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Primal Epic Destiny

Fury of the Wild

Acute Senses 0/3
Acute Senses
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Saves versus Traps
Strength or Swiftness 0/3
Strength or Swiftness
Ranks: 3 Cost: 1 AP Requires: 1 AP
Select an Epic Strike.
Savage Take Down 0/3
Savage Take Down
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Trip DCs.
Mantle of Fury 0/3
Mantle of Fury
Ranks: 3 Cost: 1 AP Requires: 1 AP
Fury of the Wild Destiny Mantle: You deal +3% damage against helpless targets. You also gain 2d10 Positive Energy Healing every 15 seconds. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power.
Enduring 0/3
Enduring
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Physical Resistance Rating
Speed Or Strength 0/3
Speed Or Strength
Ranks: 3 Cost: 1 AP Requires: 5 AP
Melee Charge Attack: Rush forward and strike your enemies!
Fear my Vengeance 0/3
Fear my Vengeance
Ranks: 3 Cost: 1 AP Requires: 5 AP
You gain +1 to Attack and Damage against Shaken and Feared enemies.
I'm Always Angry 0/3
I'm Always Angry
Ranks: 3 Cost: 1 AP Requires: 5 AP
You gain the Barbarian Rage Feat. Adds +1 uses of Rage per rest.
Primal Scream 0/1
Primal Scream
Ranks: 1 Cost: 2 AP Requires: 5 AP
Nearby Enemies take 1d20 Sonic damage per character level and are Shaken for 30 seconds. This damage scales the highest of 200% with Melee Power or 100% Sonic Spellpower. You and your allies gain a +2 Morale bonus to Strength, Dexterity and Constitution for 5 minutes. The Morale bonus cannot be refreshed until the previous one expires.
Gird Against Demons 0/1
Gird Against Demons
Ranks: 1 Cost: 2 AP Requires: 5 AP
Weapons you wield bypass Cold Iron damage reduction.
Sense Weakness 0/3
Sense Weakness
Ranks: 3 Cost: 1 AP Requires: 10 AP
+2% Fortification Bypass. Your Fury of the Wild Destiny Mantle grants you an additional 3% extra damage to helpless targets.
Wild Weapons 0/3
Wild Weapons
Ranks: 3 Cost: 1 AP Requires: 10 AP
Choose between Strikethrough, Offhand Strike Chance, or Doublestrike.
Eternal Rage 0/3
Eternal Rage
Ranks: 3 Cost: 1 AP Requires: 10 AP
If you are not Raging and are currently out of Rage charges, you have a 1% chance to gain a charge of Rage whenever you strike a foe.
Fury Selector 0/3
Fury Selector
Ranks: 3 Cost: 1 AP Requires: 10 AP
Enhance your Epic Strike or yourself.
Embrace the Pain 0/3
Embrace the Pain
Ranks: 3 Cost: 1 AP Requires: 10 AP
When you drop below 15% HP, you immediately heal 2d10 Positive Energy Healing, and continue to do so every 6 seconds until you are over 15% HP. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power
Top Dog 0/1
Top Dog
Ranks: 1 Cost: 2 AP Requires: 20 AP
You gain the Improved Trip feat.
Wilder Weapons 0/3
Wilder Weapons
Ranks: 3 Cost: 1 AP Requires: 20 AP
Choose between Strikethrough, Offhand Strike Chance, or Doublestrike.
The Voice of Fury 0/1
The Voice of Fury
Ranks: 1 Cost: 2 AP Requires: 20 AP
Doubles the damage and stat bonuses of your Primal Scream. If Adrenaline or Quick is active when you use Primal Scream, the damage is tripled instead, and nearby enemies have a 75% chance of become confused for 3 seconds, no save. Adrenaline and Quick are consumed.
Force Selector 0/3
Force Selector
Ranks: 3 Cost: 1 AP Requires: 20 AP
Enhance your Epic Strike or yourself.
Unquenchable Rage 0/3
Unquenchable Rage
Ranks: 3 Cost: 1 AP Requires: 20 AP
Reduce all damage, except Untyped, by 8% for 5 seconds after you consume a Rage charge or use Primal Scream.
Lore of the Wilds 0/1
Lore of the Wilds
Ranks: 1 Cost: 2 AP Requires: 30 AP
Every 2 Wilderness Lore feats now grant a 1% Primal bonus to Maximum Hit Points.
Scarred by Chaos 0/1
Scarred by Chaos
Ranks: 1 Cost: 2 AP Requires: 30 AP
Gain +50 Maximum Hit Points and 10 Physical Resistance Rating. Double these bonuses if you have the Harbinger of Chaos Feat.
Unbridled Fury 0/1
Unbridled Fury
Ranks: 1 Cost: 2 AP Requires: 30 AP
Epic Moment: You gain +1000 Unconsciousness Range and 100% Strikethrough. Every 5 seconds you heal for 10% of your max hit points, gain the Adrenaline & Quick Effects, and the cooldown for the Great Leveler resets.
Nature's Fury 0/1
Nature's Fury
Ranks: 1 Cost: 1 AP Requires: 30 AP
While Two Weapon Fighting, Two Handed Fighting, or while in Animal Form, you gain a +1 bonus to your Critical Multiplier on rolls of 19 or 20.
The Great Leveler 0/3
The Great Leveler
Ranks: 3 Cost: 1 AP Requires: 30 AP
Melee Attack: +500 to Hit. You stop in place to create a shockwave that blasts all enemies in a short line. The size of the line triples if Adrenaline or Quick is active, consuming those effects. Applies a Trip to all enemies struck (DC 20 + Highest of STR/DEX/CON + Trip DCs) unless they make a Reflex saving throw. Targets who make their save are still Tripped for 2 seconds.
Core Enhancements
Die Hard 0/1
Die Hard
Ranks: 1 Cost: 1 AP
You gain the Diehard feat.

