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Barbarian Details | Barbarian Feats | Instincts


There is a Legacy version here.

Instincts

Source Player Core 2 pg. 74
You channel your rage through an instinct. You decide what your instinct means to you. It could be a creature or symbol beloved by your clan, or a purely internal source or filter of your rage, such as a belief, curse, heritage, or state of mind. Each instinct includes the following. Your choice of instinct also serves as a prerequisite for many feats.

Instinct Ability You gain this fundamental ability related to your instinct.
Specialization Ability (7th) You get this benefit when you gain the weapon specialization class feature at 7th level.
Raging Resistance (9th) You get this benefit when you gain the raging resistance class feature at 9th level.

PFS StandardAnimal Instinct

Source Player Core 2 pg. 74
The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature. Select an animal from the Animal Instincts table that best matches your chosen animal.

Animal Instincts

Animal Attack Damage Traits
Ape Fist 1d10 B Grapple, unarmed
Bear Jaws 1d10 P Unarmed
Claw 1d6 S Agile, unarmed
Bull Horn 1d10 P Shove, unarmed
Cat Jaws 1d10 P Unarmed
Claw 1d6 S Agile, unarmed
Deer Antler 1d10 P Grapple, unarmed
Frog Jaws 1d10 B Unarmed
Tongue 1d4 B Agile, unarmed
Shark Jaws 1d10 P Grapple, unarmed
Snake Fangs 1d10 P Grapple, unarmed
Wolf Jaws 1d10 P Trip, unarmed

Howl of the Wild Animal Instinct Options

Animal Attack Damage Traits
Ankylosaurus Tail 1d10 B Razing, unarmed
Ant Mandibles 1d10 P Grapple, unarmed
Bat Fangs 1d10 P Unarmed
Wings 1d4 P Parry, unarmed
Bird Beak 1d10 P Unarmed
Talon 1d6 S Agile, unarmed
Brontosaurus Tail 1d10 B Trip, unarmed
Crab Big Claw 1d10 B Razing, unarmed
Claw 1d4 S Parry, unarmed
Crocodile Jaws 1d10 P Unarmed
Tail 1d6 B Agile, unarmed
Orca Jaws 1d8 P Forceful, unarmed
Scorpion Stinger 1d6 P Reach, unarmed, venomous
Pincer 1d4 S Parry, unarmed
Seal Jaws 1d10 P Grapple, unarmed
Spider Fangs 1d8 P Grapple, unarmed, venomous
Web Special* Range increment 15 feet
Tyrannosaurus Jaws 1d8 P Deadly d12, unarmed
Tail 1d6 B Agile, unarmed
Wasp Stinger 1d4 P Backstabber, deadly d8, unarmed, venomous
* The spider’s web attack deals no damage, but the target takes a –10-foot circumstance penalty to its Speeds for 1 round on a hit. If a target is hit a second time by the same character’s web attack while they have this penalty, they’re instead immobilized until they succeed at a check to Escape against your class DC.

Instinct Ability—Bestial Rage

While raging, you gain your chosen animal’s unarmed attack (or attacks), but you’re unable to use weapons. The specific attack gained, the damage it deals, and its traits are listed in the Animal Instincts table. These attacks are in the brawling group. Your Rage action gains the morph and primal traits.

Specialization Ability 7th

Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.

Raging Resistance 9th

You resist piercing and slashing damage

PFS StandardDragon Instinct

Source Player Core 2 pg. 74
You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained insights by drinking or bathing in dragon’s blood or watching a marauding wyrm burn your village. Select a type of dragon from the Dragon Instincts table as your instinct’s dragon type. These are the dragons from Monster Core, but your GM might allow you to choose dragons from other sources and determine their tradition and dragon breath type.

Dragon Instincts

Dragon Tradition Dragon Breath
Adamantine Primal Bludgeoning
Conspirator Occult Poison
Diabolic Divine Fire
Empyreal Divine Spirit
Fortune Arcane Force
Horned Primal Poison
Mirage Arcane Mental
Omen Occult Mental

Instinct Ability—Draconic Rage

While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your instinct’s dragon breath instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the trait matching your dragon instinct’s tradition, as well as the trait matching the damage type where applicable.

Specialization Ability 7th

When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.

Raging Resistance 9th

You resist piercing damage and the damage type of your instinct’s dragon breath.

