Barbarian Rage Powers: Difference between revisions

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===Bestial Climber (Ex)===
===Bestial Climber (Ex)===
:'''Requires:''' Barbarian 2
:'''Requires:''' Barbarian 1
:'''Fury Cost:''' 2 points
:'''Fury Cost:''' 2 points
:'''Benefit:''' Once per round as a free action, you can spend 2 points of fury to gain [[Lesser Climb]] with a speed of 30 feet until the start of your next turn.  In addition, you can add your barbarian level as a rage bonus to any [[Movement]] skill checks you make to climb during any round in which Bestial Climber is active.  At level 20, activating Bestial Climber grants you [[Greater Climb]] with a speed of 30 feet until the start of your next turn.  Note that you will fall if you are not on a flat surface at the start of any turn you fail to activate Bestial Climber.
:'''Benefit:''' Once per round as a free action, you can spend 2 points of fury to gain [[Lesser Climb]] with a speed of 30 feet until the start of your next turn.  In addition, you can add your barbarian level as a rage bonus to any [[Movement]] skill checks you make to climb during any round in which Bestial Climber is active.  At level 20, activating Bestial Climber grants you [[Greater Climb]] with a speed of 30 feet until the start of your next turn.  Note that you will fall if you are not on a flat surface at the start of any turn you fail to activate Bestial Climber.

Revision as of 18:17, 17 October 2016

Epic Path \ Barbarian \ Barbarian Rage Powers


  • Here's a link to the legacy list of Barbarian Rage Powers (Old). This list is no longer in use by Epic Path, but is retained to mine for interesting ideas as we continue to develop the new Barbarian.

Each rage power may only be activated once per round (some rage powers can only be activated once per encounter), though most rage powers have options for spending additional fury to improve their utility when they are activated.

Effects from an activated rage power always expire at either then end of your current turn, or the start of your next turn. Refer to the rage power description for details.

Rage powers may only be used during combat, and while raging.


Berserker (Ex)

Requires: Barbarian 1
Fury Cost: 1 point
Benefit: As a free action, you may spend 1 point of fury to augment your next attack's damage. The attack gains your base weapon dice at level 1 as bonus damage (e.g. +1d8 for a longsword), assuming it hits. Bonus damage is not precision damage, nor is it multiplied on a critical hit. You must activate Berserker before your attack, and you must make the attack that has been augmented with Berserker before the start of your next turn, or the benefit is lost. If the attack misses, the benefit is also lost. Starting at level 20, any time you apply Berserker to an attack, the bonus damage from Berserker is applied to your target whether the attack hits or misses.
Additional Fury: For each additional point of fury you spend, you can apply Berserker to a different attack you make before the start of your next turn. Starting at level 10, you can spend 3 points of fury to apply the benefit of Berserker for all attacks you make before the start of your next turn (including any attacks of opportunity you make), regardless of how many attacks that might be.
Additional Fury: For each additional point of fury you spend, you can add 1 point of damage to one attack that is gaining the Berserker bonus damage. This, too, must be applied before the attack roll is made, and is lost if the attack misses. Starting at level 30, each additional point of fury you spend to add 1 to the damage bonus of Berserker applies to all attacks you make before the start of your next turn, as long as those attacks are boosted by Berserker.

Unstoppable Rush (Ex)

Requires: Barbarian 1
Fury Cost: 1 point
Benefit: As a free action, you may spend 1 point of fury to add 10 feet to the speed of any one of your movement types until the start of your next turn. At level 10, Unstoppable Rush adds 15 feet to the speed of any one of your movement types until the start of your next turn. At level 20, it adds 20 feet, and at level 30, it adds 25 feet.
Additional Fury: For each additional point of fury you spend, you gain an additional 5 feet of speed to that movement type. This amount does not improve with level.

Bloody Wrath (Ex)

Requires: Barbarian 1
Fury Cost: 2 points
Benefit: Once per round as a free action, you may spend 2 points of fury to augment your next attack with a +2 rage bonus to hit. You must activate this power before your attack roll is made and you must make the attack before the start of your next turn, or the bonus is lost.
Additional Fury: You may spend 2 additional points of fury to apply the +2 rage bonus to-hit from Bloody Wrath to one additional attack you make before the start of your next turn. You can do this multiple times, as long as you have sufficient fury to do so. If you are unable to make an attack that was augmented with Bloody Wrath before the start of your next turn, the bonus is lost. At level 10, the cost to apply Bloody Wrath to additional attacks after the first is reduced to 1 point of fury per additional attack. At level 30, you can spend a total of 4 points of fury to apply Bloody Wrath to all attacks you make before the start of your next turn.
Additional Fury: You may spend additional fury to increase the to-hit bonus from Bloody Wrath by +1 per point of fury spent, for one attack augmented with Bloody Wrath. You can spend as many fury points as you wish, either add a larger bonus to a single attack, or to add bonuses to several attacks that are augmented with Bloody Wrath. At level 20, fury spent to improve Bloody Wrath's to-hit bonus apply to all attacks that you make before the start of your next turn that are augmented with Bloody Wrath.

Rancor (Ex)

Requires: Barbarian 1
Fury Cost: 1 point
Benefit: Once per round as a free action, you may spend 1 point of fury in order to gain 1 point of fury for each attack you make before the end of your current turn. Starting at level 10, while Rancor is active, you also gain a point of fury for each non-minion enemy you reduce to 0 or fewer hit points with any of these attacks. Starting at level 20, Rancor's ability to generate fury points applies to any attacks you make before the start of your next turn (instead of only attacks you make during your current turn).
Additional Fury: -

Let Them Try (Ex)

Requires: Barbarian 1
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to cause the next attack made against you before the start of your next turn to provoke an attack of opportunity from you. You must have an attack of opportunity available to use this power. If you are not attacked prior to the start of your next turn, the fury points used to activate this power are wasted.
Additional Fury: Starting at level 10, you can activate Let Them Try up to twice per round, assuming you have sufficient fury points and available attacks of opportunity to do so. At level 20, you can activate it up to 3 times per round, assuming you have sufficient fury points and available attacks of opportunity to do so. At level 30, you can activate this power a number of times per round equal to your total available attacks of opportunity, provided you have sufficient fury points to activate it each time.

Bestial Climber (Ex)

Requires: Barbarian 1
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to gain Lesser Climb with a speed of 30 feet until the start of your next turn. In addition, you can add your barbarian level as a rage bonus to any Movement skill checks you make to climb during any round in which Bestial Climber is active. At level 20, activating Bestial Climber grants you Greater Climb with a speed of 30 feet until the start of your next turn. Note that you will fall if you are not on a flat surface at the start of any turn you fail to activate Bestial Climber.
Additional Fury: For each additional point of fury you spend, you may add an additional 5 feet of movement to your climb speed until the start of your next turn.

