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Primal Fury


The way of the Primal Fury is a simple method of undeniable ferocity coupled with unstoppable aggression in the face of the enemy. By focusing the cold rage within a warrior’s heart and combining that power with calculated skill and intellect, the Primal Fury practitioner is a force of remorseless warfare that is capable of truly devastating shows of force. Learned by those emulating the hunt and attack methods of great cats, such as pumas, lions, leopards, and tigers, the early practitioners of this discipline spread throughout the world, teaching it nearly everywhere. Many even regard this discipline as the oldest of all disciplines. The disciples of the Primal Fury have a few unifying principles, however, and that is firstly survival. All disciples of the Primal Fury are survivors of hardships in battle, trading blows stoically and fighting on with indomitable will to live to fight again. This drive to victory makes many of them very taciturn, but others simply shrug off the specter of death and focus more on the moment. The associated skill for the Primal Fury discipline is Survival, and its associated weapon groups are axes, heavy blades, and hammers.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Primal Fury Maneuvers
ManeuverTypeDescription
Crushing BlowStrikeA powerful overhand blow that inflicts an additional +1d6 points of damage, enemy is left flat-footed until their next turn.
Panthera on the HuntStrikeThe martial disciple gains a +2 bonus to hit and damage on a charge attack, and ignores attacks of opportunity
Primal WrathStrikeA forceful strike that adds +4 to damage, or +6 to damage if used with a two-handed weapon.
Running Hunter’s StanceStanceWhile in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
Shoulder RushStrikeMake a bull rush or overrun attempt with a +4 bonus; attempt does not provoke attacks of opportunity.
Stance of AggressionStanceWhile in this stance the disciple suffers a -2 penalty to AC and inflicts an additional 1d6 points of damage per eight initiator levels on successful attacks

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Table: 2nd Level Primal Fury Maneuvers
ManeuverTypeDescription
Bloody RiposteCounterMake a counter attack as an immediate action after being struck in melee combat with a +2d6 damage bonus.
Crippling StrikeStrikeMelee attack that adds +2d6 points of damage and the enemy gains the bleeding condition.
Devastating RushStrikeMake an attack that inflicts an additional 2d6 damage and ignores damage reduction and hardness.
Momentum CrashBoostAdd an additional 10 points of damage to a successful charge attack.
Raging Hunter PounceStrikeCharge at a target and make a full attack on the target.

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Table: 3rd Level Primal Fury Maneuvers
ManeuverTypeDescription
Blade-Breaking CounterCounterMake an immediate sunder attempt against an attacker’s weapon when they attack.
Disparity BlowStrikeMake a melee attack against a target, if successful inflicts an additional 2d6 damage and make a trip attempt without provoking attacks of opportunity.
Frenzy StrikeStrikeMake a melee attack with all wielded weapons against a single target and inflicts an additional 2d6 damage.
Primal Warrior StanceStanceThe martial disciple and the equipment he is using is considered one size category larger.

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Table: 4th Level Primal Fury Maneuvers
ManeuverTypeDescription
Furious Primal WrathStrikeA vicious strike that suffers a -4 penalty to attack rolls but adds an additional 20 points of damage or an additional 35 points of damage if the weapon is wielded two- handed.
Impaling StrikeStrikeMelee attack adds +4d6 damage and ignores damage reduction and hardness and inflicts 1d4 points of Constitution damage.
Momentum CrushBoostAdd an additional 20 points of damage on a successful charge attack and the attack ignores the target’s damage reduction.
Shrug It OffCounterMake an opposed Survival check against a foe’s attack roll to negate an attack that inflicts hit point damage.

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Table: 5th Level Primal Fury Maneuvers
ManeuverTypeDescription
Cornered Frenzy StrikeStrikeMake a melee attack with all wielded weapons against all threatened foes and inflicts an additional 4d6 damage.
Dizzying BlowStrikeA powerful charge inflicting an additional 10d6 points of damage and potentially leaves the enemy nauseated.
Lightning StepBoostChange direction once during a charge and negate the movement penalty for harsh terrain.
Meteoric CollisionStrikeWhile performing a bull rush as part of a charge with a +4 bonus, the enemy suffers 7d6 points of damage in addition to the effects of the bull rush attempt.

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Table: 6th Level Primal Fury Maneuvers
ManeuverTypeDescription
Blade of FuryBoostAdd twice your initiator level to damage rolls on a charge attack.
Charge of the Battle PantheraStrikeCharge attack that adds an additional 12d6 to damage and potentially knocked prone.
Shield-Breaking StrikeStrikeMake a melee attack against a target, and in lieu of damage inflict the broken condition on their armor or shield and subtract 4 from their armor or shield bonus to AC (not to exceed the total armor or shield bonus) until it is repaired.
Skirmisher’s StanceStanceWhile in this stance, if the character moves 10-ft. or more in a round, he inflicts an additional 2d6 points of damage and gains a +2 dodge bonus to his AC.

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Table: 7th Level Primal Fury Maneuvers
ManeuverTypeDescription
Blood-Spray StrikeStrikeMelee attack adds 8d6 damage and inflicts 2d4 points of Constitution damage.
Devastating MomentumBoostAdd an additional 40 points of damage on a successful charge attack and the attack ignores the target’s damage reduction and potentially stuns the target.
Primal FrenzyStrikeMake a melee attack with all wielded weapons against all threatened foes and inflicts an additional 6d6 damage.

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Table: 8th Level Primal Fury Maneuvers
ManeuverTypeDescription
Iron Hide StanceStanceWhile in this stance, double the disciple’s Strength bonus to damage and gain DR 5/-; disciple is treated as Large size for some effects.
Meteoric CrashStrikeWhile performing a bull rush as part of a charge with a +4 bonus, inflicting an additional 10d6 points of damage in addition to the bull rush attempt; if the foe is bull rushed more than 10-ft. then he may be knocked prone, and he may make attack of opportunity against his prone foe.
Unbreakable Panthera GuardCounterMake an opposed Survival check against a foe’s attack roll to negate an attack that inflicts hit point damage and gain temporary hit points equal to twice the disciple’s initiator level.

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Table: 9th Level Primal Fury Maneuvers
ManeuverTypeDescription
Wrath of the Primal HunterStrikeMake a charge attack against a target without provoking attacks of opportunity and at the end of the charge the disciple makes a full attack with deadly force.

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The Primal Fury Discipline

The way of the Primal Fury is a simple method of undeniable ferocity coupled with unstoppable aggression in the face of the enemy. By focusing the cold rage within a warrior’s heart and combining that power with calculated skill and intellect, the Primal Fury practitioner is a force of remorseless warfare that is capable of truly devastating shows of force. Learned by those emulating the hunt and attack methods of great cats, such as pumas, lions, leopards, and tigers, the early practitioners of this discipline spread throughout the world, teaching it nearly everywhere. Many even regard this discipline as the oldest of all disciplines. The disciples of the Primal Fury have a few unifying principles, however, and that is firstly survival. All disciples of the Primal Fury are survivors of hardships in battle, trading blows stoically and fighting on with indomitable will to live to fight again. This drive to victory makes many of them very taciturn, but others simply shrug off the specter of death and focus more on the moment. The associated skill for the Primal Fury discipline is Survival, and its associated weapon groups are axes, heavy blades, and hammers.

Crushing Blow

Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

By bringing his weapon high and bringing it down with ferocious finality, the disciple’s forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).

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Panthera on the Hunt

Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuver gains +2 circumstance bonus to attack and damage rolls on his charge attack, and ignores attacks of opportunity from moving through threatened squares.

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Primal Wrath

Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

A wild but powerful strike is better than a frail and accurate one, says the disciple of Primal Fury. By sacrificing accuracy for potency, the disciple achieves his desired result. The initiator inflicts an additional 4 points of damage upon a successful attack, or an additional 6 points of damage if the initiator is wielding the weapon in two hands.

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Running Hunter’s Stance

Discipline: Primal Fury (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Stance

DESCRIPTION

The swiftest hunter catches the prey, and the Primal Fury disciple has trained his body mercilessly to increase his speed and sharpen his senses. While in this stance, the initiator gains a +10 enhancement bonus to his base land speed and gains the scent special ability.

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Shoulder Rush

Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple of Primal Fury uses his aggression to take opportunities whenever possible, and a solid shoulder into a foe at an opportune moment can tip the scales of war in the disciple’s favor. As a standard action, the initiator may make a bull rush or overrun attempt with a +4 circumstance bonus, and this attempt does not provoke attacks of opportunity.

