Frenzied Hunt

Type: General
Source: Dragon #342

You can channel the divine to send yourself into a powerful but dangerous alternative state of being.
Prerequisite: Base attack bonus +6, ability to turn or rebuke undead, must have either witnessed the Wild Hunt taking place or have been hunted by the Master of the Hunt's followers.
Benefit: You can spend a turn or rebuke attempt as a free action to enter into a wild state of frenzy. Your base attack bonus becomes equal to your character level (which might grant you extra attacks), you gain a +4 enhancement bonus to Dexterity, and a +4 enhancement bonus on all Listen and Spot checks. Due to the focused bloodlust of the frenzy you can only use physical attacks, favoring ranged (or thrown) attacks when possible. You cannot cast spells or take any other action that requires concentration as long as the frenzy lasts.
Much like the Master of the Hunt, when in this alternative state of mind you seek only to kill prey. You consider any non-allied creatures within your line of sight as prey. Once a creature you designate as prey falls you stop attacking and move on to another creature. Despite the bloodlust you can always differentiate between friend and foe.
To determine the number of rounds the frenzy lasts, roll a turning check (1d20 + Cha modifier) and consult Turning Undead (in the PH). The duration of the frenzy equals the maximum Hit Dice of undead you could affect with that turning check. If you down all available prey before the frenzy ends you immediately begin a hunt, searching for more prey. During this time you go to any length to find another suitable creature to hunt, even if it means risking life and limb. You may attempt to end the frenzy early by succeeding at a Will save (DC 15 + rounds remaining of the frenzy). You can attempt this Will save once per round. At the end of the frenzy you lose all of its benefits and become fatigued for a number of minutes equal to the number of rounds you spent in the frenzied state.

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