Barbarian Rage Powers: Difference between revisions

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:'''Requires:''' Barbarian 1, Urban Mien
:'''Requires:''' Barbarian 1, Urban Mien
:'''Fury Cost:''' 1 point
:'''Fury Cost:''' 1 point
:'''Benefit:''' Once per round as a free action, you can spend 1 point of fury to inflict a savage wound upon the next foe you strike during your turn.  That foe must make a Fortitude saving throw against a DC of 10 + 1/2 your Barbarian level + your Strength modifier.  If they fail this save, they suffer the [[Impaired]] condition.
:'''Benefit:''' Once per round as a free action, you can spend 1 point of fury to inflict a savage wound upon the next foe you strike during your current turn.  That foe must make a Fortitude save vs. a DC of 10 + 1/2 your Barbarian level + your CHA modifier.  If they fail this save, they suffer the [[Impaired]] condition.
:'''Additional Fury:''' For each additional point of fury you spend, you may increase the DC of the Saving throw to avoid the status condition by 1.  This fury must be spent when Crippling Blow is activated, before the saving throw is rolled, and the amount may not be changed, whether or not your foe succeeds.
:'''Additional Fury:''' For every 2 additional points of fury you spend, you may increase the DC of the Saving throw to avoid the status condition by 1.  This fury must be spent when Crippling Blow is activated, before the saving throw is rolled, and the amount may not be changed, whether or not your foe succeeds.
:'''Progression:'''
:'''Progression:'''
::* '''10th Level:''' The saving throw DC increases by two for each additional fury you spend.  
::* '''10th Level:''' You can increase the save DC of Crippling Blow by +1 per 1 additional point of fury you spend. (Reduced from 2 points of fury per +1 to the save DC).
::* '''20th Level:''' The status condition inflicted worsens to [[Crippled]]
::* '''20th Level:''' The status condition inflicted by Crippling Blow is [[Crippled]], instead of [[Impaired]].
::* '''30th Level:''' The status condition inflicted worsens to [[Maimed]]
::* '''30th Level:''' The status condition inflicted by Crippling Blow is [[Maimed]], instead of [[Crippled]].


===Deathless Frenzy (Ex)===
===Deathless Frenzy (Ex)===

Revision as of 15:02, 7 November 2016

Epic Path \ Barbarian \ Barbarian Rage Powers



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.
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.
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.
Progression:
  • 10th Level: 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.
  • 20th Level: Any time you apply Berserker to an attack, the bonus damage from Berserker is applied to your target whether the attack hits or misses.
  • 30th Level: 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: Once per round 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.
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.
Progression:
  • 10th Level: The initial activation of Unstoppable Rush adds 15 feet to the speed of any one of your movement types until the start of your next turn.
  • 20th Level: The initial activation of Unstoppable Rush adds 20 feet to the speed of any one of your movement types until the start of your next turn.
  • 30th Level: The initial activation of Unstoppable Rush adds 25 feet to the speed of any one of your movement types until the start of your next turn.

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.
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 to add a larger bonus to a single attack, or to add bonuses to several attacks that are augmented with Bloody Wrath.
Progression:
  • 10th Level: The cost to apply Bloody Wrath to additional attacks after the first is reduced to 1 point of fury per additional attack.
  • 20th Level: Additional fury points spent to improve Bloody Wrath's to-hit bonus apply to all attacks that are augmented with Bloody Wrath, until the start of your next turn.
  • 30th Level: You can spend a total of 4 points of fury to apply Bloody Wrath's base to-hit bonus to all attacks you make before the start of your next turn.

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.
Additional Fury: -
Progression:
  • 10th Level: 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.
  • 20th Level: Rancor's ability to generate fury points applies to any attacks you make before the start of your next turn (instead of only the attacks you make during your current turn).
  • 30th Level: -

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: See progression.
Progression:
  • 10th Level: 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.
  • 20th Level: You can activate Let Them Try up to 3 times per round, assuming you have sufficient fury points and available attacks of opportunity to do so.
  • 30th Level: You can activate Let Them Try 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.
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.
Progression:
  • 10th Level: -
  • 20th Level: 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.
  • 30th Level: -

Bestial Swimmer (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 Swim 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 swim during any round in which Bestial Swimmer is active.
Additional Fury: 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.
Progression:
  • 10th Level: -
  • 20th Level: Activating Bestial Swimmer grants you Greater Swim with a speed of 30 feet until the start of your next turn.
  • 30th Level: -

Bestial Leaper (Ex)

Requires: Barbarian 1
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.
Additional Fury: For each additional point of fury you spend, you can add an additional +2 bonus to Acrobatics checks made to jump until the start of your next turn.
Progression:
  • 10th Level: Add 5 feet to any high jump distance or add 10 feet to any long jump distance you attempt while Bestial Leaper is active.
  • 20th Level: Add 10 feet to any high jump distance or add 210 feet to any long jump distance you attempt while Bestial Leaper is active.
  • 30th Level: Add 15 feet to any high jump distance or add 30 feet to any long jump distance you attempt while Bestial Leaper is active.

Untouchable I (Ex)

Requires: Barbarian 1
Fury Cost: 4 points
Benefit: Once per round as a free action, you can spend 4 points of fury to immediately end a single weak status condition that is affecting you.
Additional Fury: -
Progression:
  • 10th Level: At level 10, the fury cost to activate Untouchable I is reduced to 3 points of fury, instead of 4.
  • 20th Level: -
  • 30th Level: -

Untouchable II (Ex)

Requires: Barbarian 10, Untouchable I
Fury Cost: 4 points
Benefit: Once per round as a free action, you can spend 4 points of fury to immediately end a single moderate status condition that is affecting you. This rage power can be activated in the same round as Untouchable I. 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.
Additional Fury: -
Progression:
  • 10th Level: -
  • 20th Level: The fury cost to activate Untouchable II is reduced to 3 points of fury, instead of 4.
  • 30th Level: Once per encounter, you can choose one status condition you have ended with Untouchable I or Untouchable II, and become immune to that condition for the remainder of the encounter, 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.)

Renewed Vigor (Su)

Requires: Barbarian 1
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.
Additional Fury: For each additional point of fury you spend, you heal an additional 1 hit point of damage.
Progression:
  • 10th Level: 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.
  • 20th Level: Each additional point of fury you spend heals you an additional 3 hit points of damage, instead of 1.
  • 30th Level: You can activate Renewed Vigor as a free action without incurring the Slowed status condition. Renewed Vigor is still only usable once per round.

Shoving Shoulder (Ex)

Requires: Barbarian 1
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.
Additional Fury: For each additional 2 points of fury you spend, you can increase the forced movement caused by Shoving Shoulder by 1 additional square.
Progression:
  • 10th Level: The base amount of forced movement caused by Shoving Shoulder increases to 2 squares, or to 1 + your weapon's critical multiplier on a critical hit.
  • 20th Level: The cost to add additional forced movement to Shoving Shoulder is reduced to only 1 point of fury per additional square of forced movement.
  • 30th Level: The base amount of forced movement caused by Shoving Shoulder increases to 3 squares, or to 3 + your weapon's critical multiplier on a critical hit.

Devastation (Ex)

Requires: Barbarian 1
Fury Cost: 3 points
Benefit: As a free action, you can spend 3 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 affects roles, such as tanks and threats, normally, as it is not considered a "condition" to which they are partially immune. The AC penalty automatically ends at the start of your next turn.
Additional Fury: 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, against a different creature. Note that the AC penalty from Devastation does not stack with itself.
Progression:
  • 10th Level: The AC penalty caused by Devastation increases to -3.
  • 20th Level: The cost to activate Devastation decreases to 2 points of fury.
  • 30th Level: The AC penalty caused by Devastation increases to -4.

Final Stand (Ex)

Requires: Barbarian 6
Fury Cost: 4 points
Benefit: Once per round as a free action, you can spend 4 points of fury to add +3 to the DR x/- provided by your barbarian class feature. This additional DR lasts until the start of your next turn.
Additional Fury: For each additional 2 points of fury you spend, you gain an additional +1 to your DR until the start of your next turn. Final Stand can never provide more points of DR than your barbarian class feature provides for your current level (e.g. a max of 6 additional points of DR at level 12).
Progression:
  • 10th Level: The fury cost to activate Final Stand is reduced to 3 points.
  • 20th Level: The cost to gain additional DR from Final Stand is reduced to 1 point of fury per additional point of DR.
  • 30th Level: There is no maximum amount of DR that Final Stand can provide, as long as you have sufficient fury to spend on it.

