Barbarians often have a mistrust of technology and its corruptive influence. Some of these warriors have developed special techniques and skills to protect themselves from mechanical foes.
At 2nd level, a liberator can make devastating attacks against objects and foes with breakable components. Damage dealt by the barbarian’s attacks ignores an amount of an object’s or creature’s hardness (if any) equal to 1/2 her class level.
This ability replaces the uncanny dodge.
At 5th level, for any foes in a liberator’s threatened area, the DC to cast spells defensively increases by 1. The DC increases by 1 again for every 5 levels thereafter (to a maximum increase of 4 at 20th level). If the barbarian gains the disruptive rage power, the two abilities stack.
This ability replaces improved uncanny dodge.
At 14th level, a liberator can control her movement, breathing, body temperature, and other physiological signs to confuse the artificial visions of constructs. At will, the barbarian can make herself undetectable to constructs as if she were affected by a hide from undead spell that instead hides the subject from constructs. Intelligent constructs receive a Will save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Constitution modifier) to see through this effect. The barbarian must expend 1 round of rage for each round she uses this ability.
This ability replaces indomitable will.
Rage Powers: The following rage powers complement the liberator archetype: deadly accuracy, energy absorption (fire), energy resistance (fire), greater energy resistance (fire), gearbreaker, guarded stance, lethal accuracy, low-light vision, night vision, rolling dodge, reflexive dodge, surprise accuracy.
Pathfinder Player Companion: People of the River © 2014, Paizo Inc.; Authors: Tim Akers, Jason Brick, Ethan Day-Jones, James Jacobs, Nick Salestrom, David Schwartz, and William Thrasher.