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The beast within you hungers to be free from its cage. Now, the question is, will you free it?
Furies of the Wild channel the power of natural rage into melee attacks. They are strong, hit hard, excel at knocking their adversaries prone, and can heal themselves as they fight.
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- Gain the Die Hard Feat
- +25 Hit Points
- +5 Melee Power
- +5 Ranged Power
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| 1 | 1 | 0 |
- Level 20
- Fury of the Wild Enabled
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- +100 Unconsciousness Range
- +25 Hit Points
- +5 Melee Power
- +5 Ranged Power
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| 1 | 1 | 5 |
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- +250 Unconsciousness Range
- +25 Hit Points
- +5 Melee Power
- +5 Ranged Power
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| 1 | 1 | 10 |
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| | 1 | 1 | 10 |
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Versus Traps: | Rank 1:
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- +2 Fortitude Save
- +2 Reflex Save
- +2 Will Save
| Rank 2:
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- +4 Fortitude Save
- +4 Reflex Save
- +4 Will Save
| Rank 3:
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- +6 Fortitude Save
- +6 Reflex Save
- +6 Will Save
- +1% Dodge
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| 3 | 1 | 1 |
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| Multiple Selection |
| Select an Epic Strike |
| 3 | 1 | 1 |
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| Rank 1:
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| Rank 2:
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| Rank 3:
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- +3 to Trip DCs
- While wearing Medium or Light Armor:
- +3 additional bonus to Trip DCs
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| 3 | 1 | 1 |
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| Cooldown: 6 Seconds |
Fury of the Wild Destiny Mantle Toggle: | Rank 1:
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- +3% damage against helpless targets
- +2d10 Positive Energy Healing
| Rank 2:
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- +6% damage against helpless targets
- +4d10 Positive Energy Healing
| Rank 3:
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- +9% damage against helpless targets
- +6d10 Positive Energy Healing
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Healing:
- Ticks every 15 seconds
- Scales with the highest of:
- 100% Positive Spell Power
- 200% Melee Power
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| 3 | 1 | 1 |
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| Rank 1:
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- +2 Physical Resistance Rating
| Rank 2:
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- +4 Physical Resistance Rating
| Rank 3:
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- +6 Physical Resistance Rating
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| 3 | 1 | 1 |
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| Multiple Selection |
| Select a charge attack, or a higher damage attack |
| 3 | 1 | 5 |
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Against Shaken and Feared enemies: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 5 |
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| | 3 | 1 | 5 |
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| Cooldown: 30 Seconds
When activated:
- Nearby enemies:
- +1d20 Sonic damage per character level
- Scales with the highest of 200% Melee Power or 100% Spell Power
- Become Shaken for 30 Seconds
- You and your allies gain:
- +2 Moral bonus to Strength
- +2 Moral bonus to Dexterity
- +2 Moral bonus to Constitution
- Lasts 5 Minutes
- Cannot be reapplied until the 5 minutes is up
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| 1 | 2 | 5 |
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- Wielded Weapons now Bypass Cold Iron damage reduction
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| 1 | 2 | 5 |
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| Rank 1:
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- +2% Fortification Bypass
- While Fury of the Wild Destiny Mantle is active:
- +3% extra damage to helpless targets
| Rank 2:
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- +4% Fortification Bypass
- While Fury of the Wild Destiny Mantle is active:
- +6% extra damage to helpless targets
| Rank 3:
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- +6% Fortification Bypass
- While Fury of the Wild Destiny Mantle is active:
- +9% extra damage to helpless targets
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| 3 | 1 | 10 |
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| Multiple Selection |
| +1/2/3% Doublestrike or +3/6/10% Offhand Chance or +5/10/15% Strikethrough chance |
| 3 | 1 | 10 |
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While not raging and are out of rage charges: | Rank 1:
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- 1% Chance to gain a charge of rage
| Rank 2:
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- 2% Chance to gain a charge of rage
| Rank 3:
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- 3% Chance to gain a charge of rage
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Upon hitting a foe |
| 3 | 1 | 10 |
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| Multiple Selection |
| Enhance your Epic Strike or yourself. |
| 3 | 1 | 10 |
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Gain:
- 2d10 Positive Energy Healing immediately
- Ticks every 6 seconds
| Rank 1:
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- Activates when below 15% HP
- Lasts until over 15% HP
| Rank 2:
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- Activates when below 25% HP
- Lasts until over 25% HP
| Rank 3:
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- Activates when below 40% HP
- Lasts until over 40% HP
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Scales with highest:
- 100% Positive Spellpower
- 200% Melee Power
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| 3 | 1 | 10 |
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| | 1 | 2 | 20 |
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| Multiple Selection |
| +2/4/6% Doublestrike or +3/6/10% Offhand Chance or +10/15/25% Strikethrough |
| 3 | 1 | 20 |
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When using Primal Scream:
- Damage and stat bonuses are doubled
- If Adrenaline is active:
- Damage is tripled
- 75% chance of nearby enemies becoming Confused
- Lasts 3 seconds
- Adrenaline are consumed
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| 1 | 2 | 20 |
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| Multiple Selection |
| Enhance your Epic Strike or yourself. |
| 3 | 1 | 20 |
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After consuming a rage charge or using Primal Scream: | Rank 1:
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- 8% reduction to all damage, Except Untyped
| Rank 2:
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- 12% reduction to all damage, Except Untyped
| Rank 3:
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- 15% reduction to all damage, Except Untyped
- Gain the effects of a Heal spell
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Lasts 5 Seconds |
| 3 | 1 | 20 |
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| | 1 | 2 | 30 |
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- +50 Maximum Hit Points
- +10 Physical Resistance Rating
- If the Harbinger of Chaos feat was taken, instead:
- +100 Maximum Hit Points
- +20 Physical Resistance Rating
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| 1 | 2 | 30 |
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Epic Moment, gain:
- +1000 Unconsciousness Range
- 100% Strike Through
- Heal for 10% of your max hit points
- Gain Adrenaline Effect
- Gain Quick Effect
- The Great Leveler cooldown is reset
- Lasts 30 Seconds
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| 1 | 2 | 30 |
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| | 1 | 2 | 30 |
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| Cooldown: 20 Seconds |
Melee Attack:
| Rank 1:
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- +30% Damage
- +4 Critical Threat Range
| Rank 2:
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- +40% Damage
- +8 Critical Threat Range
| Rank 3:
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- +60% Damage
- +16 Critical Threat Range
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Applies a Trip to all enemies struck. Balance DC: 20 + Highest of STR/DEX/CON Modifier + Trip Bonus save reduces the Trip to 2 seconds |
| 3 | 1 | 30 |
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