Rage Powers

This is a list of available Rage Powers for barbarians, organized by the level at which they become available as choices.

## Level 2

### Accurate Stance

While raging, you can shift into an accurate stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While this stance is active, you gain a bonus on melee and thrown weapon attack rolls equal to 1 + 1/4 your barbarian level.

### Animal Fury

While raging, you gain a bite attack that deals 1d4 damage (1d3 if you are small). This is a primary attack. You can use this attack as part of an action to maintain or break free from a grapple. If you do and the attack hits, you gain a +2 bonus on grapple checks made against that foe until the end of the round.

### Auspicious Mark

Once per day, while raging, you may choose to add 1d6 + 1/4 your barbarian level (rounded down) to any d20 roll. You may use this ability after seeing the result of the d20 roll.

### Calm Stance

While raging, you can shift into a calm stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While this stance is active, all the normal benefits and penalties of rage are suspended, except the temporary vigor points.

### Energy Resistance

Choose an energy type: acid, cold, electricity, fire, or sonic.

While raging, you gain resistance to the chosen energy type equal to half your barbarian level (rounded down, minimum 1).

If your barbarian level is 8 or higher, you can also negate some energy damage of that type done to you while raging, after applying your resistance. The amount you can negate is equal to twice your barbarian level.

You can select this rage power more than once, choosing a different energy type each time.

### Guarded Stance

While raging, you can shift into a guarded stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While this stance is active, you gain a dodge bonus to AC equal to 1 + 1/4 of your barbarian level (rounded down).

### Intimidating Glare

While raging, you use your Strength modifier in place of your Charisma modifier when making Intimidate checks to demoralize a foe. Additionally, you may attempt to demoralize a foe as a move action instead of a standard action. If you successfully demoralize a foe, they are shaken for the remainder of your current rage.

### Knockback

While raging, once per round, you may replace one of your melee attacks with a bull rush attempt, using your full CMB regardless of the attack it replaces. This does not provoke an attack of opportunity. If the bull rush succeeds, in addition to the normal effect, your foe takes damage equal to your Strength modifier. You cannot move with your foe even if this bull rush succeeds.

### Knockdown Stance

While raging, you can shift into a knockdown stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

Once per round while this stance is active, you can replace one of your melee attacks with a trip attempt. This does not provoke an attack of opportunity.

### Night Vision

While raging, you gain darkvision up to 60 ft. If you already have darkvision, the range of it increases by 60 ft. You must already have low-light vision or darkvision as a racial trait, or have the low-light vision rage power in order to select this rage power.

### No Escape

While raging, as an immediate action, you may move up to double your base speed when an adjacent foe uses the withdraw action. You must end your movement adjacent to that foe. Your movement provokes attacks of opportunity as normal.

### Powerful Stance

While raging, you can shift into a powerful stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While this stance is active, you gain a bonus on melee and thrown weapon damage rolls equal to 1 + 1/4 of your barbarian level (rounded down).

### Quick Reflexes

While raging, you can make one additional attack of opportunity per round.

### Raging Climber

While raging, you gain a +8 bonus on Climb checks, and a climb speed equal to half your base land speed. You cannot use this climb speed to climb surfaces with a DC higher than 20.

### Raging Leaper

While raging, you gain a +8 bonus on Acrobatics checks made to jump, and you are always considered to have a running start when jumping. In addition, you take half the damage you normally would from falling.

### Raging Swimmer

While raging, you gain a +8 bonus on Swim checks, and a swim speed equal to half your base land speed.

### Reckless Stance

While raging, you can shift into a reckless stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While this stance is active, you gain a bonus on all attack rolls equal to 1 + 1/4 of your barbarian level (rounded down), and suffer an equal penalty to your Armor Class.

### Renewed Vitality

While raging, you can ignore ability penalty or ability damage inflicted upon you up to half your barbarian level (rounded down, minimum 1).

If your barbarian level is 6 or higher, you can also ignore a number of negative levels inflicted upon you up to 1/4 of your barbarian level (rounded down).

