Sudden Charge◈◈

feat 1

With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Acute Vision

feat 1

When you are raging, your visual senses improve, granting you darkvision.

Adrenaline Rush

feat 1

In the heat of battle, you are capable of amazing feats of strength.

While you are Raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.

Moment of Clarity◈

feat 1

You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don't have the rage trait.

Raging Intimidation

feat 1

Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Raging Thrower

feat 1

Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.

Draconic Arrogance

feat 1

dragon instinct

Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.

Shake it Off◈

feat 2

You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.

Second Wind

feat 2

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.

Furious Finish◈

feat 2

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.

No Escape⤾

feat 2

Trigger A foe within reach attempts to move away from you.


You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Acute Scent

feat 2

Acute Vision or Darkvision

When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet

Bashing Charge◈◈

feat 2

trained in Athletics

You smash, bust, and charge through solid obstacles without hesitation. Stride twice.

Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.

Spiritual Guides⤾

feat 4

spirit instinct

Frequency once per day

Trigger You fail, but don't critically fail, a Perception check or a skill check.


Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they're even helpful. You can heed the spirits' guidance to reroll the triggering check, using the second result even if it's worse.

Barreling Charge◈◈

feat 4

trained in Athletics

You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies' spaces, and make a melee Strike.

Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure.

You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Wounded Rage⤾

feat 4

Trigger You take damage and are capable of entering a rage


You roar in pain, awakening the rage within you. You Rage.

Supernatural Senses

feat 4

Acute Scent or precise or imprecise scent

Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a Concealed or Hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one.

Farabellus Flip⤾

feat 4

trained in Acrobatics and medium armor

Trigger An enemy targets you with a melee Strike.


Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures.

Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. If the attack still hits you, you can Step to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum.

Swipe◈◈

feat 4

You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Ghost Wrangler◈

feat 4

spirit instinct

Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the ghost touch property rune, and you can make Strength-based skill checks against incorporeal creatures.

Oversized Throw◈◈

feat 4

Requirements You have one or more hands free.


With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place.

Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success.

The object is a simple ranged weapon that deals [[/r 1d10[bludgeoning]]] damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to [[/r 2d10[bludgeoning]]] damage if you have Weapon Specialization in simple weapons, or [[/r 3d10[bludgeoning]]] damage if you have Greater Weapon Specialization.

Raging Athlete

feat 4

expert in Athletics

Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.

Fast Movement

feat 4

While you are raging, you gain a +10-foot status bonus to your Speed.

Spirits' Interference◈

feat 6

spirit instinct

You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a @Check[type:flat|dc:5] or the attack misses with no effect.

Animal Skin

feat 6

Animal Instinct

Your proficiency in unarmored defense increases to expert.

While you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor.

Attack of Opportunity⤾

feat 6

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Dragon's Rage Breath◈◈

feat 6

dragon instinct

Requirements You haven't used this ability since you last Raged


You breathe deeply and exhale powerful energy in a @Template[type:cone|distance:30] or @Template[type:line|distance:60], dealing [[/r (@actor.level)d6#Dragon's Rage Breath]]{1d6 damage per level}. The area and damage type match those of your dragon (see Table 3-4).

If you used this ability in the last hour, the area and the damage are halved (15-foot cone or @Template[type:line|distance:30]; [[/r (floor(@actor.level/2))d6#Dragon's Rage Breath]]{1d6 damage for every 2 levels}).

Each creature in the area must attempt a @Check[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true] save.

Nocturnal Sense

feat 6

Acute Scent, or precise or imprecise scent and low-light vision

Your senses gain even greater clarity. While raging, you gain Darkvision if you don't already have it, and the range of your imprecise scent increases to 60 feet.

Scouring Rage◇

feat 6

an instinct that allows you to change your additional damage from Rage to a different damage type

Trigger You Rage.


You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage.

Giant's Stature◈

feat 6

giant instinct

Requirements You are Medium or smaller.


You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.

Effect: Giant's Stature

Cleave⤾

feat 6

Trigger Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.


You swing clear through one foe and into another. Make a melee Strike against the second foe.

Mage Hunter⤾

feat 6

superstition instinct

Trigger A creature within your reach Cast a Spell.