Each core ability in this tree, including this one, grants the following:

+25 Maximum Hit Points
+5 Melee Power
+5 Ranged Power
Die Harder 0/1
Die Harder
Ranks: 1 Cost: 1 AP Requires: 5 AP
+100 Unconsciousness Range
Die Harderest 0/1
Die Harderest
Ranks: 1 Cost: 1 AP Requires: 10 AP
+250 Unconsciousness Range
Be the Whirlwind 0/1
Be the Whirlwind
Ranks: 1 Cost: 1 AP Requires: 20 AP
Using any of the feats Trip, Improved Trip, Whirlwind Attack, or Quick Cutter causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 150% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a Balance check (DC equal to Improved Trip).
Core Enhancements
Enhancement Description
Die Hard Die Hard
You gain the Diehard feat.

Each core ability in this tree, including this one, grants the following:

+25 Maximum Hit Points
+5 Melee Power
+5 Ranged Power
AP Cost
1
Ranks
1
Progression
0
Die Harder Die Harder
+100 Unconsciousness Range
AP Cost
1
Ranks
1
Progression
5
Die Harderest Die Harderest
+250 Unconsciousness Range
AP Cost
1
Ranks
1
Progression
10
Be the Whirlwind Be the Whirlwind
Using any of the feats Trip, Improved Trip, Whirlwind Attack, or Quick Cutter causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 150% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a Balance check (DC equal to Improved Trip).
AP Cost
1
Ranks
1
Progression
20
Tier 1
Enhancement Description
Acute Senses Acute Senses
Rank 1
+2 Saves versus Traps
Rank 2
+4 Saves versus Traps
Rank 3
+6 Saves versus Traps.

Rank 3: +1% Dodge.
AP Cost
1
Ranks
3
Progression
1
Strength or Swiftness Strength or Swiftness
Select an Epic Strike.
Rank 1
AdrenalineEpic Strike: Your next Melee attack deals +25% damage, and increases your critical threat by 16. Requires a Melee weapon to use.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Quick CutterEpic Strike: Cleave Attack: This attack strikes all enemies around you twice. When you activate this ability, you gain Quick if you successfully strike a target, and all enemies hit gain Cutter.

Quick: +2% Dodge. Duration: 9 seconds.

Cutter: 1d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Rank 2
AdrenalineEpic Strike: Your next Melee attack deals +50% damage, and increases your critical threat by 16. Requires a Melee weapon to use.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Quick CutterEpic Strike: Cleave Attack: This attack strikes all enemies around you twice. When you activate this ability, you gain Quick if you successfully strike a target, and all enemies hit gain Cutter.

