 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. |
 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
 | Heroic Durability | Increases your maximum hit points by 20. |
 | Mithral Body | Mithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus. |
 | Light Fortification | Warforged have a 25% immunity to critical hits and sneak attacks. |
 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
 | Two Handed Fighting | Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage). Also grants a 3% chance for weapon effects to trigger on glancing blows. |
 | Rage | Activate this barbarian ability to enter a bloodthirsty frenzy, granting you a +4 bonus to Strength and Constitution, a +2 Morale bonus to Will saves, and a -2 penalty to AC. When the rage ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your rage will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your rage by using the Dismiss Rage feat. |
 | Fast Movement | A barbarian can run 10% faster than normal. |
 | Damage Reduction | A barbarian can resist physical damage, shrugging off a 1 point of damage from each physical attack. This increases by 1 point at 5th level and every three barbarian levels thereafter. |
 | Trap Sense | Barbarians receive a +1 bonus to saves against traps. This bonus increases by +1 every three barbarian levels thereafter. |
 | Uncanny Dodge | Activate this barbarian ability to gain a temporary +4 Dodge bonus to your AC and a +4 bonus to your Reflex saves. |
 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. |
 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. |
 | Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. |
 | Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. |
 | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. |
 | Proficiency: Short Sword | You do not suffer a -4 penalty on attack rolls when using a short sword. |
 | Proficiency: Longsword | You do not suffer a -4 penalty on attack rolls when using a longsword. |
 | Proficiency: Greatsword | You do not suffer a -4 penalty on attack rolls when using a greatsword. |
 | Proficiency: Throwing Hammer | You do not suffer a -4 penalty on attack rolls when using a throwing hammer. |
 | Warforged Immunities | Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place. |
 | Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |