Fury of the Wild

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Requires Shiradi Champion 3

Autogrants

 * Adrenaline (required 0): (Active Cooldown: 5secs) You gain +1 damage per level of fury of the wild. Gain 2 Adrenaline uses per raged until your next attack.ur next attack deals +300% damage and increase your critical threat range by 2. You are considered raged until your next attack.
 * Brawn (required 4): (Passive) gain 50 maximum HP
 * Adrenaline (required 8): (Active Cooldown: 5secs) Gain +1 Adrenaline use per rest. Consume 1 Adrenaline your next attack deals +300% damage and increase your critical threat range by 4. You are considered raged until your next attack.
 * Brawn (required 12): (Passive) Gain 50 Maximum HP
 * Adrenaline (required 16): (Active Cooldown: 5secs) Gain +1 Adrenaline use per rest. Consume 1 Adrenaline your next attack deals +300% damage and increase your critical threat range by 8. You are considered raged until your next attack.
 * Adrenaline Overload (required 20): (Active Cooldown: 5secs) Gain +1 Adrenaline use per rest. Consume 1 Adrenaline your next attack deals +400% damage and increase your critical threat range by 16. You are considered raged until your next attack.

Destinies

Tier 1
(0 points required)

Tunnel Vision (required 0 - No prereq) (3 ranks - 1 AP): (Passive) While raged melee attacks deal +1d8 extra damage, you gain +1 intimidate, +1 will saves. You lose 5AC and 10% fort

Primal Scream (required 0 - No prereq) (3 rank - 1 AP): (Active Cooldown: 15secs) Nearby allies are raged gaining +[3/4/5] morale bonus to Strength and Constitution. Nearby enemies take up to 30d20 sonic damage. [3/4/5] uses per rest

Boulder Toss (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 20secs) Throw a boulder at an enemy, dealing 3d100 bludgeoning damage and knocking down enemy on failed reflex save

Fast Healing (required 0 - No prereq) (5 rank - 1 AP): (Passive) You heal 1d10HP each minute using positive energy

Strength/Constitution (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 2
(4 points required)

Injury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While you are injured, enemies you damage in melee are shaken

Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, when you miss with a melee attack, gain +1 attack for 20s. Can stack 3 times. Only loses 1 stack each 20s.

Acute Instincts (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, you gain +[0/1/2] wisdom, +[2/4/6] balance, heal, listen, spot, search, concentration and +[1/2/3] saves vs. traps.

Damage Reduction (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Gain [2/4/6] Physical Resistance Rating, and DR [1/2/3]/- if you are Barbarian (stack with barbarian DR)

Strength/Constitution (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 3
(8 points required)

Insult (required 8 - Prereq: Injury) (1 rank - 2 AP): (Active Cooldown: 20secs) Your next attack generates triple threat, and for 20 seconds your target gains +2 Strength, +2 constitution and -10 AC, -10 concentration and -20% fortification

Malicious Weapons (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +3% chance to trigger weapon effects with glancing blows

Ward against Weird (required 8 - No prereq) (3 ranks - 1 AP): (Passive) 30 spell resistance when you are injured

Strength/Constitution (required 8 - No prereq) (1 rank - 2 AP): +1 Strength/Constitution

Tier 4
(12 points required)

Gird Against Demons (required 12 - No prereq) (2 rank - 2 AP): (Passive) Weapons you equip are considered cold iron and gain [lesser evil outsider bane / evil outsider bane]

Wild Weapons (required 12 - Prereq: Malicious Weapons) (3 ranks - 1 AP): (Passive) +3% glancing blow damage

Sense Weakness (required 4 - Prereq: Acute instinct) (3 ranks - 1 AP): (Passive). You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra damage to enemies below 75% HP, [0/1d15/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.

Overwhelming Force (required 8 - No prereq) (3 ranks - 1 AP): (Passive) Melee attacks under the effect of Adrenaline knock down [2/6/10]seconds

Strength/Constitution (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 5
(16 points required)

Fury Made Placid (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 30secs) Spend 1 Adrenaline: For 3 minutes you gain +6 wisdom and cannot be raged or use Adrenaline, and enemies attacking you physically or magically have a 20% chance to become paralyzed and helpless with regret for 3 seconds on a failed DC 50 Will Save. You heal 2d100 HP every two seconds for the next ten seconds. Cannot train if you have Fury Eternal

Fury Eternal (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Adrenaline max use. Whenever you vorpal on a melee attack, 33% chance to regain 1 Adrenaline use. Cannot train Fury Made Placid

Strength/Constitution (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 6
(20 points required)

Unbridled Fury (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you vorpal with a melee attack (roll a natural 20 and confirm the critical hit)

Strength/Constitution (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution