Rage Feats

BLAZING BERSERKER [GENERAL]

When you enter your rage, your body becomes infused with fire.

Prerequisite: Ability to rage

Benefit: As long as you are under the effects of a rage, you gain the fire subtype. You gain immunity to fire, but have vulnerability to cold, which means you take +50% damage from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

CHAOS RAGE [GENERAL]

Prerequisite: Ability to Rage, Chaotic alignment, Intimidate 4 ranks

Benefit: Your effective Barbarian level for purposes of using your Barbarian Rage class ability increases by +4, up to your HD. This benefits a multi-classed Barbarian or one with Racial HD. You also gain a Chaotic Aura equal to your character level, which can be detected by Detect Chaos spell or ability.

COMBAT FURY [GENERAL]

You can attack with an incredible fury.

Prerequisite: Barbarian Rage 2/day, Base attack bonus +3

Benefit: By spending an additional Rage per day while you are already enraged, you can enter a combat frenzy that enables you to make one additional attack per round at your highest attack bonus for the duration of your rage. This bonus attack and all other attacks made until your next action suffer a -2 penalty to your attack roll, and you must take the full attack action in order to make this extra attack. In addition, when using this ability you increase your AC penalty to -4 during any round that you make this extra attack.

DESTRUCTIVE RAGE [GENERAL]

You can shatter barriers and objects when enraged.

Prerequisites: Ability to Rage

Benefit: While you're raging, you gain a +8 bonus on any Strength checks you make to break open doors or break inanimate, immobile objects.

EXTENDED RAGE [GENERAL]

Your Rage burns particularly hot and can be sustained longer than usual.

Prerequisites: Ability to Rage

Benefit: Each of your rages lasts an additional 5 rounds beyond its normal duration.

Special: You can not take this feat multiple times. Its effects do stack with other Rage Feats and or abilities.

EXTRA RAGE [GENERAL]

Your rage is legendary and fearsome to behold.

Prerequisites: Ability to Rage, Base attack bonus +2

Benefit: You rage one more times per day than you otherwise could.

Special: This feat can be taken more than once, each time allowing you to enter a fit of rage one more time per day.

FROZEN BERSERKER [GENERAL]

When you enter your barbarian rage, your body becomes infused with cold energy.

Prerequisite: Ability to rage

Benefit: As long as you are under the effects of a barbarian rage, you gain the cold subtype. You gain immunity to cold, but have vulnerability to fire, which means you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

HEART OF FURY

Your all-consuming fury enables you to continue to fight even when near death.

Prerequisite: Barbarian Rage 2/day, Base attack bonus +3

Benefit: When enraged, you can continue to act fully when disabled (at 0 hit points) or dying (at -1 to -9 hit points). You do not fall unconscious when reduced to negative hit points and you can take a full action even when at zero or fewer hit points. Taking a full action when at zero or fewer hit points automatically inflicts 1 hit point of damage per round with no chance of stabilization unless healed or treated. You still die when reduced to -10 hit points or less or when the automatic damage is applied and your Constitution is lowered after your Rage ends.

HEART OF DEFIANCE

When in a blood frenzy you are impossible to control.

Prerequisite: Barbarian Rage 1/day, Base attack bonus +3

Benefit: When enraged you are immune to all forms of fear and all mind-affecting spells, and mind-affecting spells-like abilities.

INSTANTANEOUS RAGE [GENERAL]

Prerequisites: Ability to Rage

Benefit: Your rage begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event.

Normal: You enter a rage only during your turn.

INTIMIDATING RAGE [GENERAL]

Your rage is terrifying to behold and fearsome to your enemies

Prerequisites: Barbarian Rage 2/day, Base attack bonus +3

Benefit: While you are raging, you designate a single foe within 30 feet of you who must make a Will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken for as long as you continue to rage and the target can see you, (A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks). This is an extraordinary ability that only work when you are using your Rage. Its effects also end if you are subdued, restrained, rendered unconscious or slain. A target that makes the save remains immune to the intimidating effect of your rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.

MAD FOAM RAGER

You fight with the rage that only a rabid badger or a beer-addled dwarf can bring to bear. In combat, you shrug off attacks and continue fighting even in the face of horrific injuries and effects.

Prerequisite: Ability to rage

Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability.

QUICK RAGE

You have learned to increase your movement speed while raging.

Prerequisite: Ability to Rage, Run

Benefit: While raging, your base land speed increases by 20 ft. This speed increase disappears after your rage is over.

RAMPAGING BULL RUSH [GENERAL]

You can use brute force to slam into and knock down your enemies.

Prerequisites: Improved Bull Rush, ability to Rage , size Large or larger (Goliaths qualify by virtue of their powerful build racial trait).

Benefit: While in a rage, you can attempt to knock down any creature that you successfully bull rush (that is, that you push back at least 5 feet with a bull rush attempt). You take a –4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush.

RECKLESS RAGE [GENERAL]

You are considered extreme eve n among other barbaric warriors, and you enter a deeper state of rage than others. Goliath barbarians favor this feat.

Prerequisites: Con 13, Ability to rage

Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.

RIGHTEOUS WRATH

Your rage is empowered with divine fury.

Prerequisite: Ability to rage

Benefit: When you first deal damage with a melee attack against an evil foe during your rage, that creature must make a successful Will saving throw (DC 10 + 1/2 your raging class level + your Cha modifier) or be shaken. If you fail to affect a creature the first time you hit it, you cannot affect it in that encounter. The shaken effect remains until you withdraw or are killed or incapacitated. While raging, you maintain clarity of mind unusual among barbarians. You are perfectly able to deal nonlethal damage, stop your attacks to show mercy, and distinguish friend from foe even in the heat of your rage.

SHARED FURY [GENERAL]

Your fearsome rage spurs your animal companion to greater heights.

Prerequisites: Rage class feature, Handle Animal 4 ranks, animal companion class feature

Benefit: When you rage, your animal companion gains the same benefits and penalties from your rage that you do, but only if it is within 5 feet of you. The companion’s rage ends when your rage ends, or as soon as you are no longer within 5 feet of your companion.

STONE RAGE [GENERAL]

Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.

Prerequisites: Ability to rage, Con 13, Wis 13, Earth Sense

Benefit: As long as you are touching the ground when you begin your rage, you gain a +1 enhancement bonus to natural armor for the duration of the rage.