Barbarian
Level BAB Fort Ref Will Special Rage Powers
1 +1 +2 +0 +0 Fast Movement, Rage 1 1
2 +2 +3 +0 +0 Bonus Feat 2
3 +3 +3 +1 +1 Uncanny Dodge 2
4 +4 +4 +1 +1 Healing Surge (1/day) 3
5 +5 +4 +1 +1 Improved Uncanny Dodge, Rage 2 3
6 +6/+1 +5 +2 +2 Bonus Feat 4
7 +7/+2 +5 +2 +2 Ignore Pain (one-quarter) 4
8 +8/+3 +6 +2 +2 Healing Surge (2/day) 5
9 +9/+4 +6 +3 +3 Mettle 5
10 +10/+5 +7 +3 +3 Bonus Feat, Rage 3 6
11 +11/+6/+1 +7 +3 +3 Ignore Pain (half) 6
12 +12/+7/+2 +8 +4 +4 Healing Surge (3/day) 7
13 +13/+8/+3 +8 +4 +4 Heavy Mettle 7
14 +14/+9/+4 +9 +4 +4 Bonus Feat 8
15 +15/+10/+5 +9 +5 +5 Ignore Pain (full), Rage 4 8
16 +16/+11/+6/+1 +10 +5 +5 Healing Surge (4/day) 9
17 +17/+12/+7/+2 +10 +5 +5 Tireless Rage 9
18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat 10
19 +19/+14/+9/+4 +11 +6 +6 Ignore Pain (2/day) 11
20 +20/+15/+10/+5 +12 +6 +6 Healing Surge (5/day), Rage 5, Unstoppable Rage 12

Abilities: Strength is the most important ability score for barbarians, as it allows them to deal more damage in melee, which is their focus. Constitution is a close second, since it powers their rage abilities and allows the barbarian to fight longer. Dexterity may be important for barbarians who fight with ranged weapons.

Hit Points per level: 6
Skill Points per Level: 2 + intelligence modifier
Class Skills: Athletics, Craft, Intimidation, Perception, Survival

Weapon and Armor Proficiency: Barbarians are proficient with all simple and martial weapons and with light and medium armor, but not shields.

Fast Movement (Ex): A barbarian’s base speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can fly into a fit of rage, gaining greater strength and endurance, and making use of special powers granted from his animalistic instincts. The barbarian gains a bonus to Strength and Constitution equal to twice the number indicated for his rage, and a bonus to Will saves equal to the indicated number. This increases the barbarian’s attack rolls, damage, hit points, Fortitude saves, ability checks, and skill checks with Strength and Constitution as the key ability scores, as well as any other variables adjusted by these scores.

A barbarian can rage any number of times per day for a total number of rounds equal to his class level plus his Constitution modifier (unaltered by rage) plus his rage level. These rounds can be split up in any way desired. After raging, the barbarian is fatigued until he rests for at least a minute.

While raging, a barbarian can not use any abilities that require focused concentration. He may not use any intelligence- or charisma-based skills (except intimidate), the Concentration skill, spells, powers, or magic items.

Rage Powers (Ex): At first level, the barbarian gains a single rage power, selected from those listed below. He gains additional rage powers at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, 19, and 20. At each other level, the barbarian may choose to exchange a rage power known for a different one from the list. Some rage powers have requirements, which are listed in parentheses.

Rage powers take effect in two ways. One type of power is “always on” while raging, meaning the barbarian can use it at will or it creates a continuous effect while raging. The other type of power requires the barbarian to expend a daily round of rage to perform the power. In this case, the barbarian need not be raging, and gains no other bonuses for raging when he uses the power, nor does he suffer fatigue at the end of the rage. He simply loses one round of rage for the day to gain this brief ability.

Bonus Feat: At 2nd level, and every 4 levels thereafter, the barbarian gains a bonus feat chosen from the following list. The barbarian must meet any and all prerequisites of the bonus feat.

