Rage

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Rage is an Ability in Pathfinder: Kingmaker. Abilities are usually class-specific, however, rarely some Abilities can be found in 2 or more Classes.

 

 

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds.Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day.

A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

 

Rage Information

  • Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier
  •  At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day.
  • A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
  • While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.
  • A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage.
  • A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.
  • If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

 

Rage Powers

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers.

Name Effects
Animal Fury While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Beast Totem While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Increased Damage Reduction The barbarian’s damage reduction increases by 2/—. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.
Inspire Ferocity While in the reckless stance, the barbarian imparts the stance’s bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.
Internal Fortitude The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power.
Reckless Stance The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power.
Regenerative Stance  The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power. A barbarian must have Renewed Vigor rage power and be at least 4th level to select this rage power.
Renewed Vigor As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.
Swift Foot The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack.

 

 

Rage Tips & Notes

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Abilities
Ability Focus - Bombs  ♦  Agile Maneuvers  ♦  Alchemy Proficiencies  ♦  Alertness  ♦  Armor Focus  ♦  Armor Proficiency  ♦  Armor Training  ♦  Bardic Knowledge  ♦  Bardic Performance (Move Action)  ♦  Bardic Performance (Swift Action)  ♦  Bleeding Touch  ♦  Blind-Fight  ♦  Bomb  ♦  Bonus Combat Feat  ♦  Bravery  ♦  Charge  ♦  Combat Casting  ♦  Combat Reflexes  ♦  Coordinated Defense  ♦  Damage Reduction  ♦  Danger Sense  ♦  Deadly Performance  ♦  Death's Embrace  ♦  Defensive Combat Training  ♦  Detected Magic  ♦  Diehard  ♦  Dirge of Doom  ♦  Discovery  ♦  Elemental Focus  ♦  Exotic Weapon Proficiency  ♦  Fascinate  ♦  Fast Movement  ♦  Favorite Class Bonus  ♦  Feat  ♦  Fighter Proficiencies  ♦  Fighting Defensively  ♦  Frightening Tune  ♦  Grand Discovery  ♦  Greater Rage  ♦  Improved Uncanny Dodge  ♦  Indomitable Will  ♦  Inspire Competence  ♦  Inspire Courage  ♦  Inspire Greatness  ♦  Inspire Heroics  ♦  Jack of All Trades  ♦  Judgment - Healing  ♦  Judgment - Justice  ♦  Judgment - Piercing  ♦  Judgment - Protection  ♦  Judgment - Purity  ♦  Judgment - Resistance  ♦  Judgment - Resukuebcy  ♦  Ki Strike - Magic  ♦  Mighty Rage  ♦  Mutagen  ♦  Orisons  ♦  Persistent Mutagen  ♦  Poison Resistance  ♦  Rage Power  ♦  Renewed Vigor  ♦  Second Judgement  ♦  Shooting Performance  ♦  Skilled  ♦  Sneak Attack  ♦  Solo Tactics  ♦  Summon Monster II  ♦  Summon Tactics  ♦  Teamwork Feat  ♦  Tireless Rage  ♦  Touch of Good  ♦  Trapfinding  ♦  Uncanny Dodge  ♦  Weapon Proficiency  ♦  Well-Versed

 




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