Fury of the Wild

Beta

Tier Five:
autogrants Adrenaline (required 0): (Active Cooldown: 5secs) You gain +1 damage per level of fury of the wild. Gain 2 adrenaline uses per rest. Consume 1 adrenaline your 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 and 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 generated 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 helpess 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