This is an old revision of the document!
Path of Rage
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors; they are the battle possessed, creatures of slaughter and spirits of war. These warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within followers of this Path storms the primal spirit of battle, and woe to those who face their rage.
Key Skills
Upon purchasing the Path of Rage, you gain the following Key Skills:
- Knowledge (Nature)
All bonuses from this path are treated as Enhancement bonuses and do not stack with other related bonuses, as per standard rules on Enhancement.
Clarity of Mind
- Requirements: Rage OR Frenzy OR Battle Trance, 10 EXP
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
Trail of Rage
Rage
- Requirements: CST 4, 10 EXP
- 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, 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.
Greater Rage
- Requirements: CST 8, Rage, 20 EXP
- 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.
Tireless Rage
- Requirements: Greater Rage, 15 EXP
You no longer require a round of rest in between Rage deactivation and reactivation. This in turn means that you may activate and deactivate Rage in the same round, however, TP must still be spent on each activation. You may not activate Rage or its variants more than once when it is not your turn.
Mighty Rage
- Requirements: CST 16, Greater Rage, 30 EXP
- 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.
Rampage
- Requirements: CST 24, Mighty Rage, 40 XP
- 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.
Trail of Frenzy
Frenzy
- Requirements: CST 4, 10 EXP
- Cost: 1 TP to activate, then 1 TP per round
As an Immediate Action, you may spend 1 TP to enter a Frenzy. Maintaining your Frenzy costs an additional 1 TP for every round. While in a Frenzy, you cannot take any actions outside of attacking an enemy, or attempting to attack an enemy (such as if they are too far away). If no enemies remain, you will begin to attack the nearest neutral target. If no neutral targets are present, you will instead begin to attack the nearest ally. To avoid attacking neutral or allied creatures, you must make a Will save (DC 20 + your HD - the number of rounds frenzied) each turn, after no enemy creatures remain. Rolling a natural 1 on this save always causes the Frenzy to continue, however you do not spend a TP for that turn of additional Frenzy. You may always terminate a Frenzy by spending a Hero Point (even after failing the Will save).
Whilst in a Frenzy, you gain a +4 (Str Bonus) on melee weapon damage (+6 if a two-handed weapon or +2 if a Light weapon), +4 to Will saving throws, you gain immunity to Fear effects, +10 ft to your base land speed, and +2 Initiative.
Wild Frenzy
- Requirements: CST 8, Frenzy, 20 EXP
- Cost: 1 TP to activate, then 1 TP per round
This ability functions identically to Frenzy, except now you gain a +6 (Str Bonus) on melee weapon damage (+9 if a two-handed weapon or +3 if a light weapon), +6 to Will saving throws, you gain immunity to Fear effects, +20 ft to your base land speed, and +4 Initiative.
Felling Frenzy
- Requirements: Wild Frenzy, Intimidate 5, 15 EXP
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).
Frenzied Berserk
- Requirements: CST 16, Wild Frenzy, 30 EXP
- Cost: 2 TP to activate, then 1 TP per round
This ability functions identically to Wild Frenzy, now you gain a +10 (Str Bonus) on melee weapon damage (+15 if a two-handed weapon or +5 if a light weapon), +8 to Will saving throws, you gain immunity to Fear effects, +30 ft to your base land speed, and +6 Initiative.
Frenzied Feast
- Requirements: Frenzied Berserk, 24 EXP
If you damage an enemy who dealt damage to you in the previous round, you may refund a TP spent on a Frenzy effect. This ability cannot refund more TP than what you spent to maintain the Frenzy effect.
Frenzied Rampage
- Requirements: CST 24, Frenzied Berserk, 40 EXP
- Cost: 4 TP to activate, then 2 TP per round
This ability functions identically to Wild Frenzy, except it requires a Full Round Action to activate. You now gain a +16 (Str Bonus) on melee weapon damage (+24 if a two-handed weapon or +8 if a Light weapon), +8 to Will saving throws, you gain immunity to Fear effects, +40 ft to your base land speed, and +8 Initiative.
Trail of the Battle Trance
Battle Trance
- Requirements: CST 4, 10 EXP
- 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 or Handle Animal, and you cannot cast spells of any kind. Whilst in a Battle Trance, any actions you take will not have an effect upon your alignment, code of honor, or any other such restrictions of morality. As such, if you are Lawful Good aligned, you may freely kill a surrendering enemy, an evil child, or any other such dubious action without repercussion. If desired, you may alter your alignment by one step when entering a Battle Trance. This alignment choice must be selected when purchasing this Talent, and cannot be changed under normal circumstances.
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.
Cold Rage
- Requirements: CST 8, Battle Trance, 20 EXP
- 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.
Ice Water Veins
- Requirements: CST 16, Cold Rage, 30 EXP
- 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.
Battle Rampage
- Requirements: CST 24, Ice Water Veins, 40 EXP
- 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.
Boiling Rage
- Requirements: Battle Trance, 10 EXP
When you take damage from an opponent, you may, as a reaction (taking no action) enter any Rage you have unlocked by paying double the TP to activate. Normal TP costs are used after activation.
(damage includes ability damage, drain, negative levels, HP damage from any effect. This does not include if an enemy sunders a weapon or item or misses an attack against you).
Totem Trails
The following trails are Totem Trails, which are a series of abilities that are to be used in conjunction with an active Rage, Frenzy, or Battle Trance, in exchange for an additional TP cost.
Animism Totem
Claws of the Beast
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), 10 EXP
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.
Maw of the Beast
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), 10 EXP
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.
Eyes of the Beast
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), Perception 5, 15 EXP
While raging, you gain darkvision 60 ft. If you already possess darkvision, you may increase its range by 30 ft.
Track Prey
- Requirements: Eyes of the Beast, 15 EXP
While raging, you gain Scent, as the universal monster ability.
Predator’s Charge
- Requirements: Track Prey, BaB 10, 35 EXP
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 TP. In addition, the base damage of your claws and/or maw increases to 1d8. Unarmed Strikes are treated as two weapons for this purpose.
Spellbreaker Totem
Superstition
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), 10 EXP
While Raging, you gain a bonus equal to your Secondary Attribute modifier on saving throws made to resist spells, supernatural abilities, and spell-like abilities. However, while this Talent is in effect, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Witch Hunter
- Requirement: Superstition, CST 8, 15 EXP
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.
Sever Connection
- Requirements: Witch Hunter,CST 11, 25 EXP
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.
Conduit
- Requirements: Sever Connection, CST 15, 35 EXP
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, if you possess a Mana pool of your own, you may gain this amount towards your own MP, up to your MP maximum.
Head Empty
- Requirements: CST 16, Witch Hunter, 50 EXP
You gain immunity to all mind affecting effects.
Unstoppable Totem
Swift
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), Athletics 5, 15 EXP
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.
Like the River
- Requirements: Swift, Athletics 7, 20 EXP
While Raging, you may spend 5 TP to gain a Swim speed equal to your land speed until your Rage ends.
Like the Earth
- Requirements: Like the River, CST 8, Athletics 10, 40 EXP
While Raging, you may spend 5 TP to gain a Burrow speed equal to your land speed until your Rage ends.
Like the Wind
- Requirements: Like the Earth, CST 15, Athletics 15, 50 EXP
While Raging, you may spend 5 TP to gain a Fly speed equal to your land speed until your Rage ends.
Destroyer’s Totem
Break Them
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), CST 5, 10 EXP
While Raging, you gain a bonus on all damage rolls against objects equal to your Secondary Attribute modifier.
Crush Them
- Requirements: Break Them, CST 8, 15 EXP
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.
Scattered Earth
- Requirements: Crush Them, CST 11, 25 EXP
You make use Crush Them against objects as an Attack of Opportunity, at any point during a Move or Charge action, including attended objects. All objects are considered to be “provoking” Attacks of Opportunity from you while Raging for this purpose. Objects concealed on a person (such as within a Bag of Holding), are not available for this purpose.
Shatter Them
- Requirements: Any Rage (Rage, Frenzy, Battle Trance), CST 5, 10 EXP
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.
Crack Them
- Requirements: Shatter Them, CST 8, 15 EXP
This ability functions as Shatter Them, except the radius is now 10 ft. Alternatively, you may manifest the ability in a 10 ft. cone. You now deal half the sonic damage to non-crystalline creatures to creatures within the area of effect. Creatures damaged must make a Fortitude Save (DC 10 + your BaB + your Primary Attribute modifier) or be deafened for a number of minutes equal to your Secondary Attribute modifier.
Scatter Them
- Requirements: Crack Them, CST 11, 20 EXP
This ability functions as Crack Them, except the radius is now 20 ft. Alternatively, you may manifest the ability in a 30 ft. cone. You now deal the sonic damage to all creatures within the area of effect. Creatures damaged must make a Fortitude Save (DC 10 + your BaB + your Primary Attribute modifier) or be deafened and sickened for a number of minutes equal to your Secondary Attribute modifier.
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.

