Barbarian Rage Powers

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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)

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.