Bestial Swimmer (Ex)

Requires: Barbarian 2
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to gain Lesser Swim with a speed of 30 feet until the start of your next turn. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you may add an additional 5 feet of movement to your swim speed until the start of your next turn.
Intensification 1: Add your barbarian level as a rage bonus to any Movement skill checks you make to swim during any round in which Bestial Swimmer is active.

Bestial Leaper (Ex)

Requires: Barbarian 2
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to activate Bestial Leaper. Until the start of your next turn, you can make an Acrobatics check to jump as though you have a running start, and gain a rage bonus to Acrobatics checks to jump equal to your Barbarian level. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can add an additional +1 rage bonus to Acrobatics checks made to jump until the start of your next turn.
Intensification 1: Add 5 feet to any high jump distance you attempt while Bestial Leaper is active. Add 10 feet to any long jump distance you attempt while Bestial Leaper is active.

Untouchable I (Ex)

Requires: Barbarian 2
Fury Cost: 4 points
Benefit: As a free action, you can spend 4 points of fury to immediately end a single weak status condition that is affecting you. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can remove an additional weak status condition that is affecting you.
Intensification 1: The fury cost of Untouchable I is reduced by 1 point. This does not reduce the cost to remove additional weak status conditions after the first.

Boasting Taunt (Ex)

Requires: Barbarian 2
Fury Cost: 1 point
Benefit: Once per round as a free action, you may apply Boasting Taunt to an enemy you can see. Until the start of your next turn, if that enemy is able to make an attack of opportunity against you, it must choose to do so. You must first perform an action which provokes an attack from the enemy, and the enemy must have an attack of opportunity remaining. If the chosen enemy hits you with an attack of opportunity before the start of your next turn, you generate 1 additional point of fury, in addition to the fury such an attack would normally grant.
Intensification 1: You may use Boasting Taunt more than once per round, as long as you have enough fury points to activate it. Each time you use it, you choose a different enemy to affect.

Renewed Vigor (Su)

Requires: Barbarian 2
Fury Cost: 3 points
Benefit: Once per round as a move action, you can spend 3 points of fury to instantly heal 3 hit points of damage on yourself. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you heal an additional 2 hit points of damage.
Intensification 1: Renewed Vigor can be activated with a free action at the start of your turn, instead of a move action, but doing so inflicts the Slowed status condition on you until the start of your next turn. You can still activate Renewed Vigor with a move action without becoming Slowed, if you prefer.

Shoving Shoulder (Ex)

Requires: Barbarian 2
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to activate Shoving Shoulder, allowing you to select one enemy creature you successfully hit this round with a melee attack and push that creature 1 square away from you.
You must activate Shoving Shoulder before any attack rolls are made, but you can choose any one of your melee attacks that hit an enemy to apply Shoving Shoulder to, after all of your attacks have been resolved. If the attack you apply Shoving Shoulder to was a critical hit, the enemy creature is instead pushed a number of squares equal to your weapon's critical multiplier. This is forced movement, and you can choose any non-blocked path, as long as each square of movement is further away from you than the creature's previous space.
Intensification 1: The distance of the forced movement caused by Shoving Shoulder is increased by 1 square.

Untouchable II (Ex)

Requires: Barbarian 12, Untouchable I
Fury Cost: 4 points
Benefit: As a free action, you can spend 4 points of fury to immediately end a single moderate status condition that is affecting you. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can remove one additional weak or moderate status condition that is affecting you. Curing a status condition with Untouchable II does not undo events which have already occurred, such as damage you may have dealt to (or taken from) an ally.
Intensification 1: The fury cost of Untouchable II is reduced by 1 point. This does not reduce the cost to remove additional weak or moderate status conditions after the first.
Intensification 2: For the remainder of the encounter, any status condition you cured with Untouchable II cannot affect you again if it is caused by an enemy creature. (Thus, even if you make yourself immune to Prone, this does not make you immune to voluntary prones, since they are not inflicted by enemy creatures but by yourself.)

Devastation (Ex)

Requires: Barbarian 12
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 2 points of fury to cause your next attack to inflict a -2 penalty to the target creature's AC if it hits. You must activate Devastation before the attack roll is made, and the attack must be made before the start of your next turn or the benefit is lost. If you miss with your attack, the benefit is lost. Devastation's AC penalty is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
Intensification 1: You may activate this rage power more than once per round. Each additional time you activate it, it applies to a different attack you make before the start of your next turn.
Intensification 2: The AC penalty of Devastation increases by an additional -1 per 10 barbarian levels you have (dropping fractions; thus -2 at levels 1 through 9, -3 at levels 10 through 19, etc.), to a maximum of -5 at level 30 and above.

Final Stand (Ex)

Requires: Barbarian 12
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to add +1 to the DR provided by your barbarian class feature. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you gain an additional +1 to your DR until the start of your next turn. This rage power may never provide more points of DR than your barbarian class feature provides for your current level (i.e. 6 points at level 12).
Intensification 1: There is no limit to the amount of DR that Final Stand can provide, assuming you have sufficient fury points to empower it.
Intensification 2: The initial fury cost of Final Stand is reduced by 1 point. This does not reduce the cost to add additional points of DR after the first.

Hurling Charge (Ex)

Requires: Barbarian 12
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to activate Hurling Charge. Before the end of your current turn, if you make a charge attack (as a standard action) with at least 20 feet of space between you and your target, you can draw and throw a thrown weapon as a free bonus attack before you reach your target. You must have a thrown weapon on your person, and at least one hand free to make this bonus attack. (If you are wielding a two-handed weapon, you can free up one hand, use Hurling Charge, and return your grip to your weapon, all as free actions during the charge.) This thrown weapon attack must be made against the same target as your charge attack. You must move at least 10 feet before making the bonus thrown weapon attack and at least 10 additional feet before making your normal melee attack at the end of your charge.
Intensification 1: Roll both the thrown weapon attack and your charge's melee attack at the same time, before you roll damage. If at least one of the attacks hit, both attacks are resolved as hits.
Intensification 2: Roll both the thrown weapon attack and your charge's melee attack at the same time, before you roll damage. If either attack critically hits your target, both attacks are resolved as critical hits.

Defy Death (Ex)

Requires: Barbarian 12
Fury Cost: 4 points
Benefit: Once per round as a free action, you may spend 4 points of fury to activate Defy Death. The next attack made against you, assuming it occurs before the start of your next turn, deals only half damage. Whether you are attacked or not, prior to the start of your next turn, the fury points spent to activate Defy Death are still considered spent. Damage reduced by Defy Death is reduced before any other sources of damage reduction (such as DR) are applied. If the attack deals any non-damaging effects, such as inflicting status conditions, Defy Death does not prevent these effects.
Intensification 1: Any attack mitigated by Defy Death is treated as having dealt you damage, whether it actually did or not, for purposes of generating fury.
Intensification 2: You take no damage at all from an attack mitigated by Defy Death, though you still generate fury as though it hit you and dealt damage. Non-damaging effects from the attack are still resolved against you as though the attack hit.

