Accurate Stance ()
Benefit: The
Barbarian can focus their strikes. They gain a +1
Competence Bonus on
Melee Attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the
Barbarian has. This is a stance rage power.
Animal Fury ()
Benefit: The
Barbarian gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the
Barbarian is Medium; 1d3 if the
Barbarian is Small) plus the
Barbarian’s
Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the
Barbarian’s full base attack bonus – 5, and they add only 1/2 their
Strength modifier to the damage roll. The
Barbarian can make a bite attack as part of the action to maintain or break free from a
Grapple. If the bite attack hits,
Grapple checks attempted by the
Barbarian against the target until the end of the round gain a +2 bonus.
Auspicious Mark (Su)
Benefit: The
Barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark they possess. As a
Swift Action, they can call upon the spirits’ favor to increase any d20 roll they just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels they have. They can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.
Beast Totem, Lesser (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Benefit: While raging, the
Barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the
Barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the
Barbarian’s
Strength modifier.
Beast Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6, lesser
Beast Totem rage power.
Benefit: While raging, the
Barbarian gains a +1 natural
Armor Bonus. This bonus increases by +1 for every four levels the
Barbarian has attained.
Beast Totem, Greater (Su)
Prerequisite: Barbarian 10,
Beast Totem rage power.
Benefit: While raging, the
Barbarian gains the
Pounce special ability, allowing them to make a
Full Attack at the end of a
Charge. In addition, the damage from their claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit.
Bleeding Blow ()
Prerequisite: Barbarian 8,
Powerful Stance rage power.
Benefit: While in the powerful stance, the
Barbarian can make an attack that causes their enemies to bleed profusely. Once per round, they can have one of their attacks deal an amount of bleed damage equal to 1/2 their bonus damage from powerful stance. This bleed damage bypasses
Damage Reduction. This bleed damage doesn’t stack with itself.
Boasting Taunt ()
Prerequisite: Barbarian 6.
Benefit: While raging, the
Barbarian can incite a creature to attack them by making an
Intimidate check to demoralize. If the check succeeds, the target is also
Shaken as long as the
Barbarian is visible and raging or until it makes a
Melee Attack against the
Barbarian. The
Barbarian receives a +2
Circumstance Bonus on this check for every alcoholic drink they have consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.
Body Bludgeon ()
Prerequisite: Barbarian 10.
Benefit: While raging, if the
Barbarian pins an opponent that is smaller than them, they can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The
Barbarian can make a single attack using the
Pinned opponent as part of the action they use to maintain the
Grapple, using their highest attack bonus. Whenever the
Barbarian hits using the
Pinned opponent as a weapon, they deal damage to their target normally, and the
Grappled opponent used as a bludgeon also takes the same damage they dealt to the target. If the
Pinned opponent is unable to resist being
Pinned for any reason, the
Barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.
Brawler ()
Benefit: While raging, the
Barbarian is treated as if they have Improved Unarmed Strike. If they already have the feat, their unarmed strikes deal 1d6 points of damage (1d4 if they are Small).
Brawler, Greater ()
Prerequisite: Brawler rage power.
Benefit: While raging, the
Barbarian is treated as if they have the two-weapon fighting feat when making unarmed strike attacks.
Calm Stance ()
Benefit: The
Barbarian can enter a state of calm. While in this stance, the
Barbarian doesn’t gain any benefits from rage other than the temporary hit points, but they don’t take any of the penalties from rage (including the penalty to AC and the restriction on actions they can take). Rounds spent in a calm stance still count against their total number of rounds of rage per day. This is a stance rage power.
Chaos Totem, Lesser (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Benefit: While raging, the
Barbarian gains a +1
Deflection Bonus to AC against the attacks of lawful creatures and a +1
Resistance Bonus on
Saving Throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each
Chaos Totem rage power they possess.
Chaos Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6, lesser
Chaos Totem rage power.
Benefit: While raging, the
Barbarian’s form becomes infused with chaos. They gain a +4 bonus on
Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks.
Chaos Totem, Greater (Su)
Prerequisite: Barbarian 10,
Chaos Totem rage power.
