Fury of the Wild

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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 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 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) Tier 3 (8 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
 * 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 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative., [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 gainn seconds. Cannot train if you have Fury Eternalon 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
 * n 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 ime you vorpal with a melee attack (roll a natural 20 and confirm the critical hit) 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) 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) 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) 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