Barbarian Rage Powers: Difference between revisions

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=== Knuckle Dragger (Ex)===
:'''Requires:''' Barbarian 1, Urban Mien
:'''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.


===Land's Obeisance (Su)===
===Land's Obeisance (Su)===

Revision as of 18:39, 8 November 2016

Epic Path \ Barbarian \ Barbarian Rage Powers

Barbarian rage powers are activated by spending fury points, and may only be activated during combat. You can only spend fury to activate a rage power during your turn, unless the rage power specifically states otherwise.

Fury points spent to activate rage powers are expended and are never refunded, even if the barbarian is unable to use the activated rage power before the start of his next turn.

Rage Powers

Rage Power Mien Req'd Lvl Other Req's Fury Cost Benefits
Ambush Predator Feral 1 Deal precision damage to an unsuspecting enemy.
Arcing Strike Primal 1 Lance a bolt of lightning through several enemies
Avalanche Strike Primal 1 Add bonus damage to your next attack and slide your target if you hit
Battle Madness Urban 1 Become immune to fear and get a bonus to all saves
Beast Heart Feral 1 Gain bonuses to-hit with your second and third attacks in a full attack action.
Berserker 1 Add CHA or WIS modifier to attacks you hit with during your turn this round.
Bestial Climber 1 You gain Lesser Climb with a speed of 30
Bestial Leaper 1 Gain the ability to make incredible jumps
Bestial Swimmer 1 Gain Lesser Swim with a speed of 30
Blistering Rage Primal 1 Scald the flesh of an adjacent opponent
Bloodfang Feral 11 Change the next Bleed attack you make into a Ruptured attack instead
Bloodspatter Feral 1 Inflict Dazzled on a foe after you hit an adjacent foe
Bloodthirst Urban 1 Add your CHA modifier to your DR and to the damage of your next attack
Bloody Wrath 1 Sacrifice hit points to gain to-hit bonuses on attacks.
Body Bludgeon Urban 1 Hit a foe with another foe, dealing damage to both
Born Under A Bad Sign Superstitious 1 Add +1d6 to any one d20 roll you make before the start of your next turn
Buffeting Vortex Primal 1 Pull a creature within 15 feet of you into an adjacent square.
Caustic Froth Primal 21 Cover nearby enemies in acidic froth, preventing stealth
Clear Mind Urban 1 Grant yourself or an ally a bonus Will save to try to shrug off a condition that required a Will save.
Come and Get Me Urban 1 Lower your defenses to get attacks of opportunity on foes who strike at you
Crippling Blow Urban 11 Inflict the Impaired status condition with your next attack
Dead-Eyed Stare Superstitious 1 Make a magic-using enemy Unsteady
Deadly Accuracy Urban 1 Increase your critical multiplier by 1.
Deathless Frenzy Superstitious 1 Gain a bonus attack against undead or constructs
Defy Death 1 The next attack made against you deals only half damage.
Desperate Rage Superstitious 1 Add a bonus to-hit equal to the number of magical enemies you are adjacent to
Devastation 1 Your next attack decreases the target's AC if it hits
Disruptive Superstitious 1 Increase the DC of Caster Checks to cast defensively on adjacent spell-casting creatures.
Distrustful Gaze Superstitious 11 Gain an immediate save against an illusion, charm, enchantment or mind-affecting effect while raging
Doodlebug Superstitious 1 Know the exact square of a creature regardless of line of sight or line of effect
Downing Strike Urban 1 Add a Trip maneuver to your next attack of opportunity
Eater of Magic Superstitious 1 Save twice against the next spell, spell-like, or supernatural ability that targets you
Elbow Strike Urban 1 Gain a bonus attack during a full attack action
Elemental Strike Primal 1 Empower your attacks with elemental damage
Epic Frenzy Epic Frenzy (Rage Power) Epic Frenzy (Rage Power) Epic Frenzy (Rage Power) Epic Frenzy (Rage Power) Epic Frenzy (Rage Power)
Erratic Charge Feral 1 Change course during a charge attack action
Expert Throw Urban 1 Use your STR modifier on your next thrown weapon attack
Explosive Charge Primal 21 Deal fire damage to your foes at the end of your charge
Final Stand 1 Increase your DR for the round
Ghost Step Superstitious 1 Become incorporeal and take only half damage during your next move action
Gore Hound Feral 21 Slide an enemy into any unoccupied square you threaten
Gutting Wrench Feral 11 Your next attack also inflicts Sickened on your target
Haunt Superstitious 1 Call a haunt to assist you with flanks
Howling Charge Feral 1 Deal sonic damage to your charge target and all creatures adjacent to it
Hurling Charge 1 Make a free thrown weapon attack during a charge attack action
Infernal Core Primal 1 Deal a burst of fire damage to all nearby creatures as a free action.
Knuckle Dragger Urban 1 Perform a free Reposition maneuver with your next attack
Land's Obeisance Primal 1 Force rough terrain to become smooth for your passage
Let Them Try 1 Make an attack of opportunity against the creature that attacks you next
Magic Bane Superstitious 1 Add your WIS modifier to damage against any magical creatures
Mana's Red Bane Superstitious 21 Suppress a creature's ability to use a spell, spell-like or supernatural ability
Mauler Feral 1 Gain a bonus bite attack when you make a full attack
Menacing Growl Feral 1 Deal bonus damage to your target and nearby enemies each time you hit
Penetrating Blow Feral 11 Your next attack can ignore DR
Primal Soul Primal 1 Gain ER x/- equal to your WIS modifier
Rampage 1 Walk 10 feet as a free action after your next attack
Rancor 16 Activate multiple rage powers this round without using your Frenzy class feature.
Red Haze of Madness Superstitious 1 Gain a bonus to saves vs. spells, spell-like and supernatural abilities
Relentless Urban 11 Next round, recover a portion of the damage you take this round
Renewed Vigor 1 Heal yourself for either your WIS or CHA modifier's worth of hit point damage
Roots of the Mountain Primal 1 Reduce forced movement by 2 squares
Savage Intuition Urban 1 Gain Blindsense in a 5-foot radius
Scattering Charge Feral 11 Slide the target of your charge, and all creatures adjacent to it
Scent Feral 1 Gain Scent with a 30-foot radius
Shatterbones Primal 1 Your next attack decreases the target's AC if it hits
Shoving Shoulder 1 Shove one of the enemies you hit this round
Sin Eater Superstitious 21 Reduce the severity of a condition on you or an ally
Slipstream Primal 1 Walk 10 feet as a free action that does not provoke attacks of opportunity.
Smasher 1 Perform a Sunder combat maneuver as a swift action
Solarian Cloak Primal 11 Become Hardened to (suffering only half damage from) one energy type
Spellbreaker Superstitious 1 Use Sunder maneuver to suppress a spell effect
Sudden Assault 1 Gain a +4 bonus when performing a Charge maneuver.
Surprise Accuracy Urban 1 Gain a bonus to-hit on your next attack
The Gods Look Away Urban 21 Your attacks originate from a space other than your own
Threatening Snap Feral 1 Bite an enemy that tries to 5-foot step away
Tirade Superstitious 1 Inflict rugosic (physical, uncommon) damage and Jinxed on an enemy
Unstoppable Rush 1 Increase your movement speed by 10 feet until the start of your next turn.
Untouchable I Untouchable I (Rage Power) Untouchable I (Rage Power) Untouchable I (Rage Power) Untouchable I (Rage Power) Untouchable I (Rage Power)
Untouchable II Untouchable II (Rage Power) Untouchable II (Rage Power) Untouchable II (Rage Power) Untouchable II (Rage Power) Untouchable II (Rage Power)
Vicious Slice Urban 1 Inflict Bleed with your next attack action
Violent Revel 1 Perform a melee attack that hits all enemies you can reach.
Whirling Rip Whirling Rip (Rage Power) Whirling Rip (Rage Power) Whirling Rip (Rage Power) Whirling Rip (Rage Power) Whirling Rip (Rage Power)

