Barbarian Rage Powers
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From publisher blurb: Sometimes, all you need to have fun with a class for another few months is a few new ideas to tinker around with. Class Expansions is a series of lightweight supplements for The Pathfinder Roleplaying Game that takes a base class and offers alternative class features that, handily enough, each fit on one page or less. Following in this vein, Class Expansions: Barbarian Rage Powers introduces, funny how this works, twenty-one new rage powers. Think of these descriptions as fortune cookies, but use "...while raging" instead of "...in bed". Aligned Fury - Your attacks carry your alignment. Bone-Hewing Strike - As a standard action, hew bone and stagger a foe. Burning Hatred - If dealt enough damage by a single blow, your next round of raging is free... if you attack whoever hit you that hard. Burning Hatred, Greater - If dealt enough damage by a single enemy, your next round of raging is free... if you attack whoever hit you that hard. Crushing Blows - You treat your base attack bonus as 2 higher for the purpose of Power Attack. Crushing Blows, Greater - As Crushing Blows, but 4 instead. Extraplanar Embodiment - Gain a bonus to your DR, but the type changes from / - to one based on your alignment. Fearful Display - Intimidate everyone in a radius around you. Fury Made Placid - You gain a bonus to saving throws while using your moment of clarity rage power. Grip with the Teeth - Hold onto ladders, ropes, walls, and the like with your teeth so you can use that greataxe midclimb. Inexorable Advance - Treat difficult terrain as standard terrain. Lingering Fear - You don't always demoralize, but when you do, the shaken effect lasts 1 round longer. Momentum Charge - Leap into a charge, gaining a bonus to hit based on your Acrobatics skill. Reprieve from Rage - Moment of clarity can be used for any number of consecutive rounds. Schadenfreude - For one round per day, gain a temporary hit point whenever a creature is damaged. Spellsiphon - Retroactively take a "1" on a saving throw against a spell to be the sole target of the entire spell. Swim through Anything - Swim through anything remotely liquid and substitute your Swim check for other checks used to escape the clutches of remotely liquid hazards. Uncultured Savage - Resistance to art, culture, and literature-themed spells. Unexpected Retaliation - Throw your melee weapon at a ranged attacker as an immediate action. Unyielding Passion - The Diehard feat becomes Diehard-er. Vital Blood- +2 bonus to saves against sleep effects. +2 morale bonus to damage for 1 round whenever one is resisted.