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Barbarian Class Details | Rage Powers | Archetypes

Barbarian Rage Powers

Description Source: PRPG Core Rulebook
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.

Description Source: Ultimate Combat
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 (see the Advanced Player's Guide) cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
Note: The FAQ clarifies that the Totem Warrior line for this description was removed, the restriction on only taking totem rage powers from one group is still in place.

Description Source: Advanced Class Guide
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.

Skald Rage Powers

Description Source: Advanced Class Guide
At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the inf luence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

Offensive Rage Powers

Animal Fury (Ex) (PRPG Core Rulebook pg. 32 (Amazon)): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Armor Ripper (Blood of the Moon pg. 13 (Amazon)): While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks.
Auspicious Mark (Su) (Ultimate Combat pg. 1 (Amazon)): The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.
Battle Roar (Su) (Advanced Class Guide pg. 114 (Amazon)): When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent. A character must be at least 6th level and have the intimidating glare rage power to select this rage power.
Bleeding Blow (Ex) (Ultimate Combat pg. 1 (Amazon)): When she uses her powerful blow rage power, the barbarian also deals bleed damage equal to her bonus damage with the powerful blow. This bleed damage bypasses damage reduction. A barbarian must have the powerful blow rage power and be at least 8th level before selecting this rage power.
Bloody Bite (Ex) (Agents of Evil pg. 25): This rage power is available to half-orc barbarians. The barbarian’s bite attack deals 1d6 points of bleed damage in addition to its other effects. The barbarian must have the animal fury rage power or a natural bite attack before selecting this power.
Bloody Fist (Ex) (Demon Hunter's Handbook pg. 8 (Amazon)): While raging, 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’s Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. This power can only be used once per rage. A barbarian must be at least 12th level to select this rage power.
Boar’s Charge (Blood of the Moon pg. 13 (Amazon)): While raging, when you hit with a gore attack as part of a charge, you automatically score a critical threat. You must still confirm the critical hit as normal. You must be at least 12th level to select this rage power.
Body Bludgeon (Ex) (Ultimate Combat pg. 1 (Amazon)): While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. A barbarian must be at least 10th level before selecting this rage power.
Brawler (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Breathtaker (Ex) (People of the River pg. 7 (Amazon)): The barbarian’s blows take the air from her foes’ lungs. While raging, whenever the barbarian makes 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 the barbarian’s Strength modifier.
Crippling Blow (Ex) (Ultimate Combat pg. 1 (Amazon)): When using her powerful blow rage power, the barbarian can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage power or similar boosts to the damage of the powerful blow rage power) and instead deals 1 point of ability damage to the target’s Strength or Dexterity score for every four class levels the barbarian has attained. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) to halve this ability damage. A barbarian must have the powerful blow rage power and be at least 8th level before selecting this rage power.
Deadly Accuracy (Ex) (Ultimate Combat pg. 1 (Amazon)): If the barbarian scores a critical threat when using her surprise accuracy rage power, she applies double the surprise accuracy bonus when rolling to confirm the critical. A barbarian must have the surprise accuracy rage power and be at least 4th level before selecting this rage power.
Disemboweling Tusks (Blood of the Moon pg. 13 (Amazon)): While raging, when you confirm a critical hit with your gore attack, you deal 1d4 points of Constitution damage in addition to the normal damage for the gore attack. You must be at least 10th level to select this rage power.
Elemental Rage (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage. A barbarian must have the lesser elemental rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser elemental rage power while using this rage power, but she must select a different energy type.
Elemental Rage, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, all of the barbarian’s critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power. A barbarian must have the elemental rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Elemental Rage, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.
Enhance Venom (Ex) (Dirty Tactics Toolbox pg. 9): The barbarian adds her Constitution modifier to the DC of any poison she delivers using viper’s kiss or viper’s breath (see below). A barbarian must have viper’s breath and viper’s kiss to select this rage power.
Feasting Bite (Ex) (Agents of Evil pg. 25): This rage power is available to half-orc barbarians. When the barbarian confirms a critical hit with her bite attack, she regains a number of hit points equal to half the damage dealt. The barbarian must have the bloody bite rage power and either the animal fury rage power or a natural bite attack before selecting this power. Activating this ability consumes 1 round of rage.
Ferocious Trample (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging and mounted, the barbarian’s mount gains the trample special attack (Pathfinder RPG Bestiary 305). 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. A barbarian must be at least 8th level to select this rage power.
Ferocious Trample, Greater (Ex) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 12th level to select this rage power.
Fierce Fortitude (Ex) (Advanced Class Guide pg. 114 (Amazon)): The character gains a +4 bonus on saving throws against diseases and poison. A skald must be trained in Intimidate to select this rage power.
Gearbreaker (Ex) (People of the River pg. 7 (Amazon)): Once per round while raging, whenever the barbarian makes an attack against a construct, she can ignore an amount of that construct’s hardness equal to her barbarian level. This ability must be used before the attack roll is made. A barbarian must have the smasher rage power (Advanced Player’s Guide 76) before selecting this rage power. This power stacks with hard hitter.
Greater Animal Fury (Ex) (Champions of Corruption pg. 27 (Amazon)): This power works as animal fury, but the barbarian’s bite attack deals damage as if she were one size larger. A barbarian must have the animal fury rage power to select this rage power.
