Frenzied Rage Rules
From KJD-IMC Wiki
Under normal circumstances rage and frenzy are incompatible because they both require so much of the character. Some develop the ability to go beyond this.
When in a frenzied rage, a character gets the benefits of both rage and frenzy. While unnamed, they are considered being of the same source and therefore do not stack (net +4 bonus to Strength, for example). The frenzied rage lasts 3 rounds + one round per point of modified Constitution bonus. Extended Rage and Extended Frenzy do not lengthen this, unless both feats are taken, in which case the frenzied rage lasts four rounds longer.
If the character has Greater Rage, Mighty Rage, Greater Frenzy, or Mighty Frenzy, the increased effects are used for that aspect of the frenzied rage (Greater Rage gives bigger Strength and Constitution bonuses, but does not affect the Dexterity bonus).
The character will fall unconscious at the end of the frenzied rage, unless he has one of Tireless Rage or Tireless Frenzy, in which case he will be fatigued (-2 Strength and -2 Dexterity, cannot run, charge, rage, or frenzy). If he has both tireless feats, he will not be fatigued at the end of his frenzied rage.
