The Rage in The Stopped World | World Anvil
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The Rage

About the Path:

People who live and fights by their survival instincts, burning passion and boiling fury, are people who are in the Path of the Rage, namely Barbarians, Savages, Warmongers. The Path of the Rage need little to no training, the experience is feed just the rage and the instinct to survive; not rules, nor tactics, nor preparations, only living the moment on the battle

Related Background: Most of the people who has chosen the Path of the Rage, had grown up in tribes in the best cases or lived by their own on the wild in the worst, but sometimes some of them are denizens of bad neighborhoods in the cities, and fighting for their live there

Role: The people who chosen the Path of the Rage, excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, you charge furiously into battle and ruin all who would stand in their way.

Alignment: Any Non-Lawful. The Path of the Rage mostly embrace Chaos Alignments, and rejecting all kinds of order

The Path of Rage Background:

The people on the Path of the Rage, are fueled by an almost supernatural rage that helps them loose the volatile stores of adrenaline within their bodies. This rage stays with you throughout your life as an adventurer, and you learn to refine your fits of passionate anger only over time. Yet each individual rage is different and personal. It comes from the primal depths of the soul and cannot be manufactured. Only a select few can channel that purest, deepest rage into overpowering combat prowess.

d% Result
1 - 10 Vengeance: When you were young, a great wrong was done to you, a loved one, your family, or your people. This experience tore you apart and reduced you to a being of primal emotions. Dreams of vengeance became your only promise of comfort. You gain access to the Axe to Grind combat trait, the Foeslayer story feat, and the Vengeance story feat.
11 - 20 Champion of a God: At your coming-of-age ritual, your deity, totem, or patron spirit sparked your soul with a religious zeal. This entity might be a beast spirit, a warmongering god, a demon lord, or some other supernatural entity. In the name of this otherworldly forced you become an unstoppable warrior—the bane of all your tribe's foes. You gain access to the Inspired faith trait and the Champion story feat.
21 - 30 Conquest: Upon coming of age, you went on your first raid, where you learned the thrill of violence and chaos and the satisfaction that came with the spoils of your victory. When your enemies dare to stand against you, your rage rekindles until you have conquered and subdued them. You gain access to the Killer combat trait.
31 - 40 Hated Foe: In your formative years, you learned to despise a certain individual, tribe, kingdom, empire, race, or monster due to some slight it inflicted upon you or your people. This foe lurks ever close to your thoughts. So intense is your hatred that the mere thought of this foe can incite your rage. You gain access to the Reckless combat trait and the Foeslayer story feat.
41 - 50 Personal Flaw: There is a part of yourself that you hate more than anything else. In your adolescence, you first realized this imperfection— to your lasting shame. This might be a gentle part of yourself you wish to eliminate or a brutal, prideful, greedy, or monstrous side you can't control. Your rage is fueled by self-loathing, or by projecting this part of yourself onto a foe you wish to destroy. You gain access to the Axe to Grind combat trait.
51 - 60 Hatred of Civilization: When you first encountered civilization in your youth, its weak and decadent people revolted you. Once, such people were free and strong, but rules and laws made them feeble. Your rage is the wild part—the pure part—of yourself that separates you from the craven ways of "civilized" people. You gain access to the Savage social trait.
61 - 70 Persecution: You grew up under the persecution of another power—perhaps a rival tribe, an expansionistic empire, or a tribe of violent monsters. Beaten and bloodied, your people barely survived the onslaught. But the beatings made you strong and taught you how to channel the pain into something useful. Since that time, the flame of rage has burned inside you, waiting to be released against your oppressors. You gain access to the Bullied combat trait.
71 - 80 One of a Dying Breed: You grew up knowing that your people were slowly dying out—that your extinction was inevitable in the face of the changing world. In youthful vigor, you declared that your fire would not be snuffed without a fight. Your rage stems from the desperate desire to be remembered, to make a mark upon the world before the sun sets on your dwindling kind. When you rage, a single thought permeates your burning mind: If you're going down, you're taking everyone with you. You gain access to the Reactionary combat trait.
81 - 90 Chaos Embraced: You grew up in wild lands where there were no laws except for those of nature—the laws of the predator and the prey. You searched for meaning in the world, in the gods, in the prayers of priests, in the patterns of the stars, but you found nothing. There is no true order to the natural universe except for that of raw and unbridled power. Chaos is the natural state of all things, and that's how you like it. You gain access to the Unpredictable social trait.
91 - 100 Bloodthirsty: The first time you spilled a deserving foe's blood and watched the thing's life ebb out onto the hard ground, you found yourself filled with a mad, euphoric ecstasy like none other. The memory of this visceral experience returns to you in every battle, like an insatiable addiction that can only be abated with further bloodshed. You gain access to the Bloodthirsty combat trait and the Innocent Blood story feat.

