Archives of Nethys

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Barbarian Class Details | Rage Powers | Archetypes

Barbarian Rage Powers

Description Source: PRPG Core Rulebook
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Skald Rage Powers

Description Source: Advanced Class Guide
At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the inf luence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

Offensive | Defensive | Miscellaneous
Blood | Elemental | Totem

Totem Rage Powers

Description Source: Ultimate Combat
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 (see the Advanced Player's Guide) cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
Note: The FAQ clarifies that the Totem Warrior line for this description was removed, the restriction on only taking totem rage powers from one group is still in place.

Air Totem (Su) (Blood of the Elements pg. 11 (Amazon)): Once per rage, the barbarian can move for 1 round as if affected by air walk.
Air Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian is surrounded by an aura of howling winds. Creatures attempting to cast spells while adjacent to the barbarian must succeed at a concentration check (DC 15 + spell level), and ranged attack rolls against the barbarian take a –4 penalty. Creatures smaller than the barbarian that attack the barbarian in melee with a natural weapon or touch attack must succeed at a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) or the attack fails and the creature is flung back 5 feet and knocked prone. The barbarian can suspend this aura as a free action.
Atavism Totem (Su) (Villain Codex pg. 140): The barbarian gains ferocity. A barbarian must be at least 6th level to select this rage power.
Atavism Totem, Greater (Su) (Villain Codex pg. 140): The barbarian gains trample. She must be at least 10th level to select this rage power.
Atavism Totem, Lesser (Su) (Villain Codex pg. 140): The barbarian gains a bite attack; if she already has a bite attack, it deals damage as if the barbarian were one size larger.
Beast Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Beast Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
Beast Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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.
Celestial Totem (Su) (Champions of Purity pg. 22 (Amazon)): While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures. A barbarian must be at least 8th level to select this rage power.
Celestial Totem, Greater (Su) (Champions of Purity pg. 22 (Amazon)): While raging, the barbarian gains spell resistance equal to 11 + the barbarian’s class level against spells with the evil descriptor. She also gains a +2 bonus on all saving throws against spells and effects from evil creatures. A barbarian must have the celestial totem rage power and be at least 12th level to select this rage power.
Celestial Totem, Lesser (Su) (Champions of Purity pg. 22 (Amazon)): While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.
Chaos Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian’s form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks. A barbarian must have the lesser chaos totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Chaos Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction. A barbarian must have the chaos totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
Chaos Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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 she possesses.
Cult Totem (Ex) (Horror Adventures pg. 46): The barbarian can make an attack of opportunity against a creature within her reach who damages an ally of the barbarian with a melee attack. Only the enemy, not the barbarian’s ally, needs to be within the barbarian’s melee reach in order for the barbarian to make this attack of opportunity. Once the barbarian makes an attack of opportunity against a creature with this ability, she can’t use this ability to make an attack of opportunity against the same creature for 24 hours. A barbarian must be at least 6th level and have the lesser cult totem rage power to select this rage power.
Cult Totem, Greater (Ex) (Horror Adventures pg. 46): While the barbarian is raging, when she takes hit point damage that would render her dying or dead, she remains conscious and raging until the end of her next turn after taking that damage, though she is disabled during that turn. She becomes dying or dead at the end of her next turn as normal for her current hit point total. This ability has no effect if the barbarian dies from a cause other than hit point damage, such as from a death effect or if her Constitution damage exceeds her Constitution score. A barbarian must be at least 10th level and have the lesser cult totem and cult totem rage powers to select this rage power.
Cult Totem, Lesser (Ex) (Horror Adventures pg. 46): While the barbarian is raging, any morale bonuses or bonuses for flanking she gains on attacks rolls are added to her damage rolls instead of her attack rolls. They are still morale bonuses, and they don’t stack with other morale bonuses on damage rolls.
Daemon Totem (Su) (Horror Adventures pg. 46): While the barbarian is raging, her melee attacks impose a temporary negative level on her opponent on a successful critical hit. After 1 hour, these temporary negative levels disappear automatically without a saving throw). A barbarian must be at least 6th level and have the lesser daemon totem rage power to select this rage power.
Daemon Totem, Greater (Su) (Horror Adventures pg. 46): If the barbarian kills an intelligent creature with a CR equal to at least half her character level while raging, she heals 5 hit points. If she is already at her maximum number of hit points, she instead gains 5 temporary hit points, which don’t stack if she kills multiple creatures. A barbarian must be at least 10th level and have the lesser daemon totem and daemon totem rage powers to select this rage power.
Daemon Totem, Lesser (Horror Adventures pg. 46): While raging, the barbarian gains a +2 bonus on saving throws against acid damage, death effects, disease, and poison. This bonus increases by 1 for each daemon totem rage power the barbarian has, excluding this one.
Dragon Totem (Su) (Ultimate Combat pg. 1 (Amazon)): The barbarian must select a single color of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white) as her totem. While raging, she gains 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. A barbarian must have the animal fury and intimidating glare rage powers and be at least 6th level before selecting this rage power.
Dragon Totem Resilience (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem rage power and be at least 8th level before selecting this rage power.
Dragon Totem Wings (Su) (Ultimate Combat pg. 1 (Amazon)): When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her. While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average maneuverability). She can expend 2 rounds of her rage to instead spend an immediate action to gain this fly speed. She can end her fly speed at any time, even when it is not her turn. Each round she spends raging and flying counts as 2 rounds of rage. Her ability to fly ends automatically when she ceases raging. A barbarian must have the dragon totem and dragon totem resilience rage powers, and she must be at least 10th level before selecting this rage power.
Earth Totem (Ex) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian can burrow through sand, loose soil, or gravel at a speed of 20 feet. This does not give the barbarian the ability to breathe underground. Loose material collapses behind the target 1 round after it leaves the area.
Earth Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian’s skin becomes as hard as stone. If the barbarian is hit with a manufactured weapon while raging, the weapon takes an amount of damage equal to half that dealt to the barbarian (ignoring damage reduction).
Elemental Totem, Lesser (Su) (Blood of the Elements pg. 10 (Amazon)): The barbarian selects one elemental type (air, earth, fire, or water). Once selected, this choice cannot be changed. While raging, the barbarian gains a +1 bonus on saving throws against spells with the selected elemental descriptor. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum of +6 at 20th level. The barbarian gains access to the elemental totem rage power matching the element she selected. To select a standard elemental totem power, the barbarian must be at least 6th level and must have selected the appropriate element when she gained the lesser elemental totem rage power. In order to gain the greater elemental totem power, she must be 10th level and have already selected the standard elemental totem of that type. A barbarian cannot select from more than one group of totem rage powers (for example, a barbarian that selects the air totem rage power cannot later choose to gain any of the fire totem rage powers).
Fiend Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage. A barbarian must have the lesser fiend totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Fiend Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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. A barbarian must have the fiend totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.
Fiend Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is 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).
Fire Totem (Su) (Blood of the Elements pg. 11 (Amazon)): While the barbarian is raging, any opponent that confirms a critical hit against her with a piercing or slashing melee weapon is sprayed with liquid fire. (Creatures with reach weapons are immune.) The attacker takes 1d6 points of fire damage per barbarian level (Reflex halves; DC 10 + 1/2 the barbarian’s level + the barbarian’s Con modifier).
Fire Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian can envelope herself in a cloud of smoke that fills a 10-foot-radius sphere and follows her as she moves. Creatures in the affected area must succeed at Fortitude saves each round or suffer the effects of breathing heavy smoke (Core Rulebook 444). The barbarian is immune to the smoke’s effects, including vision obstruction. She can end this smoke as a free action, or it can be dispersed by wind in the same manner as a fog cloud spell.
Hive Totem (Su) (Ultimate Combat pg. 1 (Amazon)): 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). She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5). A barbarian must have the animal fury power and be at least 4th level before selecting this rage power.
Hive Totem Resilience (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5). A barbarian must have the hive totem rage power and be at least 6th level before selecting this rage power.
Hive Totem Toxicity (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian increases her 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. A barbarian must have the hive totem and hive totem resilience rage powers and be at least 8th level before selecting this rage power.
Spirit Totem (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. 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). A barbarian must have the lesser spirit totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Spirit Totem, Greater (Su) (Advanced Player's Guide pg. 1 (Amazon)): 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 her 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. A barbarian must have the spirit totem rage power and be at least 10th level to select this rage power.
Spirit Totem, Lesser (Su) (Advanced Player's Guide pg. 1 (Amazon)): While raging, the barbarian is surrounded by spirit wisps that harass her 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.
Sun Totem (Su) (Qadira, Jewel of the East pg. 29): The touch of flame fuels and bolsters the barbarian’s rage. She gains fire resistance 10 when raging. In addition, for 1d6 rounds after coming in direct contact with open flame, her speed increases by 10 feet. A barbarian must have the lesser sun totem rage power and be at least 6th level to select this rage power.
Sun Totem, Greater (Su) (Qadira, Jewel of the East pg. 29): The barbarian takes on aspects of the sun. She gains fire resistance 20 when raging. While raging, she is surrounded by a halo of flame that deals 1d6 points of fire damage to anyone that hits her with a touch attack or unarmed attack or succeeds at a bull rush, dragAPG, or grapple combat maneuver against her. Her unarmed strikes and attacks with natural weapons deal 1d6 additional points of fire damage. A barbarian must have the sun totem rage power and be at least 10th level to select this rage power.
Sun Totem, Lesser (Su) (Qadira, Jewel of the East pg. 29): The sun’s fire invigorates the barbarian. She is immune to environmental effects from heat and severe heat, and she gains a +2 bonus on Fortitude saves against the effects of extreme heat. In addition, the barbarian gains fire resistance 5 while raging.
Water Totem (Ex) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian can breathe water as well as air.
Water Totem, Greater (Su) (Blood of the Elements pg. 11 (Amazon)): While raging, the barbarian gains tremorsense to a range of 30 feet while underwater. She can attack and move underwater as if affected by freedom of movement.
World Serpent Spirit (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. She also gains 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. A barbarian must have the world serpent totem rage power and be at least 6th level before selecting this rage power.
World Serpent Totem (Su) (Ultimate Combat pg. 1 (Amazon)): 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 Totem Unity (Su) (Ultimate Combat pg. 1 (Amazon)): While raging, the barbarian doubles her fast movement bonus to land speed and cannot be knocked prone. She also doubles her world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her. A barbarian must have the world serpent totem and world serpent totem spirit rage powers and be at least 10th level before selecting this rage power.