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paths:rage_path [2025/04/30 06:03] reonpaths:rage_path [2025/08/21 04:36] (current) – [Trail of Rage] reon
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-All bonuses from this path are treated as Enhancement bonuses and do not stack with other related bonuses, as per standard rules on Enhancement+All bonuses from this path are treated as [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]].
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 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, Wisdom, and Charisma based skills cannot be used (aside from Intimidate and Perception), nor can you take part in complicated communication (at GM discretion). After ending your Rage (which is a Free Action), you cannot re-enter Rage for one 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, Wisdom, and Charisma based skills cannot be used (aside from Intimidate and Perception), nor can you take part in complicated communication (at GM discretion). After ending your Rage (which is a Free Action), you cannot re-enter Rage for one round.
  
-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. 
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   * **Cost:** 2 TP to activate, then 2 TP per round   * **Cost:** 2 TP to activate, then 2 TP per round
  
-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.+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. 
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   * **Cost:** 3 TP to activate, then 3 TP per round   * **Cost:** 3 TP to activate, then 3 TP per round
  
-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.+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. 
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   * **Cost:** 4 TP to activate, then 4 TP per round   * **Cost:** 4 TP to activate, then 4 TP per round
  
-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.+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. 
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 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:tactic_pool|TP]]. In addition, the base damage of your claws and/or maw increases to 1d8. [[chargen:universal_talents#improved_unarmed_strike|Unarmed Strikes]] are treated as two weapons for this purpose. 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:tactic_pool|TP]]. In addition, the base damage of your claws and/or maw increases to 1d8. [[chargen:universal_talents#improved_unarmed_strike|Unarmed Strikes]] are treated as two weapons for this purpose.
 +
 +(Creatures with more then two arms may never get more then 2 attacks from wielded weapons in hands/arms)
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