1. Rage-Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
2. Titan Mauler-You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
3. Acute Vision-Dark Vision when raging.
4. Trained in Reflex, Athletics and 3+int skills. Simple Weapons, Martial Weapons and Unarmed attacks. Light and Medium Armor
5. Expert in Perception, Fortitude, Will.
6. Furious Finish-One action, ends rage.
7. Deny Advantage.
8. Swipe-2 Actions, can attack two foes with one attack.
9. Ability boost, strength, dex, con, int.
10. Brutality: Weapons now increase to expert, I gain the critical specialization for melee weapons.
1. Quick Jump-You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
2. Nature Medicine Skill Feat-You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
3. Acute Vision-Darkvision when raging
4. Furious Finish-Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
6. Additional Lore-Warfare.
7. Battle Planner-Roll Warfare Lore for init.
9. Experienced Profession-feat from fielded agent.
10. Haughty Obstinacy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).
1. Adventures Pack: 0.7 Gold
2. Composite Shortbow with 70 Arrows: 14.7 GP (used 7 arrows)
3. 2 Sheaths: 0.02 GP
4. Crowbar: 0.5 GP
5. Breastplate: 8 GP
6. Grappling Hook: 0.1 GP
7. Clothing: 0.1 GP
8. Basic Crafter's Book: 0.1 GP
9. Gained Minor Healing Potion Excavating: 1d8
10. Crafter's Eyepiece: Free from Excavating
11. Healer's Glovers: 80 GP
12. Bag of Holding I: 75 GP
13. Boots of ElvenKind: 145 GP
14. +1 Striking Guisarme with Ghost touch: 175 GP
15. Expanded Healer's Tools: 50 GP
16. 94.0 GP left over
1. Composite Shortbow: +11 to hit. 1d6+2
2. Guisarme: +14 to hit. 2d10+4. 2d10+10 when raging. Clumsy 1. Reach and Trip. Slashing. Crit, the target is moved 5 feet of my choice.