| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
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1 | Rage Power | Requirement | Benefit | Raging Benefit | ||||||||||||||||
2 | Brawler | You gain Improved Unarmed Strike as a bonus feat. | Your unarmed strike damage increases to 1d6. If your unarmed strike damage is already equal to or greater than 1d6, increase it by one damage increment. | |||||||||||||||||
3 | Improved Brawler | Brawler | Your unarmed strike damage increases one damage increment. | As a full round action, flurry as a monk of your barbarian level. This consumes an additional round of rage. | ||||||||||||||||
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5 | Raging Climber | You gain Skill Focus: Climb as a bonus feat. | Gain a climb speed equal to half of your land speed. | |||||||||||||||||
6 | Improved Raging Climber | Raging Climber | You can take 10 on Climb checks at all times. | Once per rage, as a swift action, gain a move action that can only be used for climbing. | ||||||||||||||||
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8 | Raging Swimmer | You gain Skill Focus: Swim as a bonus feat. | Gain a swim speed equal to half of your swim speed. | |||||||||||||||||
9 | Improved Raging Swimmer | Raging Swimmer | You can take 10 on Swim checks at all times. | Once per rage, as a swift action, gain a move action that can only be used for swimming. | ||||||||||||||||
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11 | Raging Sprinter | You gain Skill Focus: Acrobatics as a bonus feat. | Gain a +10 bonus to movement speed. | |||||||||||||||||
12 | Improved Raging Sprinter | Raging Sprinter | Once per rage, take a swift action, gain a move action that can only be used for normal movement. | |||||||||||||||||
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14 | Animal Fury | Gain a bite attack as a creature of your size. | As a free action, you can make a bite attack at the beginning of your turn. If this attack hits, gain a +2 bonus to your next attack this turn. This consumes an additional round of rage. This bite attack always counts as a primary attack even if weapon attacks are made later in the turn. Additional bite attacks cannot be performed during the same turn. This can be used while grappling. | |||||||||||||||||
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16 | Burst of Prowess | Once per rage, as a swift action, gain a bonus to an attack roll equal to half of your barbarian level (minimum 1) or a bonus to a damage roll equal to your barbarian level. This can be applied retroactively after the results are known. This can be used additional times per rage at the cost of additional rage rounds. This cost is cumulative. (Example: First use costs no additional rage rounds. Second use costs 1 additional rage round. Third use costs 2 additional rage rounds. Etc.) | ||||||||||||||||||
17 | Improved Prowess | Burst of Prowess | You can use Burst of Prowess an additional time per rage without spending extra rage rounds. | When using Burst of Prowess, the attack it is applied to ignores miss chance from concealment and treats total concealment as concealment. This attack also ignores cover penalties except those from total cover and any damage reduction the target has. | ||||||||||||||||
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19 | Smasher | Gain a +2 bonus to strength checks for breaking/bursting objects. | As a swift action, ignore the hardness of an object on an attack. This consumes an additional round of rage. | |||||||||||||||||
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21 | Intimidating Glare | Gain Intimidating Prowess as a bonus feat. | The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC. | |||||||||||||||||
22 | Boasting Taunt | Intimidating Glare, Barbarian 4 | When the barbarian makes an intimidate check to demoralize he can also taunt the opponent. 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 instead of the normal duration. In addition, the shaken penalty is equal to half the barbarian's level (instead of the normal penalty). This is a mind-affecting effect, and it relies on audible components. | |||||||||||||||||
23 | Terrifying Roar | Boasting Taunt, Barbarian 8 | As a swift action, the barbarian unleashes a terrifying roar. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for one round. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. | |||||||||||||||||
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25 | Reckless Abandon | The barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. This must be chosen when beginning a rage and persists as long as the rage does. | ||||||||||||||||||
26 | Inspire Ferocity | While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier + 1 (minimum 1). | ||||||||||||||||||
27 | Come and Get Me | Barbarian 12 | While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. | |||||||||||||||||
28 | Superstitious | |||||||||||||||||||
29 | Witchhunter | Barbarian 6, Superstitious | You gain a +2 bonus to weapon damage rolls against spellcasters and targets with spell-like abilities. | Once per rage, as a free action (blah blah blah) dispel magic in addition to damage on an attack. | ||||||||||||||||
30 | Spell Sunder | Barbarian 6, Superstitious | Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. | |||||||||||||||||
31 | Improved Witchhunter | Barbarian 10, Witchhunter | Gain an additional +2 bonus to weapon damage rolls against spellcasters or targets with spell-like abilities. | While raging, the barbarian can attempt additional dispels per rage by spending additional rage rounds. This cost is cumulative. (Example: First dispel costs no additional rage rounds. Second dispel costs 1 additional rage round. Third dispel costs 2 additional rage rounds. Etc.) | ||||||||||||||||
32 | Beast Totem | Gain Alertness as a bonus feat. | Gain a +1 natural armor bonus. This bonus increases by 1 for every four barbarian levels you've attained. | |||||||||||||||||
33 | Bear Totem | Beast Totem | Gain Improved Grapple as a bonus feat. | Gain Constrict. | ||||||||||||||||
34 | Improved Bear Totem | Bear Totem, Barbarian 6 | Gain Greater Grapple as a bonus feat. | |||||||||||||||||
35 | Wolf Totem | Beast Totem | Gain Improved Trip as a bonus feat. | |||||||||||||||||
36 | Improved Wolf Totem | Wolf Totem, Barbarian 6 | ||||||||||||||||||
37 | Peacock Totem | Beast Totem | Gain diplomacy as a class skill. If diplomacy is already a class skill for you or it becomes one later, instead gain a +3 bonus to diplmacy checks. | As a swift action, the barbarian can issue a challenge to an enemy within 30 feet. That enemy takes a -2 penalty to attacks, rolls, and checks except against the barbarian until it hits the barbarian. This penalty increases by 1 for every four levels the barbarian has attained. This is a mind-affecting effect. | ||||||||||||||||
38 | Improved Peacock Totem | Peacock Totem, Barbarian 6 | Gain Intimidating Prowess or Impressive Physique as a bonus feat. | |||||||||||||||||
39 | Raptor Totem | Beast Totem | Gain Improved Disarm as a bonus feat. | |||||||||||||||||
40 | Improved Raptor Totem | Raptor Totem, Barbarian 6 | ||||||||||||||||||
41 | Bull Totem | Beast Totem | Gain Improved Overrun as a bonus feat. | |||||||||||||||||
42 | Improved Bull Totem | Bull Totem, Barbarian 6 | ||||||||||||||||||
43 | Cat Totem | Beast Totem | ||||||||||||||||||
44 | Improved Cat Totem | Cat Totem, Barbarian 6 | ||||||||||||||||||
45 | Hunter | Gain Skill Focus [Survival] as bonus feat. | Spend a rage round to track at full speed for an hour. | |||||||||||||||||
46 | Savage Hunter | Hunter, Barbarian 6 | Gain the Scent ability. | As a swift action, forgo rage bonuses and penalties to strength, constitution, will saves, and AC to gain favored enemy as a ranger at the maximum bonus possible against a single creature type for the duration of the rage. | ||||||||||||||||
47 | Feral Focus | Savage Hunter, Barbarian 10 | As a swift action, the barbarian's attacks gain the magic weapon properly bane against a creature type of the barbarian's choosing. This costs an additional round of rage per time it was used during a given rage. (Example: First use costs one additional rage round. Second use costs 2 additional rage round. Third use costs 3 additional rage rounds. Etc.) | |||||||||||||||||
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