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Stance of Aggression

Discipline: Primal Fury (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Stance

DESCRIPTION

By focusing his fury on the ending of his foes, the disciple forgoes finesse for devastating power. While in this stance, the initiator suffers a -2 penalty on his AC but any successful attack inflicts an additional 1d6 points of damage. This damage bonus increases by 1d6 every eight initiator levels.

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Bloody Riposte

Discipline: Primal Fury (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker’s defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus that inflicts an additional 2d6 points of damage.

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Crippling Strike

Discipline: Primal Fury (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By specifically targeting a victim’s most vulnerable areas, the disciple is capable of rending arterial injuries into his foe. The initiator initiating this maneuver inflicts an additional 2d6 points of damage upon a successful melee attack, and his victim gains the bleeding condition suffering 1d3 points of damage per round until the application of any spell or effect that cures hit point damage or someone staunches the blood with a DC 15 Heal check.

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Devastating Rush

Discipline: Primal Fury (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant

DESCRIPTION

The disciple performing this attack executes a powerful attack that rushes in past a foe’s defenses to shatter them completely. The initiator inflicts an additional 2d6 points of damage upon a successful attack and his strike ignores the damage reduction of a subject or the hardness of an object he is attacking.

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Momentum Crash

Discipline: Primal Fury (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: One attack
Duration: Instant

DESCRIPTION

By putting his fury into a charging attack, the disciple is capable of using the momentum of his charge to increase his killing power with a twist of his body upon connecting. Upon a successful charge attack, the initiator’s charge attack inflicts an additional 10 points of damage in addition to the normal +2 to hit.

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Raging Hunter Pounce

Discipline: Primal Fury (Strike); Level: 2
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe’s body with the remaining attacks.

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Cornered Frenzy Strike

Discipline: Primal Fury (Strike); Level: 5
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

As an animal cornered lashes out at all comers, so does the Primal Fury disciple when he finds himself surrounded. By using his intuition and striking where he feels a foe to be, he uses his instincts as a powerful weapon. As a full attack action, the initiator makes an attack roll at full base attack bonus against each target within his reach with each weapon he is currently wielding (including natural attacks; armor and shield spikes always count as wielded weapons), and each successful attack inflicts an additional 4d6 points of damage. After initiating this maneuver, the initiator’s focus on offense causes his AC to suffer a -2 penalty until his next turn.

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Blade-Breaking Counter

Discipline: Primal Fury (Counter); Level: 3
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

An opponent cannot hurt you with his weapon if a weapon does not exist to do it. The Primal Fury disciple takes this to heart with a powerful parrying blow designed to shatter the weapon that his opponent uses before it can strike him. When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe’s weapon (which does not provoke attacks of opportunity), and if the weapon is reduced to half of its hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent’s weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.

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Disparity Blow

Discipline: Primal Fury (Strike); Level: 3
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With a powerful upswing, the Primal Fury disciple brings his weapon in low and with his attack drives his opponent to the ground as he raises it high to show his superiority. The initiator makes a melee attack and if successful, inflicts an additional 2d6 points of damage and may make an immediate trip attack against the target with a +4 circumstance bonus. This trip attempt does not provoke attacks of opportunity.

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Frenzy Strike

Discipline: Primal Fury (Strike); Level: 3
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By emulating the ferocious assault of a raging great cat, the disciple’s knowledge of the natural world and the way its predators operate assists him in combat with a furious set of attacks. The initiator makes one attack with each weapon he has wielded (or with both heads of a double weapon; this includes natural attacks and armor or shield spikes) at his full base attack bonus. Upon a each successful attack, the initiator inflicts an additional 2d6 points of damage.

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Primal Warrior Stance

Discipline: Primal Fury (Stance); Level: 3
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Stance

DESCRIPTION

By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it’s greatest effects. The initiator ignores difficult terrain when charging while in this stance, and whenever he is subject to a size modifier for CMB checks or to his CMD, the disciple is treated as one size category larger if doing so would be advantageous to him. He is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. Additionally, any melee weapon, unarmed strike, or natural weapon is treated as if it were two sizes larger. The benefits of this stance stack with abilities or effects that increase the initiator’s size (such as enlarge person).