Sudden Assault (Ex)

Requires: Barbarian 12
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to activate Sudden Assault until the start of your next turn. While Sudden Assault is active, charge attacks do not immediately end your turn.
Intensification 1: Until the start of your next turn, you can perform a charge attack as a move action.
Intensification 2: Until the start of your next turn, your charge attacks do not reduce your armor class and you gain a +2 rage bonus to hit.

Whirling Rip (Su)

Requires: Barbarian 12
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to apply Whirling Rip to the next attack you make before the start of your next turn. If the attack hits, it is resolved as normal against your target, but it also deals your base weapon dice at level 1 to a second target within your reach. There is no attack roll for the second target, it simply hits, so the second target does not count as a second attack for purposes of generating Fury is you are able to do so. If the attack against the first target is a critical hit, you instead deal your base weapon dice at level 1 times your weapon's critical multiplier to the second target. You must activate Whirling Rip before you make your attack, and if you fail to make an attack before the start of your next turn, or if the attack augmented by Whirling Rip misses, the benefit is lost.
Intensification 1: Add your Strength modifier to the damage you deal to your secondary target. This is multiplied like the base weapon dice, if your attack against the first target is a critical hit.
Intensification 2: Add your Constitution modifier to the damage you deal to your secondary target. This is multiplied like the base weapon dice, if your attack against the first target is a critical hit.

Violent Revel (Ex)

Requires: Barbarian 12
Fury Cost: 2 point
Benefit: Once per round as a free action, you can spend 1 point of fury to activate Violent Revel. Violent Revel causes your next attack, assuming it is made before the start of your next turn, to provoke attacks of opportunity from each enemy who can reach you. Each enemy that attacks you (assuming it has an attack of opportunity available and wishes to attack you), improves your next attack by +1 rage bonus to hit, and +2 rage bonus to damage. (E.g. if 3 enemies attack you, your attack gains +3 to hit and +6 to damage). This is in addition to any fury generated by the attacks made against you. The rage bonus to attack and damage only applies to your next attack, and is only generated by attacks of opportunity made when you provoke with the attack (i.e. not from other actions you've performed prior to this which also provoked).
Intensification 1: You can activate Violent Revel more than once per round. Each additional time it is activated, it applies to a different attack you are about to make, and the bonus is reset prior to each attack. You must make any attack before the start of your next turn, however, or the benefits of Violent Revel are lost.
Intensification 2: Every attack of opportunity made against you that is provoked as a result of Violent Revel is applied as a bonus to all of your attacks before the start of your next turn.

Rampage (Ex)

Requires: Barbarian 12
Fury Cost: 1 point
Benefit: Once per round as a free action, you may spend 1 point of fury to augment your next attack with Rampage. If your next attack hits your target, you may walk 10 feet as a free action after the attack is resolved. If you fail to make an attack before the start of your next turn, or if your Rampage-augmented attack misses, the benefit is lost.
Intensification 1: You can activate Rampage more than once per round. Each additional time it is activated, it applies to a different attack you are about to make. Attacks must occur before the start of your next turn, or the bonus movement is lost.
Intensification 2: You may use any movement type you possess (instead of Walk) for the bonus movement provided by Rampage.

Hack and Slash (Ex)

Requires: Barbarian 12
Fury Cost: 3 points
Benefit: Once per round as part of either a standard attack action or a full attack action, you can spend 3 points of fury to gain a bonus attack at your full attack bonus.
Intensification 1: You can activate this rage power on any action which grants you an attack, including attacks of opportunity, as long as you have enough fury to activate it. However, activating Hack and Slash this way counts as the one time per round it may be used.
Intensification 2: You can activate Hack and Slash up to twice per round, as long as you have enough fury to do so each time.


Mauler (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you gain a bonus bite attack at your full attack bonus as part of either a standard action or a full attack action. The attack bonus of this bite attack is identical to that of your main hand weapon, including any enhancement bonuses, feat bonuses, etc. The damage of the bite deals base weapon damage of 1d6 + CHA modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage. However, you do not add your STR or CON modifiers to this damage. Mauler deals Bludgeoning, Slashing and Piercing damage (like all bite attacks) and belongs to the "Close" weapon group.
Intensification: Add your STR and CON modifier to the bite damage of Mauler.

Menacing Growl (Su)

Requires: Barbarian 2, Feral Mien
Fury Cost: 2 points
Benefit: If your next attack hits, in addition to dealing damage, you emit a terrifying growl in a 15' cone, which must include the creature you just struck. Each of your attacks made before the start of your next turn add your base weapon damage at level 1 to any creature struck that was within the radius of the growl.
Intensification 1: The radius of the growl you emit is now a 30' cone.

Threatening Snap (Ex)

Requires: Barbarian 2, Feral Mien
Fury Cost: 1 point
Benefit: The next creature which makes a 5-foot step to leave a square you threaten provokes an attack of opportunity from you. This attack of opportunity is a bite attack, with an attack bonus identical to that of your main hand weapon, including any enhancement bonuses, feat bonuses, etc. The damage of the bite deals base weapon damage of 1d6 + CHA modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage. However, you do not add your STR or CON modifiers to this damage. Threatening Snap deals Bludgeoning, Slashing and Piercing damage (like all bite attacks). You must have an attack of opportunity available in order to use this rage power, and, once activated, Threatening Snap must be used before the start of your next turn, or the benefit is lost.
Intensification 1: If you hit with Threatening Snap, you gain 1 point of fury.

Erratic Charge (Ex)

Requires: Barbarian 2, Feral Mien
Fury Cost: 1 point
Benefit: You can change your course once during your next charge attack. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you may make another course change during your charge.
Intensification 1: You gain a +2 bonus to your attack roll made at the conclusion of your charge for each turn you made during the charge, when using Erratic Charge.

Ambush Predator (Ex)

Requires: Barbarian 2, Feral Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to add +1d6 precision damage to your next attack, as long as the attack is made while you are stealthed or concealed from your target, and you make the attack before the start of your next turn. The damage from this attack goes up by an additional +1d6 per 3 barbarian class levels you have, dropping fractions. Thus, Ambush Predator grants +1d6 at levels 1 to 2, +2d6 at levels 3 to 5, +3d6 at levels 6 to 8, etc., to a maximum of +6d6 at level 15. The precision damage granted by Ambush Predator only applies to the first attack you make from stealth/concealment, and only if the attack successfully hits the target. If you make an attack which includes more than one target, you choose which (successfully hit) target takes damage from Ambush Predator.
Intensification 1: The maximum damage of Ambush Predator is no longer capped at +6d6 at level 15.

