A warrior gains the benefits of rage techniques only while raging, and some of these powers require the warrior to take an action first. Unless otherwise noted, a warrior cannot select an individual technique more than once. Some of the following rage techniques are stances. Activating a stance rage technique is a move action. A warrior can’t have more than one stance rage technique active at a time. If he activates a stance rage technique while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the warrior’s turn as a free action; otherwise, it lasts until the rage ends.

Rage Technique Prerequisites Description
Ancestor Totem, Lesser (Su) None When she enters a rage, the Warrior selects a skill of her choice, which must be one she can use while raging, such as Climb or Intimidate. While raging, she gains a +2 insight bonus to the chosen skill
Ancestor Totem (Su) Warrior 6, lesser ancestor totem The Warrior’s insight bonus to her chosen skill increases to +4. The Warrior can now select any skill to receive this bonus, even a Charisma-, Dexterity-, or Intelligence-based skill or a skill that requires patience or concentration; if she selects such a skill, she can use it even while raging.
Ancestor Totem, Greater (Su) Warrior 10, ancestor totem The Warrior’s insight bonus to her chosen skill increases to +6. Once per rage, she can spend one round of rage as an immediate action to reroll a skill check in the chosen skill. She must take the result of the second roll, even if it is lower.
Animal Fury (Ex) None While raging, the Warrior gains a bite attack. If used as part of a full attack action, the bite attack is made at the Warrior’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the Warrior is Medium; 1d3 points of damage if Small) plus half the Warrior’s Strength modifier. A Warrior 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 Warrior against the target this round are at a +2 bonus.
Armor Ripper None While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks.
Atavism Totem, Lesser (Su) None The Warrior gains a bite attack; if she already has a bite attack, it deals damage as if the Warrior were one size larger.
Atavism Totem (Su) Warrior 6 You gain the ferocity ability.
Atavism Totem, Greater (Su) Warrior 10 You gain the trample ability.
Auspicious Mark (Su) None The Warrior 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 Warrior 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.
Battle Roar (Su) Warrior 6, intimidating glare When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent.
Beast Totem, Lesser (Su) None While raging, the Warrior gains two claw attacks. These attacks are considered primary attacks and are made at the Warrior’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the Warrior’s Strength modifier.
Beast Totem (Su) Warrior 6, lesser beast totem While raging, the Warrior gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the Warrior has attained.
Beast Totem, Greater (Su) Warrior 10, beast totem While raging, the Warrior gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit.
Bestial Climber (Ex) Warrior 6, raging climber While raging, the Warrior gains a natural climb speed equal to her land speed.
Bestial Leaper (Ex) Warrior 6, raging leaper While raging, the Warrior can take a move action to move and can take her normal standard action at any point during the move.
Bestial Swimmer (Ex) Warrior 6, raging swimmer While raging, the Warrior gains a natural swim speed equal to her normal land speed.
Bleeding Blow (Ex) Warrior 8, powerful blow When she uses her powerful blow Rage Technique, the Warrior also deals bleed damage equal to her bonus damage with the powerful blow. This bleed damage bypasses damage reduction.
Bloody Bite (Ex) Animal fury Rage Technique or a natural bite attack The Warrior’s bite attack deals 1d6 points of bleed damage in addition to its other effects.
Bloody Fist (Ex) Warrior 12 Once per rage, the Warrior may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the Warrior must confirm a critical hit against an opponent with a natural attack or unarmed strike. The Warrior deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the Warrior’s class level + the Warrior’s Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body.
Boar’s Charge Warrior 12 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.
Boasting Taunt (Ex) Warrior 6 While raging, the Warrior can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the Warrior is visible and raging or until it makes a melee attack against the Warrior. The Warrior receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.
Body Bludgeon (Ex) Warrior 10 While raging, if the Warrior 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 Warrior 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 Warrior 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 Warrior 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.
Brawler None While raging, the Warrior is treated as if she has Unarmed Combatant. If she already has the feat, her unarmed strikes deal 1d8 points of damage (1d6 if she is Small), unless her unarmed damage is normally higher.
