Gain a +2 Insight Bonus to a skill (that you can use while raging) while raging

PPC:WOAncestor Totem (Su)Barbarian 6, lesser ancestor totemGain a +4 Insight Bonus to a skill while raging, and you may use it while raging even if you normally couldn’tPPC:WOAncestor Totem, Greater (Su)Barbarian 10, ancestor totemGain a +6 Insight Bonus to a skill while raging, and you may use it while raging even if you normally couldn’t. Once per rage you may spend a round of rage to reroll a skill check of that skill.PPC:WOAnimal Fury (Ex)—Gain a bite attackPZO1110Armor Ripper—Gain a bonus to Sunder checks with your natural attacks while ragingPPC:BotMAtavism Totem, Lesser (Su)—You gain a bite attack; or if you already have a bite attack, it deals damage as if you were one size larger.PRG:VCAtavism Totem (Su)Barbarian 6You gain the ferocity ability.PRG:VCAtavism Totem, Greater (Su)Barbarian 10You gain the trample ability.PRG:VCAuspicious Mark (Su)—Gain a bonus on a roll once per ragePZO1118Battle Roar (Su)Barbarian 6, intimidating glareYou deal an additional 1d6 points of sonic damage to an opponent you successfully demoralized using intimidating glare.PZO1129Beast Totem, Lesser (Su)—Gain two claw attacksPZO1115Beast Totem (Su)Barbarian 6, lesser beast totemGain a natural armor bonusPZO1115Beast Totem, Greater (Su)Barbarian 10, beast totemGain a pounce attackPZO1115Bestial Climber (Ex)Barbarian 6, raging climberClimb at your normal land speed while ragingPZO1118Bestial Leaper (Ex)Barbarian 6, raging leaperTake a standard action while moving during a ragePZO1118Bestial Swimmer (Ex)Barbarian 6, raging swimmerSwim at your normal land speed while ragingPZO1118Bleeding Blow (Ex)Barbarian 8, powerful blowDeal bleed damage with your powerful blowsPZO1118Bloody Bite (Ex)Half-orc, animal fury rage power or a natural bite attackYour bite attack deals 1d6 points of bleed damage in addition to its other effects.PPC:AoEBloody Fist (Ex)Barbarian 12Once per rage, the barbarian may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the barbarian must confirm a critical hit against an opponent with a natural attack or unarmed strike. The barbarian deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’sStrength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body.PZO9437Boar’s ChargeBarbarian 12Automatically score critical hits with your gore attack while ragingPPC:BotMBoasting Taunt (Ex)Barbarian 6Force an enemy to attack the barbarianPZO1115Body Bludgeon (Ex)Barbarian 10Beat a foe with another creaturePZO1118Brawler—Gain Improved Unarmed Strike while ragingPZO1115Brawler, GreaterBrawlerGain Two-Weapon Fighting while ragingPZO1115Breathtaker (Ex)—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.PPC:PotRCelestial Totem, Lesser—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.CoPCelestial TotemBarbarian 8Gain a halo that shines as daylight and triggers invisibility purge (only reveals non-good creatures) in the barbarian’s square and each adjacent square.CoPCelestial Totem, GreaterBarbarian 12, celestial totemGain 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.CoPChaos Totem, Lesser (Su)—Gain a deflection bonus to AC and a resistance bonus against lawful spells and creaturesPZO1115Chaos Totem (Su)Barbarian 6, lesser chaos totemGain a bonus to Escape Artist and a chance to avoid critical hitsPZO1115Chaos Totem, Greater (Su)Barbarian 10, chaos totemGain DR/lawful and weapons count as chaoticPZO1115Clear Mind (Ex)Barbarian 8Reroll a failed Will savePZO1110Come and Get Me (Ex)Barbarian 12Provoke attacks of opportunity to get extra attacksPZO1115Crippling Blow (Ex)Barbarian 8, powerful blowDeal Strength or Dexterity damage with your powerful blowsPZO1118Cult Totem, Lesser (Ex)—While the barbarian is raging, any morale bonuses or bonuses for flanking she gains on attacks rolls are added to her damage rolls instead of her attack rolls. They are still morale bonuses, and they don’t stack with other morale bonuses on damage rolls.PZO1135Cult Totem (Ex)Barbarian 6, lesser cult totem rage powerThe barbarian can make an attack of opportunity against a creature within her reach who damages an ally of the barbarian with a melee attack. Only the enemy, not the barbarian’s ally, needs to be within the barbarian’s melee reach in order for the barbarian to make this attack of opportunity. Once the barbarian makes an attack of opportunity against a creature with this ability, she can’t use this ability to make an attack of opportunity against the same creature for 24 hours.PZO1135Cult Totem, Greater (Su)Barbarian 10, lesser cult totem and cult totem rage powersWhile the barbarian is raging, when she takes hit point damage that would render her dying or dead, she remains conscious and raging until the end of her next turn after taking that damage, though she is disabled during that turn. She becomes dying or dead at the end of her next turn as normal for her current hit point total. This ability has no effect if the barbarian dies from a cause other than hit point damage, such as from a death effect or if her Constitution damage exceeds her Constitution score.PZO1135Daemon Totem, Lesser (Su)—While raging, the barbarian gains a +2 bonus on saving throws against acid damage, death effects, disease, and poison. This bonus increases by 1 for each daemon totem rage power the barbarian has, excluding this one.PZO1135Daemon Totem (Su)Barbarian 6, lesser daemon totem rage powerWhile the barbarian is raging, her melee attacks impose a temporary negative level on her opponent on a successful critical hit. After 1 hour, these temporary negative levels disappear automatically (without a saving throw).PZO1135Daemon Totem, Greater (Su)Barbarian 10, lesser daemon totem, daemon totem rage powersIf the barbarian kills an intelligent creature with a CR equal to at least half her character level while raging, she heals 5 hit points. If she is already at her maximum number of hit points, she instead gains 5 temporary hit points, which don’t stack if she kills multiple creatures.PZO1135Deadly Accuracy (Ex)Barbarian 4, surprise accuracyOn critical threat when using surprise accuracy, double surprise accuracy bonus on roll to confirm critical hit.PZO1118Deathless FrenzyBarbarian 12Ignore all consequences of being at 0 or lower hit points for one round while ragingPPC:BotMDisemboweling TusksBarbarian 10While raging, deal Con damage when you confirm a critical hit with your gore attackPPC:BotMDisruptiveBarbarian 8, superstitionGain the Disruptive feat as a bonus featPZO1115Dragon Totem (Su)Barbarian 6, animal fury, intimidating glare,Gain bonuses while ragingPZO1118Dragon Totem Resilience (Su)Barbarian 8, dragon totemGain energy resistance while ragingPZO1118Dragon Totem Wings (Su)Barbarian 10, dragon totem, dragon totem resilienceGain wings and a fly speed while ragingPZO1118Eater of Magic (Su)Barbarian 10, superstitionTake a second saving throw and gain temp hpPZO1118Elemental Rage, Lesser (Su)Barbarian 4Use a swift action to cause extra elemental damage with melee attacksPZO1115Elemental Rage (Su)Barbarian 8, lesser elemental rageDeal extra elemental damage with melee attacksPZO1115Elemental Rage, Greater (Su)Barbarian 12, elemental rageDeal extra elemental damage on critical hits with melee weaponsPZO1115Energy Absorption (Su)Barbarian 12, greater energy resistanceAbsorb energy to gain temporary hit pointsPZO1115Energy Eruption (Su)Barbarian 16, energy absorptionStore absorbed energy and release it as a breath weapon attackPZO1115Energy Resistance (Ex)—Gain resistance to one type of elemental damagePZO1115Energy Resistance, Greater (Ex)Barbarian 8, energy resistanceHalve damage from an elemental attackPZO1115Fearless Rage (Ex)Barbarian 12Become immune to the shaken and frightened conditionsPZO1110Feasting Bite (Ex)Half-orc, bloody bite rage power and either the animal fury rage power or a natural bite attackWhen the barbarian confirms a critical hit with her bite attack, she regains a number of hit points equal to half the damage dealt. Activating this ability consumes 1 round of rage.PPC:AoEFeast of Blood (Su)Bloody fistrage power, barbarian 14While raging, the barbarian may feast on the organs of her foes and absorb their power.PZO9437Ferocious Beast (Ex)—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.AAFerocious Beast, Greater (Ex)Barbarian 8, ferocious beastYour 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.AAFerocious Mount (Ex)—Allow your mount to rage as wellPZO1115Ferocious Mount, Greater (Ex)Barbarian 8, ferocious mountAllow your mount to benefit from rage powersPZO1115Ferocious Trample (Ex)Barbarian 8, ferocious mountWhile raging your mount gains the trample abilityPZO1115Ferocious Trample, Greater (Ex)Barbarian 12, ferocious trampleYour mount can trample larger creatures and make overrun attacks while ragingPZO1115Fiend Totem (Su)Barbarian 6, lesser fiend totemAttackers take damage when they hit you in meleePZO1115Fiend Totem, Greater (Su)Barbarian 10, fiend totemNon-evil creatures adjacent to the barbarian take damage and are shakenPZO1115Fiend Totem, Lesser (Su)—Gain a gore attackPZO1115Fierce Fortitude (Ex)Barbarian 8You gain a +4 bonus on saving throws against diseases and poison. A skald must be trained in Intimidate to select this rage power.PZO1129Fight Response (Ex)—When a barbarian with this rage power attempts a saving throw against a fear effect, she can enter a rage as an immediate action (as long as she would normally be able to enter rage). This consumes 3 rounds of the barbarian’s daily allotment of rage rounds, but the barbarian can maintain the rage each round on her turn normally. Any benefits from the barbarian’srage apply immediately, so she gains her bonus on Will saves against the effect that required the initial saving throw. Unlike most rage powers, this rage power’s effects are useful only when the barbarian is not raging, so a skald can’t grant this rage power to allies with raging song.PZO1135Flesh Wound (Ex)Barbarian 10Convert lethal damage to nonlethal damagePZO1115Fueled by VengeanceBarbarian 6Gain an extra round of rage if you hit a creature that hit you this round while ragingPPC:BotMGearbreaker (Ex)SmasherOnce per round while raging, whenever you make an attack against a construct, you can ignore an amount of that construct’shardness equal to your barbarian level. This ability must be used before the attack roll is made. This power stacks with hard hitter.PPC:PotRGhost Rager (Su)Barbarian 6, superstitionDeal normal damage to incorporeal creaturesPZO1118Good for What Ails You (Ex)—Drink alcohol to gain a new save against conditionsPZO1115Greater Animal Fury (Ex)Animal furyAs animal fury, but your bite attack deals damage as if you were one size larger.CoCGround Breaker (Ex)Barbarian 6Attack the ground to create difficult terrainPZO1115Ground Breaker, Greater (Ex)Barbarian 8, ground breakerExtend ground breaker’s radius of difficult terrainPZO1118Guarded Life (Ex)—Stabilize when at negative hit pointsPZO1115Guarded Life, Greater (Ex)Barbarian 6, guarded lifeConvert more damage to nonlethal damagePZO1118Guarded Stance (Ex)—Gain a dodge bonus to ACPZO1110Hive Totem (Su)Barbarian 4, animal furyTake half damage from swarms while ragingPZO1118Hive Totem Resilience (Su)Barbarian 6, hive totemTake no damage from swarms while ragingPZO1118Hive Totem Toxicity (Su)Barbarian 8, hive totem, hive totem resilienceDo Constitution damage with a bite while ragingPZO1118Hurling (Ex)Barbarian 8, lesser hurlingIncrease the range and size allowed for a hurled objectPZO1115Hurling, Greater (Ex)Barbarian 12, hurlingIncrease the range and size allowed for a hurled objectPZO1115Hurling, Lesser (Ex)—You can lift and throw large objects to do damagePZO1115Hurling Charge (Ex)Barbarian 6, lesser hurlingYou can hurl an object as part of a chargePZO1115Impelling Disarm (Ex)Barbarian 4Once per rage, you may attempt to hit another opponent with a weapon you disarmed from a different opponent.CoBIncreased Damage Reduction (Ex)Barbarian 8Gain DR/- while ragingPZO1110Inspire Ferocity (Ex)Reckless abandonUse a move action to share reckless abandon with alliesPZO1115Internal Fortitude (Ex)Barbarian 8Gain immunity to nauseated and sickened conditionsPZO1110Intimidating Glare (Ex)—Intimidate an opponent as a move actionPZO1110Knockback (Ex)—Make a bull rush in place of a melee attackPZO1110Knockdown (Ex)—Make a trip attack in place of a melee attackPZO1115Lethal Accuracy (Ex)Barbarian 16, deadly accuracy, surprise accuracyDeal more damage when you score a critical hit with surprise accuracyPZO1118Linnorm Death Curse, Cairn (Su)Barbarian 8Your 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).PZO1129Linnorm Death Curse, Crag (Su)Barbarian 4Your 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).PZO1129Linnorm Death Curse, Fjord (Su)Barbarian 4Your 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).PZO1129Linnorm Death Curse, Ice (Su)Barbarian 4Your 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.PZO1129Linnorm Death Curse, Taiga (Su)Barbarian 4Your 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).PZO1129Linnorm Death Curse, Tarn (Su)Barbarian 4Your 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).PZO1129Linnorm Death Curse, Tor (Su)Barbarian 8Your 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).PZO1129Liquid Courage (Ex)—Alcoholic beverages give you a morale bonus while ragingPZO1115Low-Light Vision (Ex)—Gain low-light vision while ragingPZO1110Mighty Swing (Ex)Barbarian 12Automatically confirm a critical hitPZO1110Moment of Clarity (Ex)—Remove benefits and penalties of raging for 1 roundPZO1110Moon Totem (Su)Barbarian 6, lesser moon totemPPC:WOMoon Totem, Greater (Su)Barbarian 10, moon totemPPC:WOMoon Totem, Lesser (Su)PPC:WONight Vision (Ex)Low-light vision rage power or racial low-light visionGain darkvision 60 ft while ragingPZO1110No Escape (Ex)—Double move as