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=Class Features= All furies have the Resilient, Frenzy, Furious Assault, Tempo and Burn Out class features. '''Resilient''': You start with 9 recoveries rather than the usual 8.<br> ''Adventurer Feat'': Increase your total recoveries by 1.<br> '''Frenzy''': Furies have access to a special kind of power called Frenzy. Unlike the rage of a barbarian, a fury has a number of Frenzies to choose from and can switch between them during the course of a battle. Some Frenzies are distinctly supernatural in nature as the fury becomes a vessel for spiritual wrath; others are entirely mundane apart from the extreme violence involved in their practice. And yes, unless otherwise noted, being in a Frenzy is loud. Depending on the Fury's level, you have a number of Frenzies that you may choose. Some frenzies are available from level 1; others can only be accessed once you have reached a higher level. Like spells, you may change what Frenzies you have available whenever you have a full rest. Initiating a Frenzy is a Quick Action; the Fury then gains the regular abilities of that Frenzy for its duration. Normally, a Frenzy lasts until Tempo is lost (see the Tempo class feature), the Fury uses the Frenzy's Burn Out power, or the Fury switches to another Frenzy with a Quick Action. You may also voluntarily end the Frenzy at any time, losing any accrued Tempo with it. ''Adventurer Feat: Once per day, you may enter a Frenzy as a free action when Initiative is rolled, entering the first round of combat already in a Frenzy.'' '''Furious Assault''': Once per turn when you are Frenzied and you miss with a Basic Melee Attack, you may expend an unused Frenzy to reroll the attack (the second result stands). Using a Frenzy in this way still allows for you to roll its Recharge after the battle as normal. '''Tempo''': The fury relies on building up their frenzied rage into a terrifying crescendo; this is measured in their Tempo. On the turn that a Frenzy is initiated, the Fury gains +1 Tempo; this escalates by an additional +1 every turn, up to a maximum of +5. While the fury is Frenzied, the Tempo rating is added to all melee damage rolls as bonus damage; this bonus is doubled at Champion and tripled at Epic. However, the rising momentum of the Fury's berserker rage is easily lost and ebbs just as fast as it builds. Every turn, the fury must successfully perform (or suffer) one of the following Tempo Builders: *Successfully hit with a melee attack (even against an ally!) *Expend a single Recovery as a Free Action (this does not heal the fury) *Have suffered a critical hit from an enemy since their last action Specific Talents and Frenzies may offer additional Tempo Builders. If a Tempo Builder is not performed by the end of the fury's turn, then the Frenzy immediately ends. If the fury initiates a new Frenzy in their following turn, then it begins with the same Tempo Rating as the last one ended on; otherwise, all Tempo Rating that has been accrued is lost. Once the Tempo Rating reaches +5, it has hit a crescendo; the fury is highly advised to Burn Out, as the turn after reaching its maximum Tempo resets down to +1.<br> ''Adventurer Feat'': Once per day, at the beginning of your turn, you choose to automatically count as successfully performing a Tempo Builder that turn.<br> ''Champion Feat'': When you expend a Recovery as a Tempo Builder, you are healed for 15 hit points (25 at Epic).<br> ''Epic Feat'': When initiating a Frenzy, you start at +2 Tempo rather than +1.<br> '''Burn Out''': Every Frenzy has a Burn Out power; this may be a triggered option or may be an attack or action that the fury can choose to perform on their turn. Using that power immediately ends the current Frenzy and expends all Tempo. Burn Out powers usually have increasing effects depending on the current Tempo Rating, the higher the better. ==Talents== Choose three of the following class talents. '''Beast Slayer''' Mighty beasts and monsters are the greatest of all challenges; but they also give the greatest trophies and serve as the best offerings to the spirits. Your Crit range against Large and Huge enemies increases by 1.