While raging, melee critical hits deal an extra 1d10 energy damage (2d10 with a x3 weapon, 3d10 with a x4), of the type chosen for elemental rage.
As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage.
While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage.
While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1).
Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).
While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
While raging and mounted, the barbarian's mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging.
While raging and mounted, the barbarian's mount gains the trample special attack (1d8 to 2d8 by size, plus 1-1/2 Str; Reflex half).
A barbarian's mount can affect creatures up to its own size with its ferocious trample.
While raging, wicked barbs cover the barbarian; anyone hitting her with a melee, natural, or unarmed attack takes 1d6 piercing damage.
While raging, good creatures adjacent to the barbarian are shaken and take 2d6 slashing damage each round; neutral creatures adjacent to her are shaken only.
While raging, the barbarian grows a pair of large horns, gaining a gore attack.
Once per rage, the barbarian can try to avoid serious harm from an attack.
While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons.
While raging, taking a drink of alcohol grants a new save to suppress one of several conditions for the rest of the rage, or a bonus save against poison.
When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet.
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage.
When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage.
Move action (no AoO): gain a +1 dodge bonus to AC against melee attacks, +1 per 6 levels, for a number of rounds equal to her Constitution modifier.
While raging, take half damage from vermin swarms and gain a +1 bonus per four levels (max +5) on Strength checks and to CMD against bull rush, drag, and trip.
While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed.
While raging, animal fury bite damage goes up one die type and its attack penalty drops to -2; once per rage the bite delivers a Constitution-damage injury toxin.
As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category.