Table: The Rage

Level Special Reputation
Bonus
Lv1 Rage, Fast Movement +0
Lv2 Rage Power +0
Lv3 Trap Sense +1 +0
Lv4 Rage Power +1
Lv5 Uncanny doge +1
Lv6 Rage Power, Trap Sense +2 +1
Lv7 Damage Reduction 1/- +1
Lv8 Rage Power +2
Lv9 Trap Sense +3 +2
Lv10 Rage Power, Damage Reduction 2/- +2
Lv11 Greater Rage +2
Lv12 Rage Power, Trap Sense +4 +3
Lv13 Damage Reduction 3/- +3
Lv14 Indomitable Will, Rage Power +3
Lv15 Trap Sense +5 +3
Lv16 Rage Power, Damage Reduction 4/- +4
Lv17 Tireless Rage +4
Lv18 Rage Power, Trap Sense +6 +4
Lv19 Damage Reduction 5/- +4
Lv20 Mighty Rage, Rage Power +5

Class Features:

Recommended Skills: Acrobatics (Dex), Climb (Str), Craft (Armory and Structural) (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Recommended Good Saves: Fortitude or Will

Weapons & Armor Proficiency: Gain proficiency with Light and Medium Armors, and gain proficiency with Shields (except Tower Shields)
Fast Movement (Ex): You move faster than other members of your race, you had +3 mts of land speed. Apply this bonus before the armor speed penalty

Rage (Ex): Upon a call of your inner strength and anger, you gain additional combat prowess. As a free action you can enter in rage state, and while raging you gain a +4 Strength and Constitution bonus as a +2 on you will saves, a -2 penalty to your AC, and a temporal bonus HP of 2 points per hit dice, your rage last a total of rounds equal to your (recently modified) Constitution mod + 4 (no counting other bonuses applied round after), and you rage for 2 additional rounds each class level after you chose this feat, you can rage whenever you still had rounds to rage left. After rage, your character will become Fatigued (-2 Strength and Dexterity, unable to run or charge) until a number of rounds 2 times the rounds you had been in rage, and you can't rage while you are Fatigued or Exhausted, and Rage immediately ends when you are unconscious. While raging you are unable to use items, spells, feats, any ability or skill that requires patience or concentration, and Charisma, Dexterity and Intelligence based skills

Rage Power (Ex): As you gain levels, you learn to use your rage in new ways. Starting at 2nd level, you gain a rage power. You gain another rage power for every two class levels on this path attained after 2nd level. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once.

  • Animal Fury (Ex): While raging, you gain a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus -5. If the bite hits, it deals 1d4 points of damage (assuming you are Medium size; 1d3 points of damage if you Small sized) plus half the barbarian's Strength modifier. You can make a bite 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 bite attack hits, any grapple checks made by you against the target this round are at a +2 bonus.

  • Clear Mind (Ex): You may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. You must take the second result, even if it is worse. You must be at least 8th level before selecting this power. This power can only be used once per rage.

  • Fearless Rage (Ex): While raging, you become immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.

