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Thread: The Blades of Keran [Setting]

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    Default Re: The Blades of Keran [Setting]

    Wraths
    This is a list of the Wraths a barbarian can gain access to. Some Wraths are only active while raging. In addition to the base effects it increases at 10th and 20th level.

    List of Wraths
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    Animal Fury
    Prerequite: Feral Gift.
    Benefit: If his claws are used as part of a full attack action, the claw attack is made at the barbarian's full base attack bonus 5. If the claw hits, it deals 1d6 points of damage plus half the barbarian's Strength modifier. A barbarian can make a claw attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the claw attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
    10th Level Effect: The claws gained with Feral Gift increase its damage by one die, each claw now deals 1d8. In addition the +2 bonus to grapple checks increases to +4.
    20th Level Effect: The claws gained with Feral Gift increase its damage by two dice, each claw now deals 1d12. In addition the +4 bonus to grapple checks increases to +8.

    Beast Reflexes
    Prerequite: Dexterity 10.
    Benefit: While raging, the barbarian can make one additional attack of opportunity per round.
    10th Level Effect: The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage.
    20th Level Effect: When he makes an attack of opportunity he gains a +10 foot bonus to all his movement speeds, until the end of his turn.

    Clear Mind
    Prerequite: Wisdom 10.
    Benefit: The barbarian gains a +5 bonus on saves against Enchantment spells and effects.
    10th Level Effect: This bonus affects Divination spells and effects in addition to Enchantment. In addition and the bonus granted by this ability increases to +10.
    20th Level Effect: The bonus granted by this ability becomes an immunity while Raging.

    Elemental Bond
    Prerequite: Knowledge (Nature) 4.
    Benefit: While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is used and it can be changed next time the barbarian rages.
    10th Level Effect: While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins his rage.
    20th Level Effect: While raging, the barbarian can absorb energy from a single attack and unleash it upon his enemies once per rage. He does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of his rage he can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) for half damage even if the original effect did not allow a save.

    Hunter's Perception
    Prerequiste:
    Perception 4.
    Benefit: Barbarian gains low-light vision. Also while raging he gains Darkvision 30 feet or his Darkvision increases by 30 feet.
    10th Level Effect: The Barbarian gains Darkvision 60 feet or his darkvision increases by 60 feet. In addition, while raging he gains Scent.
    20th Level Effect: The Barbarian gains Scent. In addition, while raging he gains Blindsense 30 feet.

    Instinctual Dodge
    Prerequite: Dexterity 13.
    Benefit: While raging, you gain a +3 bonus to reflex save.
    10th Level Effect: While raging, you gain a +6 bonus to reflex saves.
    20th Level Effect: While raging, you gain a +12 bonus to reflex save

    Intimidating Glare
    Prerequite: Intimidate 1.
    Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
    10th Level Effect: Succeeding causes the foe to be Frightened instead of shaken.
    20th Level Effect: If the barbarian successfully demoralizes his opponent, the foe is frightened for 1d6 rounds + 1 round for every point the barbarian's check exceeds the DC.

    Keen Strike
    Prerequite: +3 BAB.
    Benefit: While raging the critical range for all weapons is increased by two. For example, if a weapons has a critical range of 19-20 it will become 17-20.
    10th Level Effect: The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage.
    20th Level Effect: While raging the critical range for all weapons is increased by five. For example, if a weapons has a critical range of 19-20 it will become 14-20. This repalces the normal benefit.

    Murderous Skill
    Prerequite: +4 BAB.
    Benefit: The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 6 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
    10th Level Effect: The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 6 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
    20th Level Effect: The creature loses 1d12 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. This power is used as a swift action after an attack has dealt damage. This power can only be used once per rage.

    Piercing Strike
    Prerequite: +1 BAB.
    Benefit: While raging all attacks from the Barbarian bypass Hardness.
    10th Level Effect: While raging the Barbarians attacks bypass Hardness and count as Magical for the purposes of Damage Reduction.
    20th Level Effect: Select one of the following: Cold Iron, or Silver. While raging all your attacks count as the being done with that material and whatever material the attack is truly done with.

    Shattering Shout
    Prerequite: Intimidate 1.
    Benefit: The barbarian can expend a full-round action while raging roar with huge amounts of force, affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect. This ability can only be used once per day.
    10th Level Effect: The Barbarian can expend a standard action to use this ability rather than a Full-round action. In addition this ability can be used three times per day, but only once per Rage.
    20th Level Effect: The Barbarian can expend a swift action to use this ability rather than a Standard action. In addition this ability can be used any number of times per day, but only once per Rage.

    Sustained Life
    Prerequite: Heal 4.
    Benefit: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging.
    10th Level Effect: The Barbarian gains Fast Healing 1. In addition he can uses the sustained life ability twice a day.
    20th Level Effect: The Barbarian gains Fast Healing 5. In addition he can uses the sustained life ability three times a day.

    Titan's Strength
    Prerequite: Strength 10.
    Benefit: As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
    10th Level Effect: The barbarian can increase the range increment of the Hurled object to 20 feet or increase the size of a hurled object by one size category.
    20th Level Effect: While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge.
    Last edited by Milo v3; 2013-02-08 at 01:24 AM.
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