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Knotty works full frontal archetypes bar 98

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Rage Powers (Ex) As a wild rager gains levels, she learns to use her rage in new ways Starting at 2nd level, a wild rager gains a rage power and an additional rage power every two class levels thereafter A wild rager gains the benefits of rage powers only while in her uncontrolled rage, and some of these powers require the wild rager to take an action first Unless otherwise noted, a wild rager cannot select an individual power more than once Any wild rager who meets the powers’ prerequisites can select and use rage powers Totem rage powers grant powers related to a theme A wild rager cannot select from more than one group of totem rage powers; for example, a wild rager who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title) The following rage powers complement the wild rager: animal fury, bleeding blow, body bludgeon, brawler, crippling blow, greater brawler, intimidating glare, mighty swing, no escape, powerful blow, and quick reflexes Wild Rager Rage Powers The wild rager may choose from the following rage powers as well Mind of the Beast (Su) Rabid Infection (Su) Prerequisite: Wild Rager Prerequisite: Wild Rager 12 Benefits: The wild rager may only use this rage power while she is confused in her uncontrolled rage The wild rager’s Intelligence is treated as for purposes of spells or other effects based on Intelligence She cannot be affected by spells that rely on the target to comprehend a spoken language Nor can she be reasoned with, but those that hold empathic connections to wild or feral animals may find a way to influence the wild rager while in such a state Benefits: The wild rager may expend an additional round of rage when making a single attack and if successful, the opponent struck must make a Will save using the DC required by the wild rager to refrain from becoming confused If the opponent fails its save, it gains the confused condition for a number of rounds equal to ½ the wild rager’s class level, though the affected creature is allowed to make a new Will save each turn after it has taken its actions to shake off 94

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