[Design Focus] New Rage Powers


Classes: Barbarian, Fighter, and Ranger

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Paizo Employee Director of Games

Hey there all,

I am doing some work on the barbarian and I am looking to include a few more rage powers. If you have an idea or notice a place where the powers are lacking, this is the place to post up your comments. Please, do not bother including rage point costs. All I want is the name, type (Ex, Su, etc), and effect.

Let's see what you got.

Jason Bulmahn
Lead Designer
Paizo Publishing


Disruptive Rage (Sp)
While raging, your sheer ferocity interferes with magical effects, in some cases disrupting them. You may choose to attack an ongoing magical effect (e.g., a wall of force, or even an enemy wizard's mage armor spell) as a special combat maneuver. Roll 1d20 and add your CMB; if this result meets DC 10 + level of spell + level of caster, the magical effect is dispelled, as if by a targeted dispel magic.

This is obviously meant to help make barbarians more viable against high-level spellcasters; it would be a high-level rage power. Some of the wording or the mechanic itself might need "tweaking," but I feel that barbarians (as a rage power), fighters (as a feat), and paladins (through some other mechanism) need some ability to disrupt enemy spellcasting and/or spells.


Just right off the top of my head I would love to see some more feats to allow them to do crazy physical things with their rage.

Mighty Leap (Ex) when using this power a barbarian adds +10 to his acrobatics roll when jumping.


Enough Dog! (Ex)
As an immediate action you may make one melee or ranged attack against any opponent who targets you with a spell, spell-like ability, or ranged attack in which you are a target. This attack is at your full attack bonus.

The power's purpose is meant to be a mundane-oriented, reactional defense vs. spells.

The Quickdraw feat would be a good tandem with this rage power.

Got this idea from Conan the Destroyer BTW.


anthony Valente wrote:

Enough Dog! (Ex)The power's purpose is meant to be a mundane-oriented, reactional defense vs. spells.

I like the idea a lot. But you can never have enough dog. Plenty of cat, OK.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Bestial Scent (Ex): You gain the scent special quality.

Of course, if you wanted to take "bestial scent" in the opposite direction, it could be a horrendous stench like troglodyte musk... :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Swift Climber (Ex): Could be either +10 bonus to Climb checks, or could grant you a climb speed equal to your base speed (which would have the advantage of making you not lose your Dex bonus when climbing).

Swim like a Shark (Ex): Could be a +10 bonus to Swim checks or could grant a swim speed equal to your base speed (which is would be nice for combat in water, since creatures with a swim speed suffer fewer penalties to attacks, besides, yknow, being able to swim real good!).

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Shatter Magical Barrier (Su): As a standard action, the barbarian can shatter a solid magical barrier (including one made of force) or other spell effect that prevents his movement into an area, such as antilife shell, magic circle vs. evil, forbiddance, or repulsion. The barbarian makes a Strength check with a bonus equal to his barbarian level. The DC to shatter the spell is equal to 10 + caster level + spell level. If the check succeeds, the spell effect is ended.

*******

Yes, I know there are some who say "that kind of stuff is silly, barbarian rage stuff should be natural, raw strength" and "force effects are indestructible, how could a barbarian break it with raw strength?"

To them, I say that it is no more unreasonable for a barbarian to BREAK an "indestructible" wall of force than it is for a wizard or cleric to be able to MAKE an indestructible wall of force (or other impenetrable barrier) that a barbarian can't break. Where is that written as an inalienable right of spellcasters, that their stuff can't be broken by sheer strength and raw power?

There are plenty of scifi/comic book examples of "impenetrable" force fields and stuff that can get worn down or blasted through with enough firepower or even raw brute strength or the precise strike of an enchanted blade, or even slid through with a cunning application of skill and deft touch.

I say the time is now for the strong brutes of D&D to take back their pride!!!


Primal Sense(Ex)
As a swift action you ignore concealment and miss chance against one target for one round.

Comment: Swift action seems a bit too good, how about a move action.
Question: What about incorporeal and invisible creatures?