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Furious Primal Wrath

Discipline: Primal Fury (Strike); Level: 4
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple’s attacks grow strong with practiced fury and primal power, forgoing accuracy for pure deadly force. The initiator suffers a -4 penalty to his attack roll, and makes an attack against a target creature. If successful, this attack inflicts an additional 20 points of damage, or 35 if the weapon is wielded in two hands.

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Impaling Strike

Discipline: Primal Fury (Strike); Level: 4
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

The disciple who has reached this level of mastery in the art of Primal Fury has learned that by striking to a foe’s heart and center with a singular but powerful blow, it causes the foe’s ability to withstand punishment to falter. The initiator makes an attack against his target and if successful, inflicts an additional 4d6 points of damage to this attack which ignores damage reduction. The target must make a Fortitude save (DC 14 + primary initiation modifier) or suffer an additional 1d4 points of Constitution damage from being hit in a vital area. Targets immune to critical hits are not subject to this Constitution damage.

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Shrug It Off

Discipline: Primal Fury (Counter); Level: 4
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

By relying on his instincts to protect him in the theater of war, the disciple twists and dodges to escape injury in the same manner as an animal can sense danger before it strikes. The initiator makes an opposed Survival check against the attacker’s melee or ranged attack roll, including spells or supernatural effects. If the initiator’s Survival check equals or exceeds the attack roll, then the attack is negated.

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Momentum Crush

Discipline: Primal Fury (Boost); Level: 4
Prerequisite(s): One Primal Fury maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

With a powerful overhand flourish at the end of his charge, the disciple is capable of delivering additional force to his already devastating charges. The initiator makes a charge attack against a target foe and if successful, he may spend a swift action to add an addition 20 points of damage to that single attack and ignores the target’s damage reduction.

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Dizzying Blow

Discipline: Primal Fury (Strike); Level: 5
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 full around action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

The disciple of the Primal Fury rockets across the battlefield to unleash a powerful strike to the vitals of his foe, leaving him agonized and sick with pain. The initiator makes a charge attack against a target creature, if successful the attack inflicts an additional 10d6 points of damage and the target must make a Fortitude save (DC 15 + initiation modifier) or be nauseated for 1d4 rounds.

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Meteoric Collision

Discipline: Primal Fury (Strike); Level: 5
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple makes a charge at an opponent within the theater of war with the power and force of a falling meteor, striking hard and bowling his opponent over. The initiator makes a bull rush attempt as part of a charge with a +4 bonus, and if the initiator successfully bull rushes his opponent, the fury of his strike inflicts 7d6 points of damage to his target as he bull rushes him. This bull rush attempt does not provoke attacks of opportunity.

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Blade of Fury

Discipline: Primal Fury (Boost); Level: 6
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple taps into hidden reserves of fury within himself to pour his all into this strike. The initiator expends a swift action to use this boost as part of a charge attack, adding twice his initiator level to the damage roll as a circumstance bonus.

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Lightning Step

Discipline: Primal Fury (Boost); Level: 5
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

Once a great cat has found its prey, the light-footed and graceful cat is capable of nearly ignoring hazards in his path to run it down. The disciple has learned this and is capable of negotiating a battlefield with ease. As a swift action the initiator may make one turn of up to 90 degrees mid-charge and ignore terrain difficulties along his charge path.

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Charge of the Battle Panthera

Discipline: Primal Fury (Strike); Level: 6
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex partial

DESCRIPTION

With a running start that ends in a blood-drenched finish, the disciple mimics the final moments of the hunting great cat as he delivers the death blow to his prey. The initiator makes a charge attack against a target, and if successful he inflicts an additional 12d6 points of damage and the target must make a Reflex save (DC 16 + initiation modifier) or be knocked prone.

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Shield-Breaking Strike

Discipline: Primal Fury (Strike); Level: 6
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By removing the protection of his prey, the disciple of Primal Fury shreds leather and metal equally as a great cat’s claws would tear animal hide. The initiator makes an attack against a foe and if successful, inflicts damage as normal to the target and inflicts the broken condition on a target piece or suit armor or shield and imposes a -4 penalty to their armor or shield bonus (not to exceed the total armor or shield bonus) until the item is repaired. If the item is magical, this maneuver is resolved as a normal sunder attempt as a free action as part of the strike (which does not provoke attacks of opportunity) and the initiator gains a +2 bonus to his CMB check for this attempt.

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Skirmisher’s Stance

Discipline: Primal Fury (Stance); Level: 6
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

By adopting a hit-and-run attitude, the disciple of Primal Fury disciple moves swiftly and strikes with deadly force. While in this stance, if the initiator moves 10-ft. or more on his turn, attacks made by him inflict an additional 2d6 points of damage and he gains a +2 dodge bonus to his armor class.

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Blood-Spray Strike

Discipline: Primal Fury (Strike); Level: 7
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The Primal Fury disciple makes a chest-ruining arterial strike on his foe, causing the enemy to suffer grievous amounts of injury. The initiator makes an attack against a target foe and if successful, inflicts an additional 8d6 points of damage and inflicts 2d4 points of Constitution damage due to striking vital areas and organs. If the target is immune to critical hits, the target does not suffer this Constitution damage.

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Devastating Momentum

Discipline: Primal Fury (Boost); Level: 7
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

The charging Primal Fury disciple throws his full weight and momentum behind a blow, showing all who see it who the most powerful combatant on the field of battle truly is. Upon making a successful charge attack, the initiator may add an additional 40 points of damage to the attack as a swift action, and this attack ignores the target’s damage reduction. Additionally, the target must make a successful Fortitude save (DC 17 + initiation modifier) to resist being stunned for 1 round (this effect does not stack with a maneuver that also has the potential to daze or stun an opponent; the initiator must choose which effect to use).

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Primal Frenzy

Discipline: Primal Fury (Strike); Level: 7
Prerequisite(s): Two Primal Fury maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple becomes a whirling dervish of hellish weapon blows as he descends into a blood-drenched frenzy of strikes against his surrounding foes, relying on his killer instincts to see him through the fight. As a full attack action, the initiator makes an attack roll at full base attack bonus against each target within his reach with each weapon he is currently wielding (including natural attacks and armor or shield spikes), and each successful attack inflicts an additional 6d6 points of damage. After initiating this maneuver, the initiator’s focus on offense causes his AC to suffer a -2 penalty until his next turn.

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Iron Hide Stance

Discipline: Primal Fury (Stance); Level: 8
Prerequisite(s): Three Primal Fury maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Standing strong in the theater of war, the Primal Fury master stands as a pillar of blood-soaked iron amidst the bodies of those too weak to live in his presence. While in this stance, the initiator gains a damage reduction of 5/-, and the initiator’s Strength bonus to damage is doubled (or tripled if wielding a weapon with two hands). Additionally, the initiator is treated as one size category larger (so if the initiator is Medium-sized, then he counts as Large-sized) when it benefits his CMB and CMD (such as resisting trip attacks or overrun attempts).

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Meteoric Crash

Discipline: Primal Fury (Strike); Level: 8
Prerequisite(s): Three Primal Fury maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Reflex partial

DESCRIPTION

By rushing at a foe like a blazing comet through the sky, the Primal Fury disciple crashes through an opponent to sculpt the battlefield into a field of carnage. The initiator makes a bull rush attempt as part of a charge with a +4 bonus (this bonus stacks with the +2 bonus from making a charge); if successful, the initiator inflicts 10d6 points of damage to the target as part of the bull rush and if the target is pushed back more than 10-ft., they are knocked prone on a failed Reflex save (DC 18 + initiation modifier) and he may make an immediate attack of opportunity against his prone foe. In initiator must be able to follow or reach the target to make this attack of opportunity.

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Unbreakable Panthera Guard

Discipline: Primal Fury (Counter); Level: 8
Prerequisite(s): Three Primal Fury maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

In the flow of battle, a master of the Primal Fury discipline finds nothing more invigorating than a near miss that was avoided through sheer instinct. The initiator makes an opposed Survival check against an opponent’s attack roll which if successful the initiator negates the attack and gains a number of temporary hit points equal to twice the disciple’s initiator level for one minute.

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Wrath of the Primal Hunter

Discipline: Primal Fury (Strike); Level: 9
Prerequisite(s): Four Primal Fury maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The true master of Primal Fury art is the disciple who brings the full ferocity of this discipline against a foe with a titanic charge that ends with ringing iron and spraying blood as his weapons do their deadly work. The initiator performs a charge attack against his foe, and makes a full attack at the end of this charge attempt. Each successful attack ignores damage reduction and the initiator may add an additional 4d6 points of damage to each attack’s damage roll.

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