Brawler, Greater Brawler While raging, the Warrior is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.
Breathtaker (Ex) None While raging, whenever you make 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 your Strength modifier.
Brutal Power Attack (Ex) STR 15, Warrior 4 If the warrior uses power attack combat maneuver when making a melee attack or thrown weapon attack while raging, in addition to the normal effects, he may choose to take an additional penalty to all melee attack rolls or ranged attack rolls with a thrown weapon and add the same number to all melee damage rolls or thrown weapon damage rolls. The total penalty taken may not exceed your base attack bonus. If the weapon is used two-handed, this bonus damage increases by 50%.
Clear Mind (Ex) Warrior 8 A Warrior may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The Warrior must take the second result, even if it is worse.
Come and Get Me (Ex) Warrior 12 While raging, as a free action the Warrior may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the Warrior until the beginning of her next turn, but every attack against the Warrior provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Crippling Blow (Ex) Warrior 8, powerful blow When using her powerful blow Rage Technique, the Warrior can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow Rage Technique or similar boosts to the damage of the powerful blow Rage Technique) and instead deals 1 point of ability damage to the target’s Strength or Dexterity score for every four class levels the Warrior has attained. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the Warrior’s level + the Warrior’s Strength modifier) to halve this ability damage.
Deadly Accuracy (Ex) Warrior 4, surprise accuracy On critical threat when using surprise accuracy, double surprise accuracy bonus on roll to confirm critical hit.
Deathless Frenzy Warrior 12 While raging, you ignore the effects of being at 0 or fewer hit points until you have been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for your current hit point total take effect. Even death can be postponed this way, potentially allowing you to survive if you receive sufficient healing before the round is up.
Disemboweling Tusks Warrior 10, a gore attack from any source 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.
Disruptive Warrior 8, superstition Gain the Disruptive feat as a bonus feat
Eater of Magic (Su) Warrior 10, superstition Once per rage, when a Warrior fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first.
Elemental Rage, Lesser (Su) Warrior 4 As a swift action, the Warrior can cause her melee attacks to deal an additional 1d6 points of energy damage (fire, water, ice, wind, earth or lightning) for 1 round. Special: This power can only be used once per rage.
Elemental Rage (Su) Warrior 8, lesser elemental rage While raging, all of the Warrior’s melee attacks deal an additional 1d6 points of energy damage (fire, water, ice, wind, earth or lightning). The type is chosen when the Warrior begins her rage. Special: Note that the Warrior can still use her lesser elemental Rage Technique while using this Rage Technique, but she must select a different energy type.
Elemental Rage, Greater (Su) Warrior 12, elemental rage While raging, all of the Warrior’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 Technique.
Energy Absorption (Su) Warrior 12, greater elemental resistance While raging, the Warrior can absorb elemental damage from a single attack of her chosen element type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the Warrior’s rage.
Energy Eruption (Su) Warrior 16, energy absorption While raging, the Warrior can absorb elemental energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the Warrior, but creatures within the area may make a Reflex save (DC 10 + 1/2 the Warrior’s level + the Warrior’s Constitution modifier) for half damage even if the original effect did not allow a save.
Elemental Resistance (Ex) None While raging, the Warrior gains resistance to one element (fire, ice, wind, earth, lightning or water) equal to 1/2 her Warrior level (minimum 1). The element is chosen when this Rage Technique is selected and it cannot be changed. Special: This Rage Technique can be selected more than once. Its effects do not stack. Each time is applies to a different element.
Elemental Resistance, Greater (Ex) Warrior 8, elemental resistance Once per rage, a Warrior can gain Strong (Chosen Element) against one attack.
Fearless Rage (Ex) Warrior 12 While raging, a warrior is immune to fear.
Feasting Bite (Ex) Bloody bite Rage Technique and either the animal fury Rage Technique or a natural bite attack When the Warrior confirms a critical hit with her bite attack, she regains a number of hit points equal to half the damage dealt. Activating this ability consumes 1 round of rage.