Deathless Rage(Ex)
As an immediate action you can continue to act when your hitpoints go below zero. If your hitpoints go below your maximum negative hitpoints while under a Deathless Rage you can continue to act as long as your rage points last, after that you are dead. In this state healing spells and effects have no effect on you.

Comment: Imho in line with literature and movies. Being turned into the equivalent of a blood oozing swiss cheese has never stopped a proper Barbarian to smash a few more foes.


Jason Nelson wrote:
Shatter Magical Barrier (Su):

That looks suspiciously like a specialized Disruptive Rage (Su) -- see above. The mechanics are almost identical as well. Great minds, I tell you!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Kirth Gersen wrote:
Jason Nelson wrote:
Shatter Magical Barrier (Su):
That looks suspiciously like a specialized Disruptive Rage (Su) -- see above. The mechanics are almost identical as well. Great minds, I tell you!

Funny, I saw "Disruptive Rage" and my eye kind of slid over it, thinking it was a 'disrupt spellcasting' feature. The mechanics are similar. Good idea... :)

One tweak to the wording I would use with your version is avoiding the use of dispel magic as a reference because some effects are not dispellable (like WoF).


Tholas wrote:

Deathless Rage(Ex)

As an immediate action you can continue to act when your hitpoints go below zero. If your hitpoints go below your maximum negative hitpoints while under a Deathless Rage you can continue to act as long as your rage points last, after that you are dead. In this state healing spells and effects have no effect on you.

Whoa Nellie! This one's cool.

Dark Archive

Jason Bulmahn wrote:

Hey there all,

I am doing some work on the barbarian and I am looking to include a few more rage powers. If you have an idea or notice a place where the powers are lacking, this is the place to post up your comments. Please, do not bother including rage point costs. All I want is the name, type (Ex, Su, etc), and effect.

Let's see what you got.

Jason Bulmahn
Lead Designer
Paizo Publishing

Viscious Blows (Ex): Any opponent's wounded by the barbarian this round are dazed.

Lodged Weapon (Ex): You drive your weapon deep into your opponent, twisting and pulling the weapon to maximum effect. As long as you spend rage points next round, and long as you remain within reach of your opponent, your strikes are considered to automatically hit and do normal damage.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Jason Nelson wrote:
Kirth Gersen wrote:
Jason Nelson wrote:
Shatter Magical Barrier (Su):
That looks suspiciously like a specialized Disruptive Rage (Su) -- see above. The mechanics are almost identical as well. Great minds, I tell you!

Funny, I saw "Disruptive Rage" and my eye kind of slid over it, thinking it was a 'disrupt spellcasting' feature. The mechanics are similar. Good idea... :)

One tweak to the wording I would use with your version is avoiding the use of dispel magic as a reference because some effects are not dispellable (like WoF).

Also, just to cover potential future spells, I'd throw in a clause that states that if a spell effect already has a physical way to break it (Strength check break DC, hardness and hp, etc.) then this ability does not apply. (Or, maybe not, but it's worth considering at least)


Jason Nelson wrote:
Funny, I saw "Disruptive Rage" and my eye kind of slid over it, thinking it was a 'disrupt spellcasting' feature. One tweak to the wording I would use with your version is avoiding the use of dispel magic as a reference because some effects are not dispellable (like WoF).

Yes; that's why I didn't call it "Dispelling Rage," but then I turned around and flubbed it in the description. Thanks.

JoelF847 wrote:
Also, just to cover potential future spells, I'd throw in a clause that states that if a spell effect already has a physical way to break it (Strength check break DC, hardness and hp, etc.) then this ability does not apply. (Or, maybe not, but it's worth considering at least)

I'd let it still apply; if you want to spend the rage points instead of just trying to break it, that's your call.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Archade wrote:
Jason Bulmahn wrote:

Hey there all,

I am doing some work on the barbarian and I am looking to include a few more rage powers. If you have an idea or notice a place where the powers are lacking, this is the place to post up your comments. Please, do not bother including rage point costs. All I want is the name, type (Ex, Su, etc), and effect.

Let's see what you got.

Jason Bulmahn
Lead Designer
Paizo Publishing

Viscious Blows (Ex): Any opponent's wounded by the barbarian this round are dazed.