Quick: +4% Dodge. Duration: 9 seconds.

Cutter: 1d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Rank 3
AdrenalineEpic Strike: Your next Melee attack deals +75% damage, and increases your critical threat by 16. Requires a Melee weapon to use.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Quick CutterEpic Strike: Cleave Attack: This attack strikes all enemies around you twice. When you activate this ability, you gain Quick if you successfully strike a target, and all enemies hit gain Cutter.

Quick: +6% Dodge. Duration: 9 seconds.

Cutter: 1d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
AP Cost
1
Ranks
3
Progression
1
Savage Take Down Savage Take Down
Rank 1
+1 to Trip DCs.
Rank 2
+2 to Trip DCs.
Rank 3
+3 to Trip DCs.

While wearing Medium or Light Armor, +3 additional bonuses to Trip DCs.
AP Cost
1
Ranks
3
Progression
1
Mantle of Fury Mantle of Fury
Rank 1
Fury of the Wild Destiny Mantle: You deal +3% damage against helpless targets. You also gain 2d10 Positive Energy Healing every 15 seconds. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power.
Rank 2
Fury of the Wild Destiny Mantle: You deal +6% damage against helpless targets. You also gain 4d10 Positive Energy Healing every 15 seconds. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power.
Rank 3
Fury of the Wild Destiny Mantle: You deal +9% damage against helpless targets. You also gain 6d10 Positive Energy Healing every 15 seconds. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power.
AP Cost
1
Ranks
3
Progression
1
Enduring Enduring
Rank 1
+2 Physical Resistance Rating
Rank 2
+4 Physical Resistance Rating
Rank 3
+6 Physical Resistance Rating
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Speed Or Strength Speed Or Strength
Rank 1
Fast and FuriousMelee Charge Attack: Rush forward and strike your enemies!
Boulder's MightMelee Attack: Requires you to be fighting in Two Handed Fighting style (using a Two Handed Weapon while not Natural Fighting) to use.
Rank 2
Fast and FuriousMelee Charge Attack: Rush forward and strike your enemies!
Boulder's MightMelee Attack: Requires you to be fighting in Two Handed Fighting style (using a Two Handed Weapon while not Natural Fighting) to use.
Rank 3
Fast and FuriousMelee Charge Attack: Rush forward and strike your enemies! On use, if you are Raging, the cooldown on this ability is reset, allowing you to use it a second time immediately. This may only trigger once every 10 seconds.
Boulder's MightMelee Attack: Requires you to be fighting in Two Handed Fighting style (using a Two Handed Weapon while not Natural Fighting) to use.
AP Cost
1
Ranks
3
Progression
5
Fear my Vengeance Fear my Vengeance
Rank 1
You gain +1 to Attack and Damage against Shaken and Feared enemies.
Rank 2
You gain +2 to Attack and Damage against Shaken and Feared enemies.
Rank 3
You gain +3 to Attack and Damage against Shaken and Feared enemies.
AP Cost
1
Ranks
3
Progression
5
I'm Always Angry I'm Always Angry
Rank 1
You gain the Barbarian Rage Feat. Adds +1 uses of Rage per rest.
Rank 2
You gain the Barbarian Rage Feat. Adds +2 uses of Rage per rest.
Rank 3
You gain the Barbarian Rage Feat. Adds +3 uses of Rage per rest.
AP Cost
1
Ranks
3
Progression
5
Primal Scream Primal Scream
Nearby Enemies take 1d20 Sonic damage per character level and are Shaken for 30 seconds. This damage scales the highest of 200% with Melee Power or 100% Sonic Spellpower. You and your allies gain a +2 Morale bonus to Strength, Dexterity and Constitution for 5 minutes. The Morale bonus cannot be refreshed until the previous one expires.
AP Cost
2
Ranks
1
Progression
5
Gird Against Demons Gird Against Demons
Weapons you wield bypass Cold Iron damage reduction.
AP Cost
2
Ranks
1