Feast of Blood (Su) Bloody fist Rage Technique, Warrior 14 After successfully ripping out a creature’s vital organ, the Warrior may eat the organ within 1 minute of extracting it as a full-round action that provokes attacks of opportunity. Once the organ is consumed, the Warrior recovers a number of hit points equal to the Hit Dice of the organ’s owner. In addition, the Warrior gains any energy immunities or resistances the victim had, though the effectiveness of these resistances is halved (for instance, a Warrior who eats the heart of a creature with resist cold 10 would gain resist cold 5; energy immunities are reduced to resist energy 20). This energy resistance lasts for a number of rounds equal to half the Hit Dice of the creature whose organ was consumed.
Ferocious Beast (Ex) Animal Companion or similar feature While the Warrior is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the Warrior must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not.
Ferocious Beast, Greater (Ex) Warrior 8, ferocious beast While the Warrior is raging, her animal companion shares the benefits of the Warrior’s Rage Techniques that are constant in effect. It gains no benefit from Rage Techniques that require actions to activate, even if they are free actions.
Ferocious Mount (Ex) Mount or similar feature While raging and mounted, the Warrior’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the Warrior is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.
Ferocious Mount, Greater (Ex) Warrior 8, ferocious mount While raging and mounted, the Warrior’s mount gains the benefits of any Rage Techniques that are constant in effect when the Warrior is raging. It does not gain the benefit of any Rage Techniques that require actions to activate, even if they are free actions.
Ferocious Trample (Ex) Warrior 8, ferocious mount While raging and mounted, the Warrior’s mount gains the trample special attack. 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 Warrior’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 Warrior or the mount, but not both.
Ferocious Trample, Greater (Ex) Warrior 12, ferocious trample A Warrior’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.
Fierce Fortitude (Ex) Warrior 8 You gain a +4 bonus on saving throws against diseases and poison. A warrior must be trained in Intimidate to select this Rage Technique.
Fight Response (Ex) None When a Warrior with this Rage Technique attempts a saving throw against a fear effect, she can enter a rage as an immediate action (as long as she would normally be able to enter rage). This consumes 3 rounds of the Warrior’s daily allotment of rage rounds, but the Warrior can maintain the rage each round on her turn normally. Any benefits from the Warrior’s rage apply immediately, so she gains her bonus on Will saves against the effect that required the initial saving throw.
Flesh Wound (Ex) Warrior 10 Once per rage, the Warrior can try to avoid serious harm from an attack. The Warrior must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The Warrior’s armor check penalty applies on this saving throw. If the save succeeds, the Warrior takes half damage from the attack and the damage is nonlethal. The Warrior must elect to use this ability after the attack roll is made, but before the damage is rolled.
Fueled by Vengeance Warrior 6 While raging, whenever you deal weapon damage to a creature that dealt damage to you since the end of your last turn, add 1 round to your remaining number of rounds of rage for the current day. You can gain no more than 1 extra round of rage each round.
Gearbreaker (Ex) Smasher Once per round while raging, whenever you make an attack against a construct, you can ignore an amount of that construct’s hardness equal to your Warrior level. This ability must be used before the attack roll is made. This power stacks with hard hitter.
Good for What Ails You (Ex) None While raging, the Warrior who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.
Greater Animal Fury (Ex) Animal fury This power works as animal fury, but the Warrior’s bite attack deals damage as if she were one size larger.
Ground Breaker (Ex) Warrior 6 Once per rage, the Warrior can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the Warrior 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 Warrior, must make a DC 15 Reflex save or be knocked prone.
Ground Breaker, Greater (Ex) Warrior 8, ground breaker When using the ground breaker Rage Technique, the Warrior can extend the radius of the effect by 5 feet. Special: This Rage Technique can be selected up to three times, and its effects stack.
Guarded Life (Ex) None While raging, if the Warrior is reduced below 0 hit points, 1 hit point of lethal damage per Warrior level is converted to nonlethal damage. If the Warrior is at negative hit points due to lethal damage, she immediately stabilizes.
Guarded Life, Greater (Ex) Warrior 6, guarded life When using the guarded life Rage Technique, 1 additional hit point of lethal damage per Warrior level is converted to nonlethal damage.