Benefit: While raging, the
Barbarian gains DR/lawful equal to 1/2 their
Barbarian level. their weapons and natural weapons are considered chaotic for the purpose of overcoming
Damage Reduction.
Clear Mind ()
Prerequisite: Barbarian 8.
Benefit: When the
Barbarian fails a Will saving throw, they can attempt another Will saving throw at the end of their next turn (using the original DC). If the second saving throw is successful, the
Barbarian is treated as if they succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the
Barbarian suffers the full effects of the spell or effect as normal.
Come and Get Me ()
Prerequisite: Barbarian 12
Benefit: While raging, as a free action the barbarian may leave themself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the
Barbarian until the beginning of their next turn, but every attack against the
Barbarian provokes an
Attack of Opportunity from them, which is resolved prior to resolving each enemy attack.
Crippling Blow ()
Prerequisite: Barbarian 8.
Benefit: Once per day when the
Barbarian hits with an attack, they can deal 1 point of
Ability Damage to the target’s
Strength or
Dexterity score. This damage increases by 1 point for every 4 levels the
Barbarian has.
Deadly Accuracy ()
Prerequisite: Barbarian 4,
Accurate Stance rage power.
Benefit: If the
Barbarian scores a critical threat while in the accurate stance, they apply double the accurate stance’s bonus when rolling to confirm the critical.
Disruptive ()
Prerequisite: Barbarian 8,
Superstition rage power.
Benefit: When raging, the
Barbarian gains Disruptive as a bonus feat.
Dragon Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6,
Animal Fury rage power,
Intimidating Glare rage power.
Benefit: The
Barbarian must select a single color of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white) as their totem. While raging, they gain a +1 bonus on
Perception checks and a +1
Morale Bonus on
Saving Throws against
Fear,
Paralysis, and sleep effects. This bonus increases by +1 for each additional
Dragon Totem rage power (such as dragon totem resilience and dragon totem wings) the
Barbarian possesses.
Dragon Totem Resilience (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 8,
Dragon Totem rage power.
Benefit: While raging, the
Barbarian gains resistance to the energy type that is associated with their dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double their current DR/— from their
Barbarian Damage Reduction class feature; this energy resistance increases by 2 for each
Dragon Totem rage power they possess, including this one.
Eater of Magic (Su)
Prerequisite: Barbarian 10,
Superstition rage power.
Benefit: When the
Barbarian succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, they gain temporary hit points equal to the spell’s level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points disappear when the
Barbarian’s rage ends, and they stack with their temporary hit points from rage but not with other temporary hit points gained from this rage power.
Elemental Stance (Su)
Prerequisite: Barbarian 4.
Benefit: When the
Barbarian adopts this stance, they choose an energy type (acid, cold, electricity, or fire). their melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the
Barbarian’s critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power.
Energy Resistance ()
Benefit: The
Barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 their
Barbarian level (minimum 1). At 8th level, they gain limited immunity to the same type of energy, as protection from energy. They can absorb 2 points of damage per level, and they apply their energy resistance first. The energy type is chosen when this rage power is selected, and it can’t be changed. This rage power can be selected more than once; each time, it applies to a different energy type.
Energy Absorption (Su)
Prerequisite: Barbarian 12,
Energy Resistance rage power.
Benefit: Once per day, the
Barbarian can absorb the energy from a single attack that deals damage of the energy type they resist with the
Energy Resistance rage power. They take no damage from the attack and don’t attempt a saving throw. Instead, they increase the temporary hit points from their rage by an amount equal to 1/2 the damage they would have taken (ignoring their energy resistance). If the
Barbarian is at least 16th level, once before their rage ends, they can unleash the stored energy as a
Breath Weapon in either a 60-foot line or a 30-foot cone. The
Breath Weapon deals an amount of damage equal to the full amount the
Barbarian would have taken from the absorbed effect. Creatures affected by the
Breath Weapon can attempt a
Reflex Save for half damage (DC = 10 + 1/2 the
Barbarian’s level + their
Constitution modifier). They retain the temporary hit points from this ability even if they unleash this
Breath Weapon.