Ground Breaker (Ex) (Advanced Player's Guide pg. 1 (Amazon)): Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone. A barbarian must be at least 6th level to select this rage power.
Ground Breaker, Greater (Ex) (Ultimate Combat pg. 1 (Amazon)): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must have the ground breaker rage power and be at least 8th level before selecting this rage power.
Hurling (Ex) (Advanced Player's Guide pg. 1 (Amazon)): 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 Charge (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Hurling, Greater (Ex) (Advanced Player's Guide pg. 1 (Amazon)): As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories. A barbarian must have the hurling rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Hurling, Lesser (Ex) (Advanced Player's Guide pg. 1 (Amazon)): As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
Impelling Disarm (Ex) (Champions of Balance pg. 23 (Amazon)): Once per 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 (Pathfinder RPG Core Rulebook 141), 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.
Intimidating Glare (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Knockback (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Knockdown (Ex) (Advanced Player's Guide pg. 1 (Amazon)): Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
Lethal Accuracy (Ex) (Ultimate Combat pg. 1 (Amazon)): When using her surprise accuracy rage power, the barbarian’s critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a 19–20/×2 multiplier becomes 19–20/×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the surprise accuracy and deadly accuracy rage powers and be 16th level before selecting this rage power.
Linnorm Death Curse, Cairn (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of a cairn linnorm. The character’s 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). A character must be at least 8th level to select this rage power. Curse of Decay: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target takes 1 point of Con damage per day and ages at a rate of 1 year per day (eventually incurring all of the penalties of old age but none of the bonuses).
Linnorm Death Curse, Crag (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of a crag linnorm. The character’s 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). A character must be at least 4th level to select this rage power. Curse of Fire: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to fire.
Linnorm Death Curse, Fjord (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of a fjord linnorm. The character’s 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). A character must be at least 4th level to select this rage power. Curse of Drowning: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target is unable to breathe water (even with magic), can hold its breath only half as long as normal, and is sickened whenever it holds its breath.
Linnorm Death Curse, Ice (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of an ice linnorm. The character’s 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. A character must be at least 4th level to select this rage power. Curse of Frost: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to cold.
Linnorm Death Curse, Taiga (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of a taiga linnorm. The character’s 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). A character must be at least 4th level to select this rage power. Curse of Electricity: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to electricity.
Linnorm Death Curse, Tarn (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of a tarn linnorm. The character’s 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). A character must be at least 4th level to select this rage power. Curse of Death: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target is no longer affected by healing spells and can’t heal damage naturally by resting.
Linnorm Death Curse, Tor (Su) (Advanced Class Guide pg. 114 (Amazon)): The character channels the power of a tor linnorm. The character’s 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). A character must be at least 8th level to select this rage power. Curse of Boiling Blood: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to fire and is permanently staggered from the pain of its boiling blood (this is a pain effect).
Mighty Swing (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): 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 before selecting this power. This power can only be used once per rage.
Overbearing Advance (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Overbearing Onslaught (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian may overrun more than one target per round, with a –2 penalty on her CMB for each overrun check after the first. A barbarian must have the overbearing advance rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Penetrating Bite (Ex) (Champions of Corruption pg. 27 (Amazon)): When using the animal fury rage power while raging, the barbarian’s bite is able to pierce most resistances. At 4th level, her bite is treated as a magic weapon for the purpose of overcoming damage reduction. At 7th level, her bite is also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her bite is also treated as a chaotic weapon for the purpose of overcoming damage reduction. At 16th level, her bite is treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness. A barbarian must have the animal fury rage power and be at least 4th level to select this rage power.
Powerful Blow (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Quick Reflexes (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): While raging, the barbarian can make one additional attack of opportunity per round.
Raging Grappler (Ex) (People of the River pg. 7 (Amazon)): While raging, the barbarian grapples her foes with the power and viciousness of a river crocodile. As long as she is raging, whenever the barbarian succeeds at a check to start a grapple, she can choose to deal damage as if she had also succeeded at a check to maintain the grapple. In addition, while she is raging, whenever the barbarian succeeds at a combat maneuver check to maintain a grapple, she can choose to give herself, the target of her grapple, or both the prone condition as a free action while continuing to maintain the grapple.
Reckless Abandon (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Savage Dirty Trick (Ex) (Champions of Balance pg. 23 (Amazon)): Once per round while raging, the barbarian can attempt a dirty trick combat maneuver (Pathfinder RPG Advanced Player’s Guide 320) in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the target takes an amount of damage equal to the barbarian’s Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the following table.