an immediate action when an opponent withdrawsPZO1110Overbearing Advance (Ex)—Deal extra damage when using the overrun maneuverPZO1115Overbearing Onslaught (Ex)Barbarian 6, overbearing advanceOverrun multiple targets per roundPZO1115Penetrating Bite (Ex)Barbarian 4, animal furyWhen using animal fury while raging, your bite is able to pierce most resistances.CoCPerfect Clarity (Ex)Moment of clarityRoll twice when disbelieving an illusionPZO1118Powerful Blow (Ex)—Deal extra damage with a single blowPZO1110Primal Scent (Ex)Barbarian 8, scentGain a bonus when using scentPZO1118Quick Reflexes (Ex)—Make additional attacks of opportunity while ragingPZO1110Raging Climber (Ex)—Gain a bonus on Climb checks while ragingPZO1110Raging Flier (Su)Barbarian 6, raging leaper1/rage, fly up to your base speed as a move action and can use this flight as part of movement during a charge.PZO1129Raging Grappler (Ex)—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.PPC:PotRRaging Leaper (Ex)—Gain a bonus on Acrobatics checks to jump while ragingPZO1110Raging Swimmer (Ex)—Gain a bonus on Swim checks while ragingPZO1110Reckless Abandon (Ex)—Take a penalty to AC for extra accuracy while ragingPZO1115Reflexive Dodge (Ex)Barbarian 6, rolling dodgeUse your rolling dodge bonus on Reflexsaving throwsPZO1118Regenerative Vigor (Ex)Barbarian 6, renewed vigorGain fast healing after using renewed vigorPZO1118Renewed Life (Ex)Barbarian 6, renewed vitalityIgnore temporary negative levels while ragingPZO1118Renewed Vigor (Ex)Barbarian 4Heal damage as a standard actionPZO1110Renewed Vitality (Ex)Barbarian 4, renewed vigorIgnore ability damage or penalties while ragingPZO1118Roaring Drunk (Ex)—Gain a bonus on Intimidate checks and fear effect DCPZO1115Rolling Dodge (Ex)—Gain a dodge bonus to AC against ranged attacks while ragingPZO1110Roused Anger (Ex)—Enter a rage even when fatiguedPZO1110Savage Dirty Trick (Ex)Barbarian 6Once per round while raging, you can attempt a dirty trickcombat maneuver in place of a melee attack.CoBSavage Intuition—You may enter a rage even if you aren’t aware that combat has begunPPC:BotMSavage Jaw (Ex)Animal furyWhile raging, you can open your jaws wide and latch your teeth firmly onto your opponent.CoCScent (Ex)—Gain the scent ability when ragingPZO1110Sharpened Accuracy (Ex)Barbarian 8, surprise accuracySurprise accuracy ignores concealment and coverPZO1118Smasher (Ex)—When sundering an unattended object, ignore hardnessPZO1115Spell Sunder (Su)Barbarian 6, witch hunterSunder spells with a combat maneuver checkPZO1118SpellbreakerBarbarian 12, disruptiveGain the Spellbreaker feat while ragingPZO1115Spire Totem (Su)Barbarian 6, lesser spire totemPPC:WOSpire Totem, Greater (Su)Barbarian 10, spire totemPPC:WOSpire Totem, Lesser (Su)PPC:WOSpirit Steed (Su)Barbarian 6, ferocious mountYour mount gains DR/magic and its natural weapons count as magicalPZO1115Spirit Totem (Su)Barbarian 6, lesser spirit totemAttacks against you may miss when you are ragingPZO1115Spirit Totem, Greater (Su)Barbarian 10, spirit totemEnemies near you take negative energy damagePZO1115Spirit Totem, Lesser (Su)—Gain spirit allies that can attack adjacent enemiesPZO1115Sprint (Ex)Barbarian 4, swift footMove at x3 or x6 speed once per ragePZO1118Staggering Drunk (Ex)—Gain dodge AC against attacks of opportunity if drinkingPZO1115Strength Surge (Ex)—Gain a Strength bonus on Combat Maneuver ChecksPZO1110Sunder Enchantment (Su)Barbarian 8, spell sunderSuppress sundered magical item’s powersPZO1118Superstition (Ex)—Gain a bonus on saving throwsPZO1110Surprise Accuracy (Ex)—Gain a morale bonus on one attack rollPZO1110Swift Foot (Ex)—Move faster when ragingPZO1110Terrifying Howl (Ex)Barbarian 8, intimidating glareCause shaken enemies to become panickedPZO1110Ultimate Clarity (Su)Barbarian 6, moment of clarity, perfect clarity1/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.PZO1129Unexpected Strike (Ex)Barbarian 8Enemies provoke attacks of opportunity even when they normally wouldn’tPZO1110Water Sense (Ex)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.PPC:PotRWitch Hunter (Ex)SuperstitionDo extra damage against spellcastersPZO1115World Serpent Totem (Su)—Gain bonuses against outsiders and abberationsPZO1118World Serpent Spirit (Su)Barbarian 6, world serpent totemYour weapon counts as chaotic, evil, good, lawful while ragingPZO1118World Serpent Totem Unity (Su)Barbarian 6, world serpent spirit, world serpent totemDouble fast movement bonus and cannot be knocked pronePZO1118Lunar Totem (Su)Barbarian 6, lesser lunar totemBite attack deals increased damage, higher critical multiplier, and less penalties on attack rolls.PSLunar Totem, Greater (Su)Barbarian 10, lunar totemGain DR/silver and a bonus on saves against curses while raging.PSLunar Totem, Lesser (Su) Barbarian 4, bite attackGain a bonus to AC and saving throws against undead and shapechangers.PSShadow Totem (Su)Barbarian 10, lesser shadow totemTurn incorporeal once per rage.PSShadow Totem, Greater (Su)Barbarian 12, shadow totemGain see in darkness ability while raging and immunity to blindness.PSShadow Totem, Lesser (Su)Barbarian 6, darkvision 60 ft.Deal Strength damage when scoring a critical hit.PSDeath Totem (Ex)Barbarian or savage 6,
lesser death totemWhile raging, gain DR 5/bludgeoning and +2 resistance bonus against cold-based spells and effects.FGP:SDeath Totem, Greater (Ex)Barbarian or savage 12, death totem, lesser death totemWhile raging, nearby living enemies damaged by death energies and must make Fortitude save or be sickened.FGP:SDeath Totem, Lesser (Ex)Barbarian or savageWhile raging, roll Fortitude saves twice and choose the best result.FGP:SRaging Skald (Ex)Barbarian 6When you use a berserker’s cry the bonus and duration increases.WF2Improved Totemic Alignment (Su)Barbarian 6, Totemic Sage archetypeGain the benefits of a Constellation Aspect during a rage.PMU, v1Totemic Mettle (Su)Totemic Sage archetypeA successful Fortitude save negates all harmful effects associated with an attack while spirit bound.PMU, v1Bloodcaster (Sp)Cha 13, barbarian level 6th.Cast bloodrager spells while raging.SSD: SCCBRBFury Companion, Lesser, (Su)Conjure a ranger’s animal companion while raging.SSD: SCCBRBFury Companion, (Su)Lesser fury companion, barbarian level 6th.Grant your fury companion barbarian rage powers.SSD: SCCBRBFury Companion, Greater (Su)Fury companion, lesser fury companion, barbarian level 10th.Conjure a druid’s animal companion while raging.SSD: SCCBRBRonin’s Challenge (Ex)Gain a samurai’s challenge while raging.SSD: SCCBRBRonin’s Resolve (Ex)Barbarian level 6th.Gain a samurai’s resolve while raging.SSD: SCCBRBRonin’s Resolve, Greater (Ex)Ronin’s resolve, barbarian level 10th.Gain a samurai’s greater resolve while raging.SSD: SCCBRB
Sours: https://www.d20pfsrd.com/classes/core-classes/barbarian/Rage-Powers/
Pathfinder Wrath of the Righteous Class Feature Guide - Barbarian Rage Power Options Deep Dive

Pathfinder – Barbarian Rage Powers Breakdown

Last Updated: June 21, 2021

Introduction

Instead of the fighter’s feats, Barbarians get Rage Powers. You get a new rage power at every other level, giving you a lot of room to customize your barbarian. The powers only work while raging, but they really add a lot of value to your rage.

* – 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.

** – Blood Rage Powers grant powers in a theme. A barbarian cannot select from more than one group of blood rage powers. A barbarian of any level can take a lesser blood rage power. The middle blood rage power (that without “lesser” or “greater” in the title) can only be taken by a 6th level or higher barbarian that already has the lesser blood rage power of its group. A greater blood rage power can only be taken by a 10th level or higher barbarian that already has the middle blood rage power.

You may combine Totem and Blood Rage Powers.

This guide is for the Vanilla Barbarian. For Unchained Barbarian Rage Powers, see my Unchained Barbarian Rage Powers Breakdown.

Disclaimer

I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Rage Powers

Abyssal Blood (Su): If this was more than once per day it would be fantastic. Enlarge Person is an essential buff for nearly all Barbarians, and limiting it to one rage per day really limits your usefulness. This will be totally useless if your Rage Cycle.

Abyssal Blood, Greater (Su): Not a ton of resistance, but it covers several types.

Abyssal Blood, Lesser (Su): Barbarians are typically better off using a two-handed weapon, but you do get to apply your full strength bonus to damage on both attacks, which makes this a great option until you hit BAB +6 and get iterative attacks.

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Animal Fury (Ex): Extra attacks are nice, but this won’t benefit from a magic weapon, it won’t bypass DR, and it doesn’t even apply your full strength bonus to damage. Unless you’re building a grappler, skip this power.

Auspicious Mark (Su): This is great for failed saves, missed critical hit confirmations, and other high value rolls. Don’t use this for damage. Of course, it’s a swift action so you can only use it on your own turn.

Battle Roar (Su): Pitifully small damage.

Beast Totem* (Su): This scales at the same levels as power attack, which makes the math easy to remember. AC is a constant problem for barbarians, and this adds a fairly impressive bonus.

Beast Totem, Greater* (Su): This power is absolutely fantastic. Pounce makes melee characters miles better, and Barbarians especially benefit from charging.

Beast Totem, Lesser* (Su): Natural weapons aren’t very useful for barbarians, since you will typically be using a two-handed weapon. However, rules as written, you can make a claw attack as a natural attack, use a free action to place your off-hand on your two-handed weapon, and continue your full attack with your weapon. This is a somewhat questionable interpretation of the rules, but if Thunderstriker fighters can exist, then it’s technically correct. And that’s best kind.

Bestial Climber (Ex): You must be in a very weird fight if you need a climb speed while raging.

Bestial Leaper (Ex): Barbarians don’t need Spring Attack, and they don’t need this. Grab your weapon, put it in someone’s face, and end your charge adjacent to your enemy like a real Barbarian.

Bestial Swimmer (Ex): You must be in a very weird fight if you need a swim speed while raging.

Bleeding Blow (Ex): You can only use powerful blow once per rage, which means you can only use this once per rage. The damage, even with both powers, isn’t great.

Boasting Taunt (Ex): Unless you have a way to get free attempts to demoralize a creature, it will be hard to justify this power. Making the target shaken for the duration of your rage is pretty nice, but it doesn’t benefit you very much.

Body Bludgeon (Ex): Hillarious, but not very good.

Brawler: If you planned to fight unarmed, you probably took improved unarmed strike.

Brawler, Greater: This lets you two-weapon fight using an unarmed strike as your off-hand weapon. Monks will be jealous of your strength damage, but not much else..

Celestial Blood (Su): Not a lot of resistance, and acid and cold aren’t particularly common types.

Celestial Blood, Greater (Su): Ignore the ability/skill check reroll. You can reroll a saving throw. If you can Rage Cycle, that means you can reroll a saving throw every round.

Celestial Blood, Lesser (Su): Situational.

Chaos Totem* (Su): The escape artist bonus will probably never come up, and the resistance to sneak attacks and critical hits isn’t very big.

Chaos Totem, Greater* (Su): The DR is fantastic, but remember that DR from multiple sources don’t stack.

Chaos Totem, Lesser* (Su): If your campaign features a lot of lawful enemies, the bonuses are pretty nice.

Clear Mind (Ex): Barbarians’ biggest weakness is their lousy will saves, but Eater of Magic is considerably better because it applies to a much wider range of abilities.

Come and Get Me (Ex): I hope you have decent dexterity and took Comabt Reflexes. This gives you a potentially huge number of additional attacks.

Crippling Blow (Ex): Ability damage is scary, and the DC to resist this is going to be absurdly high, but it’s only usable once per rage, and the ability damage scales very slowly.

Deadly Accuracy (Ex): Barbarians, due to their absurd strength, have slightly higher attack roles than Fighters. With the added bonus to attacks from Surprise Accuracy, you should be so likely to hit that this won’t be needed to confirm critical hits.

Disruptive: The disruptive feat is a really fantasic way to lock down enemy spellcasters, and this is one of very few ways to get it without being a fighter.

Draconic Blood (Su): A tiny bit of energy resistance and some natural armor.

Draconic Blood, Greater (Su): The save is decent, but the damage is poor, and you can only use it once per day.

Draconic Blood, Lesser (Su): Barbarians are typically better off using a two-handed weapon, but you do get to apply your full strength bonus to damage on both attacks, which makes this a great option until you hit BAB +6 and get iterative attacks.

Dragon Totem* (Su): Considering you need two previous rage powers and you need to be level 6 to select this totem, it really doesn’t give you much.

Dragon Totem Resilience* (Su): The resistances won’t be very large because the Barbarian DR doesn’t scale very quickly, but you get to add 4 more resistance because you already have Dragon Totem and Dragon Totem Resilience. Even so, the Energy Resistance power is likely better.

Dragon Totem Wings* (Su): By level 10, your party should have enough spellcasting available that someone else can provide you with a means of flight.

Eater of Magic (Su): The temporary hit points are cute, but this would probably be blue just for the free save reroll.

Elemental Blood (Su): 10 resistance is nice, but you need to be raging to use it, so don’t get surprised by a fireball.

Elemental Blood, Greater (Su): Did you pick Electricity? Because you probably should have picked Electricity. 60 foot fly while raging is excellent.

Elemental Blood, Lesser (Su): 3 rounds per day won’t get you much.

Elemental Rage (Su): Add a free energy effect to your weapon. The d6 damage won’t be much compared to your crazy barbarian strength.

Elemental Rage, Greater (Su): Pretend all of your attacks have an elemental burst property.

Elemental Rage, Lesser (Su): Once per rage, you get 1d6 energy damage on an attack.

Energy Absorption (Su): This is garbage. It applies to a single attack, meaning that RAW spells and special abilities like breath weapons (the two biggest sources of energy damage) are excluded, and you can only use this once per rage.

Energy Eruption (Su): Very situational, and the damage won’t be very good.

Energy Resistance (Ex): Permanent, scaling energy resistance.

Energy Resistance, Greater (Ex): Once per rage, but it gets considerably better the more times you take Energy Resistance.

Fearless Rage (Ex): Rage gives you a +2 bonus to your will saves, and fear effects are among the least lethal in the game.

FerociousMount (Ex): If you are a mounted charger Barbarian, this is a must. Adding rage to your mount gives your mount additional strength to increase its combat maneuver checks to overrun enemies.

FerociousMount, Greater (Ex): Add Energy Resistance, claws and natural armor from Beast Totem, etc. to your mount.

FerociousTrample (Ex): Great for mounted charger Barbarians. Combined with Ferocious Mount, your mount will have fantastic strength, which will make the Trample damage very impressive. Of course, your mount has to make an overrun attempt as a full round action ot use this.

FerociousTrample, Greater (Ex): This allows you to overrun and use trample as a normal part of a charge or movement, which allows the mount to trample while the barbarian is charging.

Fey Blood (Su): Too situational. Take the Nimble Moves feat instead.

Fey Blood, Greater (Su): Blur is excellent, especially because you can get it so easily, but most Barbarians will be standing and making full attacks on most of their turns.

Fey Blood, Lesser (Su): You have to crit, then they get a save, then they might still act normally because Confused is a garbage status effect.

Fiend Totem* (Su): The effect is cool, but the damage is too small for enemies to really care about it.

Fiend Totem, Greater* (Su): If most of your enemies are good, and you tend to fight mobs of enemies, this can be fairly effective. The damage still isn’t fantastic, but it makes people shaken with no save.

Fiend Totem, Lesser* (Su): Extra attacks are nice, but this won’t benefit from a magic weapon, it won’t bypass DR, and it doesn’t even apply your full strength bonus to damage while you’re making other (likely better) attacks.

Fierce Fortitude (Ex): Disease and Poison become very common at high levels, and a +4 bonus against both is a good supplement to the Barbarian’s already formidable Fortitude saves.

Flesh Wound (Ex): By level 10 damage rolls will far exceed your fortitude saves, which will make this incredibly difficult to use. The armor check penalty to the save just adds insult to injury.

Ghost Rager (Su): The bonuses are nice, but highly situational.

Good for What Ails You (Ex): Most of those effects aren’t problematic enough to justify taking a power.

Ground Breaker (Ex): This is flashy and exciting, and can be very helpful for preventing enemies from moving out of your reach without drawing attacks of opportunity. However, it won’t be a go-to option.

Ground Breaker, Greater (Ex): Increasing the effect of groundbreaker is great, but the use of Ground Breaker is situational enough that it’s hard to justify devoting this many resources to it.

Guarded Life (Ex): One of the scariest situations for a Barbarian is falling unconcious while raging. The sudden loss of constitution is often enough to kill the barbarian. This will offset half of the suddenly missing hit points, which may be enough to save your life.

Guarded Life, Greater (Ex): Now when you fall unconcious while raging, as long as the attack didn’t already kill you, your won’t die from it.

Guarded Stance (Ex): There are better ways to get a bonus to AC which won’t cut into your murder time.

Hive Totem* (Su): Highly situational.

Hive Totem Resilience* (Su): The damage resistance is highly situational, and the bonus to grapple is mediocre.

Hive Totem Toxicity* (Su): The poison scales really well, and the poison damage is impressive, but the three powers leading up to this are all terrible.

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. A barbarian must be at least 8th level to select this rage power.

Hurling, Greater (Ex): Even when throwing a Huge object for 6d6, or Gargantuan (you will need Enlarge person) for 10d6, your damage for charging is likely better. Plus, good luck finding something this large to throw around.

Hurling, Lesser (Ex): With such a small range increment, you would do much better by charging. Plus, the enemy gets a reflex save to avoid some of the damage.

Hurling Charge (Ex): Basically you get to throw a weapon part way through your charge. This supplements you damage a little bit, but making this useful requires devoting feats and resources to ranged combat.

Increased Damage Reduction (Ex): More DR never hurts, but 1 more point won’t do a lot.

Infernal Blood (Su): Situational.

Infernal Blood, Greater (Su): Situational.

Infernal Blood, Lesser (Su): 3 rounds per day won’t get you much.

Inspire Ferocity (Ex): This might be a good use for your surprise round since you can’t charge, but most players probably don’t want to sacrifice AC for attack bonus for a full combat. Without barbarian hit points to fall back on, I can’t really blame them. The duration is determined by your Charisma, which you probably dumped.

Internal Fortitude (Ex): Sickened and Nauseated are very rare.

Intimidating Glare (Ex): This is considerably better than intimidating as a Standard action. If you really want to demoralize a foe, this will allow you to intimidate and attack in the same round, or intimidate twice. Unfortunately, the duration is tied to your Charisma, which you probably dumped

Knockback (Ex): This is useful for getting enemies away from weak allies, or for preventing enemies from full attack. It may also be helpful to set up the target to be charged on the following round. It’s only usable once per range, which considerably limits the utility.

Knockdown (Ex): This is considerably better for Barbarians than improved trip. You only get it once per rage, but it’s useful for enemies with a lot of AC..

Lethal Accuracy (Ex): This is hard to justify considering how infrequently it will come up. You need to use surprise accuracy, roll a critical threat, (30% chance with a keen falchion), and then manage to confirm the crit. You have a 30% chance per rage to maybe get the benefits of this power.

Linnorm Death Curse, Cairn (Su): Amusing and flavorful, but useless when you’re actually trying to kill someone. Plus, you need to be knocked unconscious to trigger the effect.

Linnorm Death Curse, Crag (Su): Amusing, but you need to be knocked unconscious to trigger the effect.

Linnorm Death Curse, Fjord (Su): Amusing, but you need to be knocked unconscious to trigger the effect. Even then, this is really only useful underwater.

Linnorm Death Curse, Ice (Su): Amusing, but you need to be knocked unconscious to trigger the effect.

Linnorm Death Curse, Taiga (Su): Amusing, but you need to be knocked unconscious to trigger the effect.

Linnorm Death Curse, Tarn (Su): Amusing, but you need to be knocked unconscious to trigger the effect.

Linnorm Death Curse, Tor (Su): Amusing, but you need to be knocked unconscious to trigger the effect. Permanently staggering the target is easily the best of the Linnorm curses, but even a staggered target can kill you while you’re unconcious.

Liquid Courage (Ex): To charge bonus, you have to spend precious rage rounds spending a standard action to drink. If you took the Drunken Brute archetype, this shoots up to green.

Low-Light Vision (Ex): Nice, but situational.

Mighty Swing (Ex): Your critical hits will be devastating. Your attack bonus should be high enough that you can confirm reliably, but it’s nice to be absolutely certain once per rage.

Moment of Clarity (Ex): Once you can rage cycle at level 17 (no more fatigue from rage, so you can start and stop rages every round), this means that you can permanently remove the penalties for raging. Until then, this is garbage.

Night Vision (Ex): Nice, but situational. Few fights will take place in the dark.

No Escape (Ex): Hillarious and good, but situational.

Overbearing Advance (Ex): Good for shoving past your enemies’ front line to reach their squishy allies at the rear.

Overbearing Onslaught (Ex): If there are enough enemies in the way that you need to overrun several of them, you should probably stop to kill a few of them.

Perfect Clarity (Ex): Highly situational.

Powerful Blow (Ex): The damage doesn’t scale quickly, and you can only apply the bonus once per rage.

Primal Scent (Ex): Tracking while raging doesn’t happen. It takes too long. Locating invisible creatures is helpful, but highly situational, and there are plenty of other ways to find invisible creatures.

Quick Reflexes (Ex): Take Combat Reflexes instead.

Raging Climber (Ex): Highly situational.

Raging Flier (Su): Interesting, and great if you can Rage Cycle, but you probably need a more reliable source of flight.

Raging Leaper (Ex): Highly situational, but jumping is required for some charge mechanics. In such a case, this might be green or even blue.

Raging Swimmer (Ex): Highly situational.

Reckless Abandon (Ex): This offsets your penalty to attack rolls from power attack. Your AC is going to be truly awful, but you’re going to hit everything, and you’re going to hit everything very hard.

Reflexive Dodge (Ex): I assume that the power only applies to the dodge bonus from Rolling Dodge. Otherwise, things like the Dodge feat would apply, and that would be silly. If you need reflex save bonuses this bad, take Lightning Reflexes.

Regenerative Vigor (Ex): Fast healing is very nice, and this functionally makes you immune to ongoing bleed effects. However, this only activates after you waste a standard action on Renewed Vigor. It also stops working if you rage cycle, which makes this useless at high levels.

Renewed Life (Ex): Highly situational. If you are getting enough negative levels to justify this power, your DM is using too many negative levels.

Renewed Vigor (Ex): The amount of healing can very easily be replaced with a potion or two. At high levels where a potion of Cure Light Wounds won’t keep up, you should have several much better healing options.

Renewed Vitality (Ex): Ability damage is a good way to weaken a barbarian, and many enemies use it. However, this requires to powers to get, and is situational. Have someone in the party carry a few scrolls of lesser restoration if you are this worried about ability damage.

Roaring Drunk (Ex): To charge bonus, you have to spend precious rage rounds spending a standard action to drink. If you took the Drunken Brute archetype, this still only goes up to orange.

Rolling Dodge (Ex): The bonus is situational, using this costs a move action, it scales very poorly, and it only lasts for a few rounds.

Roused Anger (Ex): This lets you rage cycle once for free, which resets all of your once-per-rage powers. Keep in mind that being exhausted will really cut into your murdering, so make sure you have enough rage rounds left to get you through the rest of the fight.

Scent (Ex): Finding invisible foes is a pain, and this is a great way to do it without dumping a ton of ranks into Perception.

Sharpened Accuracy (Ex): Surprise Accuracy is bad, and this would be situational even if you could use it more than once per rage.

Smasher (Ex): If you care about sundering, you should be using an adamantine weapon.

Spell Sunder (Su): This is situational, hard to do reliably, and the DC is awful. Even against squishy casters, it’s going to be hard to reliably beat their CMD by 10 to dispel a single effect. Oh, and it only affects a single effect.

Spellbreaker: When raging, the barbarian gains Spellbreaker as a bonus feat. A barbarian must have the disruptive rage power and be at least 12th level to select this rage power.

SpiritSteed (Su): For mounted charger barbarians, this is essential starting in mid levels when enemies start having DR. Your mount’s trample attacks won’t be very helpful if they can’t bypass DR.

Spirit Totem* (Su): You will need to use a reach weapon to keep this useful, but a percentage miss chance is pretty great when your AC is as low as it typically is for a Barbarian.

Spirit Totem, Greater* (Su): By this level, that amount of damage is laughable.

Spirit Totem, Lesser* (Su): What Barbarian has enough Charisma to make this useful? Even if you had 20 charisma, this would stop being good after about level 5.

Sprint (Ex): Highly situational, and your speed is already impressive.

Staggering Drunk (Ex): To charge bonus, you have to spend precious rage rounds spending a standard action to drink. If you took the Drunken Brute archetype, this shoots up to green.

Strength Surge (Ex): This opens up a lot of combat maneuver options with a fairly minimal investment of resources. If you are already good at combat maneuvers (and every barbarian is), this can make your maneuvers do crazy things like bull rush people 30 feet off of a building.

Sunder Enchantment (Su): Highly situational. It can be very powerful if you focus heavily on sundering.

Superstition (Ex): Spells make up a huge portion of the things you will save against over the course of your career, which makes this a very good option. However, not being able to be the willing recipient of magical healing is very dangerous. The bonus is a Morale bonus, so it won’t stack with the saving throw bonus from Rage.

Surprise Accuracy (Ex): It’s unfortunate that this can only be used once per rage, but it’s great to use with your opening charge.

Swift Foot (Ex): Fleet is better. This enhancement bonus won’t stack with items or spells.

Terrifying Howl (Ex): The DC will be very, very high, and panicking all of the enemies in a fight makes a fight very easy.

Ultimate Clarity (Su): Useless unless you can Rage Cycle, and you need two really bad Rage powers as prerequisites.

Undead Blood (Su): Situational.

Undead Blood, Greater (Su): Situational

Undead Blood, Lesser (Su): Making the target Shaken with no save is pretty great, and the duration is decent, but because you can’t stack it with other fear effects like you usually can, this isn’t very useful.

Unexpected Strike (Ex): It’s only usable once per rage, but that’s one free attack once per rage.

Witch Hunter (Ex): Situational, and it scales slowly.

World Serpent Totem* (Su): Very situational bonus, and it scales very poorly.

World Serpent Spirit* (Su): This helps to bypass the DR of many outsiders, but it is still veri situational.

World Serpent Totem Unity* (Su): Highly situational.

Sours: https://rpgbot.net/pathfinder/characters/classes/barbarian/rage_powers/

Now discussing:

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.

Totem Rage Powers: Totem rage powers grant powers related to a theme. Totem rage powers can be selected from multiple groups of totem rage powers.

Existing Rage Powers: The following rage powers can be used unaltered: Boasting taunt, body bludgeon, brawler, brawler (greater), chaos totem, chaos totem (greater), chaos totem (lesser), disruptive, dragon totem, dragon totem resilience, ferocious mount, ferocious mount (greater), ferocious trample, ferocious trample (greater), fiend totem, fiend totem (greater), fiend totem (lesser), ghost rager, good for what ails you, guarded life, guarded life (greater), hive totem, hive totem resilience, hive totem toxicity, hurling, hurling (greater), hurling (lesser), hurling charge, liquid courage, overbearing advance, overbearing onslaught, primal scent, roaring drunk, spirit steed, spirit totem, spirit totem (greater), spirit totem (lesser), staggering drunk, sunder enchantment, world serpent spirit, world serpent totem, world serpent totem unity.

