
golden pony |

Hey, I thought I'd share this. Some of the ideas were inspired and modified from third sources whose name I do not remember, so sorry for not giving out all credits.
The rage powers are separated by themes with their fluff name inside the spoiler and go by chains, with higher level rage powers reauiring you to take a chain of lower level, theme-related rage powers.
BLOODHOUND
Swift Foot (Ex): The barbarian gains a 5 feet enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to two times. The second time it grants a 10 feet increase. Its effects stack.
No Escape (Ex): The barbarian 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 barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage. Prerequisites: Swift foot.
Hunt the prey (Ex): Once per day, the barbarian can move up to her normal speed as a swift action while raging. Prerequisites: No escape, lv 12th.
Raging Hunter (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics, Climb, Perception, Survival and Swim skill checks. When making a jump in this way, the barbarian is always considered to have a running start.
Keen senses (Ex): The barbarian's senses grow incredibly sharp while raging, and she gains low-light vision and dark vision. Furthermore, she receives a +2 to perception checks. At lv 9th, she also gains scent (while raging).
Roused Anger (Ex): The barbarian may heal the fatigued condition from himself once per day. Once his next rage ends, the tired effects are doubled in duration and intensity.
IRON BODY
Iron Skin (Ex): The barbarian's damage reduction increases by 1/—. This increase is active only while the barbarian is raging. A barbarian can select this rage power two times. The second time it grants 2/-. Its effects stack. Prerequisites: lv 8th.
Elemental body (Ex): While raging, the barbarian energy resistance gained from his class ability is doubled (in Our setting, trap sense bonus is replaced by resistance to all kinds of energy, same numbers than in trap sense). At lv 15th it is tripled.
Internal Fortitude (Ex): While raging, the barbarian receives a +2 bonus to saving throws made against physical incapacitating effects such as blind, nausea, sickness, stun, paralysis, etc. Prerequisites: lv 7th.
Unstoppable (Ex): As an immediate action the barbarian can delay the effects of one attack, spell, or ability used against her until the end of her next turn. A barbarian must be at least 12th level before selecting this power. This power can be used only once per rage and only while raging. Prerequisites: Internal Fortitude.
Shrug it off (Ex): The barbarian is particularly resistant to devastating blows. He has a 25% chance to negate the extra damage from a critical hit or sneak attack. Prerequisites: Internal Fortitude.
Indestructible (Ex): When damage from an attack or spell would cause the barbarian to drop at or below 0 hit points, the barbarian may attempt a Fortitude save (DC damage dealt) to instead take half damage from the effect. This power can only be used once per day. Prerequisites: 14th lv, Shrug it off, Unstoppable.
FORSAKER
Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. 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.
Superstition (Ex): The barbarian 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 barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Clear Mind (Ex): A barbarian 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 barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
Soul Rage (Ex): A barbarian gains SR 10+ lv while raging. All casters, even allies, must roll against it to overcome it. Prerequisites: 11th lv, Superstition, Clear Mind.
Forsaken (Ex): The barbarian gains a +4 inherent bonus to two ability scores of his choice. Furthermore, his existing fast healing (if any) improves by 1 and his DR by 1/-. In order to use this power, the barbarian must sacrifice 250GP of magic items daily and refuse to be the target of any (beneficial or not) spell, spell-like or supernatural ability. If he fails to meet those prerequisites, he loses the forsaken bonus and receives a -2 moral penalty to all rolls for 48 hours. Prerequisites: Soul rage, lv 16th.
Renewed vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
PRIMAL WRATH
Animal Fury (Ex): 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.
Inspire Rage (Ex): As a swift action, you can inspire rage in willing allies within 30 feet. Each affected ally gains the benefits and drawbacks of the first-level barbarian rage ability, lasting for 4 rounds plus the recipient's Constitution modifier. The recipient can end his or her rage at any time, suffering fatigue as normal for the Rage ability. Using Inspire Rage reduces your remaining daily rounds of rage by an amount equal to twice the number of affected allies. Prerequisites: 12th lv.
Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. Prerequisites: 8th lv
Intimidating Glare (Ex): When a raging barbarian deals lethal damage to an enemy, he can make an Intimidate check against an adjacent foes as a move action to demoralize it. Furthermore, a barbarian’s successful demoralize duration is increased by 1d4 rounds.
Terrifying Howl (Ex): 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. Prerequisites: Intimidating Glare, 8th lv.
Wrath of the Beast (Su): Once per day, the raging barbarian grows one size category larger, gaining the appropriate bonus and penalties (CM, CDM, Hide, AC, +4 strength, -2 dexterity, +2 natural armor). Furthermore, he can use his intimidating glare ability an extra time per round as a free action. Prerequisites: 14th lv, Animal fury, Fearless rage, Terrifying howl.
STRENGTH OF THE TITANS
Knockback (Ex): 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.
Frenzied Blows (Ex): The barbarian gains a +1 bonus to all damage rolls during in one round. 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 be used once per rage.