Initial PenaltyAdditional Penalty
BlindedStaggered
DazzledDazed
DeafenedStaggered
EntangledAnchored in place and unable to move from that square
SickenedNauseated

On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.

For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian’s combat maneuver equal to the barbarian’s Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw.

This power can only be used once per opponent per rage. A barbarian must be at least 6th level to select this rage power.
Savage Jaw (Ex) (Champions of Corruption pg. 27 (Amazon)): While raging, the barbarian can open her jaw wide and latch her teeth firmly onto her opponent. While using the animal fury power, the barbarian can activate this power as a free action and gain the grab ability with her bite attack until the start of her next turn. This power can be used only once per rage. A barbarian must have the animal fury rage power to select this rage power.
Sharpened Accuracy (Ex) (Ultimate Combat pg. 1 (Amazon)): When using her surprise accuracy rage power, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the surprise accuracy rage power and be at least 8th level before selecting this rage power.
Smasher (Ex) (Advanced Player's Guide pg. 1 (Amazon)): Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object’s hardness. This ability must be used before the attack roll or sunder check is made.
Spell Sunder (Su) (Ultimate Combat pg. 1 (Amazon)): Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power and be at least 6th level before selecting this rage power.
Strength Surge (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
Sunder Enchantment (Su) (Ultimate Combat pg. 1 (Amazon)): 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 and be at least 8th level before selecting this rage power.
Surprise Accuracy (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Terrifying Howl (Ex) (PRPG Core Rulebook pg. 34 (Amazon)): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.
Unexpected Strike (Ex) (PRPG Core Rulebook pg. 34 (Amazon)): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.
Viper’s Breath (Ex) (Dirty Tactics Toolbox pg. 9): While holding a dose of poison in her mouth, the barbarian can exhale a 15-foot cone of inhaled poison. Anyone caught in the spray must succeed at a saving throw against the poison with a DC equal to the poison’s DC – 4 or suffer the poison’s effects with an immediate onset. A barbarian must have viper’s kiss (see below) to select this rage power.
Viper’s Kiss (Ex) (Dirty Tactics Toolbox pg. 9): The barbarian can drink 1 dose of an ingested poison as a move action (instead of a standard action) as long as she starts the turn with the poison in her hand. She can hold this dose within her mouth for a number of rounds equal to her Constitution modifier (minimum 1 round) without suffering harmful effects. If the barbarian still holds the poison in her mouth after this time, she consumes the poison. While the dose is held within her mouth, the barbarian’s next successful bite attack applies the effect of the poison with an immediate onset; this consumes the dose. A barbarian must have a bite attack (at least when raging, such as that granted by animal fury) to select this rage power.
Witch Hunter (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, 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 four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Defensive Rage Powers