<br> ''Adventurer Feat'': You gain a +1 bonus to AC and PD against Large and Huge enemies.<br> ''Champion Feat'': Your Crit range against Huge enemies expands by 1 (to +2).<br> ''Epic Feat'': Once per day, when you successfully hit a Large or Huge enemy, they become dazed for one round.<br> '''Burning Blood''' Poison in your veins or manacles round your ankles only stirs you to greater, fevered heights of frenzy. Suffering ongoing poison damage, being weakened or being stunned all serve as Tempo Builders for you.<br> ''Adventurer Feat'': Being afraid or being vulnerable also serve as Tempo Builders for you.<br> ''Champion Feat'': Being stuck also serves as a Tempo Builder for you.<br> '''Dread Slaughterer''' You make a horrific mess of your opponents. Whenever you stagger an enemy, you gain a +2 bonus to your next attack roll against that enemy in the following turn. Once per battle, when you drop an enemy to 0 hit points, you gain a +2 bonus on your next attack roll against another enemy.<br> ''Adventurer Feat'': If you successfully hit the enemy after using Dread Slaughterer's once-per-battle ability, they also becomed Dazed.<br> '''Frenzied Heart''' Like the ocean, your boiling rage is deep and unending. You gain a +2 bonus to the recharge rolls for Frenzies that you have expended.<br> ''Adventurer Feat'': When you use a Burn Out, you may make an immediate bonus save against a condition that you are currently suffering.<br> ''Champion Feat'': When you fail a recharge roll for a Frenzy, you may expend another unused Frenzy to reroll the die.<br> '''Sacred Markings''' You're marked with the protective sign of something greater, whether swirling spirit-tattoos or chakra-channeling scarification. The warding markings provide a +1 bonus to MD against spells that target you.<br> ''Adventurer Feat'': The sacred markings also provide a +1 bonus to PD against spells.<br> ''Champion Feat'': Once per day, when an enemy misses you with a spell, you may immediately recharge an expended Frenzy.<br> ''Epic Feat'': The bonus to MD and PD applies to all supernatural abilities, not just spells.<br> '''Storm of Blades''' You're a veritable storm of destruction with throwing weapons. When using a throwing weapon of any kind, you cause damage equal to your level even on a miss. You can also use Frenzied Assault with throwing weapons, and may treat a successful hit with a throwing weapon as a Tempo Builder.<br> ''Adventurer Feat'': Throwing weapon damage increases by 1 step of the die (small throwing weapons deal d6 damage, light throwing weapons deal d8).<br> '''Temple Zealot''' You are a force of righteous devastation thanks to your years of training in a strange temple-cult of furies. As a temple soldier, you do not suffer any attack penalties for wearing heavy armour, but your number of Frenzies is reduced by one due to the restrictive training of your order. You also take a single point of relationship to spend on the Priestess or Crusader. '''Totem Warrior''' A powerful totem is your patron, its spiritual energies made manifest in battle. Once per day, when you are hit by an attack, you may add +2 to your AC against that attack; this may cause the attack to become a miss.<br> ''Adventurer Feat'': You may use this power 2/day.<br> ''Champion Feat'': The whispers of your patron give you mystic knowledge - you may use the ability when you may a Background roll instead of against attacks, adding +2 to the result.<br> '''Two-Weapon Tempest''' Put a weapon in each hand and you're a death-dealing engine of destruction. While dual-wielding weapons, you gain a +1 bonus to attack rolls.<br> ''Adventurer Feat'': When you attack with a Burn Out, increase the dual-wielding attack bonus to +2 as long as you are dual-wielding.<br> ''Champion Feat'': When dual-wielding, if you roll a natural 20 and are Frenzied, add +1 to your current Tempo Rating.<br> '''Warcry''' Choose two Bard Battle Cries of your level or lower. Those Battle Cries are now part of your powers (you can change them out as normal) and can each be used 1/day. Remember that flexible attack powers only work with basic melee attacks.<br> ''Adventurer Feat'': Choose an additional Battle Cry.<br> ''Champion Feat'': Choose an additional Battle Cry.