Barbarian Rage Powers (Legendary)

**Stance Rage Powers:** Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.

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

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

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

## **Chained Rebuilds**

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

**Legendary Bloody Fist (Ex):** By spending one round of rage, the barbarian may attempt to punch through an opponent’s flesh and rip out one of its vital organs. When the barbarian confirms a critical hit against an opponent with a natural attack or unarmed strike, the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’s Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. A barbarian must be at least 12th level to select this rage power.

**Legendary Impelling Disarm (Ex):** By spending one round of rage, the barbarian can make a disarm attempt against a target in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the barbarian sends the target’s weapon flying—either straight at the target, or spinning away to strike another foe up to 20 feet away.

This ranged attack counts as throwing a weapon that isn’t designed to be thrown, even if the weapon disarmed is a thrown weapon.

The barbarian makes a ranged attack, which doesn’t provoke attacks of opportunity, at either the target of his disarm maneuver or another creature within 20 feet. If the barbarian is aiming for the disarmed creature, the foe doesn’t count as being in melee for determining any penalty on the ranged attack from throwing a ranged weapon into melee. If the ranged attack hits, the disarmed weapon deals damage as if the barbarian had thrown it.

The barbarian can choose to aim the disarmed weapon at a square rather than at a foe.

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

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

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

**Legendary Savage Jaw (Ex):** By spending one round of rage, the barbarian can gain the grab ability with her bite attack until the start of her next turn.

A barbarian must have a bite attack while raging to select this rage power.

**Legendary Spell Sunder (Ex):** By spending one round of rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 10. If successful, the effect is dispelled.

A barbarian must have the witch hunter rage power to select this rage power.

## **Unchained Rebuilds**

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

**Auspicious Mark (Su):** The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. By spending two rounds of rage as a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll.

**Crippling Blow (Ex):** When the barbarian hits with an attack, she can spend two rounds of rage to deal 1 point of ability damage to the target’s Strength or Dexterity score. This damage increases by 1 point for every 4 levels the barbarian has.

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

**Energy Absorption (Su):** By spending two rounds of rage, the barbarian can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance rage power. She takes no damage from the attack and doesn’t attempt a saving throw. Instead, she increases the temporary hit points from her rage by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance).

If the barbarian is at least 16th level, once before her rage ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the barbarian would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon.

A barbarian must have the energy resistance rage power and be at least 12th level to select this rage power.

**Flesh Wound (Ex):** By spending three rounds of rage, the barbarian can avoid serious harm from an attack. She attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If she succeeds, she takes no damage from the attack. If she fails, she takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.

A barbarian must be at least 10th level to select this rage power.

**Mighty Swing (Ex):** By spending three rounds of rage, the barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined.

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

**Renewed Vigor (Ex):** By spending two rounds of rage as a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level).

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

## **New Totems**

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## **Mighty Totems**

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

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

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

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

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

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

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

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

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

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

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

**Spirit Totem (Mighty) (Su):** While raging, the barbarian is encircled by a hurricane of spirits. Living enemies adjacent to the barbarian at the start of her turn take 2d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 2d6 points of negative energy damage.

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

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

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

## **Other Rage Powers**

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

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

**Battlecry (Ex):** By spending one round of rage, the barbarian can unleash an inspiring battlecry as a swift action. Allies within 60 feet of the barbarian gain a +1 morale bonus on melee damage rolls for a number of rounds equal to the barbarian’s Constitution modifier. This bonus increases by +1 for every 6 levels the barbarian has attained.

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

A barbarian must have the bestial rage form to select this rage power.

**Blood Sense (Ex):** The barbarian’s bloodlust allows him to perceive some enemies with perfect accuracy. The barbarian ignores the concealment, total concealment, and invisibility of enemies below full health who have blood (typically all creatures besides constructs, oozes, plants, and incorporeal creatures).

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

**Blood Sense, Greater (Ex):** The barbarian’s bloodlust allows him to find any injured enemies with perfect accuracy. The barbarian ignores the concealment, total concealment, and invisibility of any enemies below full health.

A barbarian must be at least 12th level and have the blood sense rage power to select this rage power.

**Bloody Bludgeon (Ex):** When severing an opponent’s limb with her limb ripper rage power, the barbarian can use the severed limb as an improvised weapon (of the same size as the creature whose limb it was) for the remainder of her current rage. She takes no attack roll penalties for using an improvised weapon or a weapon of the wrong size, and she gains a morale bonus to attack and damage rolls equal to one quarter her barbarian level. This bonus is doubled against the creature whose limb it was.

A barbarian must have the limb ripper rage power and be at least 16th level to select this rage power.

**Cry Havoc (Ex):** When the barbarian uses her battlecry rage power, affected creatures using the charge action gain a +10-foot enhancement bonus to their speed by 10 feet and deal double the normal battlecry damage bonus if they hit with an attack at the end of a charge.