Hurling Charge (Ex)

Requires: Barbarian 1
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.
Additional Fury: For each additional point of fury you spend, you deal 1 additional point of damage with both the thrown and melee attacks from Hurling Charge, if they hit.
Progression:
  • 10th Level: You no longer suffer the -2 penalty to armor class from charging, while Hurling Charge is active.
  • 20th Level: 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.
  • 30th Level: You gain a +2 bonus to hit with both the thrown weapon attack and your charge's melee attack, while Hurling Charge is active.

Defy Death (Ex)

Requires: Barbarian 1
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. Regardless of whether you are attacked prior to the start of your next turn, the fury points spent to activate Defy Death are 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.
Additional Fury: -
Progression:
  • 10th Level: Any attack mitigated by Defy Death is treated as having dealt you damage, whether it actually did or not, for purposes of generating fury.
  • 20th Level: -
  • 30th Level: 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 1
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.
Additional Fury: For each additional point of fury you spend, you can add +2 points of damage to the next charge attack you make while Sudden Assault is active. These points must be spent before the to-hit roll is made, and are considered spent, whether the attack hits or misses.
Progression:
  • 10th Level: You no longer suffer the -2 penalty to armor class from charging, while Sudden Assault is active.
  • 20th Level: During any round in which you activate Sudden Assault, you can perform charge attacks as a move action.
  • 30th Level: Additional points spent on Sudden Assault to increase the damage of your next charge attack instead apply to all charge attacks you make before the start of your next turn.

Whirling Rip (Su)

Requires: Barbarian 1
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 if 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.
Additional Fury: For each additional point of fury you spend, Whirling Rip deals an additional +1 damage to the secondary target.
Progression:
  • 10th Level: 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.
  • 20th Level: 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.
  • 30th Level: The damage caused by Whirling Rip against a secondary target is instead applied to all creatures within your reach, including your original target.

Violent Revel (Ex)

Requires: Barbarian 1
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points 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 to hit, and +2 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 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).
Additional Fury: -
Progression:
  • 10th Level: You can activate Violent Revel more than once per round, assuming you have enough fury available to do so. 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.
  • 20th Level: The cost to activate Violent Revel is reduced to 2 points of fury.
  • 30th Level: Every attack of opportunity made against you that is provoked as a result of Violent Revel is applied as a bonus to each of your attacks before the start of your next turn.

Rampage (Ex)

Requires: Barbarian 1
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 (hit or miss). 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. Walking provokes attacks of opportunity, and counts as movement, preventing you from using a 5-foot step this round.
Additional Fury: For each additional 2 points of fury you spend, you can increase the movement provided by Rampage by 5 additional feet.
Progression:
  • 10th Level: 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.
  • 20th Level: You may use the bonus movement provided by Rampage with any movement type you possess (instead of Walk).
  • 30th Level: The base bonus movement provided by Rampage increases to 20 feet.

Mauler (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to gain a bonus bite attack whenever you make 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. If it hits, the bite deals base weapon damage of 1d6 + CHA modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage. (Remember that base weapon damage increases at levels 8, 15, 22 and 29.) The damage from Mauler's bite attack does not include your STR or CON modifiers. Mauler deals Bludgeoning, Slashing and Piercing damage (like all bite attacks) and belongs to the "Close" weapon group.
Mauler cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Bruised, Bleed or Ruptured).
Additional Fury: For each additional point of fury you spend, you inflict 1 point of Bleed damage with the bite attack from Mauler, if it hits, in addition to its normal damage.
Progression:
  • 10th Level: Mauler can also be activated when you make a standard attack action, up to once per round. It cannot be re-activated a second time in the same round, even with an action point.
  • 20th Level: Mauler's bite attack deals base weapon damage of 1d6 + CHA modifier + STR modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage.
  • 30th Level: Mauler's bite attack deals base weapon damage of 1d6 + CHA modifier + STR modifier + CON modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage.

Menacing Growl (Su)

Requires: Barbarian 1, Feral Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to activate Menacing Growl. If your next attack hits, in addition to dealing damage, you emit a terrifying growl in a 15-foot 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 area of the growl.
Additional Fury: For every 2 additional points of fury you spend, you can increase the size of Menacing Growl's area of effect by an additional 5 feet (e.g. +2 fury gets you a 20-foot cone, etc.).
Progression:
  • 10th Level: The cost to increase the area of effect of Menacing Growl decreases to only 1 point of fury per additional 5 feet.
  • 20th Level: Menacing Growl now affects all enemy creatures within a 20 foot radius of you (instead of a cone).
  • 30th Level: Menacing Growl now affects all enemy creatures within a 30 foot radius of you.

Threatening Snap (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to activate Threatening Snap. The next creature which makes a 5-foot step to leave a square you threaten (or takes a withdraw action) 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. If it hits, the bite deals base weapon damage of 1d6 + CHA modifier, plus any enhancement bonuses or feat bonuses your main weapon normally adds to damage. (Remember that base weapon damage increases at levels 8, 15, 22 and 29.) The damage from Threatening Snap's bite attack does not include your STR or CON modifiers. 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.
Additional Fury:
Progression:
  • 10th Level: If you hit with Threatening Snap, you gain 1 point of fury.
  • 20th Level: Add your STR modifier to the bite damage caused by Threatening Snap, if it hits.
  • 30th Level: Add your CON modifier to the bite damage caused by Threatening Snap, if it hits.

Erratic Charge (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 1 point
Benefit: As a free action, you can spend 1 point of fury to activate Erratic Charge. The next charge attack you make can include one change of direction during the movement portion of the next charge attack you make. This charge attack must occur before the start of your next turn or the benefit of Erratic Charge is lost. You must be able to perceive the target of your charge before you begin the charge attack.
Erratic Charge can be used in conjunction with other rage powers which are activated as part of a charge action.
Additional Fury: For each additional 2 points of fury you spend, you may make another course change during the movement portion of a charge attack you have augmented with Erratic Charge.
Progression:
  • 10th Level: You can pass through ally spaces while performing a charge attack augmented with Erratic Charge (though you cannot end your charge while in an ally's space).
  • 20th Level: The cost of additional course changes during an Erratic Charge is reduced to 1 point of fury per course change.
  • 30th Level: If your Erratic Charge hits, you may push your target back a number of squares equal to the number of course changes you made during the charge. The target may be pushed in any unblocked path you wish, as long as each square of movement is further away from you than the last. You may follow the target during this forced movement, even if you do not have any movement remaining. This improvement allows you to resolve the charge attack while inside an ally's space, as long as you use the push to end up in an unblocked space. If you attempt to do so, however, and your charge attack misses, you are knocked Prone in the first unoccupied square along your charge's movement path.

Ambush Predator (Ex)

Requires: Barbarian 1, 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 +12d6 at level 33. 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.
Additional Fury: For each additional point of fury you spend, you deal an additional +2 points of precision damage to a successfully struck target.
Progression:
  • 10th Level: If you make an attack augmented with Ambush Predator against a creature which has not yet acted during this encounter, the attack ignores any DR the creature may have.
  • 20th Level: The precision damage caused by Ambush Predator is now bonus damage. Bonus damage is not multiplied on a critical hit, but it deals full damage to creatures hardened or immune to precision damage.
  • 30th Level: Attacks augmented with Ambush Predator always ignore a target's DR, even if the target has already acted during this encounter.

Howling Charge (Su)

Requires: Barbarian 1, Feral Mien
Fury Cost: 2 points
Benefit: Once per round as part of a charge action, you can spend 2 points of fury to augment your next charge attack with a thunderous shout that pierces your enemies. If you make a charge attack before the start of your next turn, and it hits your target, in addition to dealing your normal charge damage, you also deal your CHA modifier as sonic damage to the target and all creatures adjacent to the target. 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, or you are unable to perform a charge before the start of your next turn, the fury points spent to activate this power are lost.
Howling Charge cannot be activated in the same charge attack action as another rage power which is activated on a charge attack action.
Additional Fury: For each additional point of fury you spend, you can add an additional +1 point of sonic damage to the damage dealt by Howling Charge.
Progression:
  • 10th Level: Howling Charge now inflicts sonic damage on all creatures within 10 feet of the target creature's space. (Note that this is 10 feet out from each edge of the creature, if it is greater than size medium.)
  • 20th Level: The sonic damage from Howling Charge only affects enemy creatures. Your friends have learned to ignore you when you get like this.
  • 30th Level: For each additional point of fury you spend, you can add an additional +3 points of sonic damage to the damage dealt by Howling Charge, instead of only +1 sonic damage.

Beast Heart (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to activate Beast Heart. Until the start of your next turn, all of your attacks gain a +1 bonus to hit. In addition, you may spend fury to improve Beast Heart, as described in the "Additional Fury" section below, as a free action even when it is not your turn.
Additional Fury: For each additional point of fury you spend, you may add +1 point of base damage to a successful attack you just made. This is bonus damage and is not multiplied on a critical hit. Note that base damage improves at levels 8, 15, 22 and 29.
Progression:
  • 10th Level: Each additional point of fury spent on Beast Heart while it is active provides +2 base damage to a successful attack.
  • 20th Level: The to-hit bonus from Beast Heart improves to +2. This applies to all attacks you make until the start of your next turn.
  • 30th Level: Each additional point of fury spent on Beast Heart while it is active provides +3 base damage to a successful attack.

Bloodfang (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 1 point
Benefit: As a free action, you can spend 1 point of fury to cause the next Bleed status condition you inflict before the start of your next turn to inflict a Ruptured status condition instead.
Bloodfang cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Bruised, Bleed or Ruptured).
Additional Fury: For each additional point of fury you spend, you can apply Bloodfang to another attack you make before the start of your next turn that inflicts a Bleed.
Progression:
  • 10th Level: -
  • 20th Level: As a free action, you can spend 3 points of fury to cause an attack you make before the end of your current turn to inflict the Ruptured status condition, if it hits. This can be applied to any attack, not just an attack which normally inflicts a Bleed. You may apply this benefit to as many attacks as you wish before the end of your current turn, as long as you have sufficient fury to activate it for each attack.
  • 30th Level: The cost to cause any of your attacks to inflict the Ruptured status condition is reduced to 2 points of fury. This may still only be applied to attacks you make before the end of your current turn.

Bloodspatter (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to splatter blood into the eyes of nearby foes. If your next attack hits its target, you can select one creature within your reach that is adjacent to the creature you just struck (it cannot be the same creature you just struck). This adjacent creature suffers the Dazzled condition until the start of your next turn. There is no to-hit roll or saving throw for this effect. Creatures with no eyes cannot be the target of Bloodspatter.
Bloodspatter cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Dazzled, Blind or Fogged).
Additional Fury: For each additional point of fury you spend on Bloodspatter, you can also inflict 1 point of damage on the target of Bloodspatter. This damage ignores DR.
Progression:
  • 10th Level: The target of Bloodspatter must make a save vs. a DC of 10 + half your barbarian level + your CHA modifier, or they become Blind on all sight-based and scent-based senses until the start of your next turn. If they succeed on the save, they are instead Dazzled until the start of your next turn.
  • 20th Level: The target of Bloodspatter suffers the Blind condition to all sight-based and scent-based senses until the start of your next turn. (There is no longer a save vs. the Blind effect.)
  • 30th Level: The target of Bloodspatter must make a save vs. a DC of 10 + half your barbarian level + your CHA modifier, or they become Fogged until the start of your next turn. If they succeed on the save, they are instead Blind on all sight-based and scent-based senses until the start of your next turn.

Gutting Wrench (Ex)

Requires: Barbarian 10, Feral Mien
Fury Cost: 2 points
Benefit: Once per round as a standard action, you can spend 2 points of fury to make a particularly savage attack against a foe within your reach. If the attack hits, you deal damage as normal, and your target must make a saving throw vs. a DC of 10 + half your barbarian level + your CHA modifier or become Sickened until the start of your next turn.
Gutting Wrench cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Sickened, Afflicted or Nauseated).
Additional Fury: For each additional point of fury you spend, you increase the save DC of Gutting Wrench by +1.
Progression:
  • 10th Level: -
  • 20th Level: Instead of Sickened, Gutting Wrench can now inflict the Afflicted condition on any creature which fails the saving throw. Afflicted lasts until the start of your next turn.
  • 30th Level: Instead of Afflicted, Gutting Wrench can now inflict the Nauseated condition on any creature which fails the saving throw. Nauseated lasts until the start of your next turn.

Tirade (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury and issue a furious stream of biting words and harsh invective at a nearby foe, calling on the spirits to blight his luck. One foe within 15 feet of you must make a saving throw vs. a DC of 10 + half your barbarian level + your WIS modifier or become Jinxed until the start of your next turn.
Tirade cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Jinxed, Hexed or Cursed).
Additional Fury: For each additional point of fury you spend, you add +1 to the save DC of your Tirade.
Progression:
  • 10th Level: You may spend additional points of fury to increase the radius of Tirade. For each additional point of fury you spend, the radius increases by an additional 5 feet. You may still only target one foe within the radius.
  • 20th Level: Tirade now inflicts Hexed, instead of Jinxed, if the creature fails its saving throw. If it lands, the Hexed condition lasts until the start of your next turn.
  • 30th Level: Tirade now inflicts Cursed, instead of Hexed, if the creature fails its saving throw. If it lands, the Cursed condition lasts until the start of your next turn.

Scattering Charge (Su)

Requires: Barbarian 10, Feral Mien
Fury Cost: 3 points
Benefit: Once per round as part of a Charge attack action, you can spend 3 points of fury to scatter your foes, demolishing their defensive lines. If your charge attack hits the target, in addition to dealing your normal charge damage, you may also slide your charge target, and/or any other enemy creatures adjacent to your charge target. You may slide these foes a total number of squares equal to your CHA modifier, divided up among the foes you wish to slide. You can apportion out these squares of movement however you wish, including applying all of them to one target, or differing amounts to multiple targets in range, as long as the total number of squares of forced movement you inflict is less than or equal to your CHA modifier. If your charge attack misses, the fury points to activate this power are wasted.
Scattering Charge cannot be activated in the same charge attack action as another rage power which is activated on a charge attack action.
Additional Fury: For each additional point of fury you spend, you deal damage to any creature slid equal to 2 points per square each creature is slid by Scattering Charge. The damage dealt to the creature is based on the number of squares you intend to slide it, even if it falls Prone to avoid moving the full distance.
Progression:
  • 10th Level: -
  • 20th Level: If your charge attack hits, Scattering Charge can be applied to any creatures within 15 feet of your charge target.
  • 30th Level: For each additional point of fury you spend, you deal damage to any creature slid equal to 5 points per square each creature is slid by Scattering Charge (instead of 2). The damage dealt to the creature is based on the number of squares you intend to slide it, even if it falls Prone to avoid moving the full distance.

Penetrating Blow (Ex)

Requires: Barbarian 10, 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.
Additional Fury: 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.
Progression:
  • 10th Level: If your target has no DR capable of blocking your attacks, an attack modified by Penetrating Blow instead deals bonus damage equal to half of the DR granted by your barbarian class ability (round down). Bonus damage is not multiplied on a critical hit.
  • 20th Level: If you roll a critical hit with an attack modified with Penetrating Blow, it automatically confirms.
  • 30th Level: If your target has no DR capable of blocking your attacks, an attack modified by Penetrating Blow instead deals bonus damage equal to the DR granted by your barbarian class ability. Bonus damage is not multiplied on a critical hit.

Explosive Charge

Requires: Barbarian 22, Primal Mien
Fury Cost: 1 point
Benefit: Once per round as part of a charge attack action, you can spend 1 point of fury to become a living missile, exploding in a fiery burst which incinerates your foes. If your charge attack hits, in addition to dealing your normal damage, your target and all creatures within 30 feet of your charge target must make a Reflex save vs. a DC of 10 + half your barbarian level + your WIS modifier, or take 1d6 per 2 barbarian levels (round down) plus your WIS modifier as fire damage. Creatures which succeed on their saves take only half damage. If your charge attack misses, all fury spent to activate this power is lost.
Explosive Charge cannot be activated in the same charge attack action as another rage power which is activated on a charge attack action.
Additional Fury: For each additional point of fury you spend, you can expand the radius of Explosive Charge by 5 feet.
Additional Fury: For each additional point of fury you spend, you can increase the save DC of Explosive Charge by +1.
Progression:
  • 10th Level: -
  • 20th Level: -
  • 30th Level: Your WIS modifier damage is considered Primal damage, which ignores ER. For each additional point of fury you spend, you can convert 1 die of the damage dealt by Explosive Charge into Primal damage.

