Frenzy Rules

From KJD-IMC Wiki

Jump to: navigation, search

Some characters can focus their anger into a burst of furious action. This furious action is referred to as a 'frenzy'.

A character who can frenzy an activate it as a free action on his own turn. He cannot do so on another character's turn, nor may he do so if unconscious. A character may only frenzy once per encounter and only a limited number of times per day.

When frenzied, a character gets a +4 bonus to Strength, a +4 bonus to Dexterity, and a +2 bonus to Reflex saves. While frenzied, a character can attack with a Flurry of Blows when making a full attack, much like a monk. He can make an additional attack at his best base attack bonus, but suffers a -2 penalty to all attacks made that round.

While frenzied, a character cannot use skills or abilities that require patience and concentration. Spellcasting is precluded while frenzied. Combat Expertise cannot be used while frenzied, but other feats in the Expertise tree are still available.

A frenzy lasts for a base of three rounds plus the one round per point of Constition bonus. The character may choose to end his frenzy earlier but still suffers the post-frenzy fatigue.

After a frenzy, the character loses all bonuses gained from the frenzy and is fatigued (-2 penalty to Strength, -2 penalty to Constitution, and cannot run or charge) for the remainder of the encounter.

When fatigued like this, a character cannot rage or frenzy.

Personal tools