Fearless Rage ()
Prerequisite: Barbarian 12.
Benefit: The
Barbarian is immune to the
Shaken and
Frightened conditions (but not the
Panicked condition).
Ferocious Mount ()
Benefit: While raging and mounted, the
Barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the
Barbarian is mounted or adjacent to it. While their mount is raging in this way, they must spend one additional round of rage per round. They can elect not to pay this cost, in which case their mount does not rage.
Ferocious Mount, Greater ()
Prerequisite: Barbarian 8,
Ferocious Mount rage power.
Benefit: While raging and mounted, the
Barbarian’s mount gains the benefits of any rage powers that are constant in effect when the
Barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.
Ferocious Trample ()
Prerequisite: Barbarian 8,
Ferocious Mount rage power.
Benefit: While raging and mounted, the
Barbarian’s mount gains the
Trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s
Strength modifier. A successful
Reflex Save (DC 10 + 1/2 the
Barbarian’s level + the mount’s
Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the
Barbarian or the mount, but not both.
Ferocious Trample, Greater ()
Prerequisite: Barbarian 12,
Ferocious Trample rage power.
Benefit: A
Barbarian’s mount can affect creatures up to its own size with its ferocious
Trample. In addition, it can make an
Overrun Combat Maneuver Check as a
Free Action against a creature that fails its
Reflex Save (or chooses not to save in order to take an attack of opportunity) against its
Trample.
Fiend Totem, Lesser (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Benefit: While raging, the
Barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless they are also attacking with weapons, in which case it is a secondary attack) and is made at the
Barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the
Barbarian’s
Strength modifier (1/2 if it is a secondary attack).
Fiend Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6, lesser
Fiend Totem rage power.
Benefit: While raging, the
Barbarian sprouts dozens of wicked barbs from their body. Anyone striking the
Barbarian with a melee weapon, an unarmed strike, or a
Natural Weapon takes 1d6 points of piercing damage.
Fiend Totem, Greater (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 10,
Fiend Totem rage power.
Benefit: While raging, the
Barbarian is surrounded by an aura of menace. Good creatures adjacent to the
Barbarian are
Shaken and take 2d6 points of slashing damage at the beginning of the
Barbarian’s turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the
Barbarian are
Shaken, but do not take any damage. Evil creatures are unaffected.
Flesh Wound ()
Prerequisite: Barbarian 10.
Benefit: Once per day, the
Barbarian can avoid serious harm from an attack. They attempt a
Fortitude Save with a DC equal to the damage that would be dealt by the attack. If they succeed, they take no damage from the attack. If they fail, they take half damage from the attack and the damage is nonlethal. The
Barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.
Ghost Rager (Su)
Prerequisite: Barbarian 6,
Superstition rage power.
Benefit: While raging, the
Barbarian deals normal damage to
Incorporeal creatures even when using nonmagical weapons.
Good for What Ails You ()
Benefit: While raging, the
Barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting them:
Blinded,
Confused,
Dazzled,
Deafened,
Exhausted,
Fatigued,
Frightened,
Nauseated,
Panicked,
Shaken, or
Sickened. If they succeed at the save, the effect is suppressed for the duration of the rage. They also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.
Ground Breaker ()
Prerequisite: Barbarian 6.
Benefit: The
Barbarian can attack the floor around them as a
Full-Round Action. This attack automatically hits and deals damage normally. If the
Barbarian deals more damage than the floor’s -hardness], the space they occupy and all of the squares adjacent to them become
Difficult Terrain. Creatures in those squares, except the
Barbarian, must succeed at DC 15 Reflex saves or be knocked
Prone.
Ground Breaker, Greater ()
Prerequisite: Barbarian 8,
Ground Breaker rage power.
Benefit: When using the
Ground Breaker rage power, the
Barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack.
Guarded Life ()
Benefit: While raging, if the
Barbarian is reduced below 0 hit points, 1 hit point of lethal damage per
Barbarian level is converted to nonlethal damage. If the
Barbarian is at negative hit points due to lethal damage, they immediately stabilize.
