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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

Offensive Rage Powers

Animal Fury (Ex) (PRPG Core Rulebook pg. 32): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Armor Ripper (Blood of the Moon pg. 13): While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks.
Auspicious Mark (Su) (Ultimate Combat pg. 26): The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.
Autumn Rage (Su) (Ultimate Wilderness pg. 36): The barbarian becomes a servant of the harvest. While raging, she gains a +2 bonus on combat maneuver checks to reposition or trip. She also gains this bonus on attack rolls to confirm critical hits. A barbarian can have only one season-themed rage power, choosing between spring, summer, autumn, or winter rage.
Battle Roar (Su) (Advanced Class Guide pg. 114): When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent. A character must be at least 6th level and have the intimidating glare rage power to select this rage power.
Bleeding Blow (Ex) (Ultimate Combat pg. 26): When she uses her powerful blow rage power, the barbarian also deals bleed damage equal to her bonus damage with the powerful blow. This bleed damage bypasses damage reduction. A barbarian must have the powerful blow rage power and be at least 8th level before selecting this rage power.
Bloody Bite (Ex) (Agents of Evil pg. 25): This rage power is available to half-orc barbarians. The barbarian’s bite attack deals 1d6 points of bleed damage in addition to its other effects. The barbarian must have the animal fury rage power or a natural bite attack before selecting this power.
Bloody Fist (Ex) (Demon Hunter's Handbook pg. 8): While raging, the barbarian may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the barbarian must confirm a critical hit against an opponent with a natural attack or unarmed strike. The barbarian deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the barbarian’s class level + the barbarian’s Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. This power can only be used once per rage. A barbarian must be at least 12th level to select this rage power.
Boar’s Charge (Blood of the Moon pg. 13): While raging, when you hit with a gore attack as part of a charge, you automatically score a critical threat. You must still confirm the critical hit as normal. You must be at least 12th level to select this rage power.
Body Bludgeon (Ex) (Ultimate Combat pg. 26): While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. A barbarian must be at least 10th level before selecting this rage power.
Brawler (Advanced Player's Guide pg. 74): While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater (Advanced Player's Guide pg. 74): While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Breathtaker (Ex) (People of the River pg. 7): The barbarian’s blows take the air from her foes’ lungs. While raging, whenever the barbarian makes a successful melee attack against an opponent that is holding its breath, in addition to any other effects caused by that attack, the opponent loses a number of rounds of breath equal to the barbarian’s Strength modifier.
Crippling Blow (Ex) (Ultimate Combat pg. 26): When using her powerful blow rage power, the barbarian 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 deals 1 point of ability damage to the target’s Strength or Dexterity score for every four class levels the barbarian has attained. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) to halve this ability damage. A barbarian must have the powerful blow rage power and be at least 8th level before selecting this rage power.
Deadly Accuracy (Ex) (Ultimate Combat pg. 26): If the barbarian scores a critical threat when using her surprise accuracy rage power, she applies double the surprise accuracy bonus when rolling to confirm the critical. A barbarian must have the surprise accuracy rage power and be at least 4th level before selecting this rage power.
Disemboweling Tusks (Blood of the Moon pg. 13): While raging, when you confirm a critical hit with your gore attack, you deal 1d4 points of Constitution damage in addition to the normal damage for the gore attack. You must be at least 10th level to select this rage power.
Elemental Rage (Su) (Advanced Player's Guide pg. 74): While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage. A barbarian must have the lesser elemental rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser elemental rage power while using this rage power, but she must select a different energy type.
