Fury of the Wild

Fury of the Wild
Requires Shiradi Champion 3

Innates

 * Level 0: Adrenaline: (Passive and Active) Passive Portion: You gain +1 damage per level of Fury of the Wild. Gain 2 Adrenaline uses. Active Portion - Cooldown: 5secs: Adrenaline: Your next attack deals +300% damage and increases your critical threat range by 2 and you are considered raged until your next attack.
 * Level 1: Brawn: (Passive) gain +50 maximum HP
 * Level 2: Adrenaline II: (Active - Cooldown: 5secs) Gain +2 Adrenaline uses per rest (4 total). By consuming 1 Adrenaline use, your next attack will deal +300% damage and increase your critical threat range by 4. You are considered raged until your next attack.
 * Level 3: Brawn II: (Passive) Gain an additional 50 maximum HP (+100 total)
 * Level 4: Adrenaline III: (Active - Cooldown: 5secs) Gain +1 Adrenaline use per rest (5 total). By consuming 1 Adrenaline use, your next attack will deal +300% damage and increase your critical threat range by 8. You are considered raged until your next attack.
 * Level 5: Adrenaline Overload: (Active - Cooldown: 5secs) Gain +1 Adrenaline use per rest (6 total). By consuming 1 Adrenaline use, your next attack will deal +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 +1d[8/10/12] extra damage. In addition, you gain +[1/2/3] intimidate and +[1/2/3] will saves. You lose 5 AC and 5% fort.


 * Ingame description still list the description of an old beta version. It lists -10% fort and some other outdated information from the beta version.

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, and suffer a -2/-5/-7 penalty to armor class. Nearby enemies take up to [10/20/30]d20 sonic damage. [3/4/5] uses per rest. Duration: 3 minutes per use.


 * Like all destiny abilities with multiple ranks, the later ranks do not list the correct bonuses on the buff icon. Description error only.

Boulder Toss (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 20secs) Throw a boulder at an enemy, dealing [3/6/10]d100 bludgeoning damage and knocking down enemy on failed reflex save DC [10/15/20] + Str modifier


 * The Knockdown dc is not working correctly, even the lowest reflex save enemies almost always save.

Fast Healing (required 0 - No prereq) (3 rank - 1 AP): (Passive) You heal [2/4/6]d20 HP 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. At rank 2 when you're below 70% of your hit points enemies receive a bleed proc for 1d10 damage every 2secs for (10? - need confirmation) secs. At rank 3 when below 30% hit points 10% chance of paralyzing your enemies for 5 secs.


 * The 3rd rank effect is currently broken and functions the same as the 2nd tier.

Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, when you miss with a melee attack, gain +[1|2|3] attack for 20s. Can stack 3 times for up to +3/+6/+9 attack. Only loses 1 stack each 20s.


 * This actaully functions when you are missed, not when you miss an enemy.

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] insight bonus to saves vs traps.

Damage Reduction (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Gain [2/4/6] Physical Resistance Rating, and if you are a Barbarian, an additional DR [1/2/3]/- that stacks 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|6|9]% chance to trigger weapon effects with glancing blows

Ward against Weird (required 8 - No prereq) (3 ranks - 1 AP): (Passive) [30|40|60] spell resistance when you are below [100%|70%|30%] of health

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]


 * /Known Issue: Warning: This effect will not stack with weapons that already have lesser/regular evil outsider bane, and in fact will completely and permanently removed said effects from your weapon! Do not take if it if you have any such weapons.

Wild Weapons (required 12 - Prereq: Malicious Weapons) (3 ranks - 1 AP): (Passive) +3/6/9% 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


 * Does not function correctly. All three ranks only provide a 1 second knockdown.

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.


 * Paralyzes you on the first tic, not your enemies.

Fury Eternal (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Adrenaline max use (7 total). 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