Clear Mind (Ex) (PRPG Core Rulebook pg. 32 (Amazon)): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
Deathless Frenzy (Blood of the Moon pg. 13 (Amazon)): While raging, you ignore the effects of being at 0 or fewer hit points until you have been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for your current hit point total take effect. Even death can be postponed this way, potentially allowing you to survive if you receive sufficient healing before the round is up. You must be at least 12th level to select this rage power.
Eater of Magic (Su) (Ultimate Combat pg. 1 (Amazon)): Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first. A barbarian must have the superstition rage power and be at least 10th level before selecting this rage power.
Energy Absorption (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian’s rage. A barbarian must have the greater energy resistance rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Energy Resistance (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed. This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.
Energy Resistance, Greater (Ex) (Advanced Player's Guide pg. 1 (Amazon)): Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance). A barbarian must have the energy resistance rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
Fearless Rage (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
Feast of Blood (Su) (Demon Hunter's Handbook pg. 8 (Amazon)): While raging, the barbarian may feast on the organs of her foes and absorb their power. After successfully ripping out a creature’s vital organ, the barbarian may eat the organ within 1 minute of extracting it as a full-round action that provokes attacks of opportunity. Once the organ is consumed, the barbarian recovers a number of hit points equal to the Hit Dice of the organ’s owner. In addition, the barbarian gains any energy immunities or resistances the victim had, though the effectiveness of these resistances is halved (for instance, a barbarian who eats the heart of a creature with resist cold 10 would gain resist cold 5; energy immunities are reduced to resist energy 20). This energy resistance lasts for a number of rounds equal to half the Hit Dice of the creature whose organ was consumed. A barbarian must have the bloody fist rage power to select this rage power. A barbarian must be at least 14th level to select this rage power.
Flesh Wound (Ex) (Advanced Player's Guide pg. 1 (Amazon)): Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian 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.
Ghost Rager (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superstition rage power and be at least 6th level before selecting this rage power.
Good for What Ails You (Ex) (Advanced Player's Guide pg. 1 (Amazon)): 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 (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Guarded Life, Greater (Ex) (Ultimate Combat pg. 1 (Amazon)): 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 and be at least 6th level before selecting this rage power.
Guarded Stance (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Increased Damage Reduction (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.
Internal Fortitude (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.
Liquid Courage (Ex) (Advanced Player's Guide pg. 1 (Amazon)): 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.
Reflexive Dodge (Ex) (Ultimate Combat pg. 1 (Amazon)): While using her rolling dodge rage power, the barbarian may apply her dodge bonus to AC as a bonus on Reflex saving throws. A barbarian must have the rolling dodge rage power and be at least 6th level before selecting this rage power.
Regenerative Vigor (Ex) (Ultimate Combat pg. 1 (Amazon)): After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns. A barbarian must have the renewed vigor rage power and be at least 6th level before selecting this rage power.
Renewed Life (Ex) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian ignores the effect of one temporary negative level per four barbarian levels she has (maximum 5). Once per day, when a barbarian with temporary negative levels ends her rage, she can attempt saving throws to remove a number of negative levels equal to the number of levels she could ignore while raging. A barbarian must have the renewed vitality rage power and be at least 6th level before selecting this rage power.
Renewed Vigor (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
Renewed Vitality (Ex) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10). Once per day, when a barbarian with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging. A barbarian must have the renewed vigor rage power and be at least 4th level before selecting this rage power.
Rolling Dodge (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Staggering Drunk (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.
Superstition (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Blood Rage Powers

Abyssal Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): Once per day when the barbarian enters a rage, she can choose to grow one size category larger than her base size (as enlarge person, even if the barbarian isn’t humanoid).
Abyssal Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains resistance 5 to acid, cold, and fire.
Abyssal Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. They deal 1d6 points of slashing damage for Medium creatures (1d4 if Small) plus her Strength modifier.
Celestial Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains resistance 5 to acid and cold.
Celestial Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): Once per rage, the barbarian can reroll one ability check, skill check, or saving throw she just made. She must take the second result, even if it’s lower. She must decide to use this ability after the die is rolled but before results are revealed.
Celestial Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.
Draconic Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): Choose an energy type from the following: acid, cold, fire, or electricity. While raging, the barbarian gains resistance 5 against the chosen energy type and a +1 natural armor bonus.
Draconic Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains a breath weapon that she can use once per day. For every 2 barbarian levels, this breath weapon deals 1d6 points of damage of the energy type she choose for the draconic blood power, either in a 30-foot cone (if cold or fire) or a 60-foot line (if acid or electricity). Those caught in the area of the breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 the barbarian’s level + her Constitution modifier.
Draconic Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. They deal 1d6 points of slashing damage for Medium creatures (1d4 if Small) plus her Strength modifier.
Elemental Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging the barbarian gains energy resistance 10 against the energy type chosen when she took lesser elemental blood.
Elemental Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains a special movement type or bonus based on her chosen element: acid grants a burrow speed of 30 feet, cold grants a swim speed of 60 feet, fire grants an increase of 30 feet to her base land speed, and electricity grants a fly speed of 60 feet (good maneuverability).
Elemental Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): Choose an energy type: acid, cold, fire, or electricity. While raging, as a swift action up to three times a day, the barbarian can imbue her melee attacks with elemental energy, dealing an additional 1d6 points of damage of the chosen energy type for 1 round.
Fey Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, when the barbarian charges, she ignores difficult terrain (including magical terrain, but not other creatures).
Fey Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, as long as the barbarian moves at least 10 feet, she gain the effects of blur for 1 round.
Fey Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, each time the barbarian confirms a critical hit, the target must succeed at a Will saving throw (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier) or be confused for one round. This is a mind-affecting compulsion effect.
Infernal Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains fire resistance 5, as well as a +2 bonus on saving throws against poison.
Infernal Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains a +4 bonus against enchantment and fear effects.
Infernal Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, up to three times a day as a swift action, the barbarian can infuse her attacks with hellfire for 1 round. During this time, all of her melee attacks gain the flaming magic weapon special ability.
Undead Blood (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, all of the barbarian’s melee attacks are treated as if they were made with a weapon with the ghost touch weapon special ability.
Undead Blood, Greater (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, the barbarian gains cold resistance 10, as well as DR 10/— against nonlethal damage.
Undead Blood, Lesser (Su) (Advanced Class Guide pg. 80 (Amazon)): While raging, when the barbarian hits a creature with a charge attack, the creature she hit becomes shaken for a number of rounds equal to 1/2 her barbarian level (minimum 1). This effect does not stack with other fear effects to cause a stronger condition.

Totem Rage Powers

Air Totem (Su) (Blood of the Elements pg. 11 (Amazon)): Once per rage, the barbarian can move for 1 round as if affected by air walk.
Air Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian is surrounded by an aura of howling winds. Creatures attempting to cast spells while adjacent to the barbarian must succeed at a concentration check (DC 15 + spell level), and ranged attack rolls against the barbarian take a –4 penalty. Creatures smaller than the barbarian that attack the barbarian in melee with a natural weapon or touch attack must succeed at a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) or the attack fails and the creature is flung back 5 feet and knocked prone. The barbarian can suspend this aura as a free action.
Beast Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Beast Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
Beast Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.
Celestial Totem (Su) (Champions of Purity pg. 22 (Amazon)): While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures. A barbarian must be at least 8th level to select this rage power.
Celestial Totem, Greater (Su) (Champions of Purity pg. 22 (Amazon)): While raging, the barbarian gains spell resistance equal to 11 + the barbarian’s class level against spells with the evil descriptor. She also gains a +2 bonus on all saving throws against spells and effects from evil creatures. A barbarian must have the celestial totem rage power and be at least 12th level to select this rage power.
Celestial Totem, Lesser (Su) (Champions of Purity pg. 22 (Amazon)): While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.
Chaos Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 6th level to select this rage power.
Chaos Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 10th level to select this rage power.
Chaos Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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.
Cult Totem (Ex) (Horror Adventures pg. 46): The 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. A barbarian must be at least 6th level and have the lesser cult totem rage power to select this rage power.
Cult Totem, Greater (Ex) (Horror Adventures pg. 46): While 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. A barbarian must be at least 10th level and have the lesser cult totem and cult totem rage powers to select this rage power.
Cult Totem, Lesser (Ex) (Horror Adventures pg. 46): 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.
Daemon Totem (Su) (Horror Adventures pg. 46): While 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). A barbarian must be at least 6th level and have the lesser daemon totem rage power to select this rage power.
Daemon Totem, Greater (Su) (Horror Adventures pg. 46): If 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. A barbarian must be at least 10th level and have the lesser daemon totem and daemon totem rage powers to select this rage power.
Daemon Totem, Lesser (Horror Adventures pg. 46): 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.
Dragon Totem (Su) (Ultimate Combat pg. 1 (Amazon)): The barbarian must select a single color of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white) as her totem. While raging, she gains a +1 bonus on Perception checks and a +1 morale bonus on saving throws against fear, paralysis, and sleep effects. This bonus increases by +1 for each additional dragon totem rage power (such as dragon totem resilience and dragon totem wings) the barbarian possesses. A barbarian must have the animal fury and intimidating glare rage powers and be at least 6th level before selecting this rage power.
Dragon Totem Resilience (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem rage power and be at least 8th level before selecting this rage power.
Dragon Totem Wings (Su) (Ultimate Combat pg. 1 (Amazon)): 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). She can expend 2 rounds of her rage to instead spend an immediate action to gain this fly speed. She can end her fly speed at any time, even when it is not her turn. Each round she spends raging and flying counts as 2 rounds of rage. Her ability to fly ends automatically when she ceases raging. A barbarian must have the dragon totem and dragon totem resilience rage powers, and she must be at least 10th level before selecting this rage power.
Earth Totem (Ex) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian can burrow through sand, loose soil, or gravel at a speed of 20 feet. This does not give the barbarian the ability to breathe underground. Loose material collapses behind the target 1 round after it leaves the area.
Earth Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian’s skin becomes as hard as stone. If the barbarian is hit with a manufactured weapon while raging, the weapon takes an amount of damage equal to half that dealt to the barbarian (ignoring damage reduction).
