Saturday Potpourri: Wounded Rager (Unchained Barbarian Archetype)

Wounded Rager (Unchained Barbarian Archetype)

It is well known that a cornered or injured animal is the most dangerous. When the cape buffalo feels the teeth of a lion dig into its flesh, it switches from flight to fight, and the wiser predators give up the chase. The wounds unleash a power from within the buffalo that even lions fear to defy. The wounded rager utilizes this same power to enhance and unleash her rage.

Rage (Ex)

A wounded rager can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a wounded rager can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A wounded rager can end her rage as a free action. A wounded rager can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a wounded rager falls unconscious, her rage immediately ends.

A wounded rager must be injured in order to rage. If the wounded rager has 90% of her hit points or more, she is unable to enter a rage. The more wounded the wounded rager becomes, the more potent the rages become. If she is healed by any means while raging, her rage immediately ends. Gaining temporary HP in any way other than through the wounded ragers rage is considered healing.

Damaged: At 50 to 89% hp, including temporary HP, when entering rage, a wounded rager is considered damaged.

While in a rage, a damaged wounded rager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A wounded rager that rages for one round or more in an injured state is fatigued for 1 minute after a rage ends.

Injured: At 20 to 49% of maximum HP, including temporary HP, when entering rage, or due to to damage received while raging, a wounded rager is considered injured.

While in a rage, an injured wounded rager gains a +3 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –3 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A damaged wounded rager that becomes injured while raging does not gain additional temporary hit points. She benefits from the higher raging bonuses and suffers the lower AC penalty.

A wounded rager that rages for one round or more in an injured state is fatigued and staggered for 1 minute after a rage ends.

Near Death: Below 20% of maximum HP, including temporary HP, a wounded rager is considered near death when entering rage, or due to damage received while raging. The wounded rager is at its most dangerous when near death.

While in a rage, a wounded rager that is near death gains a +4 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –4 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

An injured wounded rager that becomes near death while raging does not gain additional temporary hit points. She benefits from the higher raging bonuses and suffers the lower AC penalty.

A wounded rager that rages for one round or more in a near death state is exhausted and staggered for 1 minute after a rage ends.

Greater Rage (Ex)

At 11th level, a wounded rager’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases by +1 while damaged, +2 while injured and +3 when near death. In addition, the number of temporary hit points gained when entering a rage increases to 3 per Hit Die.



About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, (unless you consider one year as editor of a University Historical Review), but has long enjoyed creating histories and legends for his homebrewed worlds.

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