Guarded Life, Greater ()
Prerequisite: Barbarian 6,
Guarded Life rage power.
Benefit: When using the
Guarded Life rage power, 1 additional hit point of lethal damage per
Barbarian level is converted to nonlethal damage.
Guarded Stance ()
Benefit: The
Barbarian can take on a more defensive posture. This grants them a +1
Dodge Bonus to their
Armor Class for the duration of their current rage. This bonus increases by 1 for every 4 levels the
Barbarian has. This is a stance rage power.
Hive Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 4,
Animal Fury rage power.
Benefit: While raging, the
Barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like summon swarm used to summon spiders or insect plague). They also gain a +1 bonus on
Strength ability checks and to
CMD against
Bull Rush,
Drag, and
Trip attacks for every four
Barbarian levels they have (maximum +5).
Hive Totem Resilience (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6,
Hive Totem rage power.
Benefit: While raging, the
Barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. They also gain a +1 bonus on combat maneuver checks and to
CMD when grappling for every four
Barbarian levels they have (maximum +5).
Hive Totem Toxicity (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 8,
Hive Totem rage power,
Hive Totem Resilience rage power.
Benefit: While raging, the
Barbarian increases their bite damage die type with the
Animal Fury rage power by one die type and decreases the penalty on attack rolls with that bite to –2. Once per rage, a bite that hits can deliver an injury toxin that has a frequency of once per round for 4 rounds, deals 1d3 points of
Constitution damage, and has a cure of one save. The saving throw has a
Fortitude Save DC of 10 + 1/2 the
Barbarian’s level + the
Barbarian’s
Constitution modifier.
Hurling, Lesser ()
Benefit: As a
Full-Round Action while raging, the
Barbarian can lift and hurl an
Object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a
Falling Object plus the
Barbarian’s
Strength bonus. This damage is halved if the
Object is not made of stone, metal, or similar material. This is a ranged
Touch Attack, and the target may attempt a
Reflex Save (DC 10 + 1/2 the
Barbarian’s level + the
Barbarian’s
Strength modifier) for half damage. The
Barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
Hurling ()
Prerequisite: Barbarian 8, lesser
Hurling rage power.
Benefit: As lesser hurling, but the
Barbarian can increase the range increment to 20 feet or increase the size of a hurled
Object by one size category.
Hurling Charge ()
Prerequisite: Barbarian 6, lesser
Hurling rage power.
Benefit: While raging and making a
Charge attack, the
Barbarian may draw and throw a hurled weapon during their
Charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the
Melee Attack at the end of the
Charge. The
Barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a
Melee Attack at the end of their
Charge. The
Barbarian must have a thrown weapon in hand or have one hand free at the beginning of their
Charge.
Hurling, Greater ()
Prerequisite: Barbarian 12,
Hurling rage power.
Benefit: As hurling, but the
Barbarian can increase the range increment to 30 feet or increase the size of a hurled
Object by two size categories.
Prerequisite: Barbarian 8.
Benefit: The
Barbarian’s
Damage Reduction increases by 2/— whenever they are raging. A
Barbarian can select this rage power up to three times. Its effects stack.
Inspire Ferocity ()
Prerequisite: Reckless Stance rage power.
Benefit: While in the reckless stance, the
Barbarian imparts the stance’s bonus and penalty to all willing allies within 30 feet of them.
Internal Fortitude ()
Prerequisite: Barbarian 8.
Benefit: The
Barbarian is immune to the
Sickened and
Nauseated conditions.
Intimidating Glare ()
Benefit: The
Barbarian adds their
Strength modifier in place of their
Charisma modifier on all
Intimidate checks to demoralize a foe. They can attempt an
Intimidate check to demoralize an adjacent foe as a
Move Action instead of a
Standard Action. If the
Barbarian successfully demoralizes an adjacent foe, that foe is
Shaken for the remainder of the
Barbarian’s current rage.
Knockback ()
Benefit: Once per round, the
Barbarian can attempt a
Bull Rush against one target in place of a
Melee Attack, using their full
CMB regardless of the attack it replaces. If the
Bull Rush is successful, the target takes an amount of damage equal to the
Barbarian’s
Strength modifier and is knocked back as normal. The
Barbarian doesn’t move with the target. This
Bull Rush doesn’t provoke an
Attack of Opportunity.
Knockdown Stance ()
Benefit: The
Barbarian can focus on toppling their foes. Once per round, they can make a
Trip attack against one target in place of a
Melee Attack. If they succeed, the target is knocked
Prone. This
Trip attempt doesn’t provoke an
Attack of Opportunity. This is a stance rage power.
Lethal Accuracy ()
Prerequisite: Barbarian 16,
Accurate Stance rage power,
Deadly Accuracy rage power.
Benefit: While in the accurate stance, the
Barbarian’s critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5).
Liquid Courage ()
Benefit: While raging, the
Barbarian increases their
Morale Bonus on
Saving Throws against mind-affecting effects by +1 for each alcoholic drink they consume during their rage, to a maximum of +1 increase per four
Barbarian levels.
Low-Light Vision ()
Benefit: The
Barbarian’s senses sharpen, and they gain
Low-Light Vision.
Mighty Swing ()
Prerequisite: Barbarian 12.
Benefit: The
Barbarian automatically confirms a critical hit. This power is used as an
Immediate Action once a critical threat has been determined. This ability can be used only once per day.
Night Vision ()
Prerequisite: Darkvision,
Low-Light Vision, or
[url:https://www.worldanvil.com/w/astora-hamilcarbarca/a/special-abilities-article#low_light_vision|tab]Low-Light Vision rage power.
Benefit: The
Barbarian’s senses grow incredibly sharp, and they gain
Darkvision out to a range of 60 feet. If they already have
Darkvision, the range of that
Darkvision increases by 60 feet.
No Escape ()
Benefit: The
Barbarian can move up to double their base speed as an
Immediate Action. They can use this ability only when an adjacent foe uses a
Withdraw action to move away from them. They must end their movement adjacent to the enemy that used the
Withdraw action. The
Barbarian provokes attacks of opportunity as normal during this movement.
Overbearing Advance ()
Benefit: While raging, the
Barbarian inflicts damage equal to their
Strength bonus whenever they succeed at an
Overrun combat maneuver.
Overbearing Onslaught ()
Prerequisite: Barbarian 6,
Overbearing Advance rage power.
Benefit: While raging, the
Barbarian may
Overrun more than one target per round, with a –2 penalty on their
CMB for each
Overrun check after the first.
Perfect Clarity ()
Prerequisite: Calm Stance rage power.
Benefit: While in the calm stance, the
Barbarian can roll twice for any miss chances or Will
Saving Throws to disbelieve illusions, taking the better result.
Powerful Stance ()
Benefit: The
Barbarian can focus their
Ferocity. They gain a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the
Barbarian has. This is a stance rage power.
Primal Scent ()
Prerequisite: Barbarian 8,
[url:https://www.worldanvil.com/w/astora-hamilcarbarca/a/special-abilities-article#scent" target="_blank">Scent]
Scent rage power.
Benefit: When using their
[url:https://www.worldanvil.com/w/astora-hamilcarbarca/a/special-abilities-article#scent" target="_blank">Scent]
Scent rage power, the
Barbarian adds half their
Barbarian level on
Survival checks made to track by
Scent and on
Perception checks to pinpoint the location of creatures they cannot see. If they pinpoints the location of a creature that has total
Concealment, they treats it as having
Concealment.
Protect Vitals ()
Prerequisite: Barbarian 8,
Guarded Stance rage power.
Benefit: While in the guarded stance, the
Barbarian gains an additional +4
Dodge Bonus to AC against attack rolls made to confirm critical hits.
Quick Reflexes ()
Benefit: The
Barbarian can make one additional
Attack of Opportunity per round.
Raging Climber ()
Benefit: The
Barbarian gains a climb speed equal to 1/2 their base land speed, taking into account their fast movement class feature. They can’t use this climb speed to climb any surface with a DC higher than 20. They also gain a +8
Enhancement Bonus on
Climb checks.
Raging Leaper ()
Benefit: The
Barbarian is always considered to have a running start when attempting an
Acrobatics check to jump. In addition, they gain a +8 bonus on
Acrobatics checks to jump. Finally, if the
Barbarian falls, they halve the total distance fallen for the purposes of determining damage taken from the fall.
Raging Swimmer ()
Benefit: The
Barbarian gains a swim speed equal to 1/2 their base land speed (taking into account their fast movement class feature). They also gain a +8
Enhancement Bonus on
Swim checks.
Reckless Stance ()
Benefit: The
Barbarian can attack with abandon at the expense of their defense. They gain a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power.
Reflexive Dodge ()
Prerequisite: Barbarian 6,
Guarded Stance rage power.
Benefit: While in the guarded stance, the
Barbarian can apply their
Dodge Bonus to AC as a bonus on Reflex
Saving Throws.
Regenerative Stance ()
Prerequisite: Barbarian 4.
Benefit: The
Barbarian can continually replenish their health. At the start of their turn, they regain 1 temporary hit point for every 4 levels they have (up to 5 hit points per round), but this cannot give them more than their maximum temporary hit points from rage. This is a stance rage power.
Renewed Vigor ()
Benefit: As a
Standard Action, the
Barbarian heals 1d8 points of damage + their
Constitution modifier. For every 4 levels the
Barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The
Barbarian must be at least 4th level to select this rage power.
Renewed Vitality ()
Benefit: The
Barbarian ignores the effect of 1 point of ability penalty or
Ability Damage per 2 levels they have (maximum 10). At 6th level, the
Barbarian can also ignore 1 negative level per 4 levels they have. They take the full effects of the ability penalties,
Ability Damage, or negative levels once their rage ends.
Roaring Drunk ()
Benefit: While raging, the
Barbarian gains a +1
Morale Bonus on
Intimidate checks and to the save DC of any
Fear effects they create for each alcoholic drink they have consumed during their rage, to a maximum of +1 per four
Barbarian levels.
Roused Anger ()
Benefit: The
Barbarian can enter a rage even when
Fatigued. If the
Barbarian enters a rage while
Fatigued, they lose the
Fatigued condition and they do not gain temporary hit points from rage. Once this rage ends, the
Barbarian is
Exhausted for 10 minutes.
Scent ()
Benefit: The
Barbarian gains the
Scent ability. They can use this ability to locate unseen foes.
Sharpened Accuracy ()
Prerequisite: Barbarian 8,
Accurate Stance rage power.
Benefit: While in the accurate stance, the
Barbarian ignores the miss chance for
Concealment and treats total
Concealment as
Concealment. They also ignore
Cover penalties except those from total
Cover.
Shove Aside ()
Benefit: Whenever the
Barbarian charges, they may push past one of their allies. That ally does not block the path of the
Charge as long as the ally is not adjacent to the target of the
Charge. This does not move the ally’s position; it simply allows the
Barbarian to move past.
Shove Aside, Greater ()
Prerequisite: Barbarian 8,
Shove Aside rage power.
Benefit: This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the
Charge.
Smasher ()
Benefit: Whenever the
Barbarian attempts a
Sunder combat maneuver or makes an attack against an unattended
Object, they ignore 1 point of the
Object’s -hardness] per
Barbarian level they have.
Spirit Steed (Su)
Prerequisite: Barbarian 6,
Ferocious Mount rage power.
Benefit: While raging and mounted, the
Barbarian’s mount gains DR/magic equal to 1/2 the
Barbarian’s level. The mount’s natural weapons count as magical for the purpose of overcoming
Damage Reduction.
Spirit Totem, Lesser (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Benefit: While raging, the
Barbarian is surrounded by spirit wisps that harass their foes. These spirits make one slam attack each round against a living foe that is adjacent to the
Barbarian. This slam attack is made using the
Barbarian’s full base attack bonus, plus the
Barbarian’s
Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the
Barbarian’s
Charisma modifier.
Spirit Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6, lesser
Spirit Totem rage power.
Benefit: While raging, the spirits that surround the
Barbarian make it difficult for their enemies to see them. The spirits grant the
Barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the
Barbarian (typically due to reach).
