RAGE POWERS
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Animal Fury: The barbarian gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the barbarian is Medium; 1d3 if the barbarian is Small) plus the barbarian’s Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the barbarian’s full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll. The barbarian can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the barbarian against the target until the end of the round gain a +2 bonus.
Auspicious Mark: The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. By spending two rounds of rage as a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll.
Battlecry: 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.
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Cry Havoc (requires 6th level): When the barbarian uses her battlecry rage power, affected creatures using the charge action gain a +10-foot enhancement bonus to their speed by 10 feet and deal double the normal battlecry damage bonus if they hit with an attack at the end of a charge. A barbarian must have the battlecry rage power to select this rage power.
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Great Leadership (requires 10th level): 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 to select this rage power.
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Last Stand (requires 12th level): By spending one round of rage, the 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. The barbarian must have the battlecry rage power to select this rage power.
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Heroic Leadership (requires 16th level): 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 to select this rage power.
Blood Sense (requires 6th level): The barbarian’s bloodlust allows her 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).
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Greater (requires 12th level): The barbarian’s bloodlust allows her 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 have the blood sense rage power to select this rage power.
Bloody Fist (requires 12th level): 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.
Boasting Taunt: While raging, the barbarian can incite a creature to attack her by making an PSB check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.
Clear Mind (requires 8th level): When the barbarian fails a Will saving throw, she can attempt another Will saving throw at the end of her next turn (using the original DC). If the second saving throw is successful, the barbarian is treated as if she succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the barbarian suffers the full effects of the spell or effect as normal.
Crippling Blow (requires 8th level): 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.
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Limb Ripper (requires 12th level): 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 to select this rage power.
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Bloody Bludgeon (requires 16th level): When severing an opponent’s limb with her limb ripper rage power, the barbarian can use the severed limb as an improvised weapon (of the same size as the creature whose limb it was) for the remainder of her current rage. She takes no attack roll penalties for using an improvised weapon or a weapon of the wrong size, and she gains a morale bonus to attack and damage rolls equal to one quarter her barbarian level. This bonus is doubled against the creature whose limb it was. A barbarian must have the limb ripper rage power to select this rage power.
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Head Ripper (requires 16th level): 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 have the limb ripper rage power to select this rage power
Dissipating Rage: When the barbarian rages, her feverish frenzy and hot breath burn or blow fog, smoke and similar effects away from her. The barbarian and creatures adjacent to her do not gain concealment from obfuscating effects like fog or precipitation. Magical effects that require more than a strong wind to dissipate are not affected by this rage power.
Ferocious Mount: While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
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Greater (requires 8th level): While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions. A barbarian must have the ferocious mount rage power to select this rage power.
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Ferocious Trample (requires 8th level): While raging and mounted, the barbarian’s mount gains the trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both. A barbarian must have the ferocious mount rage power to select this rage power.
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Greater Ferocious Trample (requires 12th level): A barbarian’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample. A barbarian must have the ferocious trample rage power to select this rage power.
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Spirit Steed (requires 6th level): While raging and mounted, the barbarian’s mount gains DR/magic equal to 1/2 the barbarian’s level. The mount’s natural weapons count as magical for the purpose of overcoming damage reduction. A barbarian must have the ferocious mount rage power to select this rage power.
Flesh Wound (requires 10th level): 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.
Ghost Rager (requires 6th level): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can’t raise her touch AC above her full AC.
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Ghost Hunter (requires 8th level): 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 to select this rage power.
Good for what Ails You: While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.
Guarded Life: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
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Greater (requires 6th level): When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage. A barbarian must have the guarded life rage power to select this rage power.
Hack Loose: 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.
Impaling Disarm (requires 4th level): 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.
Increased Damage Reduction (requires 8th level):The barbarian’s damage reduction increases by 2/— whenever she is raging. A barbarian can select this rage power up to three times. Its effects stack.
Internal Fortitude (requires 8th level): The barbarian is immune to the sickened and nauseated conditions.
Intimidating Glare: The barbarian adds her Strength modifier in place of her Charisma modifier on all checks to demoralize a foe. She can attempt a PSB check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian’s current rage.
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Terrifying Howl (requires 8th level): The barbarian unleashes a terrifying howl as a standard action. All enemies that have been shaken by the barbarian within 30 feet must succeed at a Will save (DC = 10 + 1/2 the barbarian’s level + her Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it’s immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power.
