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.