. . . Or ways to make one. Using Ki Frenzy, Defensive Stance, and Barbarian Rage as a basis, I have designed a system in which a player, instead of taking the default Barbarian rage, constructs their own Rage-Like Ability
Step 1: Determine Enhancements
Start with a base of 3 Enhancement points. With one Enhancement point, you can get . . .
. . . A +2 bonus to Str, Dex, or Con
. . . A +2 bonus to Fort, Ref, or Will
. . . A +2 Dodge bonus to AC
. . . A +2 Competance bonus to Attack rolls
. . . A +2 Competance bonus to Damage rolls
. . . A +10' bonus to Speed
. . . +1/- DR
. . . 2 Temporary HP per level
. . . Temporary use of the Flurry of Blows ability
. . . A 1-step improvement to Uncanny Dodge
. . . A 1-step improvement to Evasion
. . . A +2 round durration (Durration is normally 3+con modifier rounds)
Step 2: Determine Mitigating Factors
Most rage-like abilities have at least 1 mitigating factor. For each Mitigating Factor you accept, you gain 1 extra Enhancement Point for your rage. Mitigating Factors include . . .
. . . A -2 Penalty to Fort, Ref, or Will
. . . A -2 Circumstance penalty to AC
. . . A -2 Circumstance penalty on all attack rolls
. . . Take 2d6 Subdual damage at the end of the rage
. . . Become fatigued for the rest of the encounter after the Rage ends
. . . Inability to move durring rage
. . . Inability to concentrate durring rage
Step 3: Determine Affects of Greater and Superior Rage
When a character gains Greater Rage, they get an extra 3 Enhancement Points to put into their rage. Alternatively, they may, instead of gaining an Enhancement Point, get rid of a former mitigating factor. When a character gains Superior Rage (This is No Longer Winded After Rage for Barbarians), they gain yet another Enhancement Point.
Step 4: Go Kick Major Ass
I think that this one is pretty much self-explanatory.
Step 1: Determine Enhancements
Start with a base of 3 Enhancement points. With one Enhancement point, you can get . . .
. . . A +2 bonus to Str, Dex, or Con
. . . A +2 bonus to Fort, Ref, or Will
. . . A +2 Dodge bonus to AC
. . . A +2 Competance bonus to Attack rolls
. . . A +2 Competance bonus to Damage rolls
. . . A +10' bonus to Speed
. . . +1/- DR
. . . 2 Temporary HP per level
. . . Temporary use of the Flurry of Blows ability
. . . A 1-step improvement to Uncanny Dodge
. . . A 1-step improvement to Evasion
. . . A +2 round durration (Durration is normally 3+con modifier rounds)
Step 2: Determine Mitigating Factors
Most rage-like abilities have at least 1 mitigating factor. For each Mitigating Factor you accept, you gain 1 extra Enhancement Point for your rage. Mitigating Factors include . . .
. . . A -2 Penalty to Fort, Ref, or Will
. . . A -2 Circumstance penalty to AC
. . . A -2 Circumstance penalty on all attack rolls
. . . Take 2d6 Subdual damage at the end of the rage
. . . Become fatigued for the rest of the encounter after the Rage ends
. . . Inability to move durring rage
. . . Inability to concentrate durring rage
Step 3: Determine Affects of Greater and Superior Rage
When a character gains Greater Rage, they get an extra 3 Enhancement Points to put into their rage. Alternatively, they may, instead of gaining an Enhancement Point, get rid of a former mitigating factor. When a character gains Superior Rage (This is No Longer Winded After Rage for Barbarians), they gain yet another Enhancement Point.
Step 4: Go Kick Major Ass
I think that this one is pretty much self-explanatory.