Strength Surge (Ex): The barbarian adds her barbarian level to her strength score on one roll. This power is used as an immediate action. This power can only be used once per rage.
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage. Prerequisites: 12th lv.
Fell handed strike (Ex): Once per rage the barbarian can decide to use this power to benefit from a critical feat for which he qualifies. The decision of spending this power must be made before he confirms any eventual critical threat. Prerequisites: lv 15th, Mighty Swing, Strength Surge, Powerful Blow.
Note: some powers from the hunter tree that could have fitted here better were left at the hunter tree so it could stay a tree with about the same number of rage powers (6-7) as any other tree and not overload this one.
WIND STANCE
Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Improved Guarded Stance (Ex): The barbarian can activate his guarded stance and his rolling dodge rage powers abilities simultaneously using a single swift action. Furthermore, if he uses a move action instead, both bonuses are increased by +2. Prerequisites: Guarded stance, rolling dodge, 10th lv.
Surprise Accuracy (Ex): The barbarian adds his barbarian level to his to hit roll on one attack. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Unexpected Strike (Ex): Any foe moving in or out of a square threatened by the barbarian provokes an attack of opportunity against the barbarian. Prerequisites: 14th lv, Improved Guarded Stance, Surprise Accuracy, Unnatural reflexes.
Unnatural Reflexes (Ex): When ragingm the barbarian bonus to will saves is also added to his reflexes saves. Additionally, he can do 2 extra attacks of opportunity per round. Prerequisites: 14th lv, Improved Guarded Stance, Surprise Accuracy, Unnatural reflexes.
EPIC RAGE POWERS
Adamantite Skin (Ex): The barbarian’s skin has become incredibly resilient. When raging, he uses his constitution modifier as his natural armor class bonus and adds his constitution score to his chance to negate critical hits via the shrug it off ability. Prerequisites: Shrug it off, lv 15th.
Battle terror (Ex): Once per day, when using his Wrath of the beast ability, the barbarian terrifying howl as a free action. Prerequisites: Wrath of the beast, lv 18th.
Enraged regeneration (Ex): The barbarian gains fast healing 1. Additionally, while raging, his fast healing is increases by half his constitution modifier. Prerequisites: Renewed vigor, Second wind, lv 21st.
Improved fell-handed strike (Ex): When using his fell-handed strike, the barbarian is treated as if having the critical mastery feat. Prerequisites: Fell-handed strike, lv 19th.
Mighty frenzy (Ex): The barbarian’s frenzy grants an additional +4 bonus to strength. Prerequisites: Greater Frenzy, lv 18th.
Might of the Gods (Ex): Once per day, the barbarian’s strength surge effect is increased by 50%. At the end of the rage, the barbarian will not benefit from his tireless rage ability. Prerequisites: Strength surge, lv 19nd.
Thundering rage (Ex): When raging, any weapon wielded by the barbarian becomes a thundering weapon for as long as the barbarian uses it, the DC for the deafening effect being based on ½ the barbarian’s HD and his constitution modifier. Prerequisites: lv 18th.
Second wind (Ex): The barbarian can use his Renewed vigor ability 2 more times per day. Furthermore, renewed vigor allows the barbarian to remove an existing physical condition by rerolling a fortitude saving throw as if it was the first time the barbarian was saving against it. Prerequisites: Renewed vigor, lv 18th.
Scales of Blood (Ex): When raging, the barbarian’s skin is oozed by his own blood. His damage reduction, and energy resistance increased by 3 and 10, respectively. Prerequisites: Elemental body, Iron skin, lv 16th.
Storm Stance (Ex): Once per day when using the full attack action and in a rage, the barbarian is hasted and also gains an AC bonus equal to his wisdom modifier+1/4 of his barbarian level. Prerequisites: Wind Stance, lv 19th.
Supreme Cleave (Ex): When in a frenzy, the barbarian can use his frenzied cleave ability as part of a full attack action’s last attack. Prerequisites: Frenzied cleave, lv 18th.
Supreme Power Attack (Ex): When in a frenzy, the barbarian’s power attack ability is not limited by his attack bonus. Prerequisites: Frenzied power attack, lv 19th.
Terrorizing cuts (Ex): When a barbarian scores a critical hit, all viewers within 30ft are affected by the barbarian’s intimidating glare. Add to the intimidate roll a bonus equal to the power attack penalty to attack roll used by the barbarian on that attack, if any. Prerequisites: Battle terror, 20th.
Vicious rage (Ex): When raging, any weapon wield by the barbarian is treated and affects its targets as a vicious weapon. Prerequisites: Mighty blow, lv 18th.
Witch Slayer (Ex): The barbarian’s mage hunter ability bonus increases to +6 to three different ability scores. Additionally, his Soul Rage SR becomes permanent, and when raging his SR increases by 5. Prerequisites: Forsaken, Soul rage, lv 20th.
You can run but you can’t hide (Ex): The barbarian’s keen senses abilities become permanent. He also gains blindsight in a 60ft range while raging. Prerequisites: Raging hunter, Keen senses, lv 18th.