 | 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. |
 | Tireless Rage | Upon reaching level 17, a barbarian is no longer fatigued after raging. |
 | Power Attack | While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage. |
 | 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) |
 | Stunning Blow | Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
 | Two Weapon Fighting | Reduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%. |
 | Improved Two Weapon Fighting | Increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 60%. |
 | Oversized Two Weapon Fighting | When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. |
 | Greater Two Weapon Fighting | Increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 80%. |
 | 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. |
 | Dismiss Rage | Activate this barbarian ability to prematurely end your rage. |
 | 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. |
 | Greater Rage | A barbarian's rage grows stronger after reaching 11th level, granting a +6 bonus to Strength and Constitution and a +3 morale bonus to Will saves. The penalty to AC remains at -2. |
 | Indomitable Will | While in a rage, the barbarian receives a +4 bonus to Will saves against enchantment spells. This bonus stacks with all modifiers. |
 | Trap Sense | Barbarians receive a +1 bonus to saves against traps. This bonus increases by +1 every three barbarian levels thereafter. |
 | Improved Uncanny Dodge | Activate this barbarian ability to gain a temporary +6 Dodge bonus to your AC and a +6 bonus to your Reflex saves. In addition, monsters attacking you from behind don't receive a flanking bonus. |
 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. |
 | Improved Critical: Piercing Weapons | Doubles the base critical hit threat range of any piercing weapon you use. This feat does not stack with item effects that double threat range like keen and impact. |
 | Improved Critical: Dagger | Critical hit chance is doubled when using a dagger. |
 | Improved Critical: Rapier | Critical hit chance is doubled when using a rapier. |
 | Improved Critical: Short Sword | Critical hit chance is doubled when using a short sword. |
 | Improved Critical: HeavyPick | Critical hit chance is doubled when using a heavy pick. |
 | Improved Critical: Light Pick | Critical hit chance is doubled when using a light pick. |
 | 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. |
 | 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. |