Elemental Totem, Lesser (Su) (Blood of the Elements pg. 10 (Amazon)): The barbarian selects one elemental type (air, earth, fire, or water). Once selected, this choice cannot be changed. While raging, the barbarian gains a +1 bonus on saving throws against spells with the selected elemental descriptor. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum of +6 at 20th level. The barbarian gains access to the elemental totem rage power matching the element she selected. To select a standard elemental totem power, the barbarian must be at least 6th level and must have selected the appropriate element when she gained the lesser elemental totem rage power. In order to gain the greater elemental totem power, she must be 10th level and have already selected the standard elemental totem of that type. A barbarian cannot select from more than one group of totem rage powers (for example, a barbarian that selects the air totem rage power cannot later choose to gain any of the fire totem rage powers).
Fiend Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 6th level to select this rage power.
Fiend Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 10th level to select this rage power.
Fiend Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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).
Fire Totem (Su) (Blood of the Elements pg. 11 (Amazon)): While the barbarian is raging, any opponent that confirms a critical hit against her with a piercing or slashing melee weapon is sprayed with liquid fire. (Creatures with reach weapons are immune.) The attacker takes 1d6 points of fire damage per barbarian level (Reflex halves; DC 10 + 1/2 the barbarian’s level + the barbarian’s Con modifier).
Fire Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian can envelope herself in a cloud of smoke that fills a 10-foot-radius sphere and follows her as she moves. Creatures in the affected area must succeed at Fortitude saves each round or suffer the effects of breathing heavy smoke (Core Rulebook 444). The barbarian is immune to the smoke’s effects, including vision obstruction. She can end this smoke as a free action, or it can be dispersed by wind in the same manner as a fog cloud spell.
Hive Totem (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like summon swarm used to summon spiders or insect plague). She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5). A barbarian must have the animal fury power and be at least 4th level before selecting this rage power.
Hive Totem Resilience (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5). A barbarian must have the hive totem rage power and be at least 6th level before selecting this rage power.
Hive Totem Toxicity (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian increases her bite damage die type with the animal fury rage power by one die type and decreases the penalty on attack rolls with that bite to –2. Once per rage, a bite that hits can deliver an injury toxin that has a frequency of once per round for 4 rounds, deals 1d3 points of Constitution damage, and has a cure of one save. The saving throw has a Fortitude save DC of 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier. A barbarian must have the hive totem and hive totem resilience rage powers and be at least 8th level before selecting this rage power.
Spirit Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 6th level to select this rage power.
Spirit Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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 and be at least 10th level to select this rage power.
Spirit Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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.
Water Totem (Ex) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian can breathe water as well as air.
Water Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian gains tremorsense to a range of 30 feet while underwater. She can attack and move underwater as if affected by freedom of movement.
World Serpent Spirit (Su) (Ultimate Combat pg. 1 (Amazon)): 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 rage power and be at least 6th level before selecting this rage power.
World Serpent Totem (Su) (Ultimate Combat pg. 1 (Amazon)): 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.
World Serpent Totem Unity (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian doubles her fast movement bonus to land speed and cannot be knocked prone. She also doubles her world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her. A barbarian must have the world serpent totem and world serpent totem spirit rage powers and be at least 10th level before selecting this rage power.