Doodlebug (Su)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 1 point
Benefit: As a free action, you can spend 1 point of fury to place a doodlebug upon 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. Note that you are still subject to miss chances caused by cover or concealment. In addition, Doodlebug deals 1d6 points of psychic energy damage to the target. This psychic damage increases by an additional 1d6 per 5 levels of barbarian you possess (drop fractions; e.g. 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, etc.), to a maximum of 8d6 at level 35.
You can sustain Doodlebug on a creature that had a Doodlebug applied to it in the previous round, even if you no longer have line of sight or line of effect to that creature, as long as you can pay the fury cost each round. However, if the creature didn't have Doodlebug on it last round, you must be able to perceive it in order to apply it.
Additional Fury: For each additional point of fury you spend, you may select one additional creature to apply Doodlebug upon.
Progression:
  • 10th Level: You are no longer subject to miss chances from cover or concealment when targeting a creature which you have placed a Doodlebug upon.
  • 20th Level: You may place doodlebug on any creature that is part of the current combat encounter, even if you cannot perceive that creature.
  • 30th Level: You do not suffer any range penalties when attacking a creature you have placed doodlebug upon, nor do you suffer distance penalties for skill checks (such as Perception) made against a creature you have placed doodlebug upon. Despite this, your attacks cannot exceed the maximum range of your weapon(s).

Ghost Step (Su)

Requires: Barbarian 1, 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.
Additional Fury: For every 2 additional points of fury you spend, you gain a +1 dodge bonus to your AC while you are moving and incorporeal due to Ghost Step.
Progression:
  • 10th Level: The cost to activate Ghost Step is reduced to 3 points of fury.
  • 20th Level: 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. Any AC bonus from Ghost Step is only in effect while you are moving and incorporeal.
  • 30th Level: For each additional point of fury you spend, you gain a +1 dodge bonus to your AC while you are moving and incorporeal due to Ghost Step. (Reduced from 2 points of fury per point of Dodge AC.)

Disruptive (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to increase the concentration DC of casting spells or using spell-like abilities defensively 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. The penalty to the concentration check increases to +5 at tenth level, +6 at twentieth level, and +7 at thirtieth level.
Additional Fury: For every 2 additional points of fury you spend, you can increase the DC to cast spells or spell-like abilities defensively by an additional +1.
Progression:
  • 10th Level: If you have the Doodlebug rage power, any enemies affected by it 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.
  • 20th Level: This power now affects creatures even if you have no attacks of opportunity available.
  • 30th Level: For each additional point of fury you spend, you can increase the DC to cast spells or spell-like abilities defensively by an additional +1. (Reduced from 2 points of fury per +1 to the DC.)

Eater of Magic Ex)

Requires: Barbarian 1, 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.
Additional Fury: For every 2 additional points of fury you spend, you can add a +1 untyped bonus to the results of both dice rolled when Eater of Magic is triggered. These additional points of fury must be spent at the same time that Eater of Magic is activated, and are wasted if no qualifying spell, spell-like or supernatural ability is used against you before the start of your next turn.
Progression:
  • 10th Level: If you succeed against the saving throw with both die rolls, 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.
  • 20th Level: You may now activate this ability using 2 points of fury. When you do so, it applies against all qualifying effects which target or affect you, until the beginning of your next turn.
  • 30th Level: If you succeed against the saving throw with either die rolled, 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).

Magic Bane (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 2 points
Benefit: As a free action, you can spend 2 points of fury to add your WIS modifier to the damage caused by 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 an attack roll against a qualifying target. You must make the 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. Additional damage from Magic Bane is treated as part of your normal attack damage, and is multiplied on critical hits. (It is not, however, base weapon damage, so it does not get multiplied at levels 8, 15, 22 and 29.)
Additional Fury: For each additional point of fury you spend, you can add +1 damage to the damage caused by Magic Bane, when you attack a qualifying creature before the start of your next turn.
Progression:
  • 10th Level: For each additional point of fury you spend, you can apply Magic Bane to an additional attack you make before the start of your next turn. Additional fury spent to increase the damage applies to all attacks augmented by Magic Bane made against qualifying targets.
  • 20th Level: You automatically confirm critical hits with any attack augmented by Magic Bane.
  • 30th Level: Attacks augmented with Magic Bane against qualifying targets add double your WIS modifier to the normal damage of the attack. (Increased from 1x your WIS modifier.)

Distrustful Gaze (Ex)

Requires: Barbarian 10, Superstitious Mien
Fury Cost: 2 points
Benefit: Once per round as a swift 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.
Additional Fury: For every 2 additional points of fury, you can add +1 to the saving throw result. This additional fury must be spent before the saving throw is rolled.
Progression:
  • 10th Level: -
  • 20th Level: 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.
  • 30th Level: For each additional point of fury, you can add +1 to the saving throw result. This additional fury must be spent before the saving throw is rolled. (Reduced from 2 points of fury for each +1 bonus to the save.)

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.
Additional Fury: For every 2 additional points of fury you spend, you gain an additional +1 bonus to any saving throws against any spell, spell-like or supernatural ability until the start of your next turn. This fury must be spent when Red-Dimmed Gaze is activated.
Progression:
  • 10th Level: When you succeed on a saving throw against a spell, spell-like or supernatural effect while Red-Dimmed Gaze is active, you inflict 3d6 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 above level 10 (drop fractions; e.g. 4d6 at level 14, 5d6 at level 18, etc.).
  • 20th Level: Red-Dimmed Gaze applies to all saving throws, not just those made against spell, spell-like or supernatural abilities.
  • 30th Level: For each additional point of fury you spend, you gain an additional +1 bonus to any saving throws against any effect until the start of your next turn. This fury must be spent when Red-Dimmed Gaze is activated. (Reduced from 2 points of fury per +1 bonus to saves.)

Dead-Eyed Stare (Su)

Requires: Barbarian 1, 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, spell, or spell-like abilities. That enemy must make a Fort save vs. a DC of 10 + half your barbarian level + your WIS modifier or it suffers the Unsteady condition until the start of your next turn. This is neither a fear effect, nor a mind-affecting effect.
Dead-Eyed Stare cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Unsteady, Disoriented or Dazed).
Additional Fury: For every 2 additional points of fury you spend, you can increase the DC of the saving throw of Dead-Eyed Stare by +1.
Progression:
  • 10th Level: You may activate Dead-Eyed Stare more than once per round, as long as you have sufficient fury points available to do so. Any additional fury you spend to increase the save DC applies to all saving throws caused by Dead-Eyed Stare until the start of your next turn.
  • 20th Level: The subject of your Dead-Eyed Stare must make a Fort save vs. a DC of 10 + half your barbarian level + your WIS modifier. If your target fails the saving throw, they are Disoriented until the start of your next turn. If they make the save, they are Unsteady until the start of your next turn.
  • 30th Level: The subject of your Dead-Eyed Stare must make a Fort save vs. a DC of 10 + half your barbarian level + your WIS modifier. If your target fails the saving throw, they are Dazed until the start of your next turn. If they make the save, they are Unsteady until the start of your next turn.

Auspicious Mark (Su)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 4 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 4 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 bonus improves by +1 (not +1d6) for every 4 levels of barbarian you possess (drop fractions; e.g. 1d6+1 at level 4, 1d6+2 at level 8, 1d6+3 at level 12, etc.).
Additional Fury: For every 2 additional points of fury you spend, you may add a further +1 to the bonus granted by Auspicious Mark.
Progression:
  • 10th Level: The cost to activate Auspicious Mark is reduced to 3 points of fury.
  • 20th Level: You can activate Auspicious Mark up to twice per round, as long as you have sufficient fury points available to do so.
  • 30th Level: The cost to activate Auspicious Mark is reduced to 2 points of fury.

