Have someone in the party carry a few scrolls of lesser restoration if you are this worried about ability damage. Sharpened Accuracy (Ex): Surprise Accuracy is bad, and this would be situational even if you could use it more than once per rage. Monks will be jealous of your strength damage, but not much else.. Celestial Blood (Su): Not a lot of resistance, and acid and cold aren't particularly common types. Intimidating Glare (Ex): This is considerably better than intimidating as a Standard action. Hurling (Ex): 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. Your help is greatly appreciated! If you have greater weapon specialization, instead increase the additional damage from Rage … A barbarian-alchemist taking raging throw appears by the rules to get their rage damage bonus to bombs (they are thrown martial weapons per the book). ** - Blood Rage Powers grant powers in a theme. This bonus stacks with any other bonuses to the barbarian’s land speed. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Bestial Swimmer (Ex): You must be in a very weird fight if you need a swim speed while raging. These proficiencies are noted in at the start of this class. In such a case, this might be green or even blue. However, this requires to powers to get, and is situational. You can reroll a saving throw. This enhancement bonus won't stack with items or spells. You get a new rage power at every other level, giving you a lot of room to customize your barbarian. Keep in mind that being exhausted will really cut into your murdering, so make sure you have enough rage rounds left to get you through the rest of the fight. Without barbarian hit points to fall back on, I can't really blame them. Sprint (Ex): Highly situational, and your speed is already impressive. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks. You may combine Totem and Blood Rage Powers. Instead, you gain an additional 1st-level barbarian feat. You have a stalwart physiology. At 5th level and every 5 levels thereafter, you boost four different ability scores. Adding rage to your mount gives your mount additional strength to increase its combat maneuver checks to overrun enemies. When you roll a success on a Fortitude save, you get a critical success instead. You can use these ability boosts to increase your ability scores above 18. Dragon Totem Resilience* (Su): The resistances won't be very large because the Barbarian DR doesn't scale very quickly, but you get to add 4 more resistance because you already have Dragon Totem and Dragon Totem Resilience. With the added bonus to attacks from Surprise Accuracy, you should be so likely to hit that this won't be needed to confirm critical hits. For example, a barbarian that selects a beast totem rage power cannot later chose to gain any of the spirit totem rage powers. Your proficiency rank for Fortitude saves increases to master. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. Fierce Fortitude (Ex): Disease and Poison become very common at high levels, and a +4 bonus against both is a good supplement to the Barbarian's already formidable Fortitude saves. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct. In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background. However, it won't be a go-to option. Abyssal Blood, Greater (Su): Not a ton of resistance, but it covers several types. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. The Pathfinder 1e cavalier had orders that weren’t unlike the tenets and causes of the 2e paladin. Battle Medicine can be used while Raging as per the rules. Renewed Vitality (Ex): Ability damage is a good way to weaken a barbarian, and many enemies use it. A barbarian cannot select from more than one group of blood rage powers. You have a 30% chance per rage to maybe get the benefits of this power. However, this only activates after you waste a standard action on Renewed Vigor. Beast Totem, Lesser* (Su): Natural weapons aren't very useful for barbarians, since you will typically be using a two-handed weapon. Elemental Rage (Su): Add a free energy effect to your weapon. Your instinct heightens each of your senses further. I need help updating the site!If you can help, please send me a message. Good for What Ails You (Ex): Most of those effects aren't problematic enough to justify taking a power. You use your rage as you choose. A barbarian cannot select from more than one group of totem rage powers. At 3rd level and every 2 levels thereafter, you gain a skill increase. For Unchained Barbarian Rage Powers, see my Unchained Barbarian Rage Powers Breakdown. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Of course, it's a swift action so you can only use it on your own turn. Your proficiency rank for Reflex saves increases to expert. Plus, the enemy gets a reflex save to avoid some of the damage. If you took the Drunken Brute archetype, this still only goes up to orange. Auspicious Mark (Su): This is great for failed saves, missed critical hit confirmations, and other high value rolls. Ferocious Mount (Ex): If you are a mounted charger Barbarian, this is a must. Linnorm Death Curse, Cairn (Su): Amusing and flavorful, but useless when you're actually trying to kill someone. Special: This rage power can be selected more than once.Its effects do not stack. 4. Primal Scent (Ex): Tracking while raging doesn't happen. Barbarian. At 3rd level and every 4 levels thereafter, you gain a general feat. A barbarian must have the disruptive rage power and be at least 12th level to select this rage power. Source Core Rulebook pg. Linnorm Death Curse, Crag (Su): Amusing, but you need to be knocked unconscious to trigger the effect. It may also be helpful to set up the target to be charged on the following round. Repeated exposure and toughened skin allow you to fend off harm. Fey Blood, Lesser (Su): You have to crit, then they get a save, then they might still act normally because Confused is a garbage status effect. You gain your instinct’s specialization ability. Ultimate Clarity (Su): Useless unless you can Rage Cycle, and you need two really bad Rage powers as prerequisites. The only types of actions you can’t do while Raging is Concentrate (unless they have the Rage trait). Your mount's trample attacks won't be very helpful if they can't bypass DR. A barbarian of any level can take a lesser blood rage power. Boasting Taunt (Ex): Unless you have a way to get free attempts to demoralize a creature, it will be hard to justify this power. Body Bludgeon (Ex): Hillarious, but not very good. Lethal Accuracy (Ex): This is hard to justify considering how infrequently it will come up. Anathema and Instinct Ability You don't have an anathema or an instinct ability. AC is a constant problem for barbarians, and this adds a fairly impressive bonus. Eater of Magic (Su): The temporary hit points are cute, but this would probably be blue just for the free save reroll. Brawler: If you planned to fight unarmed, you probably took improved unarmed strike. Ghost Rager (Su): The bonuses are nice, but highly situational. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. World Serpent Totem Unity* (Su): Highly situational. * - Totem Rage Powers grant powers in a theme. However, not being able to be the willing recipient of magical healing is very dangerous. Guarded Life (Ex): One of the scariest situations for a Barbarian is falling unconcious while raging. Your attacks have an pathfinder 2e barbarian rage burst property additional damage is a somewhat questionable interpretation of the fighter feats. Real barbarian makes people shaken with no save Desperate to finish the fight, you gain a number temporary... 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