Elemental Rage, Greater (Su) (Advanced Player's Guide pg. 74): While raging, all of the barbarian’s critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power. A barbarian must have the elemental rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Elemental Rage, Lesser (Su) (Advanced Player's Guide pg. 75): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.
Enhance Venom (Ex) (Dirty Tactics Toolbox pg. 9): The barbarian adds her Constitution modifier to the DC of any poison she delivers using viper’s kiss or viper’s breath (see below). A barbarian must have viper’s breath and viper’s kiss to select this rage power.
Erratic Charge (Ex) (Villain Codex pg. 176): As part of the full-round action to perform a charge attack against a creature at least 20 feet away, the barbarian can move 5 feet in any direction before making the charge. This movement is not a 5-foot step and provokes attacks of opportunity as normal, and using this option reduces the maximum distance of the charge by 10 feet.
Erratic Charge, Greater (Ex) (Villain Codex pg. 176): The barbarian can move 10 feet when using erratic charge. If she does so, the creature she is charging must be at least 20 feet away and the movement reduces the maximum distance of her charge by 20 feet. A barbarian must be at least 8th level and must have the erratic charge rage power before selecting this power.
Feasting Bite (Ex) (Agents of Evil pg. 25): This rage power is available to half-orc barbarians. When the barbarian confirms a critical hit with her bite attack, she regains a number of hit points equal to half the damage dealt. The barbarian must have the bloody bite rage power and either the animal fury rage power or a natural bite attack before selecting this power. Activating this ability consumes 1 round of rage.
Ferocious Trample (Ex) (Advanced Player's Guide pg. 75): While raging and mounted, the barbarian’s mount gains the trample special attack (Pathfinder RPG Bestiary 305). This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both. A barbarian must have the ferocious mount rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
Ferocious Trample, Greater (Ex) (Advanced Player's Guide pg. 75): A barbarian’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample. A barbarian must have the ferocious trample rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Fierce Fortitude (Ex) (Advanced Class Guide pg. 114): The character gains a +4 bonus on saving throws against diseases and poison. A skald must be trained in Intimidate to select this rage power.
Furious Barrage (Ex) (Villain Codex pg. 176): The barbarian is treated as having the Rapid Shot feat, but only for the purpose of attacking with thrown weapons. She need not meet the feat’s prerequisites. A barbarian must be at least 4th level and must have the furious draw rage power before selecting this power.
Gearbreaker (Ex) (People of the River pg. 7): Once per round while raging, whenever the barbarian makes an attack against a construct, she can ignore an amount of that construct’s hardness equal to her barbarian level. This ability must be used before the attack roll is made. A barbarian must have the smasher rage power before selecting this rage power. This power stacks with hard hitter.
Greater Animal Fury (Ex) (Champions of Corruption pg. 27): This power works as animal fury, but the barbarian’s bite attack deals damage as if she were one size larger. A barbarian must have the animal fury rage power to select this rage power.
Ground Breaker (Ex) (Advanced Player's Guide pg. 76): Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone. A barbarian must be at least 6th level to select this rage power.
Ground Breaker, Greater (Ex) (Ultimate Combat pg. 27): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must have the ground breaker rage power and be at least 8th level before selecting this rage power.
Hissing Rage (Su) (Ultimate Wilderness pg. 36): Once per hour, the barbarian can spit venom at an adjacent enemy as a standard action. She must make a touch attack to successfully spit on a foe in this way, but she can also apply this poison as a swift action when she hits with a bite attack. The DC of the save against this poison is equal to 10 + half the barbarian’s level + the barbarian’s Constitution modifier.