PFS StandardElemental Instinct

Source Rage of Elements pg. 54 2.0
This instinct option for barbarians allows you to channel elemental forces, bonding with a single element and its associated plane. Perhaps your ancestors were elemental conjurers or blessed by an elemental lord. Select an element from the Elemental Instincts table to be your instinct's element. If your element offers multiple damage types, choose one of those type when you select your element.

Elemental Instincts

ElementTraitDamage
AirAirElectricity or slashing
EarthEarthBludgeoning or piercing
FireFireFire
MetalMetalPiercing or slashing
WaterWaterBludgeoning or cold
WoodWoodBludgeoning or piercing

Anathema

Disrespecting an elemental creature is anathema to your instinct; defending yourself against one is not. Purposefully despoiling the elemental plane associated with your element is anathema to your instinct, though this doesn't prevent you from responsibly altering that plane.

Elemental Rage (Instinct Ability)

While raging, you're cloaked in a vortex of elemental matter; you become concealed against ranged attacks. You can't use this concealment to Hide or Sneak. While raging, you increase the additional damage from Rage from 2 to 4 and change its damage type to the one you selected for your element.

If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait.

Specialization Ability Level 7

When you use elemental rage, you increase the damage from Rage from 4 to 6. If you have greater weapon specialization, instead increase the damage from Rage when using elemental rage from 6 to 12.

Raging Resistance Level 9

You resist the damage dealt by attacks and abilities of elemental creatures of your chosen element, as well as creatures made of your element, regardless of the damage type. You also resist damage dealt by attacks, spells, and abilities with your elemental trait.

PFS StandardFury Instinct

Source Player Core 2 pg. 75
Your rage comes from a deep and purely personal well within you. You use your rage as you choose.

Instinct Ability—Unstoppable Frenzy

Increase the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.

Specialization Ability 7th

Increase the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.

Raging Resistance 9th

You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

PFS StandardGiant Instinct

Source Player Core 2 pg. 75
Your rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

Instinct Ability—Titan Mauler

You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You start with one such weapon, which you receive for free. It must be a common melee or ranged weapon, it must have a Price of 9 gp or less (not including the Price adjustment for being a larger weapon), and it must be common or you must otherwise have access to it. It is your personal weapon and has no value if sold unless you later add runes to it, and it has the normal Bulk for a weapon of its size.

When wielding a larger weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

Specialization Ability 7th

Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

Raging Resistance 9th

You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.

PFS StandardSpirit Instinct

Source Player Core 2 pg. 75
Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.

Instinct Ability—Spirit Rage

While raging, you can increase the additional damage from Rage from 2 to 3 and change its damage type to spirit, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal spirit damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and spirit traits.

Specialization Ability 7th

When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.

Raging Resistance 9th

You resist void damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.

PFS StandardSuperstition Instinct

Source Player Core 2 pg. 75
A deep distrust of magic drives you to forgo and counter the metaphysical nonsense of spellcasters. Whether you’re a member of a superstitious family or culture that distrusts magic, a warrior in constant battle against wizards and witches, a survivor of a magical accident that instilled an intense aversion in your mind and body, or a scion of a bloodline known for its magic resistance, your rage is inimical to magic. This makes you an excellent mage hunter but slow to trust practitioners of magical arts.

Instinct Ability—Superstitious Resilience

Your deep superstition means it’s anathema for you to learn or Cast a Spell, or to wield or use an item that can be activated to Cast a Spell. If you violate this anathema, you lose the instinct’s abilities and any feats that list the instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all your other barbarian abilities.

While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 3, or 4 against creatures you have witnessed Casting a Spell within the last hour. When you Rage, you regain Hit Point equal to the temporary HP you gained from the Rage action; you then can’t regain HP in this way again for 10 minutes. While raging, if you willingly accept the effects of a magic spell or effect, you are frightened 1. You cannot reduce your frightened condition below 1 as long as you are affected by the spell or effect.

Specialization Ability 7th

Increase the damage from Rage from 3 to 7, or 8 against creatures you have witnessed Casting a Spell within the last hour. If you have greater raging specialization, instead increase the damage from Rage to 13, or 16 against creatures you have witnessed Casting a Spell within the last hour.

Raging Resistance 9th

Choose two associated magical traditions: arcane and occult, arcane and primal, divine and occult, or divine and primal. The resistance from your raging resistance class feature applies against all damage you take from spells cast with these two traditions of magic, regardless of the type of damage dealt by the spell.