Frenzy

For some barbarians, rage is a means to an end, that end being violence. A frenzied barbarian is one of untrammeled fury, slick with blood. As you enter a mindless rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Talents

Talent CP Prerequisites
Battle Frenzy 15 Rage
Mindless Rage 20 Battle Frenzy and 50 CP of other Barbarian Talents
Intimidating Presence 30 Mindless Rage and 125 CP of other Barbarian Talents
Retaliation 50 Intimidating Presence and 225 CP of other Barbarian Talents

Battle Frenzy

Cost: 15 Character Points
Prerequisite: Rage

While raging, your senses become dulled and adrenlaine pushes your body beyond mundane concerns like fatigue. Your martial ferocity greatly increases but you receive 1 level of exhaustion when your rage ends. While raging, you gain the following benefits:

  • You ignore the effects of exhaustion while raging.
  • While wielding a single one-handed weapon, your weapon is considered versatile and being wielded in two hands for the sake of damage calculation and countering disarm attempts.
  • While wielding a two-handed weapon, the damage bonus from your Strength increases to twice your Strength modifier.
  • While dual-wielding, striking with both weapons is resolved simultaneously using 1 action and attack roll. For example, attacking with two daggers would require 1 weapons attack roll and damage would be 2d4 + Strength Modifier.

Mindless Rage

Cost: 20 Character Points
Prerequisite: Battle Frenzy and 50 CP of other Barbarian Talents

You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Cost: 30 Character Points
Prerequisite:Mindless Rage and 125 CP of other Barbarian Talents

You can use an action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature must be able to see or hear you. Make a rage attack roll vs the creature’s Wisdom defence. If you hit, the creature is frightened of you until the end of your next turn. On subsequent turns, you can use an action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If you miss, you can’t use this feature on that creature again for 24 hours.

Retaliation

Cost: 50 Character Points
Prerequisite: Intimidating Presence and 225 CP of other Barbarian Talents

Once each round, the first time that you take damage from a creature that is within 5 feet of you, the creature must make a Strength or Dexterity defence check (creature’s choice) vs. your weapon skill. If the creature fails, you hit it with a melee attack.