Hissing Rage Poison (Su) Bite—contact or injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 consecutive saves.
Hurling (Ex) (Advanced Player's Guide pg. 76): As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
Hurling Charge (Ex) (Advanced Player's Guide pg. 76): While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Hurling, Greater (Ex) (Advanced Player's Guide pg. 76): As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories. A barbarian must have the hurling rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Hurling, Lesser (Ex) (Advanced Player's Guide pg. 76): As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
Impelling Disarm (Ex) (Champions of Balance pg. 23): Once per rage, the barbarian can make a disarm attempt against a target in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the barbarian sends the target’s weapon flying—either straight at the target, or spinning away to strike another foe up to 20 feet away. This ranged attack counts as throwing a weapon that isn’t designed to be thrown, even if the weapon disarmed is a thrown weapon. The barbarian makes a ranged attack, which doesn’t provoke attacks of opportunity, at either the target of his disarm maneuver or another creature within 20 feet. If the barbarian is aiming for the disarmed creature, the foe doesn’t count as being in melee for determining any penalty on the ranged attack from throwing a ranged weapon into melee. If the ranged attack hits, the disarmed weapon deals damage as if the barbarian had thrown it. The barbarian can choose to aim the disarmed weapon at a square rather than at a foe. A barbarian must be at least 4th level to select this rage power.
Intimidating Glare (Ex) (PRPG Core Rulebook pg. 33): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Knockback (Ex) (PRPG Core Rulebook pg. 33): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Knockdown (Ex) (Advanced Player's Guide pg. 76): Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
Lethal Accuracy (Ex) (Ultimate Combat pg. 27): When using her surprise accuracy rage power, the barbarian’s critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a 19–20/×2 multiplier becomes 19–20/×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the surprise accuracy and deadly accuracy rage powers and be 16th level before selecting this rage power.
Linnorm Death Curse, Cairn (Su) (Advanced Class Guide pg. 114): The character channels the power of a cairn linnorm. The character’s melee attacks deal an additional 1 point of negative energy damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of decay (Will negates). A character must be at least 8th level to select this rage power. Curse of Decay: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target takes 1 point of Con damage per day and ages at a rate of 1 year per day (eventually incurring all of the penalties of old age but none of the bonuses).
Linnorm Death Curse, Crag (Su) (Advanced Class Guide pg. 114): The character channels the power of a crag linnorm. The character’s melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of fire (Will negates). A character must be at least 4th level to select this rage power. Curse of Fire: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to fire.
Linnorm Death Curse, Fjord (Su) (Advanced Class Guide pg. 114): The character channels the power of a fjord linnorm. The character’s melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of drowning (Will negates). A character must be at least 4th level to select this rage power. Curse of Drowning: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target is unable to breathe water (even with magic), can hold its breath only half as long as normal, and is sickened whenever it holds its breath.
Linnorm Death Curse, Ice (Su) (Advanced Class Guide pg. 114): The character channels the power of an ice linnorm. The character’s melee attacks deal an additional 1 point of cold damage. If the character is knocked unconscious or killed, the attacker suffers the curse of frost. A character must be at least 4th level to select this rage power. Curse of Frost: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to cold.
Linnorm Death Curse, Taiga (Su) (Advanced Class Guide pg. 114): The character channels the power of a taiga linnorm. The character’s melee attacks deal an additional 1 point of electricity damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of electricity (Will negates). A character must be at least 4th level to select this rage power. Curse of Electricity: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to electricity.
Linnorm Death Curse, Tarn (Su) (Advanced Class Guide pg. 114): The character channels the power of a tarn linnorm. The character’s melee attacks deal an additional 1 point of acid damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of death (Will negates). A character must be at least 4th level to select this rage power. Curse of Death: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target is no longer affected by healing spells and can’t heal damage naturally by resting.
Linnorm Death Curse, Tor (Su) (Advanced Class Guide pg. 114): The character channels the power of a tor linnorm. The character’s melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of boiling blood (Will negates). A character must be at least 8th level to select this rage power. Curse of Boiling Blood: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to fire and is permanently staggered from the pain of its boiling blood (this is a pain effect).
Mighty Swing (Ex) (PRPG Core Rulebook pg. 33): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.
Overbearing Advance (Ex) (Advanced Player's Guide pg. 76): While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Overbearing Onslaught (Ex) (Advanced Player's Guide pg. 76): While raging, the barbarian may overrun more than one target per round, with a –2 penalty on her CMB for each overrun check after the first. A barbarian must have the overbearing advance rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Penetrating Bite (Ex) (Champions of Corruption pg. 27): When using the animal fury rage power while raging, the barbarian’s bite is able to pierce most resistances. At 4th level, her bite is treated as a magic weapon for the purpose of overcoming damage reduction. At 7th level, her bite is also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her bite is also treated as a chaotic weapon for the purpose of overcoming damage reduction. At 16th level, her bite is treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness. A barbarian must have the animal fury rage power and be at least 4th level to select this rage power.
Powerful Blow (Ex) (PRPG Core Rulebook pg. 33): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Quick Reflexes (Ex) (PRPG Core Rulebook pg. 33): While raging, the barbarian can make one additional attack of opportunity per round.
Raging Grappler (Ex) (People of the River pg. 7): While raging, the barbarian grapples her foes with the power and viciousness of a river crocodile. As long as she is raging, whenever the barbarian succeeds at a check to start a grapple, she can choose to deal damage as if she had also succeeded at a check to maintain the grapple. In addition, while she is raging, whenever the barbarian succeeds at a combat maneuver check to maintain a grapple, she can choose to give herself, the target of her grapple, or both the prone condition as a free action while continuing to maintain the grapple.
Reckless Abandon (Ex) (Advanced Player's Guide pg. 76): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Savage Dirty Trick (Ex) (Champions of Balance pg. 23): Once per round while raging, the barbarian can attempt a dirty trick combat maneuver in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the target takes an amount of damage equal to the barbarian’s Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the following table.