<br> ''Epic Feat'': When you use a Battle Cry while Frenzied, increase your Tempo Rating by +1 <br> ==1st-Level Frenzies== ===Blood Frenzy=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, you gain temporary hit points equal to your Tempo Rating whenever you hit an enemy.<br> ''Burn Out β Blood Spatter'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon Damage + Strength and you may immediately use a Recovery.<br> '''Miss''': Half damage<br> ''Adventurer Feat'': Blood Spatter also inflicts ongoing damage equal to your level (save ends).<br> ''Champion Feat'': Blood Frenzy now gives temporary hit points equal to twice your Tempo Rating on hit.<br> ''Epic Feat'': Blood Frenzy now gives temporary hit points equal to three times your Tempo Rating on hit.<br> ===Claws of the Fury=== Recharge 12+ after battle<br> '''Effect''': While under the effect of this Frenzy, you may reroll a missed melee basic attack once per turn. If you are dual-wielding, gain an additional +2 bonus to hit on the reroll.<br> ''Burn Out β Threshing Talons'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon Damage<br> '''Miss''': β<br> '''Special''': If you hit with Threshing Talons, you may make another Threshing Talons attack against the same target. Repeated hits can mean a continual chain of attacks, to a maximum of current Tempo Rating bonus attacks. If the original target dies, any further bonus attacks are wasted.<br> ''Adventurer Feat'': The Recharge for Claws of the Fury is reduced to 10+.<br> ''Champion Feat'': If the original target of Threshing Talons dies, you may now continue your attacks against another engaged enemy.<br> ===Enduring Hatred=== Recharge 12+ after battle<br> '''Effect''': While under the effect of this Frenzy, you gain an additional +1 to AC and PD.<br> ''Burn Out β Undying Hatred'':<br> Quick Action<br> '''Special''': Until the beginning of your next turn, you gain Resistance (Physical) 16+ against a number of attacks equal to current Tempo Rating.<br> ''Adventurer Feat'': The Recharge for Enduring Hatred is reduced to 10+.<br> ''Champion Feat'': Choose one elemental damage type from cold, fire, lightning or thunder; Undying Hatred also provides Resistance 16+ against that damage type.<br> ===Rage of the Reaver=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, your basic melee attacks target 1d2 engaged enemies rather than just 1.<br> Burn Out β Bane of Armies:<br> Melee Attack<br> '''Target''': Tempo Rating engaged enemies<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon Damage<br> '''Miss''': Half Damage<br> '''Special''': Gain a bonus equal to Tempo Rating to the attack and damage rolls against mooks.<br> ''Epic Feat'': Your basic melee attacks while in this Frenzy target 1d3 engaged enemies rather than 1d2.<br> ===Wolf's Frenzied Hunt=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, you gain a +2 bonus to attack rolls when attacking any enemy who is also engaged with one of your allies.<br> ''Burn Out β Weaken the Prey'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs PD<br> '''Hit''': Ongoing damage equal to twice your Strength (triple at Champion, quadruple at Epic), save ends.<br> '''Miss''': β<br> '''Special''': All your allies gain a bonus equal to Tempo Rating to the first of their attacks against the target before the beginning of your next turn.<br> ===War-Dance of Smouldering Embers=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, your basic melee attacks inflict an additional 1d4 fire damage (1d6 at Champion, 1d8 at Epic).<br> ''Burn Out β Blazing Roar of Rage''<br> Close-Quarters Spell<br> '''Target''': 1d4 nearby enemies in a group<br> '''Attack''': Wisdom + Level vs PD<br> Hit: Tempo Rating x 1d6 fire damage<br> '''Miss''': Half damage<br> 3rd level: Tempo Rating x 1d8<br> 5th level: Tempo Rating x 1d10<br> 7th level: Tempo Rating x 2d6<br> 9th level: Tempo Rating x 3d6<br> ''Champion Feat'': Blazing Roar of Rage now targets 2d4 enemies in a group.<br> ==3rd-Level Frenzies== ===Dance of the Desert Sands=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, you gain an additional +5 bonus to Disengage checks and a +2 bonus to AC against opportunity attacks.