Guarded Stance (Ex) None The Warrior gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the Warrior’s Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the Warrior has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Hurling (Ex) Warrior 8, lesser hurling As lesser hurling, but the Warrior can increase the range increment to 20 feet or increase the size of a hurled object by one size category.
Hurling, Greater (Ex) Warrior 12, hurling As hurling, but the Warrior can increase the range increment to 30 feet or increase the size of a hurled object by two size categories.
Hurling, Lesser (Ex) None As a full-round action while raging, the Warrior 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 Warrior’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 Warrior’s level + the Warrior’s Strength modifier) for half damage. The Warrior may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
Hurling Charge (Ex) Warrior 6, lesser hurling While raging and making a charge attack, the Warrior 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 Warrior 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 Warrior must have a thrown weapon in hand or have one hand free at the beginning of her charge.
Impelling Disarm (Ex) Warrior 4 Once per rage, the Warrior 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 Warrior 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 Warrior 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 Warrior 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 Warrior had thrown it. The Warrior can choose to aim the disarmed weapon at a square rather than at a foe.
Increased Damage Reduction (Ex) Warrior 8 The Warrior’s damage reduction increases by 1/—. This increase is always active while the Warrior is raging. Special: A Warrior can select this Rage Technique up to three times. Its effects stack.
Inspire Ferocity (Ex) Reckless abandon While raging, the Warrior can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1).
Internal Fortitude (Ex) Warrior 8 Gain immunity to nauseated and sickened conditions
Intimidating Glare (Ex) None The Warrior can make an Intimidate check against one adjacent foe as a move action. If the Warrior successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the Warrior’s check exceeds the DC.
Knockback (Ex) None Once per round, the Warrior can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Warrior’s Strength modifier and is moved back as normal. The Warrior does not need to move with the target if successful. This does not provoke an attack of opportunity.
Knockdown (Ex) None Once per round, the Warrior can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the Warrior’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
Lethal Accuracy (Ex) Warrior 16, deadly accuracy, surprise accuracy When using her surprise accuracy Rage Technique, the Warrior’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).
Liquid Courage (Ex) None While raging, the Warrior increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four Warrior levels.
Low-Light Vision (Ex) None Gain low-light vision while raging
Mighty Swing (Ex) Warrior 12 The Warrior automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. Special: This power can only be used once per rage.
Moment of Clarity (Ex) None The Warrior does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. Special: This power can only be used once per rage.
Moon Totem (Su) Warrior 6, lesser moon totem While raging, the Warrior gains a bonus equal to half her level on Perception checks to pinpoint the location of an unseen creature, and unseen attackers gain no bonus on attacks against the Warrior.
Moon Totem, Greater (Su) Warrior 10, moon totem While raging, the Warrior ignores the miss chance for concealment and treats total concealment as concealment.
Moon Totem, Lesser (Su) None While raging, the Warrior gains darkvision with a range of 30 feet. If the Warrior already has darkvision, the range of her darkvision increases by 30 feet while she is raging.
Night Vision (Ex) Low-light vision Rage Technique or racial low-light vision Gain darkvision 60 ft while raging
No Escape (Ex) None The Warrior can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The Warrior provokes attacks of opportunity as normal during this movement. Special: This power can only be used once per rage.
Overbearing Advance (Ex) None While raging, the Warrior inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Overbearing Onslaught (Ex) Warrior 6, overbearing advance While raging, the Warrior may overrun more than one target per round, with a –2 penalty on her CMB for each overrun check after the first.
Penetrating Bite (Ex) Warrior 4, animal fury When using the animal fury Rage Technique while raging, the Warrior’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.
Perfect Clarity (Ex) Moment of clarity While using her moment of clarity Rage Technique, the Warrior can roll twice for any miss chance or Will saving throws to disbelieve illusions, taking the better result.
Powerful Blow (Ex) None The Warrior gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the Warrior has attained. This power is used as a swift action before the roll to hit is made. Special: This power can only be used once per rage.
Primal Scent (Ex) Warrior 8, scent When using her scent Rage Technique, the Warrior adds half her Warrior level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures she cannot see. If she pinpoints the location of a creature that has total concealment, she treats it as having concealment.
Quick Reflexes (Ex) None While raging, the Warrior can make one additional attack of opportunity per round.
Raging Climber (Ex) None When raging, the Warrior adds her level as an enhancement bonus on all Climb skill checks.
Raging Flier (Su) Warrior 6, raging leaper 1/rage, fly up to your base speed as a move action and can use this flight as part of movement during a charge.
Raging Grappler (Ex) None While raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
Raging Leaper (Ex) None When raging, the Warrior adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the Warrior is always considered to have a running start.
Raging Swimmer (Ex) None When raging, the Warrior adds her level as an enhancement bonus on all Swim skill checks.
Reckless Abandon (Ex) None While raging, the Warrior 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.
Reckless Charge (Ex) Warrior 6, Brutal Power Attack In order to use this rage talent, the warrior must use their brutal power attack ability at the end of a charge. If the total penalty he takes on the attack roll from using power attack and brutal power attack is -6 or greater, he can assign any portion of the attack roll penalty from Brutal Power Attack to his Armor Class instead (Which stacks with the penalty for charging. His AC can be a negative number, effectively acting as a bonus on attack rolls against him), up to a maximum equal to his base attack bonus.
Reflexive Dodge (Ex) Warrior 6, rolling dodge While using her rolling dodge Rage Technique, the Warrior may apply her dodge bonus to AC as a bonus on Reflex saving throws.
Regenerative Vigor (Ex) Warrior 6, renewed vigor After using her renewed vigor Rage Technique until her current rage ends, the Warrior gains fast healing 1 for every 6 Warrior levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns.
Renewed Life (Ex) Warrior 6, renewed vitality While raging, the Warrior ignores the effect of one temporary negative level per four Warrior levels she has (maximum 5). Once per day, when a Warrior with temporary negative levels ends her rage, she can attempt saving throws to remove a number of negative levels equal to the number of levels she could ignore while raging.
Renewed Vigor (Ex) Warrior 4 As a standard action, the Warrior heals 1d8 points of damage + her Constitution modifier. For every four levels the Warrior has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. Special: This power can be used only once per rage
Renewed Vitality (Ex) Warrior 4, renewed vigor While raging, the Warrior ignores the effect of 1 point of ability penalty or damage per two Warrior levels she has (maximum 10). Once per day, when a Warrior with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging.
Roaring Drunk (Ex) None While raging, the Warrior gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four Warrior levels.
Rolling Dodge (Ex) None The Warrior gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the Warrior’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the Warrior has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Roused Anger (Ex) None The Warrior may enter a rage even if fatigued. While raging after using this ability, the Warrior is immune to the fatigued condition. Once this rage ends, the Warrior is exhausted for 10 minutes per round spent raging.
Savage Dirty Trick (Ex) Warrior 6 Once per round while raging, the Warrior 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 Warrior’s Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the Warrior’s level + the Warrior’s Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the table at the end of the page. 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 Warrior using this Rage Technique 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 Warrior’s combat maneuver equal to the Warrior’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.
Savage Intuition (Ex) None Your bestial senses allow you to sense danger and become enraged before you even have time to consciously react to danger. When combat begins, if you have rounds of rage remaining, you may automatically enter a rage without using an action at the start of the first round of combat (or at the start of the surprise round, if there is one), even if you are not otherwise aware that combat has begun.
Savage Jaw (Ex) Animal fury While raging, the Warrior can open her jaw wide and latch her teeth firmly onto her opponent. While using the animal fury Rage Technique, the Warrior 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.
Scent (Ex) Surprise Accuracy When using her surprise accuracy Rage Technique, the Warrior ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover.
Sharpened Accuracy (Ex) Warrior 8, surprise accuracy Surprise accuracy ignores concealment and cover
Smasher (Ex) None Once per rage, whenever the Warrior 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) Warrior 6, witch hunter Once per rage, the Warrior 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 Warrior 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 Warrior 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 Warrior 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.
Spellbreaker Warrior 12, disruptive When raging, the Warrior gains Spellbreaker as a bonus feat.
Spire Totem (Su) Warrior 6, lesser spire totem While raging, the Warrior takes no penalties for using a weapon to deal nonlethal damage. When dealing nonlethal damage, the Warrior adds a bonus equal to half her Warrior level on her damage rolls.
Spire Totem, Greater (Su) Warrior 10, spire totem While the Warrior is raging, all allies within 30 feet gain a +2 morale bonus on Will saves. When attempting a Will save against a fear effect, all allies within this area can roll twice and use the better result.
Spire Totem, Lesser (Su) None While raging, the Warrior gains a +1 morale bonus on attacks against any creature that has targeted one of her allies with an attack or a harmful spell within the last round.
Spirit Steed (Su) Warrior 6, ferocious mount While raging and mounted, the Warrior’s mount gains DR/magic equal to 1/2 the Warrior’s level. The mount’s natural weapons count as magical for the purpose of overcoming damage reduction.
Spirit Totem (Su) Warrior 6, lesser spirit totem While raging, the spirits that surround the Warrior make it difficult for her enemies to see her. The spirits grant the Warrior a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the Warrior (typically due to reach).
Spirit Totem, Greater (Su) Warrior 10, spirit totem While raging, the spirits that surround the Warrior become dangerous to any enemy adjacent to the Warrior. Living enemies adjacent to the Warrior at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the Warrior and the slam attack deals 1d6 points of negative energy damage.
Spirit Totem, Lesser (Su) None While raging, the Warrior is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the Warrior. This slam attack is made using the Warrior’s full base attack bonus, plus the Warrior’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the Warrior’s Charisma modifier.
Sprint (Ex) Warrior 4, swift foot Once per rage, the Warrior can use a single full-round run action to move up to 6 times her speed or a single full-round charge action to move up to 3 times her speed
Staggering Drunk (Ex) None While raging, a Warrior gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four Warrior levels.
Sunder Enchantment (Su) Warrior 8, spell sunder The Warrior adds her Warrior 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. Special: This power can only be used once per rage.
Superstition (Ex) None The Warrior gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the Warrior has attained. While raging, the Warrior cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Surprise Accuracy (Ex) None The Warrior gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the Warrior has attained. This power is used as a swift action before the roll to hit is made. Special: This power can only be used once per rage.
Swift Foot (Ex) None The Warrior gains a 5-foot enhancement bonus to her speed. This increase is always active while the Warrior is raging. Special: A Warrior can select this Rage Technique up to three times. Its effects stack.
Terrifying Howl (Ex) Warrior 8, intimidating glare The Warrior 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 Warrior’s level + the Warrior’s Strength modifier) or be panicked for 1d4+1 rounds. Special: Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours.
Ultimate Clarity (Su) Warrior 6, moment of clarity, perfect clarity Once per rage, the character can refine her senses, seeing through normal and magical darkness (including from magical effects such as blur and displacement), invisibility, and illusions; she can also discern the exact locations of creatures with concealment. This lasts for 1 round. The character does not need to be using moment of clarity to use this Rage Technique.
Unexpected Strike (Ex) Warrior 8 The Warrior can make an attack of opportunity against a foe that moves into any square threatened by the Warrior, regardless of whether or not that movement would normally provoke an attack of opportunity. Special: This power can only be used once per rage.
Water Sense (Ex) None While you are raging and on land, opponents in the water gain only partial cover from you attacks, instead of improved cover. In addition, while on land and targeting an opponent in water, you take only a –1 penalty on attacks with ranged weapons (including thrown weapons) for every 5 feet of water they pass through (instead of the usual –2 penalty for every 5 feet of water).
Witch Hunter (Ex) Superstition While raging, the Warrior 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 Warrior has obtained.

Table: Savage Dirty Trick

Initial Penalty Additional Penalty
Blinded Staggered
Dazzled Dazed
Deafened Staggered
Entangled Anchored in place and unable to move from that square
Sickened Nauseated