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| paths:rage_path [2024/02/14 04:50] – reon | paths:rage_path [2025/08/21 04:36] (current) – [Trail of Rage] reon | ||
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| + | <WRAP center round info 60%> | ||
| + | All bonuses from this path are treated as [[chargen: | ||
| + | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ===== Clarity of Mind ===== | ===== Clarity of Mind ===== | ||
| - | + | | |
| - | * **Requirements: | + | |
| By spending 1 TP, a character may suspend the negative effects of a Wrath effect (Rage, Frenzy, or Battle Trance) and maintain all positive effects for one round | By spending 1 TP, a character may suspend the negative effects of a Wrath effect (Rage, Frenzy, or Battle Trance) and maintain all positive effects for one round | ||
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| ==== Rage ==== | ==== Rage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 1 TP to activate, then 1 TP per round | * **Cost:** 1 TP to activate, then 1 TP per round | ||
| As an Immediate Action, you may spend 1 TP to enter a Rage. Maintaining your Rage costs an additional 1 TP for every round. While Raging, you cannot think clearly, or use critical thinking: Intelligence, | As an Immediate Action, you may spend 1 TP to enter a Rage. Maintaining your Rage costs an additional 1 TP for every round. While Raging, you cannot think clearly, or use critical thinking: Intelligence, | ||
| - | Whilst Raging, you gain a +2 (Str Bonus) on melee or thrown damage (+3 if using a two-handed weapon, +1 if using a light weapon), 3 points of Barrier for every HD you possess, +2 on Will and Fortitude Saving Throws, DR4/- on all limbs and +2 Initiative. | + | Whilst Raging, you gain a +2 (Str Bonus) on melee or thrown damage (+3 if using a two-handed weapon, +1 if using a light weapon), +2 on Will and Fortitude Saving Throws, DR4/- on all limbs and +2 Initiative. |
| + | |||
| + | Additionally while raging, on your turn you may spend 1 TP to gain 3 barrier that remains until you end raging, to a maximum of 3 points of Barrier for every HD you possess. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Greater Rage ==== | ==== Greater Rage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | * **Cost: | + | * **Cost: |
| + | |||
| + | This ability functions identically to Rage, except you now gain a +4 (Str Bonus) on melee and thrown damage (+6 if using a two-handed weapon, +2 if using a light weapon) and +1 on melee or thrown attacks, +4 on Will and Fortitude Saving Throws, DR8/- on all limbs and +4 Initiative. | ||
| + | |||
| + | Additionally while raging, on your turn you may spend 1 TP to gain 4 barrier that remains until you end raging, to a maximum of 6 points of Barrier for every HD you possess. This Barrier lasts 1 round after Rage has ended now. | ||
| - | This ability functions identically to Rage, except you now gain a +4 (Str Bonus) on melee and thrown damage (+6 if using a two-handed weapon, +2 if using a light weapon) and +1 on melee or thrown attacks, 6 points of Barrier for every HD you possess, +4 on Will and Fortitude Saving Throws, DR8/- on all limbs and +4 Initiative. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| ==== Mighty Rage ==== | ==== Mighty Rage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | * **Cost: | + | * **Cost: |
| + | |||
| + | This ability functions identically to Rage, except you now gain a a +6 (Str Bonus) on melee and thrown damage (+8 if using a two-handed weapon, +4 if using a light weapon) and +2 on melee or thrown attacks, +6 on Will, DR12/- on all limbs and Fortitude Saving Throws, and +6 Initiative. | ||
| + | |||
| + | Additionally while raging, on your turn you may spend 1 TP to gain 5 barrier that remains until you end raging, to a maximum of 9 points of Barrier for every HD you possess. This Barrier lasts 2 rounds after Rage has ended now. | ||
| - | This ability functions identically to Rage, except you now gain a a +6 (Str Bonus) on melee and thrown damage (+8 if using a two-handed weapon, +4 if using a light weapon) and +2 on melee or thrown attacks, 9 points of Barrier for every HD you possess, +6 on Will, DR12/- on all limbs and Fortitude Saving Throws, and +6 Initiative. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Rampage ==== | ==== Rampage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | * **Cost: | + | * **Cost: |
| + | |||
| + | This ability functions identically to Rage, except you now gain a except you now gain a a +8 (Str Bonus) on melee and thrown damage (+15 if using a two-handed weapon, +5 if using a light weapon) and +3 on melee or thrown attacks, +8 on Will and Fortitude Saving Throws, DR16/- on all limbs and +8 Initiative. | ||
| + | |||
| + | Additionally while raging, on your turn you may spend 1 TP to gain 6 barrier that remains until you end raging, to a maximum of 12 points of Barrier for every HD you possess. This Barrier lasts 3 rounds after Rage has ended now. | ||
| - | This ability functions identically to Rage, except you now gain a except you now gain a a +8 (Str Bonus) on melee and thrown damage (+15 if using a two-handed weapon, +5 if using a light weapon) and +3 on melee or thrown attacks, 12 points of Barrier for every HD you possess, +8 on Will and Fortitude Saving Throws, DR16/- on all limbs and +8 Initiative. | ||
| </ | </ | ||
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| ==== Frenzy ==== | ==== Frenzy ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 1 TP to activate, then 1 TP per round | * **Cost:** 1 TP to activate, then 1 TP per round | ||
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| ==== Wild Frenzy ==== | ==== Wild Frenzy ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 1 TP to activate, then 1 TP per round | * **Cost:** 1 TP to activate, then 1 TP per round | ||
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| ==== Frenzied Berserk ==== | ==== Frenzied Berserk ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 2 TP to activate, then 1 TP per round | * **Cost:** 2 TP to activate, then 1 TP per round | ||
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| ==== Frenzied Rampage ==== | ==== Frenzied Rampage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 4 TP to activate, then 2 TP per round | * **Cost:** 4 TP to activate, then 2 TP per round | ||
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| ==== Battle Trance ==== | ==== Battle Trance ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 1 TP per minute | * **Cost:** 1 TP per minute | ||