### Roused Anger

You can enter a rage even while fatigued. If you do, you do not gain any temporary Vigor Points from the rage, and you are not fatigued while raging, but you become exhausted for 10 minutes once your rage ends.

### Scent

While raging, you gain an enhanced sense of smell that can detect the presence of opponents within 30 feet (wind conditions and the strength of the foe's smell may alter this distance). As a move action, you can identify the direction the smell comes from, and you can locate foes by smell if they are within 5 feet of you.

### Shove Aside

Whenever you charge while raging, you may move through one space occupied by an ally.

### Smasher

While raging, if you attempt to sunder or break an object, you ignore 1 point of the object's hardness per barbarian level.

### Strength Stance

While raging, you can shift into a strength stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While this stance is active, you gain a competence bonus on combat maneuvers and to your CMD equal to 1 + 1/4 of your barbarian level (rounded down), and gain a +8 competence bonus on Strength checks made to lift, push, bend, or break objects.

### Superstition

While raging, you gain a competence bonus on saving throws made to resist spells and spell-like abilities equal to 1 + 1/4 of your barbarian level (rounded down). While raging, you also cannot be a willing target of any spells, and you must attempt saving throws to resist spells cast by allies.

### Swift Foot

While raging, your base land speed increases by 10 ft.

You can select this rage power up to three times.

## Level 4

### Deadly Accuracy

You must have the Accurate Stance rage power to select this rage power.

Whenever you score a critical threat while in the accurate stance, you apply double the accurate stance's normal bonus to the critical confirmation roll.

### Elemental Stance

While raging, you can shift into an elemental stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

When you activate this stance, choose an energy type: acid, cold, electricity, or fire. While this stance is active, your melee attacks deal 1 additional damage of the chosen type.

If your barbarian level is 8 or higher, the additional damage increases to 1d6.

If your barbarian level is 12 or higher, your critical hits deal an additional 1d10 (for a x2 critical), 2d10 (for a x3 critical) or 3d10 (for a x4 critical) damage of the chosen type.

### Inspire Ferocity

You must have the Reckless Stance rage power to select this rage power.

While in the reckless stance, any allies within 30 feet of you may choose, at the beginning of each of their turns, to gain the benefits and penalties of your reckless stance for 1 round.

### Perfect Clarity

You must have the Calm Stance rage power to select this rage power.

While in the calm stance, you may roll twice and take the better result for any miss chances or Will saving throws to disbelieve illusions.

### Regenerative Stance

While raging, you can shift into a regenerative stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While in this stance, you regain temporary Vigor Points equal to 1/4 of your barbarian levels (rounded down) at the beginning of each of your turns. You cannot exceed the number of temporary Vigor Points gained from rage in this way.

### Renewed Vigor

Once per day, while raging, you can use a standard action to recover Vigor Points equal to 1d8 + your Constitution modifier + an additional 1d8 per four barbarian levels. Alternatively, you can recover Wound Points equal to 1 + 1/4 of your barbarian level (rounded down).

### Sprint

You must have the Swift Foot rage power to select this rage power.

While raging, you add half your movement speed to the distance you can move when running or charging.

### Witch Hunter

You must have the Superstition rage power to select this rage power.

While raging, your attacks deal additional damage to creatures with spells or spell-like abilities. The additional damage is equal to 1 + 1/4 of your barbarian level (rounded down). In addition, whenever you confirm a critical hit against a creature by one or more ongoing spell effect, one of those effects (chosen at random) is suppressed for one round.

## Level 6

### Ground Breaker

While raging, you can strike the floor around you as a full-round action. If the damage dealt exceeds the floor's hardness, that space and all adjacent spaces become difficult terrain. All creatures except you that are in those spaces when you use this ability must succeed at a DC 15 Reflex saving throw or fall prone..

### Reflexive Dodge

You must have the Guarded Stance rage power to select this rage power.

Your bonus from the guarded stance also applies to Reflex saving throws.

## Level 8

### Bleeding Blow

You must have the Powerful Stance rage power to select this rage power.

Once per round, when you hit with an attack while in the powerful stance, you can choose to have that attack also deal an amount of bleed damage equal to half the bonus from your powerful stance.

### Clear Mind

While raging, if you fail a Will saving throw, you may make a second saving throw against the effect at the end of your next turn.

### Crippling Blow

Once per day, when you hit with an attack while raging, you may choose to deal ability damage to your target's Strength or Dexterity equal to 1 + 1/4 of your barbarian level (rounded down).

### Greater Ground Breaker

You must have the Ground Breaker rage power to select this rage power.

Whenever you use the ground breaker ability, you may choose to extend the radius of the effect by 5 ft.

You can select this rage power up to three times.

### Greater Shove Aside

You must have the Shove Aside rage power to select this rage power.

Whenever you charge while raging, you may move through any number of spaces occupied by allies.

### Increased Damage Reduction

While raging, you gain DR 2/–.

You can select this rage power up to three times.

### Internal Fortitude

While raging, you are immune to the sickened and nauseated conditions.

### Protect Vitals

You must have the Guarded Stance rage power to select this rage power.

While in the guarded stance, you gain a +4 dodge bonus to your Armor Class against critical confirmation rolls.

### Sharpened Accuracy

You must have the Accurate Stance rage power to select this rage power.

While in the accurate stance, you reduce the miss chances for concealment to 0% and total concealment to 20%. You also ignore penalties for cover less than total cover.

### Terrifying Howl

You must have the Intimidating Glare rage power to select this rage power.

As a standard action while raging, you may force all shaken enemies within 30 ft. of you to attempt a Will saving throw with DC equal to 10 + half your level (rounded down) + your Strength modifier. Each foe who fails their saving throw becomes panicked for 1d4+1 rounds.

Foes who have been targeted by this ability become immune to it for 24 hours.

### Unexpected Strike

While raging, if a foe moves into your threatened area, if they are the only foe in your threatened area, you may make an attack of opportunity against that foe.

## Level 10

### Eater of Magic

You must have the Superstition rage power to select this rage power.

While raging, whenever you succeed at a saving throw to resist a spell, supernatural ability, or spell-like ability, you gain temporary Vigor Points equal to the spell or spell-like ability's level, or half the level of the supernatural ability's user. These temporary Vigor Points stack with those gained from rage, but not with others gained from this ability.

### Flesh Wound

Once per day while raging, after an attack hits you but before the amount of damage is determined, you may choose to use this ability. If you do, after the amount of damage is determined, make a Fortitude saving throw with DC equal to the damage. If your saving throw is successful, you take no damage from the attack. Otherwise, you take half the damage as non-lethal damage.

## Level 12

### Energy Absorption

You must have the Energy Resistance rage power to select this rage power.

Once per day while raging, when you are hit with an attack that deals energy damage of a type you resist, you may negate all of that type of energy damage from that attack. When you do, you instead gain temporary Vigor Points equal to half the damage the attack would have dealt (not factoring in your resistance). These temporary Vigor Points stack with those gained from rage.

If your barbarian level is at least 16, once before your rage ends, if you have already negated energy damage during this rage, you can unleash an energy breath weapon of the negated energy type as a standard action. You choose whether this takes the form of a 30-ft. cone or a 60-ft. line. The damage dealt by this breath weapon is equal to the full amount originally negated by this ability. Creatures affected by the breath weapon take half damage if they succeed at a Reflex saving throw with DC equal to 10 + half your barbarian level (rounded down) + your Constitution modifier.

### Fearless Rage

While raging, you are immune to the shaken and frightened conditions.

### Mighty Swing

Once per day while raging, when you score a critical threat, you may choose to automatically succeed on the critical confirmation roll.

### Taunting Stance

While raging, you can shift into a taunting stance as a move action. This ends the effects of any other stance rage powers. You can voluntarily end this stance as a free action at the beginning of your turn.

While in this stance, enemies gain a +4 bonus on attack and damage rolls made against you, but every attack made against you provokes an attack of opportunity from you.

## Level 16

### Lethal Accuracy

You must have the Accurate Stance and Deadly Accuracy rage powers to select this rage power.

While in the accurate stance, your critical multiplier for attacks increases by 1.