Progression
5
Tier 3
Enhancement Description
Sense Weakness Sense Weakness
Rank 1
+2% Fortification Bypass. Your Fury of the Wild Destiny Mantle grants you an additional 3% extra damage to helpless targets.
Rank 2
+4% Fortification Bypass. Your Fury of the Wild Destiny Mantle grants you an additional 6% extra damage to helpless targets.
Rank 3
+6% Fortification Bypass. Your Fury of the Wild Destiny Mantle grants you an additional 9% extra damage to helpless targets.
AP Cost
1
Ranks
3
Progression
10
Wild Weapons Wild Weapons
Choose between Strikethrough, Offhand Strike Chance, or Doublestrike.
Rank 1
Wild Weapons - Strikethrough+5% Strikethrough chance
Wild Weapons - Offhand Strike Chance+3% to Offhand Strike Chance
Wild Weapons - Doublestrike+1% Doublestrike
Rank 2
Wild Weapons - Strikethrough+10% Strikethrough chance
Wild Weapons - Offhand Strike Chance+6% to Offhand Strike Chance
Wild Weapons - Doublestrike+2% Doublestrike
Rank 3
Wild Weapons - Strikethrough+15% Strikethrough chance
Wild Weapons - Offhand Strike Chance+10% to Offhand Strike Chance
Wild Weapons - Doublestrike+3% Doublestrike
AP Cost
1
Ranks
3
Progression
10
Eternal Rage Eternal Rage
Rank 1
If you are not Raging and are currently out of Rage charges, you have a 1% chance to gain a charge of Rage whenever you strike a foe.
Rank 2
If you are not Raging and are currently out of Rage charges, you have a 2% chance to gain a charge of Rage whenever you strike a foe.
Rank 3
If you are not Raging and are currently out of Rage charges, you have a 3% chance to gain a charge of Rage whenever you strike a foe.
AP Cost
1
Ranks
3
Progression
10
Fury Selector Fury Selector
Enhance your Epic Strike or yourself.
Rank 1
Furious+1 Strength while Raging. Adrenaline damage bonus is increased by 25%
Spirit of the Beast+2 Attack Bonus and your Cutter effect from Quick Cutter is increased to 2d6.
Rank 2
Furious+2 Strength while Raging. Adrenaline damage bonus is increased by 50%
Spirit of the Beast+3 Attack Bonus
Rank 3
Furious+3 Strength while Raging. Adrenaline damage bonus is increased by 75%
Spirit of the Beast+4 Attack Bonus. Rank 3: The effects of the Ram's Might and Animal Growth spells cast on you are doubled.
AP Cost
1
Ranks
3
Progression
10
Embrace the Pain Embrace the Pain
Rank 1
When you drop below 15% HP, you immediately heal 2d10 Positive Energy Healing, and continue to do so every 6 seconds until you are over 15% HP. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power
Rank 2
When you drop below 25% HP, you immediately heal 2d10 Positive Energy Healing, and continue to do so every 6 seconds until you are over 25% HP. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power
Rank 3
When you drop below 40% HP, you immediately heal 2d10 Positive Energy Healing, and continue to do so every 6 seconds until you are over 40% HP. This healing scales with the highest of 100% Positive Spell Power or 200% Melee Power
AP Cost
1
Ranks
3
Progression
10
Tier 4
Enhancement Description
Top Dog Top Dog
You gain the Improved Trip feat.
AP Cost
2
Ranks
1
Progression
20
Wilder Weapons Wilder Weapons
Choose between Strikethrough, Offhand Strike Chance, or Doublestrike.
Rank 1
Wilder Weapons - Strikethrough+10% Strikethrough chance
Wilder Weapons - Offhand Strike Chance+3% to Offhand Strike Chance
Wilder Weapons - Doublestrike+2% Doublestrike
Rank 2
Wilder Weapons - Strikethrough+15% Strikethrough chance
Wilder Weapons - Offhand Strike Chance+6% to Offhand Strike Chance
Wilder Weapons - Doublestrike+4% Doublestrike
Rank 3
Wilder Weapons - Strikethrough+25% Strikethrough chance
Wilder Weapons - Offhand Strike Chance+10% to Offhand Strike Chance
Wilder Weapons - Doublestrike+6% Doublestrike
AP Cost
1
Ranks
3
Progression
