Rage Powers
Any character with the Rage talent can spend character points on a rage power if they meet its prerequisites.
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).
Rage Power | CP | Prerequisites |
---|---|---|
Ancestral Guidance | 5 | - |
Animalistic Fury | 5 | - |
Armour Ripper | 5 | 1 Feral Soul talent |
Auspicious Mark | 5 | Ancestral Guidance |
Barreling Charge | 10 | - |
Battle Roar | 10 | Intimidating Glare |
Blood For Blood | 5 | - |
Bone Breaker | 10 | - |
Celestial Totem, Lesser | 5 | - |
Celestial Totem | 15 | Celestial Totem, Lesser |
Celestial Totem, Greater | 35 | Celestial Totem |
Clear Mind | 5 | - |
Come and Get Me | 10 | Blood For Blood |
Crippling Blow | 15 | Powerful Blow |
Cult Totem, Lesser | 5 | - |
Cult Totem | 10 | Cult Totem, Lesser |
Death Dealer | 10 | - |
Fleshrender | 20 | - |
Focus of the Ascetic | 20 | - |
Fury Manifested | 25 | - |
Great Throw | 15 | - |
Inspire Ferocity | 10 | Reckless Attack |
Intimidating Glare | 5 | - |
Knockdown | 10 | - |
Leap to the Fray! | 20 | - |
Moon Totem, Lesser | 5 | - |
Moon Totem | 10 | Moon Totem, Lesser |
Moon Totem, Greater | 25 | Moon Totem |
Powerful Blow | 5 | - |
Primal Instinct | 10 | - |
Raging Skald | 5 | Berserker Cry |
Reaping | 10 | - |
Rip and Tear | 15 | - |
Rolling Dodge | 5 | - |
Scatter the Hordes | 15 | - |
Seize the Prey | 10 | - |
Shadow Totem, Lesser | 5 | - |
Shadow Totem | 25 | Shadow Totem, Lesser |
Shadow Totem, Greater | 35 | Shadow Totem |
Spell Sunder | 10 | - |
Tear the Veil of Shadows | 10 | - |
Trample | 5 | - |
Whirlwind | 10 | - |
Ancestral Guidance
Cost: 5 Character Points
Rage Point Cost: 1 Point
When you make a skill check, you can activate this rage power for +1d to the roll.
Animalistic Fury
Cost: 5 Character Points
Rage Point Cost: 1 Point
Your teeth grow and sharpen to a row of terrible fangs.
Activating this rage power grants you a bite attack that deals 1d4 piercing damage plus your Strength modifier. If you already have a bite attack, its damage die increases by one step.
Additionally, you can use this bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple attack is made and, if the bite attack hits, then the grapple attack has +1d.
Armour Ripper
Cost: 5 Character Points
Prerequisite: 1 Feral Soul Talent
Rage Point Cost: 1 Point
Attacks made with natural weapons from the Form of the Beast talent are hardened to shred all but the strongest armour. Natural weapon attacks (e.g. bites, claws, etc.) gain the Sunder 1 property.
Auspicious Mark
Cost: 5 Character Points
Prerequisite: Ancestral Guidance
Rage Point Cost: 2 Points
You have been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark.
Once per rage, you can call upon the spirits’ favour. Using your Auspicious Mark adds +1d to one d20 roll that you have just made. You can call on the auspicious mark after seeing the result of the d20 roll, but not after the result is declared.
Barreling Charge
Cost: 10 Character Points
Rage Point Cost: 2 Points
When you hit with a Charge, you can activate this Rage Power to inflict the Dazed condition on the target until the beginning of your next turn.
Battle Roar
Cost: 10 Character Points
Prerequisite: Intimidating Glare
Rage Point Cost: 1 Point
When you successfully demoralise an opponent using your Intimidating Glare, you can activate this Rage Power to also deal your martial feat die in thunder damage to that opponent.