Desperate Rage (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 3 points
Benefit: As a free action, you can spend 3 points of fury to gain 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. Your next attack must occur before the start of your next turn, or the fury points spent to activate Desperate Rage are lost.
Additional Fury: For every 3 additional points of fury you spend, you can apply the bonus from Desperate Rage to an additional attack you make before the start of your next turn. The to-hit bonus is recalculated prior to the attack, based on the number of adjacent enemies.
Progression:
  • 10th Level: Attacks augmented by Desperate Rage also deal bonus damage equal to double the to-hit bonus it provides. Bonus damage is not multiplied on a critical hit.
  • 20th Level: The to-hit bonus granted by Desperate Rage is equal to the number of enemy creatures you are adjacent to when you make your attack, regardless of whether they possess supernatural or spell-like abilities.
  • 30th Level: Attacks augmented by Desperate Rage also deal bonus damage equal to five times the to-hit bonus it provides. Bonus damage is not multiplied on a critical hit.

Spellbreaker (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 4 points
Benefit: Once per round as a swift action, you can spend 4 points of fury to make a Sunder combat maneuver against an ongoing spell effect, instead of trying to break a worn, wielded or unattended object. When attempting to break a spell on an enemy creature, the target DC is the creature's CMD. If attempting to break a spell on a non-enemy creature, the target DC is the CMD of the creature who applied the spell effect. If attempting to break a spell on an unattended object, the target DC is 15 + the effect's caster level.
If successful, you suppress the effect for 1 round. If you exceed the DC by 5 or more, you suppress the effect for 2 rounds. If you exceed the target CD by 10 or more, the effect is dispelled.
If multiple spell effects are present, the effect which is suppressed or dispelled is determined randomly.
Additional Fury: For every 2 additional points of fury you spend, you can add a +1 bonus to your CMB for purposes of the Spellbreaker Sunder attempt.
Progression:
  • 10th Level: If multiple spell effects are present, you may decide which effect is suppressed or dispelled on a successful check.
  • 20th Level: If you exceed the DC by 5 or more, the effect is dispelled.
  • 30th Level: Instead of a swift action, Spellbreaker is now activated as a free action, and is rolled against the next creature you successfully hit with a melee attack. The melee attack is resolved as normal, and you make your CMB check as a free action against the same creature. You must successfully hit a creature with a melee attack before the start of your next turn, or the fury spent on Spellbreaker is lost.

Mana's Red Bane (Ex)

Requires: Barbarian 22, Superstitious Mien
Fury Cost: 4 points
Benefit: Once per round as a free action, you can spend 4 points of fury to cause your next sunder combat maneuver made against a wielded magically enchanted item to inflict your normal weapon damage, if successful, instead of the damage typical of a combat maneuver. You must make the sunder attempt before the start of your next turn, or the fury spent to activate this power is lost.
Additional Fury: For every 2 additional points of fury you spend, you can increase your CMB by +1 for your next Sunder attempt made before the start of your next turn.
Progression:
  • 10th Level: A successful sunder attempt made using Mana's Red Bane also adds your WIS modifier to its damage.
  • 20th Level: If a sunder check augmented by Mana's Red Bane exceeds the target's CMD, it is treated as having a result 10 higher than was actually rolled for purposes of overcoming the wielded object's durability.
  • 30th Level: For each additional point of fury you spend, you can increase your CMB by +1 for your next Sunder attempt made before the start of your next turn. (Reduced from 2 points of fury per +1 bonus to CMB.)

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.
This bonus damage increases by an additional +1d6 per five barbarian class levels you possess (drop fractions; e.g. 2d6 + WIS at 5th level, 3d6 + WIS at 10th level, 4d6 + WIS at 15th level, etc.)
Additional Fury: For each additional point of fury you spend, you may add an additional +1 damage of the chosen energy type to your attack.
Progression:
  • 10th Level: 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. Additional fury spent to increase the damage of Elemental Strike is applied to all attacks you augment with Elemental Strike.
  • 20th Level: 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 and energy damage types.
  • 30th Level: For each additional point of fury you spend, you may add an additional +3 damage of the chosen energy type to your attack. (Increased from 1 point of fury per +1 additional energy damage.)

Primal Soul (Ex)

Requires: Barbarian 1, 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 except Primal (ER x/-) until the start of your next turn, equal to your WIS modifier (minimum 1).
Additional Fury: For each additional point of fury you spend, you add +1 to the amount of ER granted by Primal Soul.
Progression:
  • 10th Level: -
  • 20th Level: The cost to activate Primal Soul is reduced to 2 points of fury.
  • 30th Level: -

Shatterbones (Ex)

Requires: Barbarian 1, Primal Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 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. The penalty inflicted by Shatterbones cannot be stacked with itself, even if applied by two different barbarians.
Additional Fury: For every 2 additional points of fury you spend, your attack inflicts an additional -1 penalty to the armor class of the creature struck, to a maximum of your WIS modifier.
Progression:
  • 10th Level: 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.
  • 20th Level: The cost to activate Shatterbones is reduced to 2 points of fury.
  • 30th Level: For each additional point of fury you spend, your attack inflicts an additional -1 penalty to the armor class of the creature struck, to a maximum of your WIS modifier. (Reduced from 2 points of fury per -1 additional AC penalty.)

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; e.g. 2d6 + WIS at 4th, 3d6 + WIS at 8th, etc.).
Additional Fury: For each additional point of fury you spend, you can add +1 point of fire damage to the Blistering Rage attack.
Progression:
  • 10th Level: 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. Inflicting the Torpid condition is optional, but if you use it, Blistering Rage cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Torpid, Benumbed or Petrified).
  • 20th Level: You may now use Blistering Rage as a ranged touch attack on a creature up to 15 feet away from you, instead of adjacent.
  • 30th Level: You may now use Blistering Rage as a ranged touch attack on a creature up to 30 feet away from you, instead of adjacent.

Arcing Strike (Su)

Requires: Barbarian 1, 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 lance a bolt of electrical energy through one or more of your enemies. Choose an adjacent target you threaten and can perceive. Make a melee touch attack using your BAB + WIS modifier + 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; e.g. 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level, etc.). If you spent additional fury points when you activated this power (see below), 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. Damage is rolled once, and is applied to every target hit by Arcing Strike.
Additional Fury: 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.
Progression:
  • 10th Level: Add your WIS modifier to the damage dealt by Arcing Strike
  • 20th Level: Arcing Strike may arc to additional enemies that are within 20 feet of the previously struck foe, instead of 10 feet.
  • 30th Level: Add your CON modifier to the damage dealt by Arcing Strike

Avalanche Strike (Ex)

Requires: Barbarian 1, 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 your attack deals more than one type of damage (e.g. bludgeoning and fire) you may choose which damage type Avalanche Strike inflicts among the types you are dealing. If your attack deals damage after 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; e.g. +2d6 at 4th level, +3d6 at 8th level, etc.). If you fail to make an attack before the start of your next turn, or if the attack misses, the fury points spent are lost.
If you make an attack augmented by Avalanche Strike that targets multiple enemies (e.g. Whirlwind Strike), you must choose one of the successfully struck enemies to affect with Avalanche Strike. A single activation of Avalanche Strike can never affect more than one enemy per round.
Additional Fury: For each additional 2 points of fury you spend, you can increase the forced movement caused by Avalanche Strike by 1 square. You must spend this additional fury before the attack roll is made, and if it misses, or fails to inflict damage after the creature's defenses, the fury points spent are lost.
Progression:
  • 10th Level: If your attack augmented by Avalanche Strike deals damage after any of the enemy creature's defenses (e.g. DR or ER), you may slide the struck foe 2 squares (increased from 1 square).
  • 20th Level: You may activate Avalanche Strike up to twice per round, each time for different attacks, and costing 2 points of fury each time. If you spend additional fury to increase the distance of the forced movement, it applies to both activations of Avalanche Strike. If you target the same creature with both attacks, the forced movement is cumulative, and is resolved after all of your attacks against that creature are resolved. You must make any attack augmented by Avalanche Strike prior to the start of your next turn, or the fury points to activate it are lost.
  • 30th Level: For each additional point of fury you spend, you can increase the forced movement caused by Avalanche Strike by 1 square. You must spend this additional fury before the attack roll is made, and if it misses, or fails to inflict damage after the creature's defenses, the fury points spent are lost. (Reduced from 2 points of fury per additional square of forced movement.)

