Rage-Cycling with Good For What Ails You and a Scarlet and Green Cabochon


Rules Questions


Scarlet and Green Cabochon
Flawed: This stone grants the wearer the Endurance feat. Anything that would make the wearer fatigued instead makes him sickened. Anything that would make the wearer exhausted instead makes him nauseated. Price: 8,000 gp.

Good for What Ails You (Ex)
Benefit: While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.

~ ~ ~

The key passage is "if she succeeds at the save". --So, what is the save? Is there one? (The fatigued/sickened or exhausted/nauseated conditions in question are the result of ending rage, not hostile magic.)


There is no saving throw.* You become sickened instead of fatigued. You are sickened for as long as you would have been fatigued. If the thing that causes fatigue had a saving throw, that would I guess be the saving throw for the sickened condition. But rage induced fatigue doesn't have a saving throw, so neither would the sickened condition you convert it too.

*To make it clear if it isn't, there isn't a save only because the thing that caused the original condition doesn't have a save. So Good for What Ails you wont help in this case.

There is an item, Cord of Stubborn Resolve, that can enable you to do this in exchange for non-lethal damage. Which can actually be beneficial to a barbarian to help reduce the likelihood of death if you are knocked unconscious while raging.


Claxon wrote:
There is an item, Cord of Stubborn Resolve....

15k for the cord, and it eats the belt slot? Ouch.... (I may have to resort to my old multiclass trick of folding in a level of Community-domain cleric if I want self-induced fatigue-aleviation at low-level.)


Another option is a one level dip into oracle with the lame curse at level 9. 5th level Oracles with the lame curse are immune to fatigue at level 5. But since you're multiclass you other HD count as half for determining the effects of your curse.

Doesn't come online as early, but is better.

I would also say, rage-cycling really isn't that useful until you have once per rage powers. Of which, I can't recall many that are low level but it's been a while so I could be forgetting.

The Exchange

What you can do (though not until 8th level) is take the Internal Fortitude rage power.

When you stop raging you become sickened (instead of fatigued) because of the ioun ston. You can still enter rage while sickened. And the Internal Fortitude power means you are immune to the sickened condition while raging, so you ignore the sickened penalties.


S&G Cabochon Ioun Stone $10k, 8k, 1.4k.

Defensive Rage Powers - Good for what ails you. If the effect is not caused by something with a save mechanic you are in GM territory and it could go either way. As a Defensive Rage Power IMO it should not work on non-Offensive effects. It is well known that post Rage Fatigue is an effect with no save. IF a Rage Power would alleviate a built-in class balancing effect it would have said so.

for Conditions, Sickened seems worse than Fatigued.

the other method via the Blood-boiling Pill $75 is to use a Lesser Restoration:C2 to recover as it removes [fatigue] and lessens [exhaustion].

Country Born (3.5) starting feat from RotRL-PG for 1/d relief.


I would like to ask what rage powers are you looking at that make rage cycling important?

I understand it's inconvenient after a fight to drop rage and be fatigued, but it rarely has a real impact. So the main reason to rage cycle is use rage powers that are normally limited to once per rage. I know there are some good ones, but I can't remember what level they are. I hazily remember them being higher level abilities, such that having a low level solution really isn't very important.

The Exchange

Claxon wrote:
I would like to ask what rage powers are you looking at that make rage cycling important?

Elemental Rage, Powerful Blow, Unexpected Strike, Spell Sunder, Clear Mind, Moment of Clarity... There are a lot. Many have no level requirements.

The other reason to rage cycle is if you are playing a campaign that has many/long fights in a day and there is a legitimate chance of running out of rounds of rage. I know on the boards a lot of us tend to think in the "four rocket-tag combats in a small room per day" mentality, but I've been in a couple of campaigns where a three minute (in-game) combat is not uncommon. Even some PFS scenarios. Which would put our barbarian in the position of risking running out of rage or dropping rage and hoping that nothing major happened in the rounds before she could rage again.


Lesser Elemental Rage is suppose is a slight reason to rage-cycle, but honestly 1d6 of damage isn't really worth it to be so focused on it IMO.

Powerful Blow is good, although it doesn't really become too great until higher levels where the bonus has scaled up.

Spell sunder is the one power I can really think of that I would really be trying to secure rage-cycle at any cost.

More generally, I do think if you can make it happen between level 8 and 10 you're probably fine.


The main ones I see are Strength Surge (no prereq but you'll want some maneuver feats), Ultimate Clarity (req. lvl 6), Spell Sunder (lvl 6), Clear Mind (lvl 8), and Eater of Magic (lvl 10).


I play bloodragers a lot, and having a fight immidiatly after another one, when I start being fatigued because I left bloodrage and the end of the previous one, is pretty harrowing. Probably harrowing enough to invest in an 8K slotless item to be sickened instead, by the time it is not a massive investment.


How is it you end up going from one fight directly into another?

It's not impossible. But generally speaking post fight there were rounds of looting of healing that basically made the 1 minute of fatigue (4-6 rounds of combat) not relevant. My experience when playing PF1 was that maybe 1 in 10 fights would be followed by another "surprise" combat that would catch me off guard and fatigued. Granted when it happened it was awful, but it wasn't common.

And I agree that by level 8 to 10 I would invest in some way to avoid it. But again, I don't think one needs to obsessed over, especially at early levels.


We lay an ambush, killing the enemies in 2 rounds. No visible enemies remain. I cannot perception because I am raging, much of my parties is ranged. I go out of rage. I am fatigued.
I can perception again and can hear the BBEG opening the door to the next room because he heard something from his antechamber.

If monsters play reactively and dont just stay in their rooms forever, its a pretty common situation, especially since ragers typically cant use perception, and even more so if they are the main or single melee combatant.


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Rage absolutely does not prevent the use of perception skill.


Rage prevents Dex, Cha, and Int based skills. Not Wis skills, like perception.

Dark Archive

Bloodrager wrote:


Class Skills
The bloodrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

What do you mean by ragers can't typically use perception?

Rage doesn't prevent that. It's a class skill even.

Making assumptions you can't do it will get you killed.

Sometimes we're our own worst enemy.


Class skills don't have anything to do with. For example, your list has Handle Animal as a class skill, but being charisma based it cannot be used while raging.

But as already stated, Perception isn't a skill that you're prevented from using.

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