Howling Charge (Su)

Requires: Barbarian 2, Feral Mien
Fury Cost: 2 points
Benefit: As part of a charge action, you can spend 2 points of fury to let out a thunderous shout that pierces your enemies. If your charge attack hits the target, in addition to dealing your normal charge damage, you also deal your CHA modifier as sonic damage to the target and all adjacent enemies. Affected enemies other than the target of your charge may make a Fortitude save, DC of 10 + half your Barbarian level + CON modifier for half damage. The charge target does not get a save against this damage. If the charge attack misses, the fury points spent to activate this power are lost.
Intensification 1: The sonic damage caused by Howling Charge effects your primary target without benefit of save, all creatures adjacent to your primary target as secondary targets, who receive a saving throw, and all creatures adjacent to those secondary targets, also with a saving throw.

Beast Heart (Ex)

Requires: Barbarian 2, Feral Mien
Fury Cost: 2 points
Benefit: When you spend the Fury to activate this power, for each attack which has hit you and damaged you in the current combat, you gain a Rage bonus of +1 to hit and damage on the next attack you make.
Intensification 1: For an additional two fury, you may use Beast Heart another time in the current round. Both such uses may be on any attack you choose before the beginning of your next round.

Bloodfang (Ex)

Requires: Barbarian 2, Feral Mien, Mauler
Fury Cost: 4 points
Benefit: All attacks you make with your Mauler Fury power gain a bonus of +1 to-hit and +3 damage per point of Fury you spend on Bloodfang.
Intensification 1: You may spend as much Fury on Bloodfang as you wish, up to a maximum amount equal to your Barbarian level. In addition, an enemy struck and damaged by your Mauler attack takes a Bleed equal to the number of points of fury you spent on Bloodfang.

Bloodspatter (Ex)

Requires: Barbarian 2, Feral Mien
Fury Cost: 2 points
Benefit: During any turn after you spend Fury on Bloodspatter, any of your Fury powers that require a to-hit roll and you successfully hit with also inflicts Dazzled upon all their victims.
Intensification 1: In addition to Dazzled your successfully struck foes must make Reflex save vs a DC of 10 + 1/2 your barbarian level plus your CHA mod. If they fail this saving throw, they are Blind to sight and scent (removable with a Standard action) instead of Dazzled.

Gutting Wrench (Ex)

Requires: Barbarian 2, Feral Mien
Fury Cost: 2 points
Benefit: After you spend the Fury for this power, your next attack inflicts the Torpid condition to one target. This condition lasts until the end of their next turn.
Intensification 1: You may spend an additional point of Fury on Gutting Wrench. Choose any two attacks you make before the beginning of your next round. If successful, one victim of each of those attacks must make a Fort save versus a DC of 10 plus half your Barbarian level plus your CHA mod. If they fail this save, they have the Entangled condition until the end of the combat. If they make the save, they have the Torpid condition as above.

Tirade (Ex)

Requires: Barbarian 2, Feral Mien, Erratic Charge
Fury Cost: 3 points
Benefit:When making an Erratic Charge, you may make a bonus attack at your full BAB for every turn you make during the Erratic Charge.
Intensification 1:You may use your Mauler rage power for zero Fury as part of the final attack you make with your Rampage. This Mauler attack gains all the bonuses of the Erratic Charge.

Scattering Charge (Su)

Requires: Barbarian 12, Feral Mien, Howling Charge
Fury Cost: 3 points
Benefit: As part of a charge action, you can spend 3 points of fury to let out a thunderous shout that scatters your foes, demolishing their defensive lines. If your charge attack hits the target, in addition to dealing your normal charge damage, you also deal your CHA modifier as sonic damage to the target and all adjacent enemies. Affected enemies other than the target of your charge may make a Fortitude save, DC of 10 + half your Barbarian level + CON modifier for half damage. The charge target does not get a save against this damage. If the charge attack misses, the fury points spent to activate this power are lost.
In addition, you may inflict 1 square of forced movement on any enemies which fail the saving throw versus the sonic damage from Scattering Charge. Note that, since the charge target itself does not get a save against the sonic damage, you may always inflict forced movement on it, if desired. This forced movement is a Push, meaning each square of movement must always move the affected creature(s) further away from you.
Intensification 1: The radius of the sonic damage caused by Howling Charge increases by 5 feet per 10 barbarian class levels you possess (dropping fractions).
Intensification 2: You instead push affected enemies 1 square per 5 points of sonic damage they took from Scattering Charge (drop fractions, minimum 1), as long as they failed their saves. Enemies which make their saves are not pushed. You may always choose not to inflict the forced movement on one or more of the affected enemies, and you may also choose to move a target less than the full number of squares you are able to push them, if you wish.

Penetrating Blow (Ex)

Requires: Barbarian 12, Feral Mien
Fury Cost: 2 points
Benefit: As a free action, you can spend 2 points of fury to cause your next attack to ignore an amount of your enemy's DR equal to the amount of DR you have from your barbarian class ability. The fury points to activate this power must be spent prior to the attack roll, and if the attack misses, or fails to occur before the start of your next turn, the fury points are lost.
You may spend additional points of fury on this rage power. For each additional point of fury you spend, you may apply Penetrating Blow to one additional attack you make before the start of your next turn.
Intensification 1: If you roll a critical hit with an attack modified with Penetrating Blow, it automatically confirms.
Intensification 2: If your target has no DR capable of blocking your attacks, an attack modified by Penetrating Blow instead deals bonus damage equal to half the DR granted by your barbarian class ability (round down). Bonus damage is not multiplied on a critical hit.

Explosive Charge

Requires: Barbarian 22, Feral Mien, Howling Charge, Scattering Charge
Fury Cost: 4 points
Benefit: As part of a charge action, you can spend 4 points of fury to let out a thunderous shout that instills terrible disruption and chaos among your foes. If your charge attack hits the target, in addition to dealing your normal charge damage, you also deal double your CHA modifier as sonic damage to the target and all adjacent enemies. Affected enemies other than the target of your charge may make a Fortitude save, DC of 10 + half your Barbarian level + CON modifier for half damage. The charge target does not get a save against this damage. If the charge attack misses, the fury points spent to activate this power are lost.
In addition, you may inflict 1 square of forced movement on any enemies which fail the saving throw versus the sonic damage from Scattering Charge. Note that, since the charge target itself does not get a save against the sonic damage, you may always inflict forced movement on it, if desired. This forced movement is a Push, meaning each square of movement must always move the affected creature(s) further away from you. Any enemy which tries to avoid the forced movement caused by scattering charge by voluntarily falling prone is still pushed back 1 square per 20 points of sonic damage you deal to it (dropping fractions).
Intensification 1: The radius of the sonic damage caused by Howling Charge increases by 5 feet per 10 barbarian class levels you possess (dropping fractions).
Intensification 2: You instead push affected enemies 1 square per 5 points of sonic damage they took from Scattering Charge (drop fractions, minimum 1), as long as they failed their saves. Enemies which make their saves are not pushed. You may always choose not to inflict the forced movement on one or more of the affected enemies, and you may also choose to move a target less than the full number of squares you are able to push them, if you wish.
Intensification 3: The fury cost of this rage power is reduced by 1 point. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you add your CHA modifier again to the sonic damage you deal to your enemies. You must spend these points before the charge attack, and if the charge attack misses, the fury points spent to activate this power are lost.