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| ==== Cold Rage ==== | ==== Cold Rage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 1 TP per minute | * **Cost:** 1 TP per minute | ||
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| ==== Ice Water Veins ==== | ==== Ice Water Veins ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 2 TP per minute | * **Cost:** 2 TP per minute | ||
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| ==== Battle Rampage ==== | ==== Battle Rampage ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| * **Cost:** 3 TP per minute | * **Cost:** 3 TP per minute | ||
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| * **Requirements: | * **Requirements: | ||
| - | While raging, you gain the pounce universal monster ability, allowing you to make an attack with each of your currently wielded weapons at the end of a charge by spending 1 [[game_systems: | + | While raging, you gain the pounce universal monster ability, allowing you to make an attack with each of your currently wielded weapons at the end of a charge by spending 1 [[game_systems: |
| + | |||
| + | (Creatures with more then two arms may never get more then 2 attacks from wielded weapons in hands/arms) | ||
| </ | </ | ||
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| ==== Witch Hunter ==== | ==== Witch Hunter ==== | ||
| - | * Requirement: | + | * Requirement: |
| While raging, you may spend up to 5 TP as part of making an attack against any creature which possesses spells or spell-like abilities. You gain a +1 bonus for every TP expended to your attack and damage against that specific creature until the beginning of your next turn. | While raging, you may spend up to 5 TP as part of making an attack against any creature which possesses spells or spell-like abilities. You gain a +1 bonus for every TP expended to your attack and damage against that specific creature until the beginning of your next turn. | ||
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| ==== Sever Connection ==== | ==== Sever Connection ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When you use Witch Hunter against an applicable creature and successfully hit your target, you may forfeit the damage dealt to drain an equal amount of MP from your target. | When you use Witch Hunter against an applicable creature and successfully hit your target, you may forfeit the damage dealt to drain an equal amount of MP from your target. | ||
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| ==== Conduit ==== | ==== Conduit ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| When you use Sever Connection against a valid target, you may gain half of the MP severed from your target as a Barrier, which lasts a number of rounds equal to your Secondary Attribute modifier. Alternatively, | When you use Sever Connection against a valid target, you may gain half of the MP severed from your target as a Barrier, which lasts a number of rounds equal to your Secondary Attribute modifier. Alternatively, | ||
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| ==== Head Empty ==== | ==== Head Empty ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain immunity to all mind affecting effects. | You gain immunity to all mind affecting effects. | ||
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| ==== Like the Earth ==== | ==== Like the Earth ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| While Raging, you may spend 5 TP to gain a Burrow speed equal to your land speed until your Rage ends. | While Raging, you may spend 5 TP to gain a Burrow speed equal to your land speed until your Rage ends. | ||
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| ==== Like the Wind ==== | ==== Like the Wind ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| While Raging, you may spend 5 TP to gain a Fly speed equal to your land speed until your Rage ends. | While Raging, you may spend 5 TP to gain a Fly speed equal to your land speed until your Rage ends. | ||
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| ==== Break Them ==== | ==== Break Them ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| While Raging, you gain a bonus on all damage rolls against objects equal to your Secondary Attribute modifier. | While Raging, you gain a bonus on all damage rolls against objects equal to your Secondary Attribute modifier. | ||
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| ==== Crush Them ==== | ==== Crush Them ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | While Raging, you may spend TP to tear objects asunder. Select a specific object as your target - if a given object is too large (such as a castle wall), select a 5 x 5 ft. square of it - you may spend an amount of TP up to your BaB, for every TP spent you ignore 1 hardness from the target | + | While Raging, you may spend TP to tear objects asunder. Select a specific |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Scattered Earth ==== | ==== Scattered Earth ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You make use Crush Them against objects as an Attack of Opportunity, | + | You make use Crush Them against objects as an Attack of Opportunity, |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Shatter Them ==== | ==== Shatter Them ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| With a bestial roar, you may spend 3 TP as a Move Action to destroy non-magical objects made of crystal, glass, ceramic, or porcelain. All such objects within a 5 ft. radius of you are destroyed, as long as they weigh less than 1 pound per BaB that you possess. Against crystalline creatures, this effect deals 1d6 points of Sonic damage for every BaB you possess. | With a bestial roar, you may spend 3 TP as a Move Action to destroy non-magical objects made of crystal, glass, ceramic, or porcelain. All such objects within a 5 ft. radius of you are destroyed, as long as they weigh less than 1 pound per BaB that you possess. Against crystalline creatures, this effect deals 1d6 points of Sonic damage for every BaB you possess. | ||
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| ==== Crack Them ==== | ==== Crack Them ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| This ability functions as Shatter Them, except the radius is now 10 ft. Alternatively, | This ability functions as Shatter Them, except the radius is now 10 ft. Alternatively, | ||
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| ==== Scatter Them ==== | ==== Scatter Them ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| This ability functions as Crack Them, except the radius is now 20 ft. Alternatively, | This ability functions as Crack Them, except the radius is now 20 ft. Alternatively, | ||
