Showing posts with label Rage Feats. Show all posts
Showing posts with label Rage Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Wrathful Conjuration

Wrathful Conjuration [General] (from Conjuration: By Bell, Book, and Candle)
The cratures you summon arrive in a state of battle fury.
   Prerequisite: Ability to rage.
   Benefit: You can choose to cast any summon monster spell as if it were one level lower than it is. All creatures summoned by this spell benefit from the rage ability, gaining +4 Strength, +2 Constitution, and +2 to Will saving throws, but suffering a -2 penalty to their Armor Class. The summoned creatures arrive with the rage ability already active and it lasts until they are slain or the summon monster spell's duration ends.

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General Rules: Feats - Unholy Rage

Unholy Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to smite good enemies.
   Prerequisite: Ability to rage, evil alignment.
   Benefit: By "spending" one of your rages, you can attempt to smite good, as the Evil domain granted power, with one normal melee attack. You add your Charisma bonus (if positive) to your attack roll and deal 1 extra point of damage per Hit Die, plus any additional bonuses that would normally apply. You can activate this ability at will, but only on your turn.

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General Rules: Feats - Focused Rage

Focused Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to focus on tasks.
   Prerequisite: Ability to rage.
   Benefit: By "spending" one of your rages, you gain a +6 morale bonus on all skill checks for 1 round. You can activate this ability at will, but only on your turn.

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General Rules: Feats - Ghost Rage

Ghost Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to gain the ability to strike incorporeal creatures.
   Prerequisite: Ability to rage.
   Benefit: By "spending" one of your rages, you grant all of your attacks the ghost touch special quality for a number of rounds equal to (3 + your Constitution bonus). You can activate this ability at will, but only on your turn.

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General Rules: Feats - Blood of Þunor

Blood of Þunor [Human, Khülen, Rage]
You are distantly related to Þunor. While Þunor and Syfa’s immediate offspring develop a host of powers and abilities, the effects upon your blood are much more subtle.
    Prerequisites: Human or Khülen, ability to rage.
    Benefit: When you rage, you gain a pool of 2 bonus damage points per character level, to be added to the damage of any successful melee attack made during your rage. Bonus damage to a single attack may not exceed half your character level (to a minimum of 1, even at 1st level), but the damage may otherwise be doled out from the pool in any increment of full damage points you desire. This bonus damage is not multiplied on a critical hit. Undesignated bonus damage is lost when your rage ends. You must declare the addition of bonus damage after you hit, but before damage is rolled.

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General Rules: Feats - Warcry

Warcry [Rage]
You can terrify opponents with a fearsome battle cry.
   Prerequisite: Charisma 13+, ability to rage.
   Benefit: When you are raging, as a move-equivalent action, you can emit a battle cry that severely unnerves opponents. Each opponent within 30 feet of you at the time of the cry must make a Will save (DC 10 + your Charisma bonus). Add two to the DC of the Will save if you have at least five ranks of Intimidate. Opponents that fail the Will save suffer a -1 penalty to attack rolls, Will saves, and Armor Class for as long as you remain in combat and raging. Using Warcry reduces your total time in rage by one round.

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General Rules: Feats - Savage Health

Savage Health [Rage]
You gain temporary hit points when you rage.
   Prerequisite: Constitution 15+, ability to rage.
   Benefit: In the first round that a character is raging, he may choose to channel some of his fury into a surge of health. This free action grants them 1d8 temporary hit points for each round by which they shorten their rage. All of these hit points vanish when the rage ends. Damage is taken from these temporary hit points first. If the total damage taken during the rage does not exceed these hit points, the character has taken no real damage.

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General Rules: Feats - Raging Jump

Raging Jump [Rage]
You can use your rage to extend your leaping distance.
   Prerequisite: Ability to rage, Jump 3+ ranks.
   Benefit: While raging, you can channel some of your energy into a prodigious leap. You gain a +10 bonus on a single Jump check at the cost of shortening your total rage time by one round.

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General Rules: Feats - Holy Fury

Holy Fury [Rage]
You can channel positive energy and rage to deal severe damage to undead.
   Prerequisite: Ability to channel positive energy, ability to rage.
   Benefit: Characters who can both rage and turn undead can combine these two abilities when fighting undead. By sacrificing one turning attempt for the day while raging, the character gains the ability to affect undead with critical hits. This lasts until the end of his current rage.

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General Rules: Feats - Fury’s Focus

Fury’s Focus [Rage]
Your rage grants you extra speed in combat.
   Prerequisites: Ability to rage.
   Benefit: While raging, you may add an extra 10 feet to your base speed.

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General Rules: Feats - Furious Strength

Furious Strength [Rage]
You can channel your rage into a single burst of incredible strength.
   Prerequisite: Ability to rage.
   Benefit: You can choose to forego the normal benefits of rage for a single round of incredible strength. To use this feat, a character must still be able to rage at least once during the current day. Furious Strength may be invoked whenever rage would be activated. When the character uses this feat, he gains +20 Strength for a single action that can last no longer than one minute. This can be used to bash down an obstacle, lift an impossible weight until friends can run safely through, or deal tremendous damage to a foe with a single attack. After this action, the character is fatigued for one minute, suffering the same effects as if he had just finished a normal rage.

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General Rules: Feats - Collective Fury

Collective Fury [Rage]
Multiple characters with the rage ability can cause fear in opponents.
   Prerequisite: Ability to rage, Warcry.
   Benefit: A character with the Collective Fury feat knows how to amplify the terror that a raging mob can generate. When a character with Collective Fury rages, all other characters within 30 feet who are raging temporarily gain the benefit of the Warcry feat. Multiple Warcry effects stack with one another.

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General Rules: Feats - Unstoppable Rage

Unstoppable Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to improve your saving throws.
   Prerequisite: Ability to rage.
   Benefit: By "spending" one of your rages, you can gain a +6 morale bonus on all saving throws for one round. You can activate this ability at will, even during your opponent's turn.

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General Rules: Feats - Whirlwind Rage

Whirlwind Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to attack all adjacent enemies.
   Prerequisite: Ability to rage, Punishing Rage.
   Benefit: By "spending" one of your rages, you gain the benefits of the Whirlwind Attack feat for one round. You can activate this ability at will, but only on your turn.

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General Rules: Feats - Defensive Rage

Defensive Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to defend yourself against physical attack.
   Prerequisite: Ability to rage.
   Benefit: By "spending" one of your rages, you gain a +6 haste bonus to Armor Class for 1 round. You can activate this ability at will, even when it is not your turn.

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General Rules: Feats - Punishing Rage

Punishing Rage [Rage] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You can channel the power of your rage to take out many opponents during one round.
   Prerequisite: Ability to rage.
   Benefit: By "spending" one of your rages, you gain the benefit of the Great Cleave feat for one round. Additionally, you can take a 5-foot step each time you drop an opponent, up to your maximum movement). You can activate this ability at will, but only on your turn.

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