Channeled Rage, Chaotic Rage, Cobalt Rage, Destructive Rage, Dragon Rage, Dragonmark Rage, Extend Rage, Extra Rage, Frantic Rage, Incite Rage, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, Reckless Rage, Ruinous Rage, Stone Rage, Terrifying Rage, Thundering Rage, Wild Cohort, or any fighter bonus feat.

Uncanny Dodge (Ex): At 3rd level, the barbarian retains his Dexterity bonus (if any) to armor class even if he is caught flat-footed or hit by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has Uncanny Dodge from another class, he automatically gains Improved Uncanny Dodge instead.

Healing Surge (Ex): At 4th level, the barbarian gains a healing surge. This allows the barbarian to regain some hit points when he is injured. As a swift action, the barbarian can heal up to one quarter of his maximum hit points if he is currently below one-half his maximum hit points. A barbarian can use this ability once per day at 4th level, and gains an addition daily use every four levels thereafter, but can still only use one healing surge per encounter.

Improved Uncanny Dodge (Ex): At 5th level, the barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If the target has Uncanny Dodge or Improved Uncanny Dodge from another class, levels of that class stack with the barbarian’s levels to determine the minimum rogue levels required to flank him.

Ignore Pain (half) (Ex): At 7th level, the barbarian gains the ability to ignore damage from a single attack, after the damage roll is made. This ability does not take any action on the barbarian’s part, though he must be conscious and capable of mental actions to do so. This ability applies to hit point damage of any type, from any source. At 7th level, the barbarian is able to ignore one-quarter of an attack's damage. At 11th level, the barbarian can ignore half the damage from an attack. At 15th level the barbarian can ignore all the damage from a single attack. At 19th level, the barbarian is able to use this ability twice per day (but still no more than once per encounter).

Mettle (Ex): At 9th level and higher, a barbarian can avoid even magical and unusual attacks against his body and mind. If he makes a successful Fortitude or Reflex saving throw against an attack that normally deals half damage or has a partial effect on a successful save, he instead takes no damage or negates the effect. A helpless barbarian does not gain the benefit of Mettle.

Heavy Mettle (Ex): This ability, gained at 13th level, works like Mettle, except that while the barbarian still takes no damage or negates a partial effect on a successful Fortitude or Will saving throw, henceforth he takes only half damage or partial effect on a failed save. A helpless barbarian does not gain the benefit of Heavy Mettle.

Tireless Rage (Ex): At 17th level and higher, a barbarian is no longer fatigued after raging (unless using the Frenzy rage power).

Unstoppable Rage (Ex): At 20th level, a barbarian’s rage reaches its peak. While a barbarian is raging, as long as he has any duration remaining in his rage, he cannot be killed by any means, including hit point damage, death effects, negative levels, or ability drain. He continues to act as normal, getting his full round of actions each round. His damage still accumulates, though other effects that could kill him are negated.

Once he runs out of duration on his rage, the barbarian is affected by his hit point loss normally. If he has negative hit points equal to or greater than his Constitution score, he dies. However, the barbarian may receive healing while raging that increases his hit points above his threshold for death.

Rage Powers

Ambusher: While raging, the barbarian gains a bonus to Stealth checks equal to his rage level, and can use Stealth even while raging. In addition, he deals additional sneak attack damage equal to 1d6 per rage level when attacking an enemy who is denied her Dexterity bonus to AC, or when flanking an enemy.

Animal Fury: While raging, the barbarian gains a bite attack as a natural weapon. A barbarian can use this as a primary attack or as a secondary attack in conjunction with manufactured weapons. This bite deals 1d6 damage + 1 ½ the barbarian’s Strength modifier (or ½ the barbarian’s Strength modifier if used as a secondary attack). If the barbarian already has a natural bite attack, it instead deals damage as if one size larger.

Awesome Blow: While raging, a barbarian can push his enemies around with his attacks. Each time a barbarian using this rage power hits an enemy with a melee attack, he may make a free bull rush attempt. If the attempt succeeds, the target is pushed back in a straight line away from the barbarian. The barbarian does not need to step into his opponent’s space to use this ability, it does not provoke attacks of opportunity, and the barbarian does not follow the target when it is pushed back. Feats and abilities that improve bull rush can be used with this power.

Bear Hide: When entering a rage, a barbarian gains a number of additional temporary hit points equal to his rage level times his Constitution bonus (if any). Effectively, the barbarian adds his rage level to his class level when determining his number of temporary hit points.

Beast Claws: While raging, the barbarian gains two claws as natural weapons. A barbarian can attack with these claws as a primary weapon or as a secondary weapon in conjunction with another primary natural weapon (such as the bite from Animal Fury). These claws each deal 1d4 damage + the barbarian’s Strength modifier (or ½ the barbarian’s Strength modifier if used as a secondary attack). If the barbarian already has natural claw attacks, they instead deal damage as if one size larger (and gains the second claw if it normally has only one).

Berserker Strength: While raging, the barbarian’s strength can increase even further in response to attacks. When the barbarian’s hit points drop below half his normal maximum (not including those from raging), he gains a +2 bonus to Strength. This additional strength disappears when he regains hit points above this limit or when he stops raging.

Blinding Speed: While raging, your fast movement bonus increases by 10 feet per rage level. In addition, by spending a daily round of rage, the barbarian can move up to his base speed as a swift action.

Blindsense: Requires Tunnel Vision. While raging, the barbarian gains blindsense out to 10’ per rage level.

Blindsight: Requires Blindsense. While raging, the barbarian gains blindsight out to 10’ per rage level.

Bloody Strike: While raging, the barbarian’s attacks cause bleeding wounds, dealing an additional point of damage per rage level each round until the target is healed magically or with a heal check. This ability does not stack with itself; the extra bleed damage dealt each round to a single target is limited to the barbarian's rage level.

Boast: While raging, the barbarian can make an Intimidation check against any target within sight and who can hear the barbarian, though it need not understand him. The barbarian gains a bonus to this check equal to his rage level. If the check succeeds, the target can attack only the barbarian until it makes a successful attack roll against the barbarian.

Brawler: While raging, the barbarian gains the benefits of Improved Unarmed Strike, dealing unarmed damage as a monk of the same level.

Break and Enter: While raging, the barbarian gains a bonus equal to his rage level on Sunder checks and checks to break items, knock down doors, and so on. Additionally, by expending a round of rage, the barbarian can ignore object hardness for a single attack.

Break Ground: While raging, the barbarian can spend a standard action to smash the ground with his fists or weapon, creating difficult terrain in a radius of 5 feet per rage level around himself.

Breath Weapon (Su): The barbarian can expend a daily round of rage to use a breath weapon in a cone 10’ per rage level or a line 20’ per rage level (chosen each time the power is used) which deals a type of energy damage equal to 1d8 per rage level. The energy type (acid, cold, electricity, fire, or sonic) is chosen when this power is selected. The barbarian may select this power more than once, each time choosing a different shape and/or energy type. If the barbarian has a breath weapon from another source, the damage from this rage power stacks with it.

Burrow: While raging, the barbarian gains a burrow speed equal to 10' per rage level.

Chaotic Aura: While raging, the barbarian gains benefits against lawful creatures and effects. The barbarian gains a deflection bonus to AC and a resistance bonus to saves equal to his rage level. These bonuses apply to attacks made by lawful creatures and to lawful spells and effects.

Chaotic Smite: While raging, the barbarian’s weapons overcome damage reduction as if chaotically aligned and deal additional damage to lawful creatures equal to his rage level. The barbarian can also spend a daily round of rage to make a smite attack as a standard action. He gains a bonus on the attack roll equal to his rage level, and deals bonus damage equal to his class level. These bonuses apply only to lawful creatures.

Charging Boar: While raging, the barbarian can charge with greater effect. His bonus to attack rolls for charging increases by his rage level, he deals bonus damage equal to his rage level, and he can charge up to 10’ extra per rage level. In addition, by expending a daily use of rage, the barbarian can make a turn up to 90 degrees during a charge, can charge through squares occupied by allies, enemies, or noncombatants, or can ignore difficult terrain on a charge.

Climb Speed: While raging, the barbarian gains a climb speed equal to his base speed, and a bonus on Athletics checks to climb equal to his class level.

Concealment: While raging, the barbarian gains concealment equal to 10% per rage level.

Damage Reduction: While raging, the barbarian gains damage reduction X/-, where X is his rage level. The barbarian can select this rage power multiple times, each time increasing his effective rage level by 1.

Death Ward: Requires Renewed Life. While raging, the barbarian is immune to death effects.

Debilitating Aura: While raging, the barbarian projects an aura that disrupts enemy attacks. All enemies adjacent to the barbarian take a penalty to attack rolls equal to the barbarian’s rage level.

Dodge: While raging, the barbarian gains a dodge bonus to armor class equal to his rage level.

Energy Aura: While raging, the barbarian’s skin crackles with a type of energy (chosen when this power is selected). If the barbarian is struck by a melee weapon, he can choose to deal the attacker energy damage equal to the barbarian’s rage level. This choice is made each time he is struck, and takes no action.

Energy Burst: The barbarian’s critical hits explode with a burst of a type of energy damage (chosen when this power is selected). On a confirmed critical, the barbarian may expend one daily round of rage to deal additional energy damage equal to 1d6 per rage level.

Energy Damage: While raging, the barbarian’s weapons are sheathed in a type of energy (chosen when this power is selected). The barbarian’s attacks deal additional energy damage equal to 1 per rage level.

Energy Drain: While raging, each of a barbarian’s attacks deal one temporary negative level. These negative levels stack, to a maximum of one negative level per rage level. Negative levels bestowed this way last one minute per rage level. Once the duration is expended, the negative level returns without need for a saving throw.

Energy Resistance: While raging, the barbarian gains energy resistance to one type of energy (chosen when this power is selected) equal to 5 x his rage level. This rage power can be selected multiple times, choosing another energy type each time. Alternatively, the barbarian can select this power a second time to increase an existing energy resistance to 10 x his rage level.

Fearless: While raging, the barbarian is immune to fear effects. Allies within 5 feet per rage level gain a +1 per rage level morale bonus to saves vs fear effects.

Ferocity: While raging, the barbarian is not hindered if he drops to 0 hit points or lower. He may continue to rage and act as normal (not staggered, unconscious, or dying) as long as his rage lasts. When his rage ends, the effects of any damage he has affect him as normal. If at 0 HP he is disabled, if he has negative hit points he is dying, and if he has negative hit points equal to or greater than his Constitution score, he is dead.

Flying Rage (Su): While raging, the barbarian gains a fly speed equal to 20 feet per rage level.

Focused Rage: While raging, the barbarian is able to gain a rare moment of clarity. By expending a daily round of rage, the barbarian can attempt a task that requires mindfulness and concentration, such as casting a spell, using a magic item, or using a feat or skill he normally wouldn’t be able to use while raging.

Foe: While raging, the barbarian gains a bonus to attack and damage rolls equal to his rage level against a type of enemy chosen from the ranger’s foe list (chosen when this power is selected). Alternatively, by spending a daily round of rage, an attack against a foe of that type deals additional damage equal to 1d6 per rage spent (maximum equal to rage level).

Fortification: While raging, a barbarian gains resistance to critical hits and precision based damage (such as sneak attack). Each time an enemy would deal extra damage from a critical hit or precision attack against the barbarian, the barbarian has a chance to negate the extra damage. This percentage is 20% per rage level.

Freedom of Movement: While raging, a barbarian is affected as by a freedom of movement spell, and can thus ignore difficult terrain and hindrances to his movement.

Frenzy: While raging, the barbarians can enter a frenzy, increasing his bonuses but with drawbacks. The barbarian’s effective rage level for the purpose of determining his bonuses to Strength and Dexterity is increased by 1. However, he takes a penalty to armor class equal to his effective rage level. During this frenzy, the barbarian is unable to perform any actions other than moving and attacking (including full attacks, special attack options, and any movement mode he possesses) and must attack those he perceives as enemies to the best of his ability. If he runs out of enemies, the barbarian must attack the nearest creature. If no creature is in range, the barbarian attacks a random object. The barbarian is unable to stop this frenzy until he exhausts his rage or makes a DC 20 Will save (once per round). When the frenzy ends, the barbarian is exhausted rather than simply fatigued. If the barbarian has Tireless Rage, he is instead fatigued.

Frightful Presence: While raging, the barbarian gains a fearsome aura with a radius of 10 feet per rage level. When the barbarian attacks or charges, enemies within this area must make a Will save (DC = 10 + ½ the barbarian’s class level + the barbarian’s rage level). Enemies that fail this save are shaken for one minute. Enemies that succeed cannot be affected by the barbarian’s aura for 24 hours. If the barbarian already has any type of fear aura, increase the DC by the barbarian's rage level.

Fueled by Vengeance: While raging, the barbarian gains an additional daily round of rage when he drops a foe (by making him unconscious or dead), up to his daily maximum.

Ghost Touch: While raging, a barbarian can affect incorporeal creatures as if using a magic weapon, regardless of if he is actually using a magic weapon. A barbarian’s miss chance for attacking an incorporeal creature is 10% less per rage level. In addition, he gains a bonus on attack rolls equal to his rage level and a bonus on damage rolls to equal to 1d6 per rage level when attacking incorporeal creatures.

GORE! GORE! GORE!: While raging, the barbarian gains a gore natural attack. The gore attack deals 1d8 damage plus the barbarian’s Strength modifier if used as a primary natural attack. If used as a secondary natural attack combined with manufactured weapons, it deals 1d8 plus half the barbarian’s Strength modifier. When used as part of a charge, the gore attack deals 1d8 damage plus twice the barbarian's Strength modifier.

Head Blow: When the barbarian scores a critical hit, he can expend a round of range to make the target confused for a number of rounds equal to his rage level. The target receives a Will saving throw (DC 10 + ½ the barbarian’s class level + the barbarian’s Strength modifier) to halve the duration (minimum 1 round).

Improved Demoralization: While raging, the barbarian can demoralize enemies as a move action instead of a standard action, and he gains a bonus to Intimidation checks equal to his rage level. Additionally, he can demoralize a number of enemies with the same check equal to his rage level. All enemies must be within his threatened space, and they each make an opposed check to resist.

Improved Grab: While raging, a barbarian can make a free grapple check when he hits with an unarmed strike or natural bite or claw attack. This action does not provoke attacks of opportunity.

Improved Flanking: While raging, a barbarian gains a bonus to attack rolls while flanking equal to his rage level, which stacks with the normal +2 flanking bonus. He deals bonus damage equal to his rage level as well.

Increased Critical Confirmation: While raging, the barbarian gains a bonus on attack rolls to confirm critical hits equal to his rage level. By spending an additional round of rage, the barbarian instead automatically confirms a critical hit.

Increased Critical Damage: While raging, the barbarian’s critical damage multiplier with any weapon he wields is increased by his rage level. This increase applies after any other increases to a weapon’s critical multiplier. This ability applies after any other abilities that increase a weapon's critical multiplier. The barbarian must have Increased Critical Confirmation to select this power.

Increased Critical Range: While raging, the barbarian’s critical threat range with any weapon he wields increases by his rage level. This increase applies after any other increases to a weapon’s critical threat range, such as Keen or Improved Critical. The barbarian must have Increased Critical Confirmation to select this power.

Insightful Rage: While raging, the barbarian is immune to charms and compulsions. He still makes a saving throw as normal, but with a bonus equal to his rage level. However, on a failed save, the effect is suppressed as long as the barbarian remains in a rage. Once the barbarian’s rage ends, any remaining duration of the charm or compulsion takes effect.

Juggernaut: While raging, the barbarian gains a bonus on overrun checks equal to his rage level, and does not provoke attacks for this action. He can attempt to overrun a number of opponents each round equal to his rage level, and may attempt to overrun an opponent a number of size categories larger than him equal to his rage level (one size category larger at Rage 1 and so on).