<br> ''Burn Out β Desert Wind'':<br> Free Action<br> '''Special''': You may automatically disengage and avoid interception from up to Tempo Rating enemies this round.<br> ''Adventurer Feat'': If fighting in a desert or sandy environment when under the effects of this Frenzy, gain an additional +1 PD for the Frenzy's duration.<br> ''Champion Feat'': Once per day, when you disengage or avoid interception with Desert Wind, the engaging or intercepting enemy becomes Confused for 1 round.<br> ===Frenzy of the Merciless Jaguar=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, you gain +1d6 damage (+1d8 at Champion, +1d10 at Epic) against enemies who have no allies nearby or closer. Additionally, Frenzy of the Merciless Jaguar is silent.<br> ''Burn Out β Pouncing Jaguar'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon damage + Strength + (Tempo Rating x d6) (d8 at Champion, d10 at Epic)<br> '''Miss''': Half damage<br> '''Special''': Pouncing Jaguar can only be used if you used a move action to engage the enemy this turn, and the enemy must be unaware of your presence.<br> ===Frenzy of Rending Teeth=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, enemies who attempt to disengage from you suffer a -5 penalty, and you gain a +2 bonus to hit on any opportunity attacks that enemies trigger.<br> ''Burn Out β Maul and Tear'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon damage and the target is stuck for Tempo Rating rounds, or until you move away from them.<br> '''Miss''': β<br> ''Adventurer Feat'': If an enemy attempts to disengage from you, it counts as a Tempo Builder for that round.<br> ===Winding Dance of the Serpent=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, you gain a +2 bonus to AC against ranged attacks.<br> ''Burn Out β Flashing Fangs, Coiling Scales'':<br> Melee Attack<br> '''Target''': A number of engaged enemies equal to Tempo Rating<br> '''Attack''': Wisdom + Level vs MD<br> '''Hit''': The enemy is Confused for one round.<br> ''Adventurer Feat'': Ranged attacks can no longer crit you when in this Frenzy. ''Champion Feat'': Ranged attacks against you count as Tempo Builders while in this Frenzy. ==5th-Level Frenzies== ===Frenzy of the Woken Bear=== Recharge 16+ after battle<br> '''Effect''': You may only enter this Frenzy while Staggered. While under the effect of this Frenzy, when you are staggered you gain a +2 bonus to all attack rolls and reroll 1's on damage rolls; being hit by any enemy attack while in this Frenzy is a Tempo Builder. Critical hits from enemies do not deal any additional damage to you.<br> ''Burn Out β Crushing Blow'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon damage + Strength<br> '''Miss''': Half damage<br> '''Special''': On a hit, any damage dice rolled on Crushing Blow that have a result equal to or below your Tempo Rating automatically count as rolling a result equal to your Tempo Rating +1 instead.<br> ''Champion Feat'': If you are reduced to 0 hit points while under the effects of this Frenzy, you may immediately make an opportunity attack against one engaged enemy before you suffer the effects of the damage.<br> ===Howl of the North=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, all enemies engaged with you suffer cold damage equal to twice your Wisdom each round (triple your Wisdom at epic).<br> ''Burn Out β Jaws of the Winter Wolf'':<br> Melee Attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': 3d10 cold damage + 1d10 per Tempo Rating, and the target is stuck (save ends)<br> '''Miss''': Half damage<br> ''Champion Feat'': When you successfully hit with Jaws of the Winter Wolf, you may also grab them automatically (this is not a puny grab).<br> ''Epic Feat'': Enemies grabbed with Jaws of the Winter Wolf take triple your Wisdom in cold damage each turn until they break free.<br> ==7th-Level Frenzies== ===Ashen Dance of the Phoenix=== Recharge 16+ after battle<br> '''Effect''': You may only enter this Frenzy while Staggered. While under the effect of this Frenzy, when you are Staggered you regenerate half your level in hit points (rounding up) every turn.