Blood For Blood
Cost: 5 Character Points
Rage Point Cost: 1 Points
No one strikes you without reprisal in kind.
At the start of your turn, if you were hit in melee during the last round, you gain +1d on attack rolls made to hit the last creature to hit you.
Bone Breaker
Cost: 10 Character Points
Rage Point Cost: 2 Points
When hit a creature with the Strike action, you can activate this Rage Power to impose the Weakened condition on the target. At the end of each of its turns, an affected creature may make a Constitution defence check vs your Rage skill to end the condition.
Celestial Totem, Lesser
Cost: 5 Character Points
Rage Point Cost: 2 Points
Whenever you are subject to a spell that restores Stamina, you can activate this power to regain an additional amount of stamina equal to twice the spell’s level.
Celestial Totem
Cost: 15 Character Points
Prerequisite: Celestial Totem, Lesser
Rage Point Cost: 2 Points
This effect bestows a halo of gleaming light upon you. The halo shines as if it were daylight and removes the Invisible condition from all non-good creatures in your square and each adjacent square.
Celestial Totem, Greater
Cost: 35 Character Points
Prerequisite: Celestial Totem
Rage Point Cost: 2 Points
You gain +1d to all defenses vs spells with the Evil trait. You also gain +1d to all defences against spells and effects from evil creatures.
Clear Mind
Cost: 5 Character Points
Rage Point Cost: 1 Point
Once per rage, you can reroll any mental (Intelligence-, Wisdom-, or Charisma-based) check made to end an effect on yourself.
Come and Get Me
Cost: 10 Character Points
Prerequisite: Blood for Blood
Rage Point Cost: 1 Point
As a free action, you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain +1d on melee attack and damage rolls against you until the beginning of your next turn, but every melee attack that targets you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack.
Crippling Blow
Cost: 15 Character Points
Prerequisite: Powerful Blow
Rage Point Cost: 2 Points
When using your Powerful Blow rage power, you can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage power or similar boosts to the damage of the powerful blow rage power) and instead roll your martial feat die and deal the damage as ability damage to the target’s Strength or Dexterity score. At the start of its next turn, the target can attempt a Constitution check vs your weapon skill to halve this ability damage.
Cult Totem, Lesser
Cost: 5 Character Points
Rage Point Cost: 1 Point
Whenever you would gain +1d to attack from a morale bonus or from flanking, you instead add one additional martial feat die to your damage roll.
Cult Totem
Cost: 10 Character Points
Prerequisite: Cult Totem, Lesser
Rage Point Cost: 2 Points
Whenever a creature within your reach damages an ally of yours with a melee attack, you may make an attack of opportunity against it. Only the enemy, not your ally, needs to be within your melee reach in order for you to make this attack of opportunity. Once you use this ability to make an attack of opportunity against a creature, you can’t use this ability to make an attack of opportunity against the same creature until you complete a short rest.
Death Dealer
Cost: 10 Character Points
Rage Point Cost: 1 Point
When you hit with an attack, you can change the damage type of your rage damage die to decay damage that cannot be reduced.
Fleshrender
Cost: 20 Character Points
Rage Point Cost: 3 Points
Make a melee attack roll against a target. On a hit, make a rage attack roll against the target’s Constitution defence. On a hit, you force the target to roll for a Physical Injury.
Focus of the Ascetic
Cost: 20 Character Points
Rage Point Cost: 1 Point
When you begin your rage, you can use this power to gain blindsight (30’, imprecise) for the remainder of your rage. Additionally, you have +1d on Perception checks that rely on sound, as long as you aren’t deafened.
Fury Manifested
Cost: 25 Character Points
Rage Point Cost: 4 Points
When you hit a target with a melee or thrown weapon attack, you push the target 10’ away from you leave them Dazed until the beginning of your next turn. If you critically hit the target when triggering this rage power, then they are Stunned until the beginning of your next turn.
Great Throw
Cost: 15 Character Points
Rage Point Cost: 1-3 Points
When you throw a ranged weapon, you can put the full force of your rage behind it. You add an additional weapon damage die for each point spent by this power. If you spend at least 2 rage points in this way, the target is also knocked Prone. Your maximum range also increases by 5 times your Strength modifier and your long range threshold replaces your short range.
Inspire Ferocity
Cost: 10 Character Points
Prerequisite: Reckless Attack
Rage Point Cost: 1 Point per ally
As an action, you can grant allies within 30 feet the benefit (and penalty) of your Reckless Attack talent. This effect lasts for a number of rounds equal to your Charisma modifier.
Intimidating Glare
Cost: 5 Character Points
Rage Point Cost: 1 Point
Make an Intimidation check against one adjacent foe as an action. If your skill check equals or exeeds the target’s passive insight, then the foe is Shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.
Knockdown
Cost: 10 Character Points
Rage Point Cost: 2 Points
Make a melee or thrown weapon attack. On a hit, you knock the target prone and inflict the Dazed condition until the end of its next turn.
Leap to the Fray!
Cost: 20 Character Points
Rage Point Cost: 3 Points
As part of your Stride action, you leap into the air and bring your fury down on those nearby when you land. The distance can be up to your maximum move distance for the turn and the height is equal to 5 times your Strength modifier. If you attack at the end of this movement, you can roll any damage that you would ordinarily take from falling as additional damage on your attack.
Moon Totem, Lesser
Cost:* 5 Character Points
Rage Point Cost:** 1 Point
While raging, you gain darkvision with a range of 30 feet. If you already have darkvision, then the range of your darkvision increases by 30 feet while you are raging.
Moon Totem
Cost: 10 Character Points
Prerequisite: Moon Totem, Lesser
Rage Point Cost: 1 Point
While raging, you gains +1d on Perception checks to pinpoint the location of an unseen creature. Unseen attackers gain no bonus on attacks against the barbarian.
Moon Totem, Greater
Cost: 25 Character Points
Prerequisite: Moon Totem
Rage Point Cost: 1 Point
While raging, you ignores the miss chance for concealment and treat total concealment as concealment.
Powerful Blow
Cost: 5 Character Points
Rage Point Cost: 1 Point
You add your martial feat die to a single damage roll. This power is declared before the roll to hit is made and can only be used once per rage.
Primal Instinct
Cost: 10 Character Points
Rage Point Cost: 3 Points
Actions 1
You shut out the world with a terrifying cry, reverting your mind to its most basic instincts
You unleash a terrifying roar that numbs your higher reasoning, but allows you to perceive the world through primal instinct. For 1 minute, you have -1d on all Intelligence checks, but +1d vs conditions inflicted by spells from the Charm and Illusion schools. Additionally, you gain a vague sense that can perceive Invisible creatures and illusions.
Raging Skald
Cost: 5 Character Points
Prerequisite: Berserker Cry
Rage Point Cost: 2 Points
If you unleash a Berserker’s Cry as you enter a rage or during a rage, the bonus granted increases to +2 and lasts an additional number of rounds equal to your Constitution bonus (if any).
Reaping
Cost: 10 Character Points
Rage Point Cost: 1-3 Points
When you hit a target, you can expend rage points to gain temporary Stamina. When you do so, the amount of Semporary stamina gained is equal to the number of rage points spent, multiplied by 5.
Rip and Tear
Cost: 15 Character Points
Prerequisite: None
Rage Point Cost: 3 Points
Immediately after you deal damage with two consecutive Strike actions, you can inflict the damage caused by one of the attacks plus 1-1/2 times your Strength modifier to the target.
Rolling Dodge
Cost: 5 Character Points
Rage Point Cost: 2 Points
Your Dexterity defense vs ranged attacks increases by +1d for a number of rounds equal to your Constitution modifier.