Miscellaneous Rage Powers

Bestial Climber (Ex) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian gains a natural climb speed equal to her land speed. A barbarian must have the raging climber rage power and be at least 6th level before selecting this rage power.
Bestial Leaper (Ex) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move. A barbarian must have the raging leaper rage power and be at least 6th level before selecting this rage power.
Bestial Swimmer (Ex) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian gains a natural swim speed equal to her normal land speed. A barbarian must have the raging swimmer rage power and be at least 6th level before selecting this rage power.
Boasting Taunt (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. The barbarian must be at least 6th level to select this power.
Come and Get Me (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power.
Disruptive (Advanced Player's Guide pg. 1 (Amazon)): When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
Energy Eruption (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) for half damage even if the original effect did not allow a save. A barbarian must have the energy absorption rage power to select this rage power. A barbarian must be at least 16th level to select this rage power.
Ferocious Beast (Ex) (Animal Archive pg. 7 (Amazon)): While the barbarian is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the barbarian must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not.
Ferocious Beast, Greater (Ex) (Animal Archive pg. 7 (Amazon)): While the barbarian is raging, her animal companion shares the benefits of the barbarian’s rage powers that are constant in effect. It gains no benefit from rage powers that require actions to activate, even if they are free actions. A barbarian must have the ferocious beast rage power and be at least 8th level to select this rage power.
Ferocious Mount (Ex) (Advanced Player's Guide pg. 1 (Amazon)): 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.
Ferocious Mount, Greater (Ex) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 8th level to select this rage power.
Flight Response (Horror Adventures pg. 46): 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’s rage 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.
Fueled by Vengeance (Blood of the Moon pg. 13 (Amazon)): While raging, whenever you deal weapon damage to a creature that dealt damage to you since the end of your last turn, add 1 round to your remaining number of rounds of rage for the current day. You can gain no more than 1 extra round of rage each round. You must be at least 6th level to select this rage power.
Inspire Ferocity (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1). A barbarian must have the reckless abandon rage power to select this rage power.
Low-Light Vision (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian's senses sharpen and she gains low-light vision while raging.
Moment of Clarity (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.
Night Vision (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.
No Escape (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability 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. This power can only be used once per rage.
Perfect Clarity (Ex) (Ultimate Combat pg. 1 (Amazon)): While using her moment of clarity rage power, the barbarian can roll twice for any miss chance or Will saving throws to disbelieve illusions, taking the better result. A barbarian must have the moment of clarity rage power before selecting this rage power.
Primal Scent (Ex) (Ultimate Combat pg. 1 (Amazon)): When using her scent rage power, the barbarian adds half her barbarian level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures she cannot see. If she pinpoints the location of a creature that has total concealment, she treats it as having concealment. A barbarian must have the scent rage power and be at least 8th level before selecting this rage power.
Raging Climber (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
Raging Flier (Su) (Advanced Class Guide pg. 114 (Amazon)): Once per rage, the character 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 character must be at least 6th level and have the raging leaper rage power to select this rage power.
Raging Leaper (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
Raging Swimmer (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
Roaring Drunk (Ex) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.
Roused Anger (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
Savage Intuition (Blood of the Moon pg. 13 (Amazon)): Your bestial senses allow you to sense danger and become enraged before you even have time to consciously react to danger. When combat begins, if you have rounds of rage remaining, you may automatically enter a rage without using an action at the start of the first round of combat (or at the start of the surprise round, if there is one), even if you are not otherwise aware that combat has begun.
Scent (Ex) (PRPG Core Rulebook pg. 33 (Amazon)): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
Spellbreaker (Advanced Player's Guide pg. 1 (Amazon)): 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.
Spirit Steed (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must be at least 6th level to select this rage power.
Sprint (Ex) (Ultimate Combat pg. 1 (Amazon)): Once per rage, the barbarian can use a single full-round run action to move up to 6 times her speed or a single full-round charge action to move up to 3 times her speed. A barbarian must have the swift foot rage power and be at least 4th level before selecting this rage power.
Swift Foot (Ex) (PRPG Core Rulebook pg. 34 (Amazon)): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
Ultimate Clarity (Su) (Advanced Class Guide pg. 114 (Amazon)): Once per rage, the character can ref ine her senses, seeing through normal and magical darkness (including from magical effects such as blur and displacement), invisibility, and illusions; she can also discern the exact locations of creatures with concealment. This lasts for 1 round. A character must be at least 6th level and have the moment of clarity and perfect clarity rage powers to select this rage power. The character does not need to be using moment of clarity to use this rage power.
Water Sense (Ex) (People of the River pg. 7 (Amazon)): The barbarian’s senses are no longer fooled by the rippling surface and confounding reflections seen in water that is being used as cover by her foes. While the barbarian is raging and on land, opponents in the water gain only partial cover from her attacks, instead of improved cover. In addition, while on land and targeting an opponent in water, she takes only a –1 penalty on attacks with ranged weapons (including thrown weapons) for every 5 feet of water they pass through (instead of the usual –2 penalty for every 5 feet of water).