Spirit Totem, Greater (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 10,
Spirit Totem rage power.
Benefit: While raging, the spirits that surround the
Barbarian become dangerous to any enemy adjacent to the
Barbarian. Living enemies adjacent to the
Barbarian at the start of their turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the
Barbarian and the slam attack deals 1d6 points of negative energy damage.
Sprint ()
Prerequisite: Barbarian 4,
Swift Foot rage power.
Benefit: The
Barbarian adds 1/2 their speed to the distance they can move when they
Run or
Charge.
Staggering Drunk ()
Benefit: While raging, a
Barbarian gains a +1
Dodge Bonus to AC against attacks of opportunity for each alcoholic drink they have consumed during their rage, to a maximum of +1 per four
Barbarian levels.
Strength Stance ()
Benefit: The
Barbarian can summon mighty
Strength. They gain a +1
Competence Bonus on
Combat Maneuvers and to their
CMD. These bonuses increase by 1 for every 4 levels the
Barbarian has. In addition, they gain a +8
Competence Bonus on
Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.
Sunder Enchantment (Su)
Prerequisite: Barbarian 8, spell
Sunder rage power.
Benefit: While raging, whenever the
Barbarian succeeds at a
Sunder combat maneuver on a magical item, that item’s magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which their
Combat Maneuver Check exceeded the target’s
CMD.
Superstition ()
Benefit: The
Barbarian gains a +2
Competence Bonus on
Saving Throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the
Barbarian has. The
Barbarian cannot be the willing target of any spell and must attempt
Saving Throws to resist all spells, even those cast by allies.
Benefit: The
Barbarian gains a 10-foot
Enhancement Bonus to their base speed. A
Barbarian can select this rage power up to three times. Its effects stack.
Taunting Stance ()
Prerequisite: Barbarian 12.
Benefit: The
Barbarian can leave herself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the
Barbarian while they’re in this stance, but every attack against the
Barbarian provokes an
Attack of Opportunity from them, which is resolved prior to each provoking attack. This is a stance rage power.
Terrifying Howl ()
Prerequisite: Barbarian 8,
Intimidating Glare rage power.
Benefit: The
Barbarian unleashes a terrifying howl as a
Standard Action. All enemies that have been
Shaken by the
Barbarian (usually through the
Intimidate skill) within 30 feet must succeed at a
Will Save (DC = 10 + 1/2 the
Barbarian’s level + their
Strength modifier) or be
Panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it’s immune to this power for 24 hours.
Unexpected Strike ()
Prerequisite: Barbarian 8.
Benefit: The
Barbarian can make an
Attack of Opportunity against a foe that moves into any square threatened by the
Barbarian, regardless of whether that movement would normally provoke an
Attack of Opportunity. The
Barbarian can use this ability only when there are no other foes in a square threatened by the
Barbarian.
Witch Hunter ()
Prerequisite: Superstition rage power.
Benefit: The
Barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the
Barbarian has. In addition, if they confirm a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect).
World Serpent Totem (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Benefit: While raging, the
Barbarian gains a +1
Insight Bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the
Barbarian possesses, excluding this one.
World Serpent Spirit (Su)
Prerequisite: Barbarian 6,
World Serpent Totem rage power.
Benefit: While raging, the
Barbarian considers their weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming
Damage Reduction. They also gain a +1
Resistance Bonus on
Saving Throws against spells and effects that have an
Alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the
Barbarian possesses, excluding this one.
World Serpent Totem Unity (Su)
Note: Totem rage powers grant powers related to a theme. A
Barbarian cannot select from more than one group of totem rage powers; for example, a
Barbarian who selects a
Beast Totem rage power cannot later choose to gain any of the
Dragon Totem rage powers (any rage power with “dragon totem” in its title).
Prerequisite: Barbarian 6,
World Serpent Spirit rage power,
World Serpent Totem rage power.
Benefit: While raging, the
Barbarian doubles their fast movement bonus to land speed and cannot be knocked
Prone. They also double their world serpent totem
Insight Bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against them.
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