Doodlebug (Su)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 1 point
Benefit: Choose one creature you can perceive. Until the start of your next turn, you always know the exact square that creature is in, regardless of line of sight or line of effect. In addition, Doodlebug deals 1d6 points of psychic energy damage to the target. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you may select another creature. Note that your attacks against a Doodlebugged target are still subject to penalties and miss chances due to cover or concealment (for now).
Intensification 1: You can ignore the miss chance from concealment when attacking a creature upon which you have applied Doodlebug.

Ghost Step (Su)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 4 points
Benefit: Once per round as part of a move action, you can spend 4 points of fury to become incorporeal during your move. While incorporeal, you take only half damage from all attacks, whether physical or energy, spell or weapon, unless the creature making those attacks is also incorporeal. You take full damage from force effects or other incorporeal creatures. You deal only half damage to corporeal creatures while you are incorporeal. You become corporeal at the end of your move action.
Intensification 1: Once activated, Ghost Step applies to any movement you make during your current turn, not just a single move action. Furthermore, you can activate Ghost Step as a free action, rather than part of a move action.

Haunt Slayer (Ex)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 1 point
Benefit: As a free action, you can spend 1 point of fury to cause your weapons to deal full damage to incorporeal creatures (in addition to corporeal creatures) for the next attack you make before the start of your next turn. This is identical in effect to the Ghost Touch magic weapon property. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can apply Haunt Slayer to a different attack you make before the start of your next turn.
Intensification 1: Any attack you make against any creature while Haunt Slayer is active also deals +1d6 points of psychic damage to that creature, in addition to your normal damage. This damage increases by an additional +1d6 per 4 levels of barbarian you possess (drop fractions).

Disruptive (Ex)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to increase the DC to cast spells defensively or use Spell-like abilities by +4 for all enemies that are within your threatened area. This increase to enemy concentration checks only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you have already used all of your attacks of opportunity for the round, this increase does not apply. Enemies affected by your Doodlebug are also affected by this power if you spend the Fury to activate both, even if they are outside of your threatened area, as long as you have attacks of opportunity available to you. The penalty to the concentration check increases to +5 at tenth level, +6 at twentieth level, and +7 at thirtieth level.
Intensification 1: This power now affects creatures even if you have no attacks of opportunity available.

Eater of Magic Ex)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to become more resistant to magic. Until the start of your next turn, the first time you are targeted or affected by a spell, spell-like, or supernatural ability, you can roll the saving throw twice against the effect and choose the best result. In addition, if you succeed at both saving throws, you gain a number of temporary hit points equal to the effect's caster level (in the case of spell or spell-like abilities) or half the CR of the effect's creator (in the case of supernatural abilities). As with any temporary hit points, they do not stack with other temporary hit points. Instead, if the new temporary hit points are greater than any existing, they replace the existing temporary hit points. Note that these temporary hit-points appear instantly, before any damage inflicted upon you is calculated, which has the result of lowering the damage you suffer by the number of the temporary hit points.
Intensification 1: You may now activate this ability using two points of fury. When you do so, it applies against all qualifying effects which target or effect you, until the beginning of your next turn.

Magic Bane (Ex)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 2 points
Benefit: As a free action, you can spend 2 points of fury to gain a damage bonus equal to your WIS modifier on the next attack you make against a creature possessing one or more supernatural or spell-like abilities before the end of your current turn. You must activate this power before you make a qualifying attack roll. You must make a qualifying attack before the start of your next turn, and the attack must hit the target, or the fury points spent to activate this power are lost.
You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can apply Magic Bane to a different attack you make before the start of your next turn.
Intensification 1: For 1 additional point of fury (3 points total), Magic Bane applies to all qualifying attacks you make before the end of your current turn, instead of only the first.

Distrustful Gaze (Ex)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to study your environs skeptically, allowing you to immediately roll a saving throw against one illusion, charm, enchantment or mind-affecting effect that is within your field of vision, including any effects which you have already failed against.
Intensification 1: You can activate Distrustful Gaze to make a save against one illusion, charm, enchantment or mind-affecting effect that is within your field of vision, even if its effect doesn't normally allow a saving throw. In such a case, you make a Will save, vs. a Hard Save DC for the CR of the creature which caused the effect, or for a CR appropriate to the area.

Red-Dimmed Gaze (Su)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to gain a +2 bonus on any saving throws against any spell, spell-like or supernatural ability until the start of your next turn.
Intensification 1: When you succeed on a saving throw against a spell, spell-like or supernatural effect while Red-Dimmed Gaze is active, you inflict 1d6 points of psychic damage against the creature that caused you to make the save. This psychic damage increases by +1d6 per four barbarian levels you possess (drop fractions).

Dead-Eyed Stare (Su)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to cause one of your enemies to become momentarily feverish from its own filthy tampering with the occult. Choose one target that is aware of you, which you can see, and which has one or more supernatural or spell-like abilities. That enemy suffers the Unsteady condition until the beginning of your next turn. This is neither a fear effect, nor a mind-affecting effect.
Intensification 1: The subject of your Dead-Eyed Stare must make a Fort save vs. a DC of 10 + half your barbarian level + your CON modifier. If your target fails the saving throw, they are Disoriented. If they make the save, they are Unsteady as described above.

Auspicious Mark (Su)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 3 points
Benefit: You carry an auspicious mark, as indicated by an impressive tattoo, scar, birthmark, or eerie or unusual feature (strange eyes, peculiar hair, clawed nails, a withered but fully functional limb, etc, etc). Once per round as a free action, you can spend 3 points of fury to activate your auspicious mark, allowing you to add a +1d6 rage bonus to one d20 roll you make before the start of your next turn. You can declare your use of the auspicious mark after seeing the result of your d20 roll. The 1d6 roll improves by +1 (not +1d6) for every 4 levels of barbarian you possess (drop fractions).
Intensification 1: For one additional point of fury, you can activate Auspicious Mark to apply it to two d20 rolls you make before the start of your next turn. This second use may be used on a second D20 roll, or the same D20 roll you used the power upon already.

Desperate Rage (Ex)

Requires: Barbarian 2, Superstitious Mien
Fury Cost: 2 point
Benefit: Once per round as a free action, you can spend 2 points of fury to activate your Desperate Rage fury power. You receive a bonus on your next attack roll equal to the number of enemy creatures with supernatural or spell-like abilities that you are adjacent to.
Intensification 1: The bonus from Desperate Rage now applies to one attack of your choosing you make before the end of your current turn, and also adds double the to-hit bonus to all damage rolls you make before the end of your current turn.

Spellbreaker (Su)

Requires: Barbarian 12, Superstitious Mien
Fury Cost: 4 points
Benefit: Once per round in which you spend the Fury to activate this power, you may attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. This is treated as a Sunder combat maneuver, except that any bonuses from your weapon (such as a quality) do not apply. For any effect other than one on a creature, you must make your combat maneuver check against a CMD of 15 plus the effect's caster level.
To sunder an effect on a creature, you must succeed at a normal sunder combat maneuver against the creature's CMD + 5, ignoring any miss chance caused by a spell, supernatural ability, or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceed the CMD by 5 to 9. If you exceed the CMD by 10 or more, the effect is dispelled.
Intensification 1: If you succeed on the CMD roll by 5 or more, the effect is dispelled.
Intensification 2: Spellbreaker now applies to all attacks you make at your full BAB until the beginning of your next round, and such attacks inflict full normal damage in addition to the damage from the Sunder maneuver.

Mana's Red Bane (Ex)

Requires: Barbarian 22, Superstitious Mien
Fury Cost: 4 points
Benefit: In any round when you spend the fury to activate this power, whenever you make a sunder combat maneuver on a magical item, that item's magical abilities are suppressed for 1 round even if the Sunder is unsuccessful.
Intensification 1: Whenever you make a Sunder combat maneuver on a magical item and fail, that item's effects are suppressed for two rounds or until the end of combat, whichever is shorter.
Intensification 2: Whenever you make a Sunder combat maneuver on a wielded magic item and succeed, you add the die result of the Combat Maneuver Check to the damage you inflict with the combat maneuver.
Intensification 3: Whenever you make a Sunder combat maneuver on a wielded magic item and succeed, you inflict your full weapon damage in addition to the damage you inflict with the Combat maneuver and the die result of the Combat Maneuver check.

Elemental Strike (Su)

Requires: Barbarian 1, Primal Mien
Fury Cost: 1 point
Benefit: As a free action, you can spend 1 point of fury to empower your next attack with elemental damage. This attack must occur before the start of your next turn, and it must hit your target, or else the fury points spent to activate this power are lost. If it hits, it deals bonus damage equal to 1d6 + WIS modifier, of one of the following energy types: Fire, Cold, Acid, or Lightning. This is considered bonus damage, so it is not multiplied on a critical hit, but it affects creatures resistant to precision damage normally.
You may spend additional points of fury on this rage power. For each additional point of fury you spend, you may apply this bonus damage to a different attack, as long as that attack is made before the start of your next turn.
Intensification 1: You may declare that all of your weapon damage dealt by an attack augmented with Elemental Strike is comprised of the chosen elemental type, instead of being a mix of physical damage and energy damage.

Primal Soul (Ex)

Requires: Barbarian 2, Primal Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to gain ER against all energy types (ER x/-) until the start of your next turn, equal to your WIS modifier (minimum 1).
You may spend additional points of fury on this rage power. For each additional point of fury you spend, you add +1 to the amount of ER granted by Primal Soul.
Intensification 1: The ER provided by Primal Soul is instead equal to your barbarian class level.

Shatterbones (Ex)

Requires: Barbarian 2, Primal Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to cause your next attack to impact your enemy with devastating force. If the attack hits, it inflicts a -2 penalty to the armor class of the creature struck, which persists until the start of your next turn. You must make this attack before the start of your next turn, and the attack must hit the target, or the fury points spent to activate this power are lost.
You may spend additional points of fury on this rage power. For each additional point of fury you spend, your attack inflicts an additional -1 penalty to the armor class of the creature struck.
Intensification 1: You can activate this power more than once per round, as long as you have sufficient fury points to do so. Each time you activate the power, it applies to a different attack made against a different creature. The penalty inflicted by Shatterbones cannot be stacked with itself, even if applied by two different barbarians.

Blistering Rage (Su)

Requires: Barbarian 2, Primal Mien
Fury Cost: 2 points
Benefit: Once per round as a standard attack action, or the first attack of a full attack action, you can spend 2 points of fury to scald the flesh of a nearby enemy. Choose an adjacent target you threaten and can perceive. Make a melee touch attack using your BAB + WIS modifiers + any enhancement or feat bonuses you gain from the weapon in your main hand. If the touch attack hits, your scalding rage flays your foe with elemental energy, inflicting 1d6 + WIS modifier points of fire damage. This damage increases by +1d6 per four levels of Barbarian you possess (drop fractions). Creatures who are struck by Blistering Rage have massive blisters erupt from their skin, inflicting the Torpid condition until the beginning of the barbarian's next turn.
Intensification 1: You may now use Blistering Rage as a ranged touch attack on a creature up to 15 feet away from you, instead of adjacent.

Arcing Strike (Su)

Requires: Barbarian 2, Primal Mien
Fury Cost: 2 points
Benefit: Once per round as a standard attack action, or the first attack of a full attack action, you can spend 2 points of fury to bounce a bolt of electrical energy off of one or more of your enemies. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can arc the damage into an additional enemy within 10 feet of the previous enemy. You must declare all enemies you are attempting to hit, and spend the fury activate this power before your attack is made. No enemy can be targeted more than once per round with Arcing Strike.
Choose an adjacent target you threaten and can perceive. Make a melee touch attack using your BAB + WIS modifiers + any enhancement or feat bonuses you gain from the weapon in your main hand. If the touch attack hits, you deal 1d6 points of electricity damage to your target. This damage increases by +1d6 per four levels of Barbarian you possess (drop fractions). If you spent additional fury points when you activated this power, you can repeat this process on each additional target in the sequence you declared. Roll each touch attack sequentially, and if any of the attacks miss, all attacks after that one are also considered misses, immediately ending Arcing Strike. Any points of fury you spent for additional attacks that missed are lost.
Intensification 1: Arcing Strike may arc to additional enemies that are within 20 feet of the previously struck foe, instead of 10 feet.

Avalanche Strike (Ex)

Requires: Barbarian 2, Primal Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you may spend 2 points of fury to add the terrible power of the Avalanche to your next attack. If the attack hits, it deals +1d6 points of bonus damage of the same type as the attack normally deals. If you are inflicting elemental damage, you may declare your bonus damage to be that damage type instead, if you prefer. If your attack deals damage, past any of the enemy creature's defenses (e.g. DR or ER), you may also slide the struck foe 1 square. The damage of Avalanche Strike increases by +1d6 per four levels of Barbarian you possess (drop fractions).
Intensification 1: You may spend up to 2 additional points of fury on an Avalanche Strike and add +1d6 and 1 square of forced movement per additional point of fury spent. You must spend this fury at the same time as you activate Avalanche Strike (before the attack is rolled) and if the attack misses, the extra points of fury are lost.

Slipstream (Ex)

Requires: Barbarian 2, Primal Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to walk 5 feet. This movement provokes, but is not considered a move action, and does not prevent you from taking a 5-foot step this round, nor does it count against your movement speed for the round.
Intensification 1: Add +1d6 points of cold damage to the first attack you make immediately after using Slipstream, as long as that attack occurs before the start of your next turn. Bonus damage is not precision damage, and it is not multiplied on a critical hit. This damage increases by +1d6 per four levels of Barbarian you possess (drop fractions).

Infernal Core (Su)

Requires: Barbarian 2, Primal Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to exude the radiant, terrible heat of the volcano's heart. Until the start of your next turn, any creature which begins its turn adjacent to you takes fire damage equal to your WIS modifier.
Intensification 1: The damage dealt by Infernal Core is instead equal to your barbarian level.

Land's Obeisance (Su)

Requires: Barbarian 2, Primal Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to treat 1 square of difficult terrain you move across before the start of your next turn as normal terrain, as the ground itself settles obligingly beneath your feet.
You may spend additional points of fury on this rage power. For each additional point of fury you spend, you may treat an additional square of difficult terrain as normal terrain.
Intensification 1: When you activate Land's Obeisance, you can spend 2 additional points of fury (for a total of 3 points) to pass through 1 square of impeded or 3 additional points (4 points total) to pass through 1 square of blocked terrain, as though they were normal terrain. If there is more than one impeded or blocked space in your path, you can pass through these for an additional 2 or 3 fury points per square (respectively). If you do not have adequate fury available to end your movement in a non-impeded, non-blocked space, you instead end your move in the first available space along the path you took, and any fury points you have spent on Land's Obeisance are lost.

Roots of the Mountain (Ex)

Requires: Barbarian 2, Primal Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to reduce any forced movement you are subjected to before the start of your next turn by 2 squares.
You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can increase your resistance to forced movement by an additional 1 square.
Intensification 1: If an ability subjects you to forced movement while Roots of the Mountain is active, and you negate the forced movement entirely, you can also ignore any secondary non-damage effects, such as Prone, that are caused by the attack.

Buffeting Vortex (Su)

Requires: Barbarian 2, Primal Mien
Fury Cost: 2 points
Benefit: Once per round as a swift action, you can spend 2 points of fury to create a small vortex that draws nearby creatures closer to you. Make a ranged touch attack against each creature within 10 feet of you, using your BAB + WIS modifier + any enhancement or feat bonuses you gain from the weapon in your main hand. Each creature that you successfully hit is pulled to a space adjacent to you. This is forced movement.
Intensification 1: The radius of Buffeting Vortex increases by 5 feet per 10 levels of barbarian you possess (drop fractions), to a maximum of 25 feet at level 30.

Solarian Cloak (Su)

Requires: Barbarian 22, Primal Mien
Fury Cost: 4 points
Benefit: Once per round as a free action, you can spend 4 points of fury to wrap yourself in an impermeable cloak of primal protection, granting you immunity to one energy type of your choosing until the start of your next turn. You must declare which energy type you are gaining immunity to when you activate the power.
Intensification 1: When you activate Solarian Cloak, you may spend one additional fury (for a total of five) to instead choose two energy types to which you are immune until the start of your next turn. You must declare which energy types you are gaining immunity to when you activate the power.
Intensification 2: When you activate Solarian Cloak, you may spend two additional fury (for a total of six) to instead choose three energy types to which you are immune until the start of your next turn. You must declare which energy types you are gaining immunity to when you activate the power.
Intensification 3: When you activate Solarian Cloak, you may also choose a single status condition to which you are immune until the start of your next turn. Note that this immunity only extends to conditions which are inflicted by enemies, not by conditions you inflict upon yourself, or are inflicted by an ally. You must declare which status condition you are gaining immunity to when you activate the power. Note that if you are already subject to a status condition, this power will not clear it, it only prevents a status condition from affecting you when first applied.

Vicious Slice (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 1 point
Benefit: As a free action, you can spend 1 point of fury to activate Vicious Slice. The next attack you make before the start of your next turn, if it hits, inflicts a Bleed on your target, equal to your CHA modifier, in addition to dealing normal damage. Note that bleeds to not stack; only the largest bleed is applied to a target, replacing any smaller ones which might be present. You may spend additional points of fury on this rage power. For each additional point of fury you spend, you can apply bleed damage to a different attack you make before the start of your next turn.
Intensification 1: Vicious Slice applies to all attacks you make before the start of your next turn, instead of requiring additional fury per attack.

Relentless (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 4 points
Benefit: Once per round, as a free action, you can spend 4 points of fury to activate Relentless. Tally all damage you receive between now and the start of your next turn. At the start of your next turn, you recover a number of hit points equal to half this amount, to a maximum of your CON score (not modifier) + Barbarian level. This is not considered healing, and the amount of hit points recovered cannot be modified with other abilities, magic items or feats. If you are rendered unconscious or dead by the damage before the start of your next turn, this does not provide any recovery. Relentless does not assist with recovering from status conditions or other non-damaging effects you incur from attacks.
Intensification 1: Add your barbarian level to the amount of hit points you recover when using Relentless. The maximum recovery possible with Relentless increases to your CON score + double your Barbarian level.

Bloodthirst (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you may spend 3 points of fury to add your CHA modifier to the damage of your next attack made before the end of your current turn. In addition, you add your CHA modifier to the DR gained from your barbarian class feature until the start of your next turn.
Intensification 1: Bloodthirst adds your CHA modifier to the damage of all attacks you make before the end of your current turn.

Body Bludgeon (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 3 points
Benefit: Once per round as a standard action, you may spend 3 points of fury to make a melee touch attack against an adjacent foe, as long as you have at least one hand free. If the touch attack hits, you may then use the foe as an improvised weapon (and thus gain any benefits from a feat that boosts improvised weapons, such as Catch Off-Guard (Feat)). The standard action to make the melee touch attack includes one melee attack with the seized foe against another foe you can reach, against its normal AC. The standard action required to activate Body Bludgeon may be used as either a standard attack, or as the first attack of a full attack action, but may not be used as part of a charge.
A creature may be used for Body Bludgeon as long as it is no more than two sizes smaller than your current size or one size larger than your current size. A creature smaller than your current size may be used as a one-handed improvised weapon. A creature equal to your size or one size category larger may be used as a two-handed improvised weapon (requiring that both of your hands be free to use this power).
A creature two sizes smaller than you deals 1d4 of bludgeoning damage as base weapon damage. Creatures one size category smaller than your current size do 1d6 base damage. Creatures equal to your current size do 1d8 base damage and creatures one size larger than your current size do 2d6 base damage. In addition to base damage, you may add all other bonuses to damage you would apply to an improvised weapon (e.g. ability score modifiers and feat bonuses, etc.). Your attacks with Body Bludgeon also gain a +1 rage bonus to attack and damage rolls for each point of fury you expended on this ability. You may spend as much fury as you wish on this ability, as long as you spend at least the 3 required to activate it. All damage inflicted by body bludgeon is suffered by both the attacked creature and the creature used as a weapon.
At the end of your standard attack or full attack action, you drop the hapless creature you used as your improvised weapon back into its original space. This means you must be able to reach the creature's original space at the end of your attack action. The creature is not knocked prone, although it will have certainly undergone an interesting experience, to put it mildly. While being used as a weapon, a creature does not provoke attacks of opportunity but it may be targeted by your allies at its normal Armor Class. (Such as by a held action, etc.)
Intensification 1: At the end of your turn, you may place your hapless foe in any legal space within your reach, instead of returning it to its original space. This is considered forced movement.

