| Mellored |
Second wind
You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes.
Never Tire
As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.
Tireless Worker
You suppress your choice of one of the following conditions that’s affecting the target: clumsy, encumbered, enfeebled, or fatigued. If you don’t remove the effect that caused the condition, the condition returns after the spell’s duration expires.
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.
So could you rage, use Furious Finish, supress fatigue, rage again with second wind, use Furious Finish, supres fatuge....
Nitro~Nina
|
| 1 person marked this as a favorite. |
Not unlimited, certainly. With Never Tire and Furious Finish you can hit like this twice in one round as of Mighty Rage at eleventh, but you're then fatigued until some friendly Toil Cleric helps you out, unless you've invested in multiclassing on top of everything else. But that's a focus power, with very finite uses, and it provokes attacks of opportunity, so you might not want to use it melee. Your Cleric friend also might not want to waste those actions on this strat given that they probably have cooler spells to cast even if they do want to buff.
A better and less DM-headachey use of this is probably just to take Never Tire, Second Wind and Furious Finish so you always have an ace up your sleeve. It's definitely a boss-fight sort of strategy, but adding just ten damage isn't really worth an extra two actions.
--
I'm not sure if it's even relevant, but you couldn't use Never Tire like that after the first rage, because you gain the Fatigued condition twice from two different triggers (Furious Finish and Second Wind) as of the second rage. Whichever you apply first could trigger Never Tire, but then you'd just be Fatigued again by the second. If you waited to apply the second instance of Fatigued, it wouldn't even trigger Never Tire because you can't gain the Fatigued condition if you already have it.
Deadmanwalking
|
| 4 people marked this as a favorite. |
The real issue with this combo is that Second Wind does not say it lets you rage a third time. Or fourth. Or whatever number other than second.
So, by a strict reading, it only works to give you a second Rage within the time limit, never a third or fourth and so on. A particular GM might easily allow the combo, but the RAW do not.
| Squiggit |
| 2 people marked this as a favorite. |
I can see the rules-lawyering that makes this possible. But I think it also falls into the 'too good to be true' category.
Even if it works exactly as Mellored wants it to, it's two actions and a reaction and four class feats to add +10 damage to a single attack, while suffering -1 to AC and Saves. The earliest it comes online is level 8.
That's slightly more damage than power attack for twice as many feats, losing your reaction and hurting your defenses... for two levels until PA picks up a second die.
So less 'too good to be true' and more 'not worth the effort.'
| Mellored |
breithauptclan wrote:I can see the rules-lawyering that makes this possible. But I think it also falls into the 'too good to be true' category.Even if it works exactly as Mellored wants it to, it's two actions and a reaction and four class feats to add +10 damage to a single attack, while suffering -1 to AC and Saves. The earliest it comes online is level 8.
That's slightly more damage than power attack for twice as many feats, losing your reaction and hurting your defenses... for two levels until PA picks up a second die.
So less 'too good to be true' and more 'not worth the effort.'
You would not be suffering the penalty if you are not fatigued.
And a bigger effect would be refreshing the temporary hit points.But mostly i want to use it with Share Rage. To make a barbarian "healer". Powerful or not, I enjoy turning mechanics on their head.
Nitro~Nina
|
But mostly i want to use it with Share Rage. To make a barbarian "healer". Powerful or not, I enjoy turning mechanics on their head.
Okay, that's a cool idea and one that I like playing with. One especially fun thing is that neither Battle Medicine nor anything from the Medic Archetype has the Concentrate trait. You'd think they would, but apparently you don't need to focus to stitch someone up, so that might be an easier path to go down than spending feats on the Celebrity Archetype and rage-cycling. Certainly, Doctor's Visitation looks like it'd be a nice tool to have, and the rest of it could turn you into a handy-dandy de-debuffer. It also helps you be a healer at all times, not just granting the odd bit of temporary hp.