Luck of the Warrior: By spending a round of rage, the barbarian can reroll any d20 roll. This decision must be made before the result of the roll are known, and use the same bonuses and penalties as the original roll. A barbarian may use this ability a number of times per day equal to his rage level.

Mage Slayer: While raging, the Concentration DC for a spellcaster within the barbarian’s threatened space casting defensively increases by the barbarian’s rage level. If the check fails, the spellcaster loses the spell and the barbarian gains an attack of opportunity. In addition, the barbarian deals additional damage equal to his rage level to creatures that cast spells or use spell-like abilities.

Menacing Aura: While raging, the barbarian projects an aura that weakens enemies. All enemies adjacent to the barbarian take a penalty to the chosen saving throw equal to the barbarian’s rage level. The saving throw is selected when the barbarian gains this power (Fortitude, Reflex, or Will). This power may be selected multiple times, each time applying to a different saving throw.

Mountain Rage (Su): A barbarian must have Powerful Rage or the Powerful Build ability to select this power. While raging, a barbarian increases in size by one size category, as do his worn and carried items. The barbarian’s reach increases as appropriate, and he receives a -1 size penalty to attack rolls, armor class, and stealth checks. The barbarian gains a +4 bonus to combat maneuvers. Mountain Rage does not stack with other abilities that increase size, nor with the Powerful Build ability.

Nimble Rage: While raging, the barbarian gains a bonus to his Dexterity score equal to twice his rage level.

Nonlethal: While raging, hit point damage the barbarian takes from weapons is converted into nonlethal damage. Damage from energy or spells is not converted. This ability does not function if the barbarian is immune to nonlethal damage.

Opportunist: While raging, the barbarian gains a number of additional attacks of opportunity per round equal to his rage level. In addition, attacks of opportunity gain a bonus equal to his rage level, and deal additional damage equal to his rage level.

Penetrating Strike: While raging, a barbarian treats the damage reduction of all targets as one point lower per rage level.

Poison Rage: While raging, the barbarian’s attacks each deal one point of ability damage per rage level to an ability score chosen when this power is selected. The target gains a Fortitude save to negate each potential point of ability damage (DC = 10 + 1/2 the barbarian's class level + the barbarian's Rage level). The barbarian can gain this power multiple times, each time selecting a different ability score.

Powerful Rage: While raging, the barbarian gains the Powerful Build ability.

Pounce: While raging, a barbarian can make a full attack at the end of a charge.

Raging Determination: While raging, the barbarian gains a bonus to a saving throw (chosen when this power is selected) equal to his rage level.

Raging Leap: While raging, the barbarian gains a bonus to all Athletics checks to jump equal to his class level. He also treats standing jumps as running jumps for the purpose of determining how far he can jump. If he has a running start, he gains a further bonus equal to his rage level. Finally, by expending one round of rage, he can make a jump check as a swift action.

Raging Surge: The barbarian may expend one round of rage to shrug off a single condition affecting him.

Raging Vigor: While raging, a barbarian gains fast healing equal to his rage level. The barbarian may also expend rage to heal 1d6 hit points per round expended, up to a maximum of 1d6 per rage level.

Renewed Life: Requires Renewed Vitality. While raging, the barbarian is protected from energy drain and negative levels. Any time an attack or effect would result in negative levels to the barbarian, reduce the number of negative levels the barbarian takes by his rage level.

Renewed Vitality: While raging, the barbarian is protected from ability damage, drain, and penalties. Any time an attack or effect would result in ability damage or ability drain, or a penalty to an ability score, reduce the value by the barbarian's rage level.

Share Rage: The barbarian can share the benefits of his rage (but not rage powers) with a number of other willing creatures equal to his rage level. These creatures must be within 10 feet per rage level, and their rage begins and ends when the barbarian’s does. A creature that moves out of range ends its rage, and is fatigued. This ability uses additional rounds of rage equal to the number of allies affected, so affecting one ally uses 2 rounds of rage in each round, while affecting 5 allies uses up 6 rounds of rage each round.

Share Rage Powers: Requires Share Rage. While raging, those allies sharing the barbarian's rage also share the benefits of his rage powers. Allies that use rage powers requiring the expense of additional rounds of rage expend this from the barbarian's pool of rage.

Spell Resistance: While raging, the barbarian gains spell resistance equal to his class level + 11.

Stable Rage: While raging, the barbarian gains a bonus on opposed checks to resist combat maneuvers (bull rush, disarm, grapple, overrun, sunder, and trip) equal to his rage level.

Staggering Aura: While raging, the barbarian projects an aura that throws enemies off-balance. All enemies adjacent to the barbarian take a penalty to armor class equal to the barbarian’s rage level.

Stalker: While raging, the barbarian gains the scent special ability, and the benefit of the Track feat. He can track using scent, and gains a bonus to Survival checks equal to his rage level.

Stomp: As a standard action that does not provoke attacks of opportunity, a raging barbarian can stop the ground, causing creatures within a 10 foot radius per rage level to make a Reflex save (DC = 10 + ½ the barbarian’s class level + the barbarian’s strength score) or fall prone. Special modifiers to resist trip attacks apply to this save, and creatures immune to tripping or not touching the ground are not affected. The barbarian can use this ability at a lower rage level (thus affecting a smaller radius) if he wishes to avoid affecting allies.

Swim Speed: While raging, the barbarian gains a swim speed equal to his base speed, and a bonus on Athletics checks to swim equal to his class level. He is immune to drowning while raging, and the time he spends in rage does not count against the number of rounds he can hold his breath. He need not make any checks to hold his breath during a rage.

Thick Hide: While raging, the barbarian's natural armor bonus increases by a value equal to his rage level. If the barbarian does not have natural armor, treat it as 0 for the purpose of this bonus.

Tireless: While raging, the barbarian is immune to fatigue effects, and automatically succeeds checks included in the description of the Endurance feat.

Trample: Requires Juggernaut. While raging, the barbarian can overrun with greater force. When the barbarian attempts an overrun attempt, the opponent may not choose to avoid the attempt. If the barbarian is successful, he gains an immediate free unarmed attack against the target as he runs him over, gaining the normal +4 bonus for attacking a prone target.

Trapkiller: While raging, the barbarian gains a bonus to all saves versus traps equal to his rage level. In addition, he can find traps as a rogue with Trapfinding using a Perception check, and can disable traps using an attack roll in place of a Mechanics check. He gains a bonus on this attack roll equal to his rage level.

Trip: While raging, the barbarian can make a free trip attempt against any target he hits. This does not provoke attacks of opportunity.

Tunnel Vision: While raging, the barbarian’s vision becomes focused. He gains a bonus to Perception checks equal to his rage level. When blinded or attacking an invisible enemy, he gains the benefit of the Blind-fight feat, and his miss chance decreases by 10% per rage level.

Two-Handed Strike: While raging, the barbarian deals bonus damage equal to his rage level when wielding a two-handed weapon.

Unleashed Fury: The fury within the barbarian builds up and explodes in a ball of rage. As a standard action, the barbarian can expend rage to deal force damage to all creatures within a radius of 5’ per round of rage expended, to a maximum of the barbarian’s effective rage level. The attack deals damage equal to 1d6 per class level. Creatures in the area receive a Reflex save for half damage (DC = 10 + ½ the barbarian’s class level + ERL). The barbarian is immune to his own Unleashed Fury.

War Cry: The barbarian can spend 1 round of rage to bellow a war cry as a standard action, unnerving those who hear it. All enemies within 20 feet per rage level must make a Will save (DC = 10 + ½ the barbarian’s level + the barbarian’s rage level) or be shaken for one minute.

Whirling Frenzy: While raging, a barbarian can make a single extra attack during an attack or full attack action. This attack is made at his highest base attack bonus, but all attacks in this round take a -2 penalty.

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