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 attacks of opportunity, 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.
Additional Fury: For every 3 additional points of fury you spend, you can increase the distance you walk with Slipstream by an additional 5 feet. This additional movement cannot be taken as a separate free action, but is a single action. If you stop moving to perform a different action, such as an attack, any extra movement from Slipstream is lost.
Progression:
  • 10th Level: Add +2d6 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, nor is it multiplied on a critical hit. This damage increases by +1d6 per four levels of Barbarian you possess beyond 10th level (drop fractions; e.g. +3d6 at 14th level, +4d6 at 18th level, etc.).
  • 20th Level: For every 2 additional points of fury you spend, you can increase the distance you walk with Slipstream by an additional 5 feet. This additional movement cannot be taken as a separate free action, but is a single action. If you stop moving to perform a different action, such as an attack, any extra movement from Slipstream is lost. (Reduced from 3 points of fury per additional 5 feet of movement.)
  • 30th Level: For each additional point of fury you spend, you can increase the distance you walk with Slipstream by an additional 5 feet. This additional movement cannot be taken as a separate free action, but is a single action. If you stop moving to perform a different action, such as an attack, any extra movement from Slipstream is lost. (Reduced from 2 points of fury per additional 5 feet of movement.)

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.
Additional Fury: For every 2 additional points of fury you spend, you can increase the damage dealt by Infernal Core by 1 point.
Progression:
  • 10th Level: You can spend 2 additional points of fury to expand the radius of Infernal Core by 5 feet, affecting any creatures who begin their turn within 10 feet of you, until the start of your next turn. You cannot expand the radius beyond 10 feet total.
  • 20th Level: The damage dealt by Infernal Core is instead equal to your barbarian level.
  • 30th Level: The energy type of Infernal Core changes to fire and negative energy. Creatures must be able to resist both energy types to reduce Infernal Core's damage dealt, and the lowest of the two resistances (if both are present and they are different) is used to mitigate the damage. You may always choose to deal only fire damage instead (though you cannot deal only negative energy).

Land's Obeisance (Su)

Requires: Barbarian 1, 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. The terrain remains difficult for all other creatures, and returns to being difficult terrain for you at the start of your next turn.
Additional Fury: For every 2 additional points of fury you spend, you may treat an additional square of difficult terrain as normal terrain.
Progression:
  • 10th Level: For each additional point of fury you spend, you may treat an additional square of difficult terrain as normal terrain. (Reduced from 2 points of fury per 1 square of difficult terrain.)
  • 20th Level: 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 terrain as though it were normal terrain. If there is more than one impeded space in your path, you can pass through these for an additional 2 fury points per square. If you do not have adequate fury available to end your movement in a non-impeded space, you instead end your move in the first available (non-impeded) space along the path you took, and any fury points you spent on Land's Obeisance are lost.
  • 30th Level: When you activate Land's Obeisance, you can spend 3 additional points of fury (for a total of 4 points) to pass through 1 square of blocked terrain as though it were normal terrain. If there is more than one blocked space in your path, you can pass through these for an additional 3 fury points per square. If you do not have adequate fury available to end your movement in a non-blocked space, you instead end your move in the first available (non-impeded, non-blocked) space along the path you took, and any fury points you spent on Land's Obeisance are lost.

Roots of the Mountain (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 reduce any forced movement you are subjected to before the start of your next turn by 2 squares.
Additional Fury: For each additional point of fury you spend, you can increase your resistance to forced movement by an additional 1 square.
Progression:
  • 10th Level: The initial cost to activate Roots of the Mountain is reduced to 2 points of fury.
  • 20th Level: 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.
  • 30th Level: If an ability subjects you to forced movement while Roots of the Mountain is active, and you negate the forced movement entirely, you are completely unaffected by the attack, its damage, and all of its effects, even those caused on a miss, or after a successful saving throw.

Buffeting Vortex (Su)

Requires: Barbarian 1, 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. If there are no unoccupied spaces adjacent to you, no forced movement occurs.
Additional Fury: For each additional point of fury you spend, you can exclude one creature from the effect of Buffeting Vortex.
Progression:
  • 10th Level: For every 2 additional points of fury you spend, you can add +1 to the ranged touch attack rolls made for Buffeting Vortex. You must spend this fury at the same time you activate Buffeting Vortex, but it applies to all to-hit rolls you make for resolving Buffeting Vortex.
  • 20th Level: The radius of Buffeting Vortex increases to 20 feet.
  • 30th Level: The radius of Buffeting Vortex increases to 30 feet.

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.
Additional Fury: For every 2 additional points of fury you spend, you may select an additional energy type 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.
Progression:
  • 10th Level: -
  • 20th Level: -
  • 30th Level: 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: 2 points
Benefit: As a free action, you can spend 2 points 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 do not stack; only the largest bleed is applied to a target, replacing any smaller ones which might be present.
Vicious Slice cannot be activated in the same round as any other rage powers capable of inflicting a status condition, unless it inflicts status conditions from the same array (i.e. Bruised, Bleed or Punctured).
Additional Fury: 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.
Progression:
  • 10th Level: For each additional point of fury you spend, you can add +1 to the bleed damage inflicted by Vicious Slice. This fury must be spent at the same time that Vicious Slice is activated, but it applies to all attacks you make before the start of your next turn which are augmented by Vicious Slice.
  • 20th Level: Attacks augmented by Vicious Slice now inflict Punctured instead of Bleed, equal to your CHA modifier, in addition to dealing normal damage. Additional fury points spent to increase the Bleed damage (the 10th level ability) instead increase the Punctured damage.
  • 30th Level: The cost to activate Vicious Slice is reduced to 1 point of fury. (Reduced from 2 points of fury.)

Relentless (Ex)

Requires: Barbarian 10, 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.
Additional Fury: For each additional point of fury you spend, you can increase the maximum number of hit points it is possible for you to recover by 1. Note that this does not increase the amount of actual recovery you gain, as that is based purely on how much damage you take before the start of your next turn.
Progression:
  • 10th Level: -
  • 20th Level: 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.
  • 30th Level: If you are rendered unconscious or dead from damage taken while Relentless is active, the recovery provided by Relentless still occurs. If, after the recovery, you are raised above the threshold for dead, you are not dead. If, after the recovery, you are raised to at least 0 hit points, you are not unconscious. Because this is not instantaneous, you still fall Prone from becoming briefly unconscious or dead.

Bloodthirst (Ex)

Requires: Barbarian 1, 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 start of your next turn. In addition, you add your CHA modifier to the DR gained from your barbarian class feature until the start of your next turn.
Additional Fury: For each additional point of fury you spend, you can add +1 to the bonus damage provided by Bloodthirst.
Progression:
  • 10th Level: For each additional point of fury you spend, you can apply the bonus damage from Bloodthirst to an additional attack you make before the start of your next turn.
  • 20th Level: For each additional point of fury you spend, you can add +1 to the bonus DR provided by Bloodthirst.
  • 30th Level: The bonus damage provided by Bloodthirst is equal to double your CHA modifier.

Body Bludgeon (Ex)

Requires: Barbarian 1, 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 (to grab the adjacent enemy) also 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.). 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 (e.g. with a held/readied action, etc.) at its normal Armor Class as if it were in its original space.
Additional Fury: For each additional point of fury you spend, you can add +1 to the damage dealt by Body Bludgeon (to both the seized and struck foes). These additional points of fury must be spent before any attack rolls are made, and if the attack misses, the fury points are lost.
Progression:
  • 10th Level: You may also add your CHA modifier to the damage dealt by Body Bludgeon (to both the seized and struck foes).
  • 20th Level: At the end of your turn, you may place the seized foe in any legal space within your reach, instead of returning it to its original space. This is considered forced movement.
  • 30th Level: You may attempt to seize an enemy creature within your reach who is up to two sizes larger than you. Such a creature inflicts 3d6 base damage if you are able to hit with it.