Lodged Weapon (Ex): You drive your weapon deep into your opponent, twisting and pulling the weapon to maximum effect. As long as you spend rage points next round, and long as you remain within reach of your opponent, your strikes are considered to automatically hit and do normal damage.

You might want to stipulate whether the target is effectively grappled/pinned/entangled/stopped from moving by having your sword lodged in his head. :)


Jason Nelson wrote:
You might want to stipulate whether the target is effectively grappled/pinned/entangled/stopped from moving by having your sword lodged in his head. :)

Isn't that what "viscous" is all about? ("Vicious" is already a magic weapon property, I think, so that may be already taken...)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Kirth Gersen wrote:
Jason Nelson wrote:
You might want to stipulate whether the target is effectively grappled/pinned/entangled/stopped from moving by having your sword lodged in his head. :)
Isn't that what "viscous" is all about? ("Vicious" is already a magic weapon property, I think, so that may be already taken...)

We used to have a running joke about the misuse/misspelling of that word at my gaming table years ago. :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Intestinal Fortitude (Ex): When you are affected by an effect that causes you to be come diseased, fatigued, exhausted, nauseated, poisoned, or sickened, or when you have suffered a temporary penalty to an ability score (e.g., ray of enfeeblement, touch of idiocy), you may make a new saving throw as an immediate action to remove the effect. If the original effect did not allow a save, make a Constitution check with a bonus equal to your barbarian level, opposed by a DC equal to 10 + caster level + spell level (if applicable). If the check succeeds, the effect is removed.


Breaking spells with sheer strength (2 proposals thus far): I approve. Some compromise between the two would be great. Preferably not subjecting it to the limits of dispel magic (because we really do want barbarians breaking walls of force). I think I've advocated a similar ability in the past, but I can't remember where or when. Anyway, 100% support.

Skill check enhancers: these should give a bonus of +5 +1/barbarian level, preferably competence so you can't go and stack it with an item +30 to that skill. The fact that you can eventually get +30 items for skills means competing sources of the same bonus need to actually compete. And its not like getting a +25 to swim checks at 20th level is going to break anything.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I hate to take away from the bard, but what about a war cry to inspire allies and one to demoralize the enemy?


See That? I knocked the wind out of 'im! (Ex)
Any foe you hit & damage this round must make a Fort save (DC=Damage dealt) or be sickened for one round. Use of this power requires a swift action before your attacks are rolled.

Staggering Strike (Ex)
As a standard action, you may make an attack vs. a foe. If it hits & damages your opponent, it must make a Fort save (DC=damage dealt) or be staggered for one round.

The Exchange RPG Superstar 2009 Top 8

Shrug It Off

Whenever she takes damage from a bludgeoning weapon during a rage, she is able to reduce the damage by 5 and take 1 point of intelligence damage instead.

If intelligence slips below 1, the barbarian falls unconscious.

C'mon, you've seen it in movies ... well, mostly cartoons, but still! ;-)


Jason Nelson wrote:
Archade wrote:

Viscious Blows (Ex): Any opponent's wounded by the barbarian this round are dazed.

Lodged Weapon (Ex): You drive your weapon deep into your opponent, twisting and pulling the weapon to maximum effect. As long as you spend rage points next round, and long as you remain within reach of your opponent, your strikes are considered to automatically hit and do normal damage.

You might want to stipulate whether the target is effectively grappled/pinned/entangled/stopped from moving by having your sword lodged in his head. :)

It might also be reasonable that the barbarian is considered flat footed as long as she holds the weapon.


Squirrelloid wrote:
Breaking spells with sheer strength (2 proposals thus far): I approve. Some compromise between the two would be great. Preferably not subjecting it to the limits of dispel magic (because we really do want barbarians breaking walls of force).

Jason's was sort of a subset of mine; the only difference outside of that is whether to use CMB or a Str + Level check. I went with the former because it's similar to the latter, but has precendent for other uses. You're right; dispel magic limitations should not apply.


Squirrelloid wrote:
Skill check enhancers: these should give a bonus of +5 +1/barbarian level, preferably competence so you can't go and stack it with an item +30 to that skill. The fact that you can eventually get +30 items for skills means competing sources of the same bonus need to actually compete. And its not like getting a +25 to swim checks at 20th level is going to break anything.