Existing Unchained Rage Powers: The following unchained rage powers can be used unaltered: Accurate stance, animal fury, bleeding blow, calm stance, clear mind, deadly accuracy, eater of magic, elemental stance, energy resistance, fearless rage, ground breaker, ground breaker (greater), guarded stance, increased damage reduction, inspire ferocity, internal fortitude, intimidating glare, knockback, knockdown stance, lethal accuracy, low-light vision, night vision, no escape, perfect clarity, powerful stance, protect vitals, quick reflexes, raging climber, raging leaper, raging swimmer, reckless stance, reflexive dodge, regenerative stance, renewed vitality, roused anger, scent, sharpened accuracy, shove aside, shove aside (greater), smasher, sprint, strength stance, superstition, swift foot, taunting stance, terrifying howl, unexpected strike, witch hunter.

Chained Rebuilds

There are a few handfuls of fun rage powers that didn’t make the transition into the unchained world (primarily because they could only happen once per rage). These legendary rage powers are small rebuilds that clean up outstanding issues and make the powers fit for a legendary barbarian.


Legendary 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. A barbarian must be at least 12th level to select this rage power.


Legendary 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.

A barbarian must be at least 4th level to select this rage power.


Legendary Raging Flier (Ex): By spending one round of rage, the barbarian can fly up to her base speed as a move action. If she uses the charge action, she can use this flight as part of her movement during the charge.

A barbarian must be at least 6th level and have the raging leaper rage power to select this rage power.


Legendary Savage Jaw (Ex): By spending one round of rage, the barbarian can gain the 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.


Legendary 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.

Unchained Rebuilds

Now that rage is a more precious resource, spending rounds of rage can be a tactical decision. The following unchained rage powers have been modified, generally to replace their “once per day” requirement with a needed expenditure of rounds of rage.


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.


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.

A barbarian must be at least 8th level to select this rage power.


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.


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.

A barbarian must be at least 10th 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.

A barbarian must be at least 12th level to select this rage power.


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).

The barbarian must be at least 4th level to select this rage power.

New Totems

Barbarians are inherently linked to natural forces, and often draw their power from the spirits around them. A barbarian who takes totem rage powers opens herself to these natural energies and channels their strength.


Arcane Totem (Lesser) (Su): The barbarian can detect the presence, location, and strength of all magical auras within 60 feet as if using detect magic.


Arcane Totem (Su): When entering a rage, the barbarian can choose one of the following spells and apply its effects to herself for the duration of the rage: blur, protection from arrows, resist energy (choose one energy type), or spider climb.

The barbarian must have the arcane totem (lesser) rage power and be 6th level to select this rage power.


Arcane Totem (Greater) (Su): When entering a rage, the barbarian can choose one of the following spells and apply its effects to herself for the duration of the rage: displacement or haste. This is in addition to arcane totem, and otherwise works as arcane totem.

The barbarian must have the arcane totem rage power and be 10th level to select this rage power.


Arcane Totem (Mighty) (Su): Anytime a harmless spell of 3rd level or lower is cast within 30 feet of the barbarian, she may choose to immediately gain the benefit of that spell as if it had also targeted her. She may only gain this benefit if she is aware of the spell being cast. The intended target still gains the effect of the spell. The duration of the effect on the barbarian ends when her rage ends.

The barbarian must have the arcane totem rage (greater) power and be 14th level to select this rage power.


Beastlord Totem (Lesser) (Su): By spending one round of rage as a swift action, the barbarian can summon animals as if casting summon nature’s ally I. She uses her barbarian level as her druid level. The summoned creatures disappear when the rage ends, when the spell’s duration ends naturally, or if the barbarian summons additional creatures using any beastlord totem.


Beastlord Totem (Su): By spending two rounds of rage as a swift action, the barbarian can summon animals as if casting summon nature’s allies III. She uses her barbarian level as her druid level. The summoned creatures disappear when the rage ends, when the spell’s duration ends naturally, or if the barbarian summons additional creatures using any beastlord totem.

The barbarian must have the beastlord totem (lesser) rage power and be 6th level to select this rage power.


Beastlord Totem (Greater) (Su): By spending three rounds of rage as a swift action, the barbarian can summon animals as if casting summon nature’s allies V. She uses her barbarian level as her druid level. The summoned creatures disappear when the rage ends, when the spell’s duration ends naturally, or if the barbarian summons additional creatures using any beastlord totem.

The barbarian must have the beastlord totem rage power and be 10th level to select this rage power.


Beastlord Totem (Mighty) (Su): By spending four rounds of rage as swift action, the barbarian can summon animals as if casting summon nature’s allies VII. She uses her barbarian level as her druid level. The summoned creatures disappear when the rage ends, when the spell’s duration ends naturally, or if the barbarian summons additional creatures using any beastlord totem.

The barbarian must have the beastlord totem (greater) rage power and be 14th level to select this rage power.


Blood Totem (Lesser) (Su): Whenever the barbarian scores a critical hit with a slashing or piercing weapon, her opponent takes 1d6 points of bleed damage each round on her turn, in addition to the damage dealt by the critical hit. This bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this rage power stack.


Blood Totem (Su): The barbarian is immune to bleed damage. Any ongoing bleed effects are cured when the barbarian enters rage.

A barbarian must have the bleed totem (lesser) rage power and be 6th level to select this rage power.


Blood Totem (Greater) (Su): The barbarian can smell blood and is drawn to it. The barbarian gains scent when detecting creatures that took bleed damage on their last turn. The barbarian gains a +2 bonus on attack rolls when attacking creatures who took bleed damage on their last turn.

A barbarian must have the bleed totem rage power and be 10th level to select this rage power.


Blood Totem (Mighty) (Su): The barbarian rends the wounds of bleeding targets. When the barbarian deals melee damage to a creature that took bleed damage on its last turn, the creature takes 1d6 bleed damage each round on their turn. This bleed damage stacks with any other bleed damage currently affecting the creature.

A barbarian must have the bleed totem (greater) rage power and be 14th level to select this rage power.


Shadow Totem (Lesser) (Su): While in a rage, the light level within 30 feet of the barbarian decreases by one step.

The barbarian may activate or deactivate this ability as a swift action.


Shadow Totem (Su): When the barbarian emits darkness using her shadow totem (lesser) ability, the light level is lowered by two steps and she radiates darkness in a 60-foot radius.

The barbarian must have the shadow totem (lesser) rage power and be 6th level to select this rage power.


Shadow Totem (Greater) (Su): By spending one round of rage as a move action, the barbarian can teleport from one dim or dark location to another dim or dark location within 60 feet.

The barbarian must have the shadow totem rage power and be 10th level to select this rage power.


Shadow Totem (Mighty) (Su): The barbarian saps the life from enemies using the power of the shadow realm. When the barbarian scores a critical hit, the target takes 2 Strength damage.

The barbarian must have the shadow totem rage (greater) power and be 14th level to select this rage power.


Sky Totem (Lesser) (Su): While under the open sky, the barbarian is propelled forward by wind. She gains a 20-foot enhancement bonus to her speed when charging or taking a run action.


Sky Totem (Su): While under the open sky, the barbarian calls down lightning with her mighties strikes. When the barbarian confirms a critical hit, a bolt of lightning strikes the target from the heavens, dealing an additional 2d6 electricity damage.

The barbarian must have the sky totem (lesser) rage power and be 6th level to select this rage power.


Sky Totem (Greater) (Su): While under the open sky, the barbarian’s lightning strikes are accompanied by roars of thunder. Subjects hit by the barbarian’s lightning strikes are also dealt 2d6 sonic damage and must make a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) or be deafened permanently.

The barbarian must have the sky totem rage power and be 10th level to select this rage power.


Sky Totem (Mighty) (Su): While under the open sky, the barbarian is encircled by a hurricane of winds. Arrows and bolts directed at the barbarians are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance.

A barbarian must have the sky totem (greater) rage power and be 14th level to select this rage power.


Void Totem (Lesser) (Su): A protective shield of warped gravity appears around the barbarian. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at the barbarian for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.


Void Totem (Su): The barbarian’s weapons can tear open reality itself. When the barbarian confirms a critical hit on an enemy, the enemy momentarily sees the full truth of the dark tapestry between stars. It must make a Willpower save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’s Strength modifier) or become confused for one round.

The barbarian must have the void totem (lesser) rage power and be 6th level to select this rage power.


Void Totem (Greater) (Su): The barbarian can exploit the thinness in reality to reach her enemies. By spending 1 round of rage, the barbarian can teleport up to 30 feet as a move action.

The barbarian must have the void totem rage power and be 10th level to select this rage power.


Void Totem (Mighty) (Su): Wriggling black tentacles sprout from the ground around the barbarian and grasp at the barbarian’s enemies. Enemies treat all squares within 5 feet of the barbarian as difficult terrain.

The barbarian must have the void totem (greater) rage power and be 14th level to select this rage power.

Mighty Totems

Totems are flavorful, engaging sets of rage powers which add depth to a barbarian’s rage. So why do they stop at level 10? The following totem powers are mighty totem powers, level 14 rage powers which complete each totem tree available.


Chaos Totem (Mighty) (Su): The barbarian’s body shifts and twists in unnatural ways. When a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

A barbarian must have the chaos totem (greater) rage power and be 14th level to select this rage power.


Dragon Totem Breath (Su): By spending two rounds of rage, the barbarian expels a breath weapon as a standard action, inflicting damage of the same type as her totem dragon. This breath takes the shape of a 30-foot cone (gold, green, red, silver, white) or 60-foot line (black, blue, brass, bronze, copper) and deals 1d6 points of damage per barbarian level. A Reflex save (DC 10 + 1/2 the barbarian’s level + her Constitution modifier) halves this damage.

A barbarian must have the dragon totem wings rage power and be at least 14th level to select this rage power.


Dragon Totem Presence (Su): The barbarian takes on the appearance of a terrifying dragon. The barbarian may emit a roar as part of an attack or charge which affects all opponents within 30 feet. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Charisma modifier). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. On a failed save, the opponent is shaken for 2d6 rounds, or panicked for 2d6 rounds if it has 4 Hit Dice or fewer. This is a mind-affecting fear effect.

A barbarian must have the dragon totem wings rage power and be 14th level to select this rage power.


Fiend Totem (Mighty) (Su): The barbarian gains the ability to smite good. By spending two rounds of rage as a swift action, the barbarian chooses one target within sight to smite. If this target is good, the barbarian adds her Charisma bonus (if any) to attack rolls and gains a damage bonus equal to her HD against that foe. This effect persists until the barbarian hits the creature with an attack or the barbarian’s rage ends.

A barbarian must have the fiend totem (greater) rage power and be 14th level to select this rage power.


Hive Totem (Mighty) (Su): The barbarian is surrounded by a swarm of wasps and flies. This aura deals 1d6 points of piercing damage to any enemy that begins its turn adjacent to the barbarian. Enemies adjacent to the barbarian are sickened. This is a poison effect.

A barbarian must have the hive totem toxicity rage power and be 14th level to select this rage power.


Spirit Totem (Mighty) (Su): While raging, the barbarian is encircled by a hurricane of spirits. Living enemies adjacent to the barbarian at the start of her turn take 2d8 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 2d6 points of negative energy damage.

A barbarian must have the spirit totem (greater) rage power and be 14th level to select this rage power.


World Serpent Banishment (Mighty) (Su): Whenever a barbarian confirms a critical strike against an outsider or aberration, the barbarian may spend 1 round of rage to subject the creature to a banishment, using her barbarian level as the caster level (DC = 10 + ½ barbarian’s level + barbarian’s Constitution modifier).

A barbarian must have the world serpent totem unity rage power and be 14th level to select this rage power.

Other Rage Powers

Anarchic Fist (Su): The barbarian’s unarmed strike and any natural weapons are considered magic weapons for the purpose of overcoming damage reduction, with the anarchic property (dealing 2d6 points of additional damage to lawful creatures). Melee weapons she wields are similarly treated as magical and deal 1d6 points of additional damage to lawful creatures.

A barbarian must have the greater chaos totem power and be at least 16th level to select this rage power.


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.


Bestial Speech (Su): The barbarian retains the power of speech and can speak with animals of the form she assumes with her bestial rage form.

A barbarian must have the bestial rage form 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).

A barbarian must be at least 6th level to select this rage power.


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 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 and be at least 16th level 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 and be at least 6th level to select this rage power.


Ghost Hunter (Su): The barbarian can sense the presence of incorporeal undead as though she had the scent ability—even if the undead is within a solid object or behind a solid barrier—and can track incorporeal undead by scent using the Survival skill, with a bonus on such checks equal to her barbarian level. She adds half her barbarian level on Perception checks made against incorporeal undead creatures, and when she readies an action to attack an incorporeal creature she can move up to one-half her speed as part of that readied action. This movement does not provoke attacks of opportunity from incorporeal undead creatures, though it does from other creatures. If she does not move as part of the readied action, she instead can make her readied attack with a +1 competence bonus on attack and damage rolls for every 4 barbarian levels.

A barbarian must have the ghost rager rage power and be at least 8th level to select this rage power.


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.


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, 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.


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.


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.


Last Stand (Ex): By spending one round of rage, a barbarian can use a move action to grant all allies within 10 feet the Diehard feat and immunity to fear for a number of rounds equal to the barbarian’s Charisma modifier (minimum 1). In addition, any ally affected by this ability reduced to 0 or fewer hit points automatically stabilizes and also gains temporary hit points equal to the barbarian’s class level. These temporary hit points dissipate after 1 minute if not expended.

A barbarian must have the battlecry 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.


Lycanthropic Rage (Su): While using her animal rage form or bestial rage form, the barbarian is immune to lycanthropy and gains DR/silver equal to half her barbarian level, and her natural weapons and unarmed strikes are treated as silver for the purpose of overcoming damage reduction. She does not actually become a lycanthrope or inflict lycanthropy.

A barbarian must have the animal rage form or bestial rage form and be at least 10th level 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.


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.


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.

A barbarian must be at least 8th level to select this rage power.

Savagery (Ex): When the barbarian confirm a critical hit, the duration of her current rage is increased by 1 round after she stop spending rounds of rage to continue it. 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. The barbarian may choose to end her rage before these additional rounds of rage are expended, but any extra rounds unused when she ends her rage are wasted. She does not gain additional rounds of rage for critical hits against creatures whose Hit Dice are less than one-half her own.

A barbarian must be at least 4th level to select this rage power.


Wavestepper (Su): The barbarian can move across the surface of water or other liquid surfaces as if using water walk. However, she must reach a solid surface by the end of her turn or she begins sinking normally.

The barbarian must be at least 6th level to select this rage power.

Sours: https://libraryofmetzofitz.fandom.com/wiki/Barbarian_Rage_Powers_(Legendary)


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