Scatter the Hordes
Cost: 15 Character Points
Rage Point Cost: 3 Points
While you are grappling a target of equal or smaller size, you can choose to throw them across the battlefield. As an action, make an unarmed attack roll. On a hit, you throw them a distance equal to 5 times your Strength modifier in any direction that you choose. If the target hits something before the end of this distance, roll your rage damage die once for every 5 feet of distance remaining. The target takes this much damage. At the end of this movement, the target falls prone.
Seize the Prey
Cost: 10 Character Points
Rage Point Cost: 2 Points
While you grappling a target, if you have a free hand, you can attempt to strangle the target in place of an unarmed attack. Make a rage attack roll. On a hit, you deal no damage, but begin strangling the target. A target one size larger than you requires two hands to do this. A target two sizes larger than you cannot be strangled in this way. Each round, you must spend an action in order to maintain the strangle hold. As long as you do so, the target is Suffocating.
Shadow Totem, Lesser
Cost: 10 Character Points
Rage Point Cost: 4 Points
While raging, each time that you score a critical hit, your weapon surges with draining shadows. Make a rage attack vs the Constitution defence of the target. On a hit, the target takes 1d4 Strength damage. This is a negative energy effect.
Shadow Totem
Cost: 25 Character Points
Prerequisite: Shadow Totem, Lesser
Rage Point Cost: 4 Points
Once per rage, as an action, you can take on a shadowy form until the end of your turn. While in this form, you gain the incorporeal subtype. You have resistance to damage from corporeal sources, as long as they are magic (and no damage from non-magical weapons and objects). Likewise, corporeal creatures have resistance to damage dealt by any magical effects that you create. Your manufactured and natural weapons count as ghost touch weapons while incorporeal in this manner. Spells and other effects that do not deal damage function normally. While you are incorporeal, you can pass through a wall or other surface that is up to 5 feet thick per barbarian talent that you have. You must exit the solid material by the end of your turn.
Shadow Totem, Greater
Cost: 35 Character Points
Prerequisite: Shadow Totem
Rage Point Cost: 4 Points
While raging, you see perfectly to any distance in darkness, including magical darkness. You are immune to blindness while raging. In addition, the Strength damage that you deal on critical hits from your lesser shadow totem increases to 1d6.
Spell Sunder
Cost: 10 Character Points
Rage Point Cost: 3 Points
Once per rage, you can attempt to sunder an ongoing spell effect by succeeding at a Strike action. For any effect other than one on a creature, you must make your Strike roll against a DC of 15 plus the spell’s level. To sunder an effect on a creature, the melee attack must also hit the creature, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceed the DC by 5 or more.
Tear the Veil of Shadows
Cost: 10 Character Points
Rage Point Cost: 3 Points
Actions: 2
Your rage overflows and surges forth, creating a psychic tidal wave that dispels the works of creatures that skulk about unseen.
You let loose a primal roar that affects all creatures within 30 feet. Make a Rage Power Attack against the Wisdom defense of any Aberration, Fey, Fiend, or Undead creature in the area. On a hit, the target is Frightened of your for 1 minute. On a miss, the target is Shaken for 1 round. Additionally, if there is any effect in the area caused by an affected Aberration, Fey, Fiend, or Undead that can be dispelled, use the result of your Rage Attack Roll as a check against the effect’s DC to insantly remove the effect.
Trample
Cost: 5 Character Points
Rage Point Cost: 1 Point
You perform the Overrun action against a target, treating a success as a critical success. If you do not succeed on your roll, it is considered a normal success.
You can only deal this damage to a target once per round, no matter how many times your movement takes you over a target creature.
Whirlwind
Cost: 10 Character Points
Rage Point Cost: 1 Point
Your rage drives you across the battlefield on a vicious, reaping path. Following a Strike action against a target, Stride to another target and Strike it. The second target must be close enough to reach in melee. This movement does not provoke opportunity attacks and the second attack does not suffer from the multiple attack penalty.