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 make an attack against an enemy before the end of your current turn (as a standard attack action or part of a full attack action), or you gain no benefits from Battle Madness and the fury points spent to activate it are lost.
Additional Fury: For every 3 additional points of fury you spend when activating Battle Madness, you gain an additional +1 bonus to all saving throws from any source until the start of your next turn.
Progression:
  • 10th Level: The cost to activate Battle Madness is reduced to 3 points of fury. (Reduced from 4 points of fury.)
  • 20th Level: 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.
  • 30th Level: For every 2 additional points of fury you spend when activating Battle Madness, you gain an additional +1 bonus to all saving throws from any source until the start of your next turn. (Reduced from 3 points of fury per +1 additional saving throw bonus)

Surprise Accuracy (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 2 points
Benefit: As a free action, you may spend 2 points of fury to cause your next attack to bend and contort in unexpected ways, as long as you make the attack before the start of your next turn. An attack augmented by Surprise Accuracy gains a +1 bonus to-hit. This bonus increases by an additional +1 per 8 barbarian class levels you possess (drop fractions; i.e. +2 at 8th level, +3 at 16th level, +4 at 24th level, and a maximum of +5 at 32nd level).
Additional Fury: For every 2 additional points of fury you spend, you may apply Surprise Accuracy to another attack you make before the start of your next turn.
Progression:
  • 10th Level: If you successfully hit an enemy creature with an attack augmented with Surprise Accuracy, that creature must make a Reflex save vs. a DC of 10 + half your barbarian level + your CHA modifier, or it suffers a -2 penalty to its AC until the start of its next turn.
  • 20th Level: For each additional point of fury you spend, you may apply Surprise Accuracy to another attack you make before the start of your next turn. (Reduced from 2 points per additional attack augmented.) The cost to activate Surprise Accuracy in the first place is still 2 points of fury.
  • 30th Level: If you successfully hit an enemy creature with an attack augmented with Surprise Accuracy, that creature must make a Reflex save vs. a DC of 10 + half your barbarian level + your CHA modifier, or it gains the Flat-Footed status condition until the start of its next turn. (This replaces, i.e. does not stack with, the AC penalty of the level 10 ability.)

Deadly Accuracy (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you may spend 1 point of fury to increase your critical multiplier by 1 until the start of your next turn. Note that activating this power is not an interrupt and cannot be applied to an attack roll you have already rolled.
Additional Fury: For every 2 additional points of fury you spend, you gain a +1 bonus to any d20 roll made to confirm a critical hit until the start of your next turn. This bonus applies to all such rolls, if you make more than one before the start of your next turn.
Progression:
  • 10th Level: For each additional point of fury you spend, you gain a +1 bonus to any d20 roll made to confirm a critical hit until the start of your next turn. This bonus applies to all such rolls, if you make more than one before the start of your next turn. (Reduced from 2 points of fury per +1 bonus to critical confirmation rolls.)
  • 20th Level: The cost to activate Deadly Accuracy increases to 2 points of fury, but doing so increases your critical multiplier by 2 until the start of your next turn, instead of increasing the multiplier by 1.
  • 30th Level: The cost to activate Deadly Accuracy is reduced to 1 point of fury.

Downing Strike (Ex)

Requires: Barbarian 1, 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. If the attack of opportunity hits, 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.
Note that the fury to activate Downing Strike must be spent during your turn, and if you are unable to make an attack of opportunity against a foe leaving one of your threatened squares before the start of your next turn, or if the attack of opportunity misses, the fury points are lost.
Additional Fury: For every 2 points of additional fury you spend, you can add a +1 bonus to your CMB for purposes of making Trip combat maneuvers triggered by Downing Strike. This bonus lasts until the start of your next turn.
Progression:
  • 10th Level: You may activate Downing Strike up to twice per round, as long as you have sufficient attacks of opportunity available to use them, and enough fury to activate it both times. Both attacks of opportunity must occur before the start of your next turn, or the fury points are lost.
  • 20th Level: The cost to activate Downing Strike is reduced to 2 points of fury. (Reduced from 3 points of fury.)
  • 30th Level: You may activate Downing Strike a number of times per round equal to your available attacks of opportunity, as long as you have sufficient fury points available to do so. All attacks of opportunity must occur before the start of your next turn, or the fury points are lost.

Clear Mind (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 2 points
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.
Additional Fury: 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 once per ally per round.
Progression:
  • 10th Level: Will saves you or an ally make as a result of Clear Mind receive a +2 bonus to the roll.
  • 20th Level: The cost to grant an ally you can see a re-roll on a failed Will save is reduced to 2 points of fury. (Reduced from 3 points of fury per ally re-roll.)
  • 30th Level: Will saves you or an ally make as a result of Clear Mind receive a +4 bonus to the roll.

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.
Additional Fury: For each additional point of fury you spend, you can add 1 point of bonus damage to your Elbow Strike attack. Bonus damage is not multiplied on a critical hit.
Progression:
  • 10th Level: Add your STR modifier to the lethal bludgeoning damage of Elbow Strike.
  • 20th Level: Add your CON modifier to the lethal bludgeoning damage of Elbow Strike.
  • 30th Level: The base weapon damage of Elbow Strike is now the same as your weapon's base weapon dice. This means the total damage of Elbow Strike is the same as your main hand weapon damage and all modifiers/adders, but also adds your CHA modifier. (Improved from base weapon damage of 1.)

Knuckle Dragger (Ex)

Requires: Barbarian 2, Urban Mien, Elbow Strike
Fury Cost: 2 points
Benefit: Once per round as a free action, you can spend 2 points of fury to augment your next attack with a free Reposition (Combat Maneuver) attempt. You must make an attack before the start of your next turn, and the attack must hit your target, or the fury spent to activate this power is lost. If your attack hits, resolve its damage as normal, and then make a Reposition (Combat Maneuver) check against the same creature's CMD. 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. The reposition attempt from Knuckle Dragger counts as part of the same attack as the attack which was augmented, and does not provoke an attack of opportunity.
Additional Fury: For each additional point of fury you spend, you can add +1 point of bonus damage to the damage the Reposition combat maneuver deals, if it hits. This fury must be spent at the same time that Knuckle Dragger is activated.
Progression:
  • 10th Level: You may choose to provoke an attack of opportunity with Knuckle Dragger, if you wish, even if you possess Reposition, Improved (Feat).
  • 20th Level: The cost to activate Knuckle Dragger is reduced to 1 point of fury. (Reduced from 2 points of fury.)
  • 30th Level: The damage dealt by Knuckle Dragger, if it hits, is the same as your normal weapon damage (and all modifiers), instead of the damage you deal with combat maneuvers.

Expert Throw (Ex)

Requires: Barbarian 1, 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. 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.
Additional Fury: 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.
Progression:
  • 10th Level: 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.
  • 20th Level: Once per round, a creature successfully damaged by a thrown attack which was modified by your Expert Throw rage power must make a Reflex save vs. DC 10 + half your barbarian level + your CHA modifier, or be knocked Prone. You may declare which target must make this save after you have rolled your to-hit roll.
  • 30th Level: Add your CHA modifier to the damage done by any thrown attack you have augmented with Expert Throw. This additional damage is considered part of the weapon's normal damage and is multiplied on a critical hit (the same as your STR or CON modifier damage).

Come and Get Me (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 4 points
Benefit: Once per round as a free action, you can spend 4 points of fury to leave yourself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an attack of opportunity from you, which may be resolved prior to resolving each enemy attack. You must, of course, have enough attacks of opportunity available in order to make use of this ability.
Additional Fury: For each additional point of fury you spend, you may make an additional attack of opportunity even if you would not normally be able to do so. This fury must be spent when the ability is activated, and if you do not provoke enough attacks against you to use up all of your available attacks of opportunity, the fury is lost. Note that the additional attacks you gain from this power stack with any extra attacks of opportunity you gain from other sources.
Progression:
  • 10th Level: You gain +1 to hit and +1 base damage with all attacks of opportunity triggered by this ability.
  • 20th Level: You gain +1 to hit and +2 base damage with all attacks of opportunity triggered by this ability.
  • 30th Level: You gain +1 to hit and +4 base damage with all attacks of opportunity triggered by this ability.

Crippling Blow (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to inflict a savage wound upon the next foe you strike during your current turn. That foe must make a Fortitude save vs. a DC of 10 + 1/2 your Barbarian level + your CHA modifier. If they fail this save, they suffer the Impaired condition.
Additional Fury: For every 2 additional points of fury you spend, you may increase the DC of the Saving throw to avoid the status condition by 1. This fury must be spent when Crippling Blow is activated, before the saving throw is rolled, and the amount may not be changed, whether or not your foe succeeds.
Progression:
  • 10th Level: You can increase the save DC of Crippling Blow by +1 per 1 additional point of fury you spend. (Reduced from 2 points of fury per +1 to the save DC).
  • 20th Level: The status condition inflicted by Crippling Blow is Crippled, instead of Impaired.
  • 30th Level: The status condition inflicted by Crippling Blow is Maimed, instead of Crippled.

