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. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! If a creature hits you, that creature is flat-footed to you until the end of your next turn. Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. Cleric Class Features Cleric Feats. Trigger You take damage and are capable of entering a rage. You apply the additional damage from Rage to your thrown weapon attacks. SRDFox.com | PFSRD (PF1) | PF2 SRD. Their movement doesn’t trigger reactions. Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. You gain temporary Hit Points equal to half your level plus your Constitution modifier. When you Rage, you gain your chosen animal’s unarmed attack (or attacks). Now time for a little tune from Twisted Sister. Various feats are gated to the instincts, and most of them also come with anathema -- various things that, if done, will mean that you lose the benefits of that Instinct and any associated feats until you spend a day in your room thinking about what you have done. Choose whether your character respects or abhors your dragon type. A barbarian’s land speed is faster than the norm for her race by +10 feet. Dragonborn have proud lineages from the dragons themselves and hold the clan above all else. Wisdom can make you more perceptive. Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging. Your Rage action gains the morph, primal, and transmutation traits. The area and damage type match those of your dragon (see Table 3–4). You channel your rage through an instinct. While raging, you gain a +2 status bonus to saving throws against emotion effects. You decide what your instinct means to you. While you are raging: After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute. Trigger Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature. Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging. | Dungeon World SRD The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. This attack ignores any flat check required due to the target being concealed or hidden. Your rage is a frenzy of rapid movements. 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. Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18. Barbarian Feats. Skill feats have the skill trait. You summon your rage and rush to the front lines to smash your way through. Make a melee Strike against an opponent that isn’t hiding its scent with an effect like negate aroma. Together they are known as Team “I Wanna Roc.” Hey, I am not saying that the Barbarian is horrible (he is not). A central listing of all the typos/oversights/potential errors/etc found in the initial books launched for Pathfinder 2E. Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession. The Barbarian is typically a melee striker with a pile of hit points and DR to compensate for their relative lack of AC. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle, deal massive damage and impress with the most brutal Combat Maneuvers. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. You attack all nearby adversaries. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Skill Feats 2nd. It has the normal Price and Bulk for a weapon of its size (page 295). Letting a personal insult against you slide is anathema to your instinct. When you roll a critical failure on a Fortitude save, you get a failure instead. 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. You stoke an ally’s fury. 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. On a critical hit, add one extra damage die. If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. Increase the additional damage from Rage from 2 to 6. 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. See you as uncivilized or a boorish lout unfit for high society. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks. Basics. Roll damage only once and apply it to each creature you hit. While you are raging, you gain a +10-foot status bonus to your Speed. You can increase the number of actions this activity takes to 3 to Stride three times instead. Your equipment grows with you. You bully foes across the battlefield. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water’s surface. When struck by an enemy, you respond in turn. You use your rage as you choose. If the distance you fall is no more than the height of your jump, you take no damage and land upright. Success You gain the success effect of a Shove, then the success effect of a Trip against the target. 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