Intimidating Transformation: 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 a PSB check to demoralize all foes within 30 feet who can see or hear her display.
Knockback: Once per round, the barbarian can attempt a bull rush against one target in place of a melee attack, using her full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the barbarian’s Strength modifier and is knocked back as normal. The barbarian doesn’t move with the target. This bull rush doesn’t provoke an attack of opportunity.
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Pushback: 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.
Liquid Courage: While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.
Lizard Stride: When the barbarian makes a charge or run action while raging, she can move across the surface of water without sinking. She sinks immediately if she ends her turn standing on water.
Mighty Swing (requires 12th level): 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.
Moment of Clarity: The barbarian can enter a state of calm as a swift action. While in this state, the barbarian doesn’t gain any benefits from rage other than the temporary hit points, but she doesn’t take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Time spent in this state still consumes rounds of rage, and the barbarian can exit this state as a swift action.
No Escape: The barbarian can move up to double her base speed as an immediate action. She can use this ability only when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement.
Raging Leaper: The barbarian is always considered to have a running start when attempting an Athletics check to jump and gains a +8 bonus on checks of that nature. If the barbarian falls, she halves the total distance fallen for the purposes of determining damage taken from the fall.
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Raging Flier (requires 6th level): 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 have the raging leaper rage power to select this rage power.
Renewed Vigor (requires 4th level): 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).
Renewed Vitality: The barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends.
Ringing Blow (requires 8th level): 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.
Roused Anger: The barbarian can enter a rage even when fatigued. If the barbarian enters a rage while fatigued, she loses the fatigued condition and she does not gain temporary hit points from rage. Once this rage ends, the barbarian is exhausted for 10 minutes.
Savage Jaw (requires a bite attack): By spending one round of rage, the barbarian can gain the grab ability with her bite attack until the start of her next turn.
Savagery (requires 4th level): When the barbarian confirm a critical hit, the duration of her current rage is increased by 1 round after she stops 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 rage rounds for critical hits against creatures whose Hit Dice are less than one-half her own.
Scent: The barbarian gains the scent ability. She can use this ability to locate unseen foes.
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Primal Scent (requires 8th level): When using her scent rage power, the barbarian adds half her barbarian level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures she cannot see. If she pinpoints the location of a creature that has total concealment, she treats it as having concealment.
Smasher: Whenever the barbarian attempts a sunder combat maneuver or makes an attack against an unattended object, she ignores 1 point of the object’s hardness per barbarian level she has.
Staggering Drunk: While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.
Superstition: The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
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Witch Hunter: The barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the barbarian has. In addition, if she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect). A barbarian must have the superstition rage power to select this rage power.
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Spell Sunder: 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 + 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.
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Sunder Enchantment (requires 8th level): While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item’s magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target’s CMD. A barbarian must have the spell sunder rage power to select this rage power.
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Eater of Magic (requires 10th level): When the barbarian succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell’s level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points disappear when the barbarian’s rage ends, and they stack with her temporary hit points from rage but not with other temporary hit points gained from this rage power. A barbarian must have the superstition rage power to select this rage power.
Swift Foot: The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack.
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Sprint (requires 4th level): The barbarian adds 1/2 her speed to the distance she can move when she runs or charges. A barbarian must have the swift foot rage power to select this rage power.
Unexpected Strike (requires 8th level): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether that movement would normally provoke an attack of opportunity. The barbarian can use this ability only when there are no other foes in a square threatened by the barbarian.
Wavestepper (requires 6th level): 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.
Wield Halfling (requires 6th level): When the barbarian makes a successful grapple check on an opponent at least two sizes smaller than herself that she is already grappling, she may swing her opponent like a club. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent.
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Throw Halfling: When the barbarian makes a successful grapple check on an opponent at least two sizes smaller than herself that she is already grappling, she may throw her opponent like a thrown splash weapon. Make an attack roll at your full BAB, treating the opponent as an two- handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent. The grapple opponent is thrown to the square adjacent to the target that is closest to you and lands prone.
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Wield Big Halfling (requires 11th level): The barbarian may wield creatures smaller than herself. If you have the Throw Halfling feat, you may throw any creatures smaller than yourself.