<br> ''Burn Out β Blazing Resurgence'':<br> '''Special''': When you in this Frenzy and are reduced to 0 hit points or less, you may use this Burn Out as a reaction. You are immediately restored to your level x Tempo Rating in hit points β even if the injury you suffered would have killed you outright.<br> ===Fury of the Thunderous Horizon=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, if you move in the same round that you attack then your basic melee attacks deal an additional d8 thunder damage (d10 at Epic).<br> ''Burn Out β Thunderstomp'':<br> Melee Attack<br> '''Target''': Tempo Rating engaged enemies<br> '''Attack''': Strength + Level vs PD<br> '''Hit''': No damage, but enemies are popped free and dazed for one round.<br> '''Miss''': Enemies are dazed.<br> ''Champion Feat'': You may use Thunderstomp as a reaction when an enemy moves next to you; should the triggering enemy be popped free by this attack then they are no longer engaged with you and will have to either move again or use a ranged attack.<br> ''Epic Feat'': While under this Frenzy during a thunderstorm, you also deal an additional d10 Lightning damage. If actually struck by lightning during a thunderstorm, your Tempo is immediately set to +5.<br> ===Rage of the Rising Sun=== Recharge 16+ after battle<br> '''Effect''': While under the effect of this Frenzy, your maximum Tempo Rating increases from +5 to + (5 + Strength bonus). Shifting to any other Frenzy immediately reduces the maximum down to +5 again.<br> ''Burn Out β Zenith of Battle'':<br> Quick Action<br> '''Special''': When you use this Burn Out, the next person to make an attack adds your Tempo Rating at the time of the Burn Out to the Escalation Die score.<br> ==9th-Level Frenzies== ===Endless Hatred of the Avenger=== Recharge 20+ after battle<br> '''Effect''': When you enter this Frenzy, choose one enemy present. As long as the Frenzy lasts and that enemy is still standing, you may continue to move even if struck by an opportunity attack as long as it involves moving closer to the target. Furthermore you gain a +5 bonus to all saving throws against Conditions, and may throw off a single Condition for free at the beginning of your turn. Attacks made against you by the chosen target count as Tempo Builders.<br> ''Burn Out β Eye of Vengeance'':<br> Melee Attack<br> '''Target''': One engaged enemy<br> '''Attack''': Strength + Level vs AC<br> '''Hit''': Weapon damage + Tempo Rating x Strength and the enemy becomes Afraid (Save ends); you gain Resistance (All) against the target equal to 12 + Tempo Rating for 1 round.<br> '''Miss''': Enemy becomes Afraid for 1 round.<br> '''Special''': This attack may only be used against the Frenzy's chosen target.<br> ===Lunatic Frenzy=== Recharge 20+ after battle<br> '''Effect''': While under the effect of this Frenzy, your body twists and bulges as spiritual power overwhelms you, wrenching your form into a war-spasm of monstrous proportion. During this Frenzy you lose full control over your actions and will simply attack the nearest moving target until either you Burn Out, the Frenzy ends or there is nothing alive and moving within sight. Due to the power coursing through you, any attack rolls made by you or against you that are even increase your Strength score by +2 and any that are odd increase your Constitution by +2; critical hits increase both by +2. The effects of this stack to a maximum of twice your level in bonus, and are lost as soon as the Frenzy ends or your Tempo Rating is reduced after having reached +5. You cannot end a Lunatic Frenzy voluntarily. ''Burn Out β Warp Spasm'':<br> Quick Action<br> '''Special''': You retain the benefits of any Strength and Constitution bonuses that you have accrued from Lunatic Frenzy until the end of the turn. For the rest of the turn, every time you Stagger an enemy or reduce them to 0 hit points, you may make an additional attack; if necessary, you may move to a Nearby enemy first before making this attack. Under the effects of Warp Spasm you are a hulking, terrifying monstrosity capable of felling a legion of men; the effects of this power will never be pretty.<br> ''Epic Feat'': When you enter Lunatic Frenzy, you begin with +4 in bonuses to both Strength and Constitution. <br> [[Acrozatarim |Back to main page]]
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