You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell. Make a melee Strike against the triggering creature. If the attack is a critical hit, you disrupt the spell.

Brutal Bully

feat 6

expert in Athletics

You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.

Inner Strength◈

feat 6

Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement.

You reduce your Enfeebled condition's value by 1.

Share Rage◈

feat 8

Requirements You haven't used this ability since you last Raged.


You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions.

Furious Bully

feat 8

master in Athletics

You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.

Animal Rage◈

feat 8

You transform into your animal.

You gain the effects of the 3rd-level Animal Form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear.

If your animal is a frog, your tongue's reach increases to 15 feet. Dismissing the transformation gains the rage trait.

Sudden Leap◈◈

feat 8

(Barbarian) You swing at a foe while mid-leap.

(Fighter) You make an impressive leap and swing while you soar.


Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump.

Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.

Disarming Assault◈

feat 8

trained in Athletics

You attack with enough force to knock the weapon out of your foe's hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that foe.

Instinctive Strike◈◈

feat 8

Acute Scent or precise or imprecise scent

You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location.

Make a melee Strike against an opponent that isn't hiding its scent with an effect like Negate Aroma. This attack ignores any flat check required due to the target being Concealed or Hidden.

Renewed Vigor◈

feat 8

You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.

Effect: Renewed Vigor

Follow-up Assault◈

feat 8

Requirements You used your previous action to make a melee Strike that missed.


Even in the face of failure you press the attack, determined to succeed. Make a Strike with the same weapon, adding the effects of the backswing and forceful weapon traits.

Thrash◈

feat 8

Requirements You have a foe Grabbed


You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC.

Friendly Toss◈◈

feat 8

Requirements You are adjacent to an ally and have one or more hands free.


You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions.

Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.

Resounding Blow◈◈

feat 10

Requirements You are wielding a melee weapon that deals bludgeoning damage.


You strike your enemy in the head with such force that their ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is Deafened until the start of your next turn (or for 1 minute on a critical hit).

Great Cleave

feat 10

Cleave

Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn't kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.

Come and Get Me◈

feat 10

You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.

Furious Sprint◈◈

feat 10

You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.

Terrifying Howl◈

feat 10

Intimidating Glare

You unleash a terrifying howl. Attempt Intimidation checks to Demoralize each enemy within 30 feet. Regardless of the results of your checks, each enemy is then temporarily immune to Terrifying Howl for 1 minute.

Overpowering Charge

feat 10

Barreling Charge

You trample your foes as you charge past them.

When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes Flat-Footed until the end of your next turn.

Tangle Of Battle⤾

feat 10

Trigger You critically hit an adjacent enemy.


Your vicious Strike pulls you close, giving you the opportunity to grab your foe. Attempt to Grapple the triggering enemy.

Silencing Strike◈

feat 10

A quick strike to the face or mouth silences your opponent. Make a melee Strike against a foe. The foe must succeed at a Fortitude save against your class DC.


Success The target is unaffected.

Failure The target is dazed and can barely vocalize. It's Stunned 1 and its speech is raspy and hard to understand. It must succeed at a @Check[type:flat|dc:11] to use linguistic actions or supply verbal spellcasting components until the end of its next turn.

Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.

Impressive Landing⤾

feat 10

Trigger You fall at least 10 feet and land on a solid surface.


You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are Flat-Footed until the start of their next turn.

Corpse-Killer's Defiance⤾

feat 10

Trigger You destroy an undead foe.


You defy Tar-Baphon with every undead you destroy, using your victory to rally your allies. Allies that can see you gain a +1 status bonus to attack and damage rolls against undead for 1 round, or a +2 status bonus to attack and damage rolls against undead for 2 rounds if the undead foe destroyed was a creature of your level or higher.

Effect: Corpse-Killer's Defiance (Lower Level)

Effect: Corpse-Killer's Defiance

Determined Dash◈◈

feat 10

Nothing can keep you from your enemy. Stride twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed.

You can attempt an Athletics check instead of an Acrobatics check to Balance when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain.

You can increase the number of actions this activity takes to 3 to Stride three times instead.

Knockback◈

feat 10

Requirements Your last action was a successful Strike


The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove.

Predator's Pounce◈

feat 12

animal instinct

Requirements You are unarmored or wearing light armor


You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.

Spirit's Wrath◈

feat 12

spirit instinct

You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp's attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don't apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp's damage apply. If your wisp's Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.

Unbalancing Sweep◈◈◈

feat 12

You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to Shove or Trip all three of them.

Whichever of the two options you choose, roll a separate Athletics check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.

Sunder Spell◈◈

feat 12

superstition instinct

You draw upon your superstitious fury to destroy a spell. Make a Strike with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by Wall of Fire or the guardian from Spiritual Guardian). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM.

If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check.

Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours.

Dragon's Rage Wings◈

feat 12

dragon instinct

You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up.

Effect: Dragon's Rage Wings

Embrace The Pain⤾

feat 12

Trigger A creature damages you with a melee attack.


Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the triggering weapon.

Titan's Stature

feat 12

giant instinct, Giant's Stature

You grow to even greater size. When using Giant's Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the Clumsy 1 condition as long as you are Huge.

Effect: Titan's Stature

Furious Grab◈

feat 12

Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon.


You grab your foe while it's distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe.

Sunder Enchantment

feat 14

Sunder Spell

You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures.

When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a particularly powerful item, your counteract attempt automatically fails.

Awesome Blow

feat 14

Knockback

Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target's Fortitude DC.


Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target.

Success You gain the success effect of a Shove, then the success effect of a Trip against the target.

Failure You gain the normal effect of Knockback.

Impaling Thrust◈◈

feat 14

Requirements You are wielding a melee weapon that deals piercing damage.


You impale your enemy and hold them in place with your weapon.

Make a melee Strike with the required weapon. If the Strike hits and deals damage, your target is Grabbed until they successfully Escape, you attack with the required weapon, or you Release the required weapon, whichever comes first.

When the target is no longer grabbed, they take Persistent Bleed Damage equal to the number of weapon damage dice.

Whirlwind Strike◈◈◈

feat 14

You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Vengeful Strike⤾

feat 14

Come and Get Me

Trigger A creature within your reach succeeds or critically succeeds at an attack against you.

Requirements You're under the effect of Come and Get Me


When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Giant's Lunge◈

feat 14

giant instinct

You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn't increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant's Stature.

Reckless Abandon (Barbarian)◇

feat 16

Trigger Your turn begins, and you are at half or fewer Hit Points.


Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a -2 penalty to AC, and a -1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.

Penetrating Projectile◈◈

feat 16

Requirements You are wielding a ranged or thrown weapon that deals piercing damage.


Your projectiles are unhindered by flesh and bone. Make a ranged Strike against each creature in a @Template[type:line|distance:30]. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Roll damage only once and apply it to each creature you hit.

Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.

Furious Vengeance⤾

feat 16

fury instinct

Trigger An enemy within your melee reach critically hits you with a melee Strike.


Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.

Dragon Transformation◈

feat 16

dragon instinct, Dragon's Rage Wings

You transform into a ferocious Large dragon, gaining the effects of 6th-level Dragon Form except that you use your own AC and attack modifier, you apply your extra damage from Rage, and the Breath Weapon uses your class DC. The action to Dismiss the transformation gains the rage trait.

At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your breath weapon damage.

Shattering Blows

feat 16

Your forceful blows shatter objects with ease. While you are raging, your melee Strikes ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness.

Collateral Thrash

feat 16

Thrash

When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC.

Brutal Critical

feat 18

Your critical hits are particularly devastating. On a critical hit with a melee Strike, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes Persistent Bleed Damage equal to two damage dice.

Perfect Clarity⤾

feat 18

Trigger You fail or critically fail an attack roll or Will save


You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging.

Vicious Evisceration◈◈

feat 18

You make a vicious strike that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is Drained 1, or Drained 2 on a critical success.

Quaking Stomp◈

feat 20

Frequency once per 10 minutes


You stomp the ground with such force that it creates a minor earthquake, with the effects of the Earthquake spell.

Contagious Rage

feat 20

Share Rage

You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization.