Me
+1 to next wealth save

Current FZY: 3 (Always start with at least 1)

Currently hulking +4hit/DMG lower lvl



































Last surviving minotaur of my clan
+3 Emperor’s favorite minotaur potter
+3 biggest minotaur anyone has ever seen
+3 committed pacifist who lives in harmony with nature
Positive - High Druid +1
Negative - Crusader +1
Negative - Emperor +1

+1  High Druid Icon Boon
+1 Icon Die with Aldergrove (Ironshod) the Koru Behemoth

Gore - Once per battle you can add 1d6/level damage to a successful melee attack. 

+4d6

Iron-Shod Boots (recharge 6+): When someone intercepts you, stomp on them for 1d8 damage (champion: 2d10; epic: 4d12). If this damage kills your foe, you can keep moving as if you hadn't been intercepted. Quirk: Runs roughshod over other people's feelings.
FRENZY Dice

With each hit you score in a battle, you build up a pool of frenzy dice. You add these dice to damage, but you can also expend them to fuel your powers or heal yourself.

You start each battle with zero frenzy dice. Whenever you hit with a melee attack or a thrown weapon ranged attack, you gain frenzy dice at the end of that turn. Only the first hit counts, multiple hits in one turn still only grant you frenzy dice once.

At first level, you gain a single d4. The die increases by one step each level, as per the level progression table. At 5th level, you gain two dice, and at 8th level, three.

The frenzy dice you gain are added to your frenzy pool. You can keep adding frenzy dice until you reach the maximum, which is three times the dice you gain per hit. When an attack or power uses your current frenzy dice, the pool is referred to as FRENZY (similar to WEAPON for your weapon damage dice). Most importantly, you add FRENZY to damage when you hit with a basic melee attack. Using FRENZY does not expend the dice; they remain in your pool.

However, there are two uses that expend your frenzy dice. One is to pay the cost of your frenzy powers, the other is your Frenzied Healing

Powers
Your frenzy powers are stronger melee attacks and furious battlecries. They can be used once per battle. You start with three at first level, and you can switch them out when you gain a level. Many of your powers come with a cost entry. After you use the power, remove frenzy dice equal to the cost from your frenzy pool. That way, dice expended to pay for the cost are still counted for its FRENZY effect.
Healing

At the end of your turn, before discarding frenzy dice above maximum, you can expend any number of frenzy dice to heal yourself. Roll these dice to determine how many hit points you heal.

The first time you use this ability in a battle, you must spend a recovery without making a recovery roll.

Champion Feat: When an attack reduces you below zero hit points, you can use Frenzied Healing as an interrupt action to heal back up from zero hit points. You have to expend your entire frenzy pool if you do so.


Gigantic Weapon

Increase the damage die of heavy two-handed melee weapons to d12.

Adventurer feat: When wielding a two-handed melee weapon, gain a +1 bonus to hit against large and huge monsters.

Champion feat: When wielding a two-handed melee weapon, gain a +2 bonus to your critical threat range against large and huge monsters.

Epic feat: When wielding a two-handed melee weapon, deal triple damage on a critical hit against large and huge monsters.

Spiritual Guidance

You gain a bonus frenzy power. You can choose a power that is two levels higher than your current level. Note that there are no powers higher than 9th level.

Adventurer feat: Once per scene, you can turn to your ancestors for guidance when making a skill check. Roll a d6. If the result is even, add it to your roll.

Champion feat: Once per battle, the spirits can guide your blade when making an attack. Roll a d6. If the result is even, add it to the roll.

Epic feat: Whenever you make a death save, roll a d6. If it is even, add it to the roll.


Totem Warrior - Bear Aspect
Bear Aspect Beast aspect  Daily, or recharge 16+ for adepts  Quick action  Initiate Effect: Until the end of the battle, while in beast form you gain a +2 bonus to attacks and damage against lower level enemies and mooks of any level (damage bonus increases to 2 + double your Strength or Dexterity modifier at 5th level; damage bonus increases to 2 + triple your Strength or Dexterity modifier at 8th level).  Adept Effect: As the initiate effect, and when you first shift into this aspect, roll your recovery dice as if you were healing, but you instead gain that many temporary hit points. You don’t spend a recovery.  Adventurer Feat The initiate effect’s attack bonus is now +4 instead of +2.  Champion Feat Adepts also gain a +2 AC bonus while using this aspect.  Epic Feat Until the first time it recharges each day, bear aspect is recharge 11+ instead of recharge 16+ for adepts.
Bear Aspect Adept Effect
Daily, or recharge 16+ for adepts  Quick action  Initiate Effect: Until the end of the battle, while in beast form you gain a +4 bonus to attacks and damage against lower level enemies and mooks of any level (damage bonus increases to 4 + double your Strength or Dexterity modifier at 5th level; damage bonus increases to 2 + triple your Strength or Dexterity modifier at 8th level).  
Adept Effect: As the initiate effect, and when you first shift into this aspect, roll your recovery dice as if you were healing, but you instead gain that many temporary hit points. You don’t spend a recovery.

Adventurer Feat: The initiate effect’s attack bonus is now +4 instead of +2 for TOTEM WARRIOR

Adventurer Feat: Deal half damage on a miss. with ULTRA FRENZIED STRIKE

Adventurer Feat: On trigger of FEED ON PAIN, heal FRENZY hit points.

Iron-Shod Boots (recharge 6+): When someone intercepts you, stomp on them for 1d8 damage (champion: 2d10; epic: 4d12). If this damage kills your foe, you can keep moving as if you hadn't been intercepted. Quirk: Runs roughshod over other people's feelings.

Cry for Blood
Close-quarters power; Once per battle; Action
Cost: 1 frenzy die
Target: 1d4+1 nearby enemies
Attack: Constitution + Level vs. the highest MD of all targets
Hit: Psychic damage equal to your Constitution modifier + FRENZY. Gain frenzy dice as if you had hit with a melee attack at the end of your turn.
Miss: Half damage
Champion feat: You can spend a frenzy die to give all nearby allies a +2 bonus to their next melee attack.

Feed On Pain
Close-quarters power; Once per battle; Interrupt action
Cost: –
Trigger: You take damage from an attack.
Effect: Immediately gain a frenzy die (5th level: 2 dice; 8th level: 3 dice).
Adventurer feat: Heal FRENZY hit points.

Ultra-Frenzied Strike
Melee attack; Once per battle
Cost: 3 frenzy dice
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + twice FRENZY damage
Miss: Damage equal to your level.
Adventurer feat: Deal half damage on a miss.
Champion Feat: You can spend an extra frenzy die to gain a +2 bonus to the attack.
Epic Feat: Add triple FRENZY instead.

Raging Vengeance
Melee attack; Once per battle; Interrupt action
Cost: —
Trigger: A nearby ally has been reduced to zero hit points
Always: Pop free from all enemies, engage the opponent that has attacked your ally.
Target: Your ally’s attacker
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Miss: Half damage.
Adventurer feat: Spend a frenzy die to gain a +2 bonus to the attack.
Champion feat: On a hit, grant your ally a death save with the escalation die as a bonus.
Epic feat: If your ally succeeds at the death save, increase the escalation die by 1.

Throat Ripper
Melee attack; Once per battle
Cost: 1 frenzy die
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage, plus FRENZY ongoing damage.
Miss: Damage equal to your level
Champion feat: The save against the ongoing damage is a hard save (16+).

Cull the Weak (Temp, from Spiritual Guidance Talent)
Melee attack; Once per battle; Quick action
Cost: 2 frenzy dice
Target: One nearby staggered enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength + FRENZY damage.
Champion feat: If this attack kills the target, immediately make another melee attack against a nearby enemy.
Medium Armor

Iconic healing potion

Wyvern Poison: 10 ongoing poison damage, end on a difficult save 16+