This is a great idea, skill enhancers should definitely scale.


Curb Stomp:

The barbarian forces an opponent to bite a curb, stud, wallcorner, or thick root and then kicks the back of their head in.Teeth go flying, ruining the opponents good looks,their ability to speak clearly, and the rest of their day in general.

Whenever the Barbarian maintains a grapple for at least one round, he can forgo causing hit point damage and instead choose to do 1d4 points of charisma damage. Any opponent taking charisma damage also has a 20% chance of miscasting any spells until their Charisma damage(and with it their missing teeth)is restored.

Probably needs work. But still a fun idea.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

hazel monday wrote:

Curb Stomp:

The barbarian forces an opponent to bite a curb, stud, wallcorner, or thick root and then kicks the back of their head in.Teeth go flying, ruining the opponents good looks,their ability to speak clearly, and the rest of their day in general.

Whenever the Barbarian maintains a grapple for at least one round, he can forgo causing hit point damage and instead choose to do 1d4 points of charisma damage. Any opponent taking charisma damage also has a 20% chance of miscasting any spells until their Charisma damage(and with it their missing teeth)is restored.

Probably needs work. But still a fun idea.

Thanks, you made me laugh out loud. Love it!


Dennis da Ogre wrote:
Squirrelloid wrote:
Skill check enhancers: these should give a bonus of +5 +1/barbarian level, preferably competence
This is a great idea, skill enhancers should definitely scale.

Agreed.


Jason Nelson wrote:
Thanks, you made me laugh out loud. Love it!

You wouldn't laugh if you'd seen American History X... ugh!


(High level powers)

Sense the hidden (Ex)
Requires one Swift action. Make the Perception check with +10 against DC of 20 + highest Stealth total of all creatures with Total Concealment within 30 feet radius. Success allows to discover general location of all such creatures with error margin of 5 feet/one square (i.e. while you find general wherebouts of all such creatures, they still benefit from 50% miss chance).

Primal stamina (Ex)
Requires one Swift action. Usable only once each during rage. Recover hitpoints equal to your Constitution bonus times your total character level or recover temporary ability damage up to your Constitution bonus or cancel one mind-affecting condition.

Feral rush (Ex)
Requires one Swift action. Move up to your half of your move distance or jump forward up to one third of your move distance. Ignore Difficult Terrain penalties.

Regards,
Ruemere

The Exchange RPG Superstar 2009 Top 8

Dennis da Ogre wrote:
Jason Nelson wrote:
Thanks, you made me laugh out loud. Love it!
You wouldn't laugh if you'd seen American History X... ugh!

Or someone who'd been curb stomped in real life.

Ouch but I like it.

I'm making a barbarian with 'Curb Stomp' and 'Shrug it off'. ;-)


Tenacious Grappler (Ex): The barbarian with this ability has an incredible grip and will to hold on regardless of the consequences. Once a grapple has been established the barbarian has a +5 on his CMB to maintain the hold and Escape Artist Checks to escape the grapple are at -5. The barbarian maintains this grapple even if he looses consciousness.

Scarab Sages

Tarren Dei wrote:
Dennis da Ogre wrote:
Jason Nelson wrote:
Thanks, you made me laugh out loud. Love it!
You wouldn't laugh if you'd seen American History X... ugh!

Or someone who'd been curb stomped in real life.

Ouch but I like it.

I'm making a barbarian with 'Curb Stomp' and 'Shrug it off'. ;-)

FEROCIOUS IMPACT

The impact from the barbarians strike sends the opponent flying back as if the subject of a bull rush. The target must also make a relfex save versus the damage inflicted to stay on its feet. Only usable once per round as a swift action while raging.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Dennis da Ogre wrote:
Jason Nelson wrote:
Thanks, you made me laugh out loud. Love it!
You wouldn't laugh if you'd seen American History X... ugh!

Thankfully, I haven't!

But as long as my barbarian is doing it to some villainous lout, it's all gravy.


Dennis da Ogre wrote:
The barbarian maintains this grapple even if he loses consciousness.

This last bit is a nice touch; I really like it. Like with skills, should the bonus scale (say +1 per 2 barbarian levels)?


Jason Nelson wrote:


Thanks, you made me laugh out loud. Love it!

Glad I could bring a little humor into your day. A good curb stomp is truly hilarious.


Kirth Gersen wrote:
Dennis da Ogre wrote:
The barbarian maintains this grapple even if he loses consciousness.
This last bit is a nice touch; I really like it. Like with skills, should the bonus scale (say +1 per 2 barbarian levels)?

Skills scale if the character invests in it CMB already rises with level and strength increases (and by extension as the barb gets more powerful rages). I think it's safe to leave it as a static bonus.

I was thinking of a fictional character who had a death grip on someone and wound up killing them even though he died... don't recall what the story was unfortunately.

Scarab Sages

Dennis da Ogre wrote:
Kirth Gersen wrote:
Dennis da Ogre wrote:
The barbarian maintains this grapple even if he loses consciousness.
This last bit is a nice touch; I really like it. Like with skills, should the bonus scale (say +1 per 2 barbarian levels)?

Skills scale if the character invests in it CMB already rises with level and strength increases (and by extension as the barb gets more powerful rages). I think it's safe to leave it as a static bonus.

I was thinking of a fictional character who had a death grip on someone and wound up killing them even though he died... don't recall what the story was unfortunately.

Brock Samson on Venture Bros, when he had the Deathgrip on Speedy!!! in Via de los Muertos! Brock is a great Barbarian!!! He rages with the best of them.


Contagious Rage (Ex): The barbarian can inspire a rage in his allies. To be affected, an ally must be able to perceive the barbarian’s rage. The effects last as long as the ally perceives the barbarian’s rage and the barbarian pays the cost. The barbarian’s Charisma modifier determines the maximum number of allies that can be affected by this power (minimum 1). A barbarian must be at least 6th level before selecting this power. (2 rage points / ally).


Elrond wrote:
[b]Contagious Rage (Ex)

Ooh, I like!


Elrond wrote:
[b]Contagious Rage (Ex)

That neatly captures the "barbarian warlord inspires his warriors" theme. Nice one!


Elrond wrote:
Contagious Rage (Ex): The barbarian can inspire a rage in his allies. To be affected, an ally must be able to perceive the barbarian’s rage. The effects last as long as the ally perceives the barbarian’s rage and the barbarian pays the cost. The barbarian’s Charisma modifier determines the maximum number of allies that can be affected by this power (minimum 1). A barbarian must be at least 6th level before selecting this power. (2 rage points / ally).

I love the idea but tied to charisma? If so this power would never get used. Barbarians already need CON, STR, and DEX to a large extent. If they are going to have a decent WILL save they can't really dump WIS...

Dark Archive

Elrond wrote:
Contagious Rage (Ex): The barbarian can inspire a rage in his allies. To be affected, an ally must be able to perceive the barbarian’s rage. The effects last as long as the ally perceives the barbarian’s rage and the barbarian pays the cost. The barbarian’s Charisma modifier determines the maximum number of allies that can be affected by this power (minimum 1). A barbarian must be at least 6th level before selecting this power. (2 rage points / ally).

Hmmm... I like this, sort of like what specialty priests of Tempus (in FR) could do back in AD&D. :)

Scarab Sages

Power of the Bull
When you charge during your rage, you may make a special slam attack dealing 1d8 damage plus your Str modifier in place of your normal attack. You may select this power at 4th level, and every 5 levels after you deal an extra 1d8 damage. If you use this rage power against an unattended object, such as a wall, you ignore hardness and no attack roll is necessary. If you deal enough damage to break an object you may continue your charge as if you did not make an attack on the object.

Massive Throw
While raging, you gain an extra +5 bonus to Strength to determine the amount you can carry or lift. In addition, while raging you can throw any object you can lift over your head (including those you can lift due to this ability) with a range increment of 10 feet. You can select this rage power at 6th level. At 12th level the bonus to your lifting Strength increases to +10, and at 18th level to +20 with a range increment of 30 feet.

What can I say, I like the Hulk. And the concept of barbarians smashing through walls is too cool to pass up.

Dark Archive

Although it is not the point of this thread to criticize existing rage powers in Beta, I thought to post my own opinions on which powers I'd like to see "tweaked" or even completely eliminated. My intention for posting them is to show what kind of abilities I think we should try to avoid posting -- naturally, some people probably disagree with me. ;)

- Animal Fury (why not change the name to 'Bestial Fury', as someone suggested?)
- Elemental Rage (I want extraordinary powers only for a "martial" class)
- Guarded Stance (Way too good and steps into the fighter's "territory)
- Night Sight (why not change the name to 'Night Vision', as someone suggested?)
- Renewed Vigor (Why is this a supernatural ability? In my opinion would work better as (Ex))
- Surprise Accuracy Way too good and steps into the fighter's "territory)
- Unexpected Strike (Way too good and steps into the fighter's "territory)

In a sense, I think that anything that boosts your AC or attacks by half your level is just "too good" for the barbarian, and I see it sort of stealinh the fighter's "thunder". In any case IMO these bonuses should be +1 per 4 levels max. (which would also be more internally consistent, too).

Dark Archive

A couple of my own (quick) ideas:

Inspiring Rage (Ex): The barbarian grants all allies within 30 feet burst +1 Morale Bonus to attack rolls and saving throws for one round.

Reckless Blows (Ex): The barbarian may add his Constitution Modifier to all his damage rolls for one round, but he receives -1 penalty to his AC. The barbarian must be at least 8th level before selecting this power.

Fearless Rage (Ex): The barbarian is completely immune to fear, magical or otherwise. The barbarian must be at least 4th level before selecting this power.

Quick to anger (Ex): The barbarian may enter rage as a quick action, even if it is not his turn. The barbarian must be at least 6th level before selecting this power.


Asgetrion wrote:
Quick to anger (Ex): The barbarian may enter rage as an immediate action, even if it is not his turn. The barbarian must be at least 6th level before selecting this power.

Fixed... it might seem nitpicky but 'quick action' has no in-game definition, it would either be a free action or an immediate action. The only benefit I can see to this would be activating certain defensive rage powers... so you could have DR in the surprise round for example.


Not sure if this fits here, but I like this idea I saw in another thread:

SOME Rage Powers (such as Night Sight, Dark Vision)
would REMAIN IN EFFECT once activated, as long as the Barbarian remains in Rage.
Otherwise, these powers seem rather "underpowered", doubly so because of the lost opportunity of other powers, but with it, they may be a good option to take at the beginning of a battle. Allowing some Powers to function like this also broadens the scope of Rage Powers slightly.

another one:
Tremor Sense (requires Dark Vision Power or Racial Ability)
for the rest of this Rage, the Barbarian is not hindered by any effects that block vision, and is considered to be able to see opponents within range, unless they are flying/ levitating. Functions as the Tremorsense ability.

Roar of the Heathen (requires Intimidation Power(?). Also requires the Barbarian to be illiterate.)
All opponents within 30'(+2X CON bonus?) must make a Will Save vs. the Barbarian's CMB(?) A failed check means the opponent is shaken for 1dX rounds + the Barbarian's CON bonus, and is subject to the same restrictions as the Barbarian is during Rage (no complex skills/ actions besides basic physical ones). A passed check means the opponent is shaken for 1dX rounds.

!ooh!- nasty one:Bloodthirsty (requires Animal Fury)
As a Full-Round action, the Barbarian may feed upon the bodies of dying enemies. The Barbarian must have personally done damage to the enemy (whether in Rage or not), but need not have landed the final blow. The Barbarian gains (CON bonus) Temporary HPs that last (CON score) minutes, and the dying enemy suffers 1d4+CON further damage. If an enemy has become Dead their body is no longer fresh enough to provide sustenance to the Barbarian. This obviously would be compared to the Natural healing (?) Power. Much better visual, though :-)

Scarab Sages

Not sure if it would have to be cannibalism per se. Could just be smearing the blood and gore on your face or body. Could be a nice way to give barbarians a way to regain rage points or rage rounds.

Standard action over fallen enemy to smear the blood, gain 2+Con more rounds/points of rage?

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