Deathless Frenzy (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 1 point
Benefit: Once per round as a free action, you can spend 1 point of fury to grant yourself a bonus attack at your highest attack bonus. This bonus attack is a free action that must be made before the end of your current turn. This attack may only be used against a non-living foe, such as the undead, constructs, etc.
Additional Fury: For each additional point of fury you spend, you may add +1 point of base damage to the attack you make with Deathless Frenzy.
Progression:
  • 10th Level: You make the bonus attack from Deathless Frenzy against swarms, vermin, and oozes as well as constructs and undead.
  • 20th Level: For each additional point of fury you spend, you may add +1 point of base damage to the attack you make with Deathless Frenzy, instead of +1 base damage.
  • 30th Level: You make the bonus attack from Deathless Frenzy against any foe with a supernatural or spell-like ability, in addition to the other types listed above.

Savage Intuition (Su)

Requires: Barbarian 1, Urban Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you can spend 3 points of fury to sharpen your furious perceptions of the world around you. You gain Blindsense for the rest of your round, only usable upon a single square within your Barbarian level/5 squares of your space, round down, minimum 1. Note that this Intuition allows you to choose which square to apply this Blindsense to as if you could see an enemy creature normally, irrespective of line of sight or line of effect. If you are using Savage Intuition to keep track of a foe, the square you can sense follows that foe as long as they remain within range of your Intuition.
Additional Fury: For each additional 3 points of fury you spend, you gain Blindsense to another square within reach.
Progression:
  • 10th Level: The cost of Savage Intuition decreases to 2 fury per round, per space.
  • 20th Level: The range of Savage Intuition increases to your Barbarian level/2, round down.
  • 30th Level: The cost of Savage Intuition decreases to 1 fury per round, per space.

Scent (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you may spend three points of Fury to sharpen your keen nose. You gain Scent with a standard radius of 30 feet until the beginning of your next turn.
Additional Fury: For each additional point of Fury you spend, you reduce your miss chance with Scent by 5 percent.
Additional Fury: For each additional point of Fury you spend, you may increase the radius by five feet.
Progression:
  • 10th Level: The fury cost of Scent is now 1 fury.
  • 20th Level: Instead of Scent, you now gain Keen Scent to a radius of 30 feet.
  • 30th Level: Instead of Keen Scent, you now gain Perfect Scent to a radius of 30 feet.

Smasher (Ex)

Requires: Barbarian 1, Urban Mien
Fury Cost: 2 points
Benefit: Once per round as a swift action, the barbarian may spend 2 points of fury to make a Sunder combat maneuver check against an enemy's equipment or an unattended object. Using this power does not require the barbarian to be wielding a weapon with the Sunder quality, but they must be able to affect the object with a melee attack. This provokes an attack of opportunity if the barbarian does not also have the Improved Sunder feat (which might, therefore, generate fury).
Additional Fury: For each additional point of fury spent, you gain +1 to your CMB for the Sunder attempt. This fury must be spent before the check is rolled, and if the check fails, is expended and lost.
Progression:
  • 10th Level: Smasher only requires 1 point of fury to activate.
  • 20th Level: Smasher may now be activated two times per round as part of the same swift action. All fury is calculated and expended per Sunder attempt.
  • 30th Level: For each additional point of fury you spend to increase your CMB with Smasher, you also deal 1 additional point of damage to the wearer or wielder of the object you are sundering, in addition to the normal damage dealt by the Sunder maneuver.

Caustic Froth (Ex)

Requires: Barbarian 22, Primal barbarian
Fury Cost: 3 points
Benefit: Once per round, as a free action, you activate your Froth ability, which lasts until the beginning of your next turn. While Froth is active, it emanates from your space, to all squares within ten feet of your space. All creatures (friend or foe) that enter or begin their turn within the area affected by froth must make a Reflex saving throw with a target number of 10+ 1/2 your class level in barbarian + your CON mod. If this save is failed, they take a number of points of acid damage equal to your Con modifier. If the save is made, they take no damage.
Regardless of if the save is made or failed, all corporeal creatures are visibly spattered with the froth, effectively removing all benefits of invisibility and concealment. If a creature spattered by Froth attempts to initiate a Stealth stance without removing the Froth, they suffer a penalty on their Stealth roll of your class level +20. Removing the Froth to eliminate this penalty requires a standard action.
Additional Fury: For each point of additional fury you spend, the saving throw DC increases by 1.
Additional Fury: For each four additional fury you spend, the radius of Froth increases by five feet.
Progression:
  • 30th Level: At 30th level, creatures in your Froth who fail their saving throws are Blind versus all sight-based senses. If they make their saving throw, they are Dazzled instead.

Epic Frenzy (Ex)

Requires: Barbarian 22
Fury Cost: 1 point
Benefit: Once per round as a free action you may spend a point of fury to improve your Building Frenzy. After spending a point of fury on Epic Frenzy, all dice you roll for Frenzy are improved to d8's until the beginning of your next round.
Additional Fury: For three points of fury, you may add one die to your Building Frenzy pool, up to a maximum of five dice.
Progression:
  • 30th Level: The number of Building Frenzy dice you may roll is increased to 10d4. (Up to five dice from missing with attacks, up to five dice from spending fury to purchase them.)

The Gods Look Away (Ex)

Requires: Barbarian 22, Urban mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you may spend 3 points of fury to reach an apogee of temper such that the Gods won't even watch your reckless abuse of reality. Until the start of your next turn, each time you make an attack, you may choose any square within 10 feet of your space and declare that your attack is originating from that square. You may change the square from which you are attacking before each attack you make before the start of your next turn. You may also choose the square from which you are threatening as an immediate action outside your turn.
Additional Fury: For three additional points of fury, the range of your power grows by five feet.
Additional Fury:
Progression:
  • 30th Level: Your rage intensifies even further, so that you no longer need line of sight to attack foes within your affected space.

Gore Hound (Ex)

Requires: Barbarian 22, Feral Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you may spend 3 points of fury to slide 1 enemy that is threatening you to any unoccupied square within your own threatened area. This is forced movement that does not provoke attacks of opportunity. The creature must be able to fit in the space you move it into without squeezing, or the movement is not allowed.
Additional Fury: For every 3 additional points of fury you spend, you may slide an additional enemy that is threatening you to any unoccupied square within your own threatened area.
Progression:
  • 10th Level: -
  • 20th Level: -
  • 30th Level: The cost to activate Gore Hound and to affect additional creatures with Gore Hound is now 2 points of fury each.

Sin Eater (Ex)

Requires: Barbarian 22, Superstitious Mien
Fury Cost: 3 points
Benefit: As a free action, you can spend 3 points of fury to reduce the severity of any condition upon yourself or any ally you can perceive within 20 feet by one step in the status array.
Additional Fury: For every 3 additional fury points spent, you may reduce a status condition by an additional step in its status array. (E.g. You can reduce a strong condition to a weak condition for a total of 6 points of fury, or reduce a strong condition to nothing for a total of 9 points of fury.)
Additional Fury: You may activate Sin Eater additional times per round, as long as you have sufficient fury points available to do so, and as long as the target of Sin Eater is different each time.
Progression:
  • 10th Level: -
  • 20th Level: -
  • 30th Level: You can use Sin Eater on yourself or any ally you can perceive within 50 feet.

Haunt (Ex)

Requires: Barbarian 1, Superstitious Mien
Fury Cost: 3 points
Benefit: As a free action, you can spend 3 points of fury to project a haunt upon one of your enemies. Once activated, haunt creates an imaginary (or is it?) friend in an unoccupied square you can see. This haunt cannot move from this space, but threatens enemies for purposes of establishing a flank. The haunt lasts until the start of your next turn.
Additional Fury: For the cost of 3 additional fury, you may summon an additional haunt.
Progression:
  • 10th Level: Enemies may not pass through the space your haunt occupies (it is considered blocked terrain for them), though your allies can pass through, but not end their turns, in its space.
  • 20th Level: Enemies which are adjacent to the haunt become Flat-Footed until they move away, or the haunt expires.
  • 30th Level: The haunt gains an inclusive reach of 10 feet, providing flanks for allies, and causing any enemies within 10 feet of it to become Flat-Footed.