Battle Madness (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 4 points
Benefit: Once per round as a free action, you may spend 4 points of fury to incite your killing rage to untold heights of intensity. You become immune to all effects with the fear or charm key words, and gain an additional +1 to all saving throws from any source until the start of your next turn. You MUST attack an enemy with your strongest melee attack before the end of your turn, and that attack gains a +1 rage bonus to its attack and damage for each point of fury expended upon this power. If you fail to make an attack against an enemy before the end of your turn, you lose all benefits provided and the fury points expended are not refunded.
Intensification 1: Each of your allies who can see you and are engaged in melee combat receive a +4 rage bonus to all saves made against fear and charm effects. This bonus persists until the start of your next turn.

Surprise Accuracy (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 1 point
Benefit: Once per round as part of an attack action, you may spend 1 point of fury to make an attack which seems simply impossible -- bending and contorting and attacking so fast you are a blur. For this attack, you receive a +1 rage bonus to its to-hit and damage rolls. For every four Barbarian class levels you have, this bonus increases by an additional +1 (drop fractions; e.g. the total bonus is +1 from levels 1 to 3, +2 from levels 4 through 7, +3 from levels 8 through 11, etc.)
Intensification 1: You may activate Surprise Accuracy more than once per round, assuming you have fury points and attack actions do to so. You may even activate Surprise Accuracy outside of your turn, to apply it to attacks of opportunity or other bonus attacks, if you wish, and if you have the fury points to do so.

Deadly Accuracy (Ex)

Requires: Barbarian 2, Urban Mien, Surprise Accuracy
Fury Cost: 1 point
Benefit: Once per round as a free action, if you confirm a critical hit with an attack made using Surprise Accuracy, you may spend 1 point of fury to increase your critical multiplier by 1.
Intensification 1: Once per round as a free action, if you confirm any critical hit, you may spend 1 point of fury to increase your critical multiplier by 1.

Downing Strike (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you may spend 3 points of fury to add a free Trip (Combat Maneuver) to your next attack of opportunity provoked by an enemy leaving one of your threatened squares, as long as that attack of opportunity occurs before the start of your next turn. Once you have resolved the attack of opportunity, hit or miss, make your combat maneuver check against the same foe. If your trip attempt is successful, you deal damage for the combat maneuver as normal and your foe is knocked prone in the space it was attempting to leave. The Trip (Combat Maneuver) ignores abilities or feats which provide additional defenses against attacks of opportunity (e.g. Mobility (Feat)), but the Prone condition inflicted by the trip maneuver may be resisted as normal.
Intensification 1: Once per round as a free action, you may spend 3 points of fury to make a free Trip (Combat Maneuver) when an enemy creature enters one of your threatened spaces. If you fail to trip the foe, and that foe attempts to leave one of your threatened spaces, you may activate Downing Strike a second time in the same round to try again, assuming you have enough fury to do so. Downing Strike can never be used against more than one creature per round, and never more than twice against the same creature.

Clear Mind (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 2 point
Benefit: As a free action, you may spend 2 points of fury to re-roll a failed Will save, keeping the new result. You may activate this rage power as many times per round as you wish, as long as you have sufficient fury available to do so. Each time you activate it, it allows you to re-roll a different Will save. A single Will save may only be re-rolled once.
Intensification 1: As a free action, you may spend 3 points of fury allow an ally you can see to re-roll a failed Will save, but your ally must keep the new result. You may only use this intensification once per ally per round.

Elbow Strike (Ex)

Requires: Barbarian 2, Urban Mien
Fury Cost: 1 point
Benefit: Once per round, as part of either a standard attack action or a full attack action, you can spend 1 point of fury to gain a bonus unarmed attack at your full attack bonus (in addition to your regular attack(s)). This attack provokes attacks of opportunity unless you have a feat or ability which prevents such things (e.g. Unarmed Strike, Improved (Feat). The attack bonus of Elbow Strike is identical to that of your main-hand weapon, including any enhancement bonuses, feat bonuses, etc. The damage that Elbow Strike deals is 1 point of base weapon damage + CHA modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage. However, you do not add your STR or CON modifiers to this damage. Elbow Strike deals lethal bludgeoning damage and belongs to the "Close" weapon group.
Intensification 1: Add your STR modifier to the lethal bludgeoning damage of Elbow Strike.

Knuckle Dragger (Ex)

Requires: Barbarian 2, Urban Mien, Elbow Strike
Fury Cost: 2 points
Benefit: Once per round as a free action, you may spend 2 points of fury to augment your Elbow Strike, such that, if it hits, you also make a free Reposition (Combat Maneuver) attempt against the same creature. If the reposition attempt is successful, you deal damage for the combat maneuver as normal and you slide the enemy as described in the Reposition (Combat Maneuver) entry. This rage power must be activated before the Elbow Strike attack roll is made. The reposition attempt from Knuckle Dragger counts as part of the same attack as the Elbow Strike.
Intensification 1: The fury cost of this rage power is reduced by 1 point.

Expert Throw (Ex)

Requires: Barbarian 12, Urban Mien
Fury Cost: 2 points
Benefit: As a free action, you can calculate your next thrown weapon attack's to-hit and damage rolls as though it had the Strength-Based weapon quality, allowing you to use your STR + CON modifiers instead of your DEX + CON modifiers, as long as that attack is made before the start of your next turn. If your thrown weapon already has the Strength-Based weapon quality, you instead gain a +2 bonus to-hit and a +4 bonus to damage with the attack.
You may spend additional points of fury on this rage power. For every 2 additional points of fury your spend, one additional thrown weapon attack you make before the start of your next turn is improved by Expert Throw, as described above.
If you fail to make an attack modified by this rage power before the start of your next turn, or if the attack misses, the fury points spent are wasted.
Intensification 1: The cost to activate Expert Throw for attacks after the first is reduced to 1 point of fury. The first time you activate Expert Throw in a round still costs 2 points of fury.
Intensification 2: Once per round, a creature successfully damaged by a thrown attack which was modified by your Expert Throw rage power must make a Reflex saving throw, DC 10 + half your barbarian level + your CHA modifier, or be knocked Prone.