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| paths:rage_path [2025/06/06 18:18] – [Key Skills] elfinlocks | paths:rage_path [2026/03/28 02:37] (current) – [Spellbreaker Totem] elfinlocks | ||
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| * **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), +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. | ||
| - | 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. | ||
| </ | </ | ||
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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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| ==== Felling Frenzy ==== | ==== Felling Frenzy ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Upon defeating an enemy, you may make an Intimidate check as an immediate action, affecting all enemies within a radius equal to your current landspeed (for example, if your landspeed is 30 ft, all enemies within a 30 ft. radius are affected by the Intimidate). | + | Upon defeating an enemy, you may make an[[priority: |
| </ | </ | ||
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| * **Cost:** 1 TP per minute | * **Cost:** 1 TP per minute | ||
| - | As a Full Round Action, you may enter a Battle Trance. Whilst using this Talent, you cannot take Charge or Run actions, you cannot use Diplomacy | + | As a Full Round Action, you may enter a Battle Trance. Whilst using this Talent, you cannot take Charge or Run actions, you cannot use[[priority: |
| - | Whilst in a Battle Trance, you gain +2 on attacks and +1 damage, +5 Perception (against foes), +5 on Knowledge checks to identify enemies, +8 on enemy assessment checks, immunity to Fear, and +2 Initiative. | + | Whilst in a Battle Trance, you gain +2 on attacks and +1 damage, +5 [[priority: |
| </ | </ | ||
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| * **Cost:** 1 TP per minute | * **Cost:** 1 TP per minute | ||
| - | This ability functions as Battle Trance, except you gain +3 on attacks and +2 damage, +8 Perception (against foes), +8 on Knowledge checks to identify enemies, +12 on enemy assessment checks, immunity to Fear, and +4 Initiative. | + | This ability functions as Battle Trance, except you gain +3 on attacks and +2 damage, +8 [[priority: |
| </ | </ | ||
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| * **Cost:** 2 TP per minute | * **Cost:** 2 TP per minute | ||
| - | This ability functions as Battle Trance, except you gain +4 on attacks and +3 damage, +12 Perception (against foes), +12 on Knowledge checks to identify enemies, +16 on enemy assessment checks, immunity to Fear, and +6 Initiative. | + | This ability functions as Battle Trance, except you gain +4 on attacks and +3 damage, +12 [[priority: |
| </ | </ | ||
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| * **Cost:** 3 TP per minute | * **Cost:** 3 TP per minute | ||
| - | This ability functions as Battle Trance, except you gain +6 on attacks and +5 damage, +18 Perception (against foes), +18 on Knowledge checks to identify enemies, Automatically succeed on enemy assessment checks, immunity to Fear, and +8 Initiative. | + | This ability functions as Battle Trance, except you gain +6 on attacks and +5 damage, +18 [[priority: |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | While raging, you gain two claw attacks. These attacks are considered primary attacks, and are made at your full Base Attack Bonus. The claws deal 1d6 points of slashing damage each, plus your Primary Attribute modifier. | + | While raging, you gain two claw attacks. These attacks are considered primary attacks, and are made at your full [[priority: |
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | While raging, you gain a bite attack. If used as part of a Full Attack Action, the bite attack is made at your full Base Attack Bonus -5. If you hit, the bite deals 1d6 points of damage, plus your Primary Attribute modifier. You can also make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, you deal damage as normal, but also gain a +2 bonus to all grapple checks against the target until the beginning of your next turn. | + | While raging, you gain a bite attack. If used as part of a Full Attack Action, the bite attack is made at your full [[priority: |
| </ | </ | ||
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| ==== Eyes of the Beast ==== | ==== Eyes of the Beast ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| While raging, you gain darkvision 60 ft. If you already possess darkvision, you may increase its range by 30 ft. | While raging, you gain darkvision 60 ft. If you already possess darkvision, you may increase its range by 30 ft. | ||
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| ==== Predator’s Charge ==== | ==== Predator’s Charge ==== | ||
| - | * **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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| * **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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| * **Requirements: | * **Requirements: | ||
| - | You gain immunity to all mind affecting effects. | + | You gain immunity to all mind affecting effects |
| </ | </ | ||
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| ==== Swift ==== | ==== Swift ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain a permanent +10 ft. bonus to your base land speed. While Raging, you may spend 5 TP to increase this speed to +30 ft. until your Rage ends. | You gain a permanent +10 ft. bonus to your base land speed. While Raging, you may spend 5 TP to increase this speed to +30 ft. until your Rage ends. | ||
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| ==== Like the River ==== | ==== Like the River ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| While Raging, you may spend 5 TP to gain a Swim speed equal to your land speed until your Rage ends. | While Raging, you may spend 5 TP to gain a Swim speed equal to your land speed until your Rage ends. | ||
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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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| * **Requirements: | * **Requirements: | ||
| - | While Raging, you may spend TP to tear objects asunder. Select a specific unattended 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 that specific object until your Rage ends. | + | While Raging, you may spend TP to tear objects asunder. Select a specific unattended 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 [[priority: |
| </ | </ | ||
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| * **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 [[chargen: |
| </ | </ | ||
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| * **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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| * **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, |
| - | As a Full Round Action, you may break currently wielded weapon and spend 5 TP, giving your weapon the broken condition in the process. Doing so increases the range of this ability to a 50 ft. radius or 60 ft. cone, and inflicts 2d6 sonic damage per BaB you possess to creatures in the area of effect. | + | As a Full Round Action, you may break currently wielded weapon and spend 5 TP, giving your weapon the broken condition in the process. Doing so increases the range of this ability to a 50 ft. radius or 60 ft. cone, and inflicts 2d6 sonic damage per [[priority: |
| </ | </ | ||