TOTEM 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 blood totem rage power cannot later choose to gain any of the dragon totem rage powers.
Arcane Totem
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Lesser: The barbarian can detect the presence, location, and strength of all magical auras within 60 feet as if using detect magic.
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Arcane Totem (requires 6th level): 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. A barbarian must have the lesser arcane totem rage power to select this rage power.
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Greater (requires 10th level): 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 to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Blood Totem
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Lesser: 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.
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Blood Totem (requires 6th level): 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 to select this rage power.
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Greater (requires 10th level): 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 to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Chaos Totem
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Lesser: While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses.
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Chaos Totem (requires 6th level): While raging, the barbarian’s form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks. A barbarian must have the lesser chaos totem rage power to select this rage power.
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Greater (requires 10th level): While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction. A barbarian must have the chaos totem rage power to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Dragon Totem
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Lesser: The barbarian must select a single color of dragon as her totem. While raging, she gains a +1 bonus on Perception checks and a +1 morale bonus on saving throws against fear, paralysis, and sleep effects. This bonus increases by +1 for each additional dragon totem rage power the barbarian possesses.
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Dragon Totem (requires 6th level): While raging, the barbarian gains resistance 5 to the energy type that is associated with her dragon totem. This resistance increases by 5 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem (lesser) rage power to select this rage power..
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Greater (requires 10th level): When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her. While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average maneuverability) until the beginning of her next turn. She can spend 2 rounds of rage to instead spend an immediate action to gain this fly speed. She can end her fly speed at any time, even when it is not her turn. Each round, she can spend an additional rage round to maintain flight. Her ability to fly ends automatically when she ceases raging. A barbarian must have the dragon totem rage power to select this rage power.
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Mighty (requires 14th level): 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 (greater) rage power to select this rage power.
Fiend Totem
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Lesser: While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).
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Fiend Totem (requires 6th level): While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage. A barbarian must have the lesser fiend totem rage power to select this rage power.
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Greater (requires 10th level): While raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian’s turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected. A barbarian must have the fiend totem rage power to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Hive Totem
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Lesser: While raging, the barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like summon swarm used to summon spiders or insect plague). She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5).
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Hive Totem (requires 6th level): While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5). A barbarian must have the hive totem (lesser) rage power to select this rage power.
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Greater (requires 10th level): While raging, the barbarian's attacks can bypass a swarm's immunity to weapon damage. A barbarian must have the hive totem rage power to select this rage power.
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Mighty (requires 14th level): 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 (greater) rage power to select this rage power.
Shadow Totem
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Lesser: 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.
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Shadow Totem (requires 6th level): 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 to select this rage power.
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Greater (requires 10th level): 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 to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Sky Totem
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Lesser: 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.
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Sky Totem (requires 6th level): While under the open sky, the barbarian calls down lightning with her mightiest 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 to select this rage power.
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Greater (requires 10th level): 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 to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Spirit Totem
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Lesser: While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.
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Spirit Totem (requires 6th level): While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach). A barbarian must have the lesser spirit totem rage power to select this rage power.
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Greater (requires 10th level): While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage. A barbarian must have the spirit totem rage power to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
Void Totem
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Lesser: 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.
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Void Totem (requires 6th level): 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 to select this rage power.
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Greater (requires 10th level): The barbarian can exploit the thinness in reality to reach her enemies. By spending one round of rage, the barbarian can teleport up to 30 feet as a move action. The barbarian must have the void totem rage power to select this rage power.
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Mighty (requires 14th level): 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 to select this rage power.
World Serpent Totem
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Lesser: While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.
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World Serpent Totem (requires 6th level): While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. She also gains a +1 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one. A barbarian must have the world serpent totem (lesser) rage power to select this rage power.
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Greater (requires 10th level): While raging, the barbarian gains a 10 foot bonus to her base land speed and cannot be knocked prone. She also doubles her world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her. A barbarian must have the world serpent totem rage power to select this rage power.
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Mighty (requires 14th level): Whenever a barbarian confirms a critical strike against an outsider or aberration, the barbarian may spend one round of rage to subject the creature to a banishment, using her barbarian level as the caster level (DC = 10 + 1/2 barbarian’s level + barbarian’s Constitution modifier). A barbarian must have the world serpent totem (greater) rage power to select this rage power.