75 XP 153,600 Frost giant ranger 9 CE Large humanoid (cold, giant) Init +4; Senses low-light vision; Perception +24 Defense AC 35, touch 15, flat-footed 31 (+9 armor, +2 deflection, +4 Dex, +11 natural, –1 size) hp 328 (23 HD; 14d8+9d10+216) Fort +26, Ref +17, Will +13. 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. When you roll a success on a Will save, you get a critical success instead. In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background. Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. 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. Open: These maneuvers work only as your first salvo on your turn. Your fury makes your weapons lethal. You also retain the constant abilities of your gear. Because why not let people pay us for playtesting? You get additional +4 to damage when raging, vs +2 and change damage type with Dragon Instinct. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. Prerequisites dragon instinct, Dragon’s Rage Wings. Races, Class Abilities, and Skills 4. Saving ThrowsExpert in FortitudeTrained in ReflexExpert in Will, SkillsTrained in AthleticsTrained in a number of additional skills equal to 3 plus your Intelligence modifier, AttacksTrained in simple weaponsTrained in alchemical bombsTrained in unarmed attacks, DefensesTrained in light armorTrained in medium armorTrained in unarmored defense. Table of Content and Rating System 2. You Stride up to your Speed and make a Strike at the end of your movement. Your Rage action gains the morph, primal, and transmutation traits. You have a stalwart physiology. You decide what your instinct means to you. Requirements You aren’t fatigued or raging. The action to Dismiss the transformation gains the rage trait. The extra damage from dragon is elemental. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct. (Dave Trampier, AD&D Monster Manual, TSR, 1977.) Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. Pathbuilder 2e is a character planner and sheet for the new PFRPG 2e. You summon the fury of a mighty dragon and manifest incredible abilities. Giant Instinct. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, your breath weapon DC increases to 30, and you gain a +14 status bonus to your breath weapon damage. 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. This damage increases to 3 if you’re a master, and 4 if you’re legendary. When you use draconic rage, you increase the additional damage from Rage from 4 to 8. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You keep pace with a retreating foe. Barbarian Source Core Rulebook pg. You grab your foe while it’s distracted by your attack. 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