20
Prereqs
Wild Weapons
The Voice of Fury The Voice of Fury
Doubles the damage and stat bonuses of your Primal Scream. If Adrenaline or Quick is active when you use Primal Scream, the damage is tripled instead, and nearby enemies have a 75% chance of become confused for 3 seconds, no save. Adrenaline and Quick are consumed.
AP Cost
2
Ranks
1
Progression
20
Force Selector Force Selector
Enhance your Epic Strike or yourself.
Rank 1
Overwhelming ForceAdrenaline now grants an additional 25% bonus to damage.
Primal Force+1 Attack Bonus and 2% Fortification Bypass, and your Cutter effect from Quick Cutter is increased to 3d6.
Rank 2
Overwhelming ForceAdrenaline now grants an additional 50% bonus to damage.
Primal Force+2 Attack Bonus and 4% Fortification Bypass.
Rank 3
Overwhelming ForceAdrenaline now grants an additional 75% bonus to damage. Rank 3: Foes struck by your Adrenaline attacks are now knocked down for 4 seconds.
Primal Force+4 Attack Bonus and 6% Fortification Bypass. Rank 3: While Two Weapon Fighting or in Animal Form, gain +2% damage with all attacks.
AP Cost
1
Ranks
3
Progression
20
Prereqs
Fury Selector
Unquenchable Rage Unquenchable Rage
Rank 1
Reduce all damage, except Untyped, by 8% for 5 seconds after you consume a Rage charge or use Primal Scream.
Rank 2
Reduce all damage, except Untyped, by 12% for 5 seconds after you consume a Rage charge or use Primal Scream.
Rank 3
Reduce all damage, except Untyped, by 15% for 5 seconds after you consume a Rage charge or use Primal Scream. You also apply the effects of the Heal spell to yourself which scales with Melee Power.
AP Cost
1
Ranks
3
Progression
20
Tier 5
Enhancement Description
Lore of the Wilds Lore of the Wilds
Every 2 Wilderness Lore feats now grant a 1% Primal bonus to Maximum Hit Points.
AP Cost
2
Ranks
1
Progression
30
Scarred by Chaos Scarred by Chaos
Gain +50 Maximum Hit Points and 10 Physical Resistance Rating. Double these bonuses if you have the Harbinger of Chaos Feat.
AP Cost
2
Ranks
1
Progression
30
Unbridled Fury Unbridled Fury
Epic Moment: You gain +1000 Unconsciousness Range and 100% Strikethrough. Every 5 seconds you heal for 10% of your max hit points, gain the Adrenaline & Quick Effects, and the cooldown for the Great Leveler resets.
AP Cost
2
Ranks
1
Progression
30
Nature's Fury Nature's Fury
While Two Weapon Fighting, Two Handed Fighting, or while in Animal Form, you gain a +1 bonus to your Critical Multiplier on rolls of 19 or 20.
AP Cost
1
Ranks
1
Progression
30
The Great Leveler The Great Leveler
Rank 1
Melee Attack: +500 to Hit. You stop in place to create a shockwave that blasts all enemies in a short line. The size of the line triples if Adrenaline or Quick is active, consuming those effects. Applies a Trip to all enemies struck (DC 20 + Highest of STR/DEX/CON + Trip DCs) unless they make a Reflex saving throw. Targets who make their save are still Tripped for 2 seconds.
Rank 2
Melee Attack: +500 to Hit. You stop in place to create a shockwave that blasts all enemies in a short line. The size of the line triples if Adrenaline or Quick is active, consuming those effects. Applies a Trip to all enemies struck (DC 20 + Highest of STR/DEX/CON + Trip DCs) unless they make a Reflex saving throw. Targets who make their save are still Tripped for 2 seconds.
Rank 3
Melee Attack: +500 to Hit. You stop in place to create a shockwave that blasts all enemies in a short line. The size of the line triples if Adrenaline or Quick is active, consuming those effects. Applies a Trip to all enemies struck (DC 20 + Highest of STR/DEX/CON + Trip DCs) unless they make a Reflex saving throw. Targets who make their save are still Tripped for 2 seconds.
AP Cost
1
Ranks
3
Progression
30