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

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

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

**Great Leadership (Ex):** The barbarian can inspire one or more allies to greater prowess in combat. This functions like the inspire greatness bardic performance, using her barbarian level in place of her bard level, and requires the barbarian to spend one round of rage each round to maintain the effect, in addition to maintaining the barbarian’s own rage.

A barbarian must have the battlecry rage power and be at least 10th level to select this rage power.

**Hack Loose (Ex):** When the barbarian strikes a creature in melee that is grappling another creature (including a creature that has swallowed a target whole), the grappled or swallowed creature can attempt a grapple combat maneuver check as an immediate action to break free. The barbarian’s attack must deal at least 5 points of damage from a single attack to a Medium or smaller creature, plus an additional 5 points for every size larger than Medium, in order to allow a grappled creature to break free. The trapped creature gains a +1 bonus on this check for every 5 additional points of damage beyond this threshold. The barbarian can use this rage power to grant herself the opportunity to break free from a creature grappling her.

**Head Ripper (Ex):** When using her limb ripper rage power, the barbarian can attempt to tear off the head of the target instead of one of its limbs. If the sunder combat maneuver succeeds, any bite or gore attack made by the target is considered broken, suffering a –2 penalty to attack and damage rolls. If the sunder combat maneuver check exceeds the DC by 10 or more and the target fails its Fortitude save, its head is severed from its body. Most creatures are killed instantly. Creatures with multiple heads lose the use of the severed head and suffer bleed damage as normal for the limb ripper rage power.

A barbarian must be at least 16th level and have the limb ripper rage power to select this rage power

**Heroic Leadership (Ex):** This rage power functions as the great leadership rage power but duplicates the effects of the inspire heroics bardic performance.

A barbarian must have the great leadership rage power and be at least 16th level to select this rage power.

**Intimidating Transformation (Ex):** When entering into a rage, a barbarian may roar or brandish her weapons. As a free action as part of entering the rage, she may make an Intimidate check to demoralize all foes within 30 feet who can see or hear her display.

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

A barbarian must have the battlecry rage power and be at least 12th level to select this rage power.

**Limb Ripper (Ex):** When a target fails its saving throw against the barbarian’s crippling blow rage power, the barbarian can attempt to tear off one of the target’s limbs (including arms, legs, wings, tail, or tentacles) with a sunder combat maneuver against the target’s CMD. If the sunder combat maneuver succeeds, one of the target’s limbs chosen by the barbarian is broken. Any attacks made using that limb take a –2 penalty on attack and damage rolls. A broken limb used for locomotion decreases the target’s speed by half and the creature cannot run or charge. Only legs or tail can be targeted with this rage power if the target is more than one size category larger than the barbarian; however, arms or wings can be targeted if the barbarian readies an action to use this ability when attacked by such appendages. A broken limb can be healed with regenerate, heal, or succeeding on Heal checks to provide long-term care on at least three consecutive days. In addition, if the barbarian exceeds the target DC by 10 or more, the target must make a Fortitude save (DC 10 + 1/2 the barbarian’s level + her Strength modifier). If this save fails, the limb is not merely broken but severed entirely. The target can no longer use the limb and takes 1d6 bleed damage per round. A severed limb can be restored with regenerate.

A barbarian must have the crippling blow rage power and be at least 12th level to select this rage power.

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

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

**Perceptive Accuracy (Ex):** While in the accurate stance, the barbarian ignores miss chance due to concealment or total concealment, and any AC bonus due to cover that is less than total cover.

A barbarian must have the accurate stance rage power and be at least 10th level to select this rage power.

**Pushback (Ex):** When a creature attempts a bull rush, drag, grapple, overrun, reposition, or trip combat maneuver against the barbarian and fails the check, she can attempt a bull rush combat maneuver against that creature as an immediate action or by spending an attack of opportunity.
A barbarian must have the knockback rage power to select this rage power.

**Ringing Blow (Ex):** When the barbarian hits with an attack, she can spend two rounds of rage to deal 1 point of ability damage to the target’s Charisma, Intelligence, or Wisdom score. This damage increases by 1 point for every 4 levels the barbarian has.

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

**Savagery (Ex):** When the barbarian confirm a critical hit, the duration of her current rage is increased by 1 round after she stop spending rounds of rage to continue it. This is increased by 1 additional round when wielding a weapon with a x3 critical multiplier, or by 2 rounds if using a weapon with a x4 critical multiplier. These extra rounds of rage stack with each other. The barbarian may choose to end her rage before these additional rounds of rage are expended, but any extra rounds unused when she ends her rage are wasted. She does not gain additional rounds of rage for critical hits against creatures whose Hit Dice are less than one-half her own.

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

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

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