Your proficiency in unarmored defense increases to expert. At 5th level and every 5 levels thereafter, you boost four different ability scores. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. 82 2.0 Rage consumes you in battle. Rage Powers 5. You gain the effects of the 3rd-levelanimalformspellexceptyouuseyourownstatistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. If your animal is a frog, your tongue’s reach increases to 15 feet. ETA: And all your weapons cost twice as much to boot. No need to fly when you can just reach the flying enemies. You can’t use actions with the concentrate trait unless they also have the rage trait. You tap into your inner fury and begin raging. You summon the fury of a mighty dragon and manifest incredible abilities. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature. Trigger You fail or critically fail an attack roll or Will save. Your reflexes are lightning fast. You can’t voluntarily stop raging. You aren’t flat- footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip. Trigger You use the Rage action on your turn. Whenever you perform such acts, you lose the instinct’s abilities and any instinct feats until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities. Pathfinder 2 Barbarian Class Rage consumes you in battle. While you are raging, you gain a fly Speed equal to your land Speed. When you Thrash a grabbed foe, you smack that foe into another nearby. Requirements You are unarmored or wearing light armor. Trigger Your turn begins, and you are at half or fewer Hit Points. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success. You gain your instinct’s specialization ability. To me, the most compelling reasons to take Giant are the interactions between reach and other abilities. Requirements You aren’t fatigued or raging. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Your proficiency rank for your barbarian class DC increases to master. You gain the Rage action, which lets you fly into a frenzy. Prerequisites giant instinct, Giant’s Stature. A Barbarian//Wizard would gain 12 plus their Constitution modifier. When you roll a success on a Will save, you get a critical success instead. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Barbarian Concentrate Instinct Rage. You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell. You bully foes across the battlefield. You resist piercing damage and the damage type of your dragon’s breath weapon. With a quick sprint, you dash up to your foe and swing. This is in addition to any extra dice you gain if the weapon is deadly or fatal. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain these abilities as a Barbarian. The action to Dismiss the transformation gains the rage trait. Table of Content and Rating System 2. Two of the three class feats allow you to increase in size twice (up to huge), but the only benefit is increasing your reach up to 10'. At 1st level and every even-numbered level thereafter, you gain a barbarian class feat. You have the clumsy 1 condition as long as you are Huge. The area and damage type match those of your dragon (see Table 3–4). On a critical hit, add one extra damage die. Desperate to finish the fight, you pour all your rage into one final blow. Because why not let people pay us for playtesting? Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. 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. Your proficiency rank for Fortitude saves increases to legendary. Make a melee Strike against the triggering creature. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema. After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes. The foe must attempt a basic Fortitude save against your class DC. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. Make a melee Strike. Choose whether your character respects or abhors your dragon type. Correct me if I'm wrong but doesn't wielding an oversized weapon also get you an addition +2 to your base damage. Instinct: Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct. With the specialization(s), you still only get a +2 increase over Dragon Instinct at each increase. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. Select an animal from Table: Animal Instincts that best matches your chosen animal. Table of Content and Rating System 1. 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. Increase the additional damage from Rage from 2 to 6. You swing at a foe while mid-leap. Temporarily immune to Terrifying Howl for 1 minute gain via instinct feats wielding the weapon deadly. Reroll the triggering attack roll or Will save t necessarily mean you revere giants—you might at! 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