Initial PenaltyAdditional Penalty
BlindedStaggered
DazzledDazed
DeafenedStaggered
EntangledAnchored in place and unable to move from that square
SickenedNauseated

On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.

For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian’s combat maneuver equal to the barbarian’s Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw.

This power can only be used once per opponent per rage. A barbarian must be at least 6th level to select this rage power.
Savage Hurl (Ex) (Villain Codex pg. 176): The barbarian gains a +1 bonus on ranged attack rolls with thrown weapons that add her Dexterity bonus to the attack roll. This bonus increases to +2 at 4th level if the barbarian’s Strength modifier is at least +4, to +3 at 8th level if her Strength modifier is at least +6, and to +4 at 12th level if her Strength modifier is at least +8.
Savage Jaw (Ex) (Champions of Corruption pg. 27): While raging, the barbarian can open her jaw wide and latch her teeth firmly onto her opponent. While using the animal fury power, the barbarian can activate this power as a free action and gain the grab ability with her bite attack until the start of her next turn. This power can be used only once per rage. A barbarian must have the animal fury rage power to select this rage power.
Sharpened Accuracy (Ex) (Ultimate Combat pg. 28): When using her surprise accuracy rage power, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the surprise accuracy rage power and be at least 8th level before selecting this rage power.
Smasher (Ex) (Advanced Player's Guide pg. 76): Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object’s hardness. This ability must be used before the attack roll or sunder check is made.
Spell Sunder (Su) (Ultimate Combat pg. 28): Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power and be at least 6th level before selecting this rage power.
Strength Surge (Ex) (PRPG Core Rulebook pg. 33): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
Summer Rage (Su) (Ultimate Wilderness pg. 36): The barbarian channels the heat of late summer, making the air around her hot and oppressive. A creature within the barbarian’s reach becomes fatigued as long as it remains within the barbarian’s reach unless it succeeds at a Fortitude save (DC = 10 + half the barbarian’s level + her Constitution modifier) to become immune for 24 hours. A barbarian can have only one season-themed rage power, choosing between spring, summer, autumn, or winter rage.
Sunder Enchantment (Su) (Ultimate Combat pg. 28): While raging, whenever the barbarian succeeds at a sunder combat maneuver on a magical item, that item’s magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which her combat maneuver check exceeded the target’s CMD. A barbarian must have the spell sunder rage power and be at least 8th level before selecting this rage power.
Surprise Accuracy (Ex) (PRPG Core Rulebook pg. 33): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Terrifying Howl (Ex) (PRPG Core Rulebook pg. 34): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.
Two-Fanged Pounce (Villain Codex pg. 176): If the barbarian is wielding a pair of daggers, kukris, or punching daggers, she can attack once with each of the two weapons when she charges. If she does, she loses the bonus on attack rolls for charging and takes an additional –2 penalty to her AC, and she applies precision damage or effects that occur on a hit only once, even if she hits with both attacks.
Unexpected Strike (Ex) (PRPG Core Rulebook pg. 34): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.
Viper’s Breath (Ex) (Dirty Tactics Toolbox pg. 9): While holding a dose of poison in her mouth, the barbarian can exhale a 15-foot cone of inhaled poison. Anyone caught in the spray must succeed at a saving throw against the poison with a DC equal to the poison’s DC – 4 or suffer the poison’s effects with an immediate onset. A barbarian must have viper’s kiss (see below) to select this rage power.
Viper’s Kiss (Ex) (Dirty Tactics Toolbox pg. 9): The barbarian can drink 1 dose of an ingested poison as a move action (instead of a standard action) as long as she starts the turn with the poison in her hand. She can hold this dose within her mouth for a number of rounds equal to her Constitution modifier (minimum 1 round) without suffering harmful effects. If the barbarian still holds the poison in her mouth after this time, she consumes the poison. While the dose is held within her mouth, the barbarian’s next successful bite attack applies the effect of the poison with an immediate onset; this consumes the dose. A barbarian must have a bite attack (at least when raging, such as that granted by animal fury) to select this rage power.
Winter Rage (Su) (Ultimate Wilderness pg. 37): As a standard action, the barbarian can bellow a 20-foot cone of frigid, snowy air. Until the beginning of the barbarian’s next turn, creatures moving through the cone move at half speed. A barbarian can have only one season-themed rage power, choosing between spring, summer, autumn, or winter rage.
Witch Hunter (Ex) (Advanced Player's Guide pg. 77): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition rage power to select this rage power.