  • Guarded Stance (Ex): You gain a +1 dodge bonus to your Armor Class against melee attacks for a number of rounds equal to your current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 class levels you have attained. Activating this ability is a move action that does not provoke an attack of opportunity.

  • Increased Damage Reduction (Ex): Your damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.

  • Internal Fortitude (Ex): While raging, you become is immune to the sickened and nauseated conditions. You must be at least 8th level before selecting this rage power.

  • Intimidating Glare (Ex): You can make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

  • Knockback (Ex): Once per round, you can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

  • Low-Light Vision (Ex): Your senses sharpen, and you gain low-light vision while raging.

  • Moment of Clarity (Ex): You don't gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

  • Night Vision (Ex): Your senses grow incredibly sharp while raging and you gain Darkvision 60 feet. You must have low-light vision as a rage power or a racial trait to select this rage power.

  • No Escape (Ex): You can move up to double your normal speed as an immediate action, but she can only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end Your movement adjacent to the enemy that used the withdraw action. The you provoke attacks of opportunity as normal during this movement. This power can only be used once per rage.

  • Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 of your class levels you have 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.

  • Quick Reflexes (Ex): While raging, you can make one additional attack of opportunity per round.

  • Raging Climber (Ex): When raging, you add your class level as an enhancement bonus on all Climb skill checks.

  • Raging Leaper (Ex): When raging, you add your class level as an enhancement bonus on all Acrobatics skill checks.

  • Raging Swimmer (Ex): When raging, you add your class level as an enhancement bonus on all Swim skill checks.

  • Renewed Vigor (Ex): As a standard action, you can heal 1d8 points of damage + Constitution modifier. For every four class levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. You must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

  • Rolling Dodge (Ex): You gain a +1 dodge bonus to your Armor Class against ranged attacks for a number of rounds equal to your current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 class levels that you have attained. Activating this ability is a move action that does not provoke an attack of opportunity.

  • Roused Anger (Ex): You may enter a rage even if fatigued. While raging after using this ability, you become immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.

  • Scent (Ex): You gain the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

  • Strength Surge (Ex): You add your class level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against you. This power is used as an immediate action. This power can only be used once per rage.

  • Superstition (Ex): You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 class levels you have attained. While raging, you can't be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

  • Surprise Accuracy (Ex): You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 class levels you have 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.

  • Swift Foot (Ex): You gain a 5-foot enhancement bonus to her speed. This increase is always active while you are raging. You can select this rage power up to three times. Its effects stack.

  • Terrifying Howl (Ex): You can unleash a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 your class level + Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. You must have the intimidating glare rage power to select this rage power. You must be at least 8th level before selecting this power.

  • Unexpected Strike (Ex): You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. You must be at least 8th level before selecting this power.

  • Trap Sense (Ex): At 3rd level, you gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

    Uncanny Dodge (Ex): At 5th level, you can react to danger even if you normally don't, retaining the Dexterity mod to the CA (if positive), avoiding being flat-footed or getting attack by an invisible enemy; And become unable to be flanked reacting to both enemies at both sides and they get not bonus while attacking you, and you aren't able to get a sneak attacked by a flanking opponent if they aren't four levels adobe you, all Class level stacks to determinate the minimum level of an opponent to deal a sneak attack against you

    Damage Reduction (Ex): At 7th level, you gain damage reduction. Subtract 1 from the damage you take each time you are receive damage from a weapon or a natural attack. At 10th level, and every three levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

    Greater Rage (Ex): At 11th level, when you enter in rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on your Will saves increases to +3.

    Indomitable Will (Ex): At 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells while you are in rage. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage

    Tireless Rage (Ex): Starting at 17th level, you can no longer becomes fatigued at the end of your rage.

    Mighty Rage (Ex): At 20th level, when you enter rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on your Will saves increases to +4.

    Path Deviators:

    A character who deviates the Path of the Rage by turning lawful aligned, loses their ability to rage. But still retaining the other benefits

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