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.

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.

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.)

Mana's Red Bane (Ex)

Requires: Barbarian 22, Superstitious 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 temporarily suppress your target's ability to use one of its spell, spell-like or supernatural abilities. If your attack hits, the first special ability of that creature listed on its bestiary entry that is either a spell, spell-like or supernatural ability is suppressed, and the creature is unable to use it or sustain it (if applicable) until the start of your next turn. Note that this is considered a 'condition' for purposes of creatures with roles, such as heavies and threats, and such creatures are immune (or partially immune) to this rage power's effects. If your attack misses, or if you fail to make an attack against a creature with a spell, spell-like or supernatural ability before the start of your next turn, the fury spent to activate this power is lost.
Additional Fury: For every 3 additional points of fury you spend when you activate Mana's Red Bane, you may suppress an additional spell, spell-like or supernatural ability on the target creature until the start of your next turn. Each additional power is suppressed in the order it appears on the creature's bestiary entry.
Progression:
  • 10th Level: -
  • 20th Level: -
  • 30th Level: The cost to activate Mana's Red Bane is reduced to 2 points of fury, and the additional fury cost to suppress additional spell, spell-like or supernatural abilities on the target is also reduced to 2 points of fury per additional power to be suppressed.

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.

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.

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: -

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.

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: -

Red Haze of Madness (Su)

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 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 Haze of Madness is activated.
Progression:
  • 10th Level: When you succeed on a saving throw against a spell, spell-like or supernatural effect while Red Haze of Madness 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 Haze of Madness 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 Haze of Madness is activated. (Reduced from 2 points of fury per +1 bonus to saves.)

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.

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.

Roots of the Mountain (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 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.

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 focus your perceptions of your immediate surroundings to unnatural heights. Until the start of your next turn, you gain Blindsense into all spaces adjacent to you. For sized-medium creatures, this is the same as a 5-foot radius.
Additional Fury: For every 3 additional points of fury you spend, you can expand the radius of your Blindsense from Savage Intuition by an additional 5 feet.
Progression:
  • 10th Level: The cost to activate Savage Intuition is reduced to 2 points of fury (reduced from 3 points of fury). The additional fury cost to expand its radius is unchanged.
  • 20th Level: The base range of Savage Intuition increases to 10 feet.
  • 30th Level: The additional fury cost to expand the radius of Savage Fury is reduced to 2 points of fury per 5 additional feet of radius (reduced from 3 points of fury per 5 additional feet).

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.

Scent (Ex)

Requires: Barbarian 1, Feral Mien
Fury Cost: 3 points
Benefit: Once per round as a free action, you may spend 3 points of fury to sharpen your olfactory senses, gaining Scent with a 30-foot radius until the start 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 cost to activate the Scent rage power is reduced to 2 points of fury.
  • 20th Level: Instead of the Scent sense, activating the Scent rage power now grants you Keen Scent with a radius of 30 feet.
  • 30th Level: Instead of Keen Scent, activating the Scent rage power now grants you Perfect Scent with a radius of 30 feet.

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.)

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.

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.

Slipstream (Ex)

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 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.)

Smasher (Ex)

Requires: Barbarian 1
Fury Cost: 3 points
Benefit: Once per round as a swift action, the barbarian may spend 3 points of fury to make a Sunder combat maneuver check against an enemy creature's equipment or an unattended object. If your weapon does not have the Sunder weapon quality, you cannot affect unattended objects made from, or reinforced with, metal or stone. Using Smasher provokes an attack of opportunity if you do not also have the Improved Sunder feat.
Additional Fury: For each additional point of fury you spend, you may add +1 to your CMB for the Sunder attempt granted by Smasher. This fury must be spent at the same time that Smasher is activated, before the CMB check is made, and if the check fails, the fury is lost.
Progression:
  • 10th Level: The cost to activate Smasher is reduced to 2 points of fury.
  • 20th Level: If the sunder attempt you make with Smasher is successful, the result of your check is treated as being 10 higher for purposes of overcoming the target object's durability. If the check without this bonus is less than the target's CMD or Hardness DC, this bonus is not applied.
  • 30th Level: For each additional point of fury you spent to increase your CMB with Smasher, you also add +1 to the damage dealt to the wearer or wielder of the object you are sundering, in addition to the normal damage dealt by the Sunder combat maneuver. If you are targeting an unattended object, this benefit has no effect.

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.

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.

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.

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.)

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 within this 10-foot radius before each attack you make before the end of your current turn. You may also choose the square from which you are threatening within this 10-foot radius as an immediate action outside your turn. You may only choose unoccupied, unobstructed squares as the space you are attacking from, and you must have line of sight from your actual space (not the space you have chosen to attack from) to any foe you wish to attack when using The Gods Look Away.
Additional Fury: For every 3 additional points of fury you spend when you activate The Gods Look Away, you can expand the radius of its effect by an additional 5 feet.
Progression:
  • 10th Level: -
  • 20th Level: -
  • 30th Level: You may select spaces within the radius of The Gods Look Away which are occupied or obstructed, when choosing where you are attacking from.

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.

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.

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.

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.)

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.)

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.

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.