Rage Powers
Any character with the Rage talent can spend character points on a rage power if they meet its prerequisites. Some rage powers create supernatural effects. which extend beyond strength and skill at arms. These powers frequently call for a ‘rage attack roll’. A character with the Rage talent is considered trained in rage attacks, which add the character’s Constitution modifier to the attack roll, rather than the character’s Strength or Dexterity. A character’s proficiency with rage attacks can be increased to expert and master proficiency using the same progression of character point costs and requirements as listed for Weapon Proficiency.
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’s Cry |
| Reaping | 10 | - |
| Rend | 10 | - |
| Rip and Tear | 15 | - |
| Rolling Dodge | 5 | - |
| Savage Resurgence | 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, advance, or break free from a grapple. This attack is resolved before the grapple action 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, make a rage attack roll vs. the target’s Constitution defense. On a hit, you deal 1dM + your Constitution modifier in sonic damage.
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: 1 Point
You can spend one rage point to cast the Detect Evil and Good spell.
Celestial Totem
Cost: 15 Character Points
Prerequisite: Celestial Totem, Lesser
Rage Point Cost: 2 Points
You can spend two rage points to bestow a halo of gleaming light upon yourself while raging. 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: 25 Character Points
Prerequisite: Celestial Totem
Rage Point Cost: 2 Points
You can spend two rage points to gain +1d to all defenses vs spells with the Evil trait and +1d to all defences vs 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 the Powerful Blow rage power, you can forgo the normal bonus to damage and instead reduce the target’s Strength or Dexterity score by your Strength modifier. At the start of its next turn, the target can attempt a Constitution defence check vs your weapon skill to halve this ability damage.
Cult Totem, Lesser
Cost: 5 Character Points
Rage Point Cost: 1 Point
Whenever a morale bonus, or flanking, would grant you +1d to an attack roll, you instead add +1dM 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 roll a martial feat die to deal damage, you can change the damage type to decay damage. This damage cannot be reduced.
Fleshrender
Cost: 20 Character Points
Rage Point Cost: 3 Points
When you hit with a melee attack, you can spend three rage points to make a rage attack roll vs the target’s Constitution defense as a free action. 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 and 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 vs one adjacent foe’s Charisma defense as an action. On a hit, the target is Shaken for 1d4 rounds.
If multiple dice in your Intimidation dice pool hit the target’s Charisma defence, then the duration is extended by 1 round for every additional die beyond the first.
Knockdown
Cost: 10 Character Points
Rage Point Cost: 2 Points
When you hit with a melee or thrown weapon attack, you can knock the target prone and inflict the dazed condition until the beginning of your 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 Strength modifier to a single damage roll, in addition to any modifiers that you normally add to add to your damage. 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 the next minute, you are subject to the following effects:
- -1d on all Intelligence checks
- +1d vs conditions inflicted by spells from the charm and illusion schools
- You gain a vague sense that can perceive Invisible creatures and illusions
Raging Skald
Cost: 5 Character Points
Prerequisite: Berserker’s Cry, 13 Charisma
Rage Point Cost: 1 Point
When you unleash a Berserker’s Cry as you enter a rage or during a rage, the damage bonus increases to +2 and lasts an additional number of rounds equal to your Charisma bonus.
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 equal to 1dR per rage point spent.
Rend
Cost: 10 Character Points
Rage Point Cost: 1 Points
When you deal damage to the same target with two separate weapons in a single turn, you spend one rage point to inflict additional damage equal to your Strength modifier. This damage takes the same type as one of the original attacks.
Rip and Tear
Cost: 15 Character Points
Prerequisites: Rend and Fleshrender
Rage Point Cost: 1 Points
When you use the Rend rage power to deal additional damage to a target, you may spend one rage point to trigger the Fleshrender rage power, instead of the usual three rage points.
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.
Savage Resurgence
Cost: 5 Character Points
Rage Point Cost: 1 Point
Whenever you are subject to a spell that restores Stamina, you can activate this power at the start of your next turn to recover additional stamina equal to double the amount of mana spent on the spell.
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, they take 1dM bludgeoning damage for every 5 feet of distance remaining. At the end of this movement, the target falls prone.
Seize the Prey
Cost: 10 Character Points
Rage Point Cost: 3 Points
If you have at least one free hand, then you can attempt to clamp down on a target’s throat and strangle them. Make an unarmed attack roll. On a hit, you deal no damage and the target is both grappled by you and suffocating. Each round, you must spend an action in order to maintain the grapple.
A target one size larger than you requires two hands to do this. A target two or more sizes larger than you cannot be strangled in this way without some form of tool, such as a rope or chain.
Shadow Totem, Lesser
Cost: 10 Character Points
Rage Point Cost: 4 Points
Landing a critical hit makes your weapons surge with draining shadows. Whenever you score a critical hit, you can make a rage attack roll vs the Constitution defence of the target. On a hit, the target suffers Strength damage equal to your Constitution modifier. 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 are subject to the following effects:
- You gain the incorporeal subtype.
- You take no damage from non-magical weapons and objects.
- You have resistance to damage from all magical corporeal sources.
- Corporeal creatures have resistance to damage dealt by any magical effects that you create. (Spells and other effects that do not deal damage function normally.)
- Your weapons and natural weapons count as ghost touch weapons while incorporeal in this manner.
- While you are incorporeal, you can pass through walls and other surfaces. 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
Actions: 1
Once per rage, you can attempt to sunder an ongoing spell effect by succeeding at a rage attack roll vs a DC of 15 plus the spell’s level. If the effect is on a creature, such as Hold Person or Charm Person, then the attack must also hit the target in melee, ignoring any miss chance caused by a spell or spell-like ability. If successful, then you suppress the effect for a number of rounds equal to your Constitution modifier.
The effect still ends after the total number of rounds have passed since it began. Thus, a spell with a duration of 10 rounds suppressed for 3 rounds would have a total effective duration of 7 rounds. The target does not make saves to end the effect during this time, but resumes making saves when the effect returns.
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 attack roll vs 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 dispellable effect in the area caused by an affected Aberration, Fey, Fiend, or Undead, use the result of your rage attack roll as a check vs 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 successful Strike action, you can 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.