Nature's Fury Berzerker

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Nature's Fury Track

Talent PreReq Description Tags
Primordial Berzerker Entry You have been graced with a touch from the earliest forces of primal energy in Ancerra. Learn a Primal Aspect and gain a Primal Aspect Talent. Whenever you take a Primal Aspect Talent, you learn an additional Primal Aspect. Berzerker, Nature's Fury
Herbal Stimulation Primordial When you use a Nature's Fury talent with the Herbal tag, you may change between your Primal Aspects for free. Gain +2 ANT, LOG, and CHA until the start of your next turn when you do this. Berzerker, Nature's Fury, Primal Aspect
Herbal Stimulation II Herbal Stimulation You may also use your Herbal Stimulation ability when you consume any potion. Berzerker, Nature's Fury, Primal Aspect
Herbal Stimulation III Herbal Stimulation II, Nature’s Fury 10 Herbal Stimulation grants you +2 ANT, LOG, and CHA for 1 minute or until you use this ability again (whichever duration is shorter). Berzerker, Nature's Fury, Primal Aspect
Primal Mediation Primordial When you take a Rest, you may relearn one of your Primal Aspects (choosing a new one). (1/Week) Berzerker, Nature's Fury, Primal Aspect
Primal Mediation II Primal Meditation You may use your Primal Meditation ability when you Recoup. Berzerker, Nature's Fury, Primal Aspect
Primal Mediation III Primal Meditation II, Nature’s Fury 10 Primal Meditation recharges when you Take a Rest, instead of 1/Week. Berzerker, Nature's Fury, Primal Aspect
Nature's Fury Primordial When you spend AP to change between your Primal Aspects, gain Shield HP equal to the number of Nature’s Fury talents you have taken. Berzerker, Nature's Fury, Primal Aspect
Nature's Fury II Nature’s Fury When you spend AP to change between your Primal Aspects, also deal +2 damage the next time you hit before the end of your next turn. Berzerker, Nature's Fury, Primal Aspect
Nature's Fury III Nature’s Fury II, Nature’s Fury 10 When you spend AP to change between your Primal Aspects, also gain TA on the rest of your attacks on this turn. Berzerker, Nature's Fury, Primal Aspect
Herbal Lore Primordial Gain +2 Nature and +2 Foraging.

When you Take a Rest in nature, you may make an herbal potion with no material cost or Medicine check.

These potions use your Nature skill instead of Medicine, but only you may consume herbal potions that you make in this way. A potion made in this way becomes impotent after 24 hours.

Berzerker, Nature's Fury
Herb Pouch Herbal Lore You carry a variety of mushrooms, herbs, plants, and roots on your person. This allows you to assume you have whatever ingredients you need to make your herbal potions or use talents with the Herbal tag, so long as you are in a natural area. You now create 2 herbal potions every time you Take a Rest. Berzerker, Nature's Fury
Henbane Herb Pouch 1/Rest you can spend 1 AP to chew henbane. For the next 10 minutes, the damage dice for any attack you spend Rage AP on is increased by one size, but you suffer -2 ANT and LOG for the duration. (e.g. 1d6 becomes 1d8). Berzerker, Nature's Fury, Herbal
Henbane II Henbane When you consume Henbane, you may choose to enter a Blind Rage. This gives you 1 additional Rage AP at the start of each of your turns (max 3), but your ANT and LOG suffer an additional -3 penalty. Berzerker, Nature's Fury, Herbal
Henbane III Henbane II Your Blind Rage gives you 2 additional Rage AP (max 3). If you did not spend all your Rage AP, you may spend 1 Rage AP reactively to force an attack that would target your ANT or LOG to instead target your FORT. Unspent Rage AP do not carry over onto your next turn. Berzerker, Nature's Fury, Herbal
Nightcap Mushroom Herb Pouch 1/week when Fatigued, you may consume a Nightcap Mushroom to remove Fatigue and immediately remove 2 Death Points. You cannot keep watch while taking a rest when you do this. Berzerker, Nature's Fury, Herbal
Nightcap Mushroom II Nightcap Mushroom Using Nightcap Mushrooms removes all Death Points. Berzerker, Nature's Fury, Herbal
Nightcap Mushroom III Nightcap Mushroom II Nightcap Mushroom recharges after 3 days, instead of after 1 week. Berzerker, Nature's Fury, Herbal
Yarrow Tea Herb Pouch When you Recoup and you are Bloodied, the HP you regain naturally can remove the Bloodied condition, but cannot exceed 75% of your maximum health. (1/Rest) Berzerker, Nature's Fury, Herbal
Yarrow Tea II Yarrow Tea Gain the Healing Blend ability.

Healing Blend: When you Recoup, you regain additional HP equal to 1/2 your Nature skill. (1/Rest)

Berzerker, Nature's Fury, Herbal
Yarrow Tea III Yarrow Tea II Healing Blend becomes: When you Recoup, you regain additional HP equal to your Nature skill; or, when you Catch your Breath, regain additional HP equal to 1/2 your Nature skill. (1/Rest) Berzerker, Nature's Fury, Herbal
Tadura Bark Herb Pouch ou may consume a powerful hallucinogen when you finish Taking a Rest. If you do, suffer -2 ANT for 8 hours, but during this time you have 1 extra Luck Point. Berzerker, Nature's Fury, Herbal
Tadura Bark II Tadura Bark Instead of or in addition to your base ability, you may boil Tandura Bark down into a foul-tasting essence that you can consume for 1 AP. This is considered a potion that becomes impotent after 24 hours. When you consume it, suffer -3 ANT and LOG for 1 minute, but you gain 2 Luck Points that you may spend during this time. Berzerker, Nature's Fury, Herbal
Tadura Bark III Tadura Bark II When you consume Essence of Tandura Bark, you may choose for the penalty to your ANT and LOG to be -12. If you choose this, gain 1 Luck Point at the start of each of your turns for the duration, and lose unspent Luck Points at the end of each of your turns. Berzerker, Nature's Fury, Herbal
Ankadrem Root Herb Pouch By consuming Ankadrem Root for 1 AP, you fortify your physique. Gain +1 STR for 10 minutes (this can exceed your attribute cap). For the duration, your suffer -5ft Speed and -1 DEX. (1/Rest) Berzerker, Nature's Fury, Herbal
Ankadrem Root II Ankadrem Root Your STR bonus from Ankadrem Root becomes +2. Berzerker, Nature's Fury, Herbal
Ankadrem Root III Ankadrem Root II You may choose for your STR bonus from Ankadrem Root to become +4. If you take this bonus, you suffer -10ft Speed and -2 DEX. Berzerker, Nature's Fury, Herbal
Sibyl Spire Mushrooms Herb Pouch By consuming Sibyl Spire mushrooms for 1 AP, you open your psyche to the outer world for 1 hour. You can telepathically hear the surface thoughts of allied creatures within 30ft of you. Creatures that are aware of this may send you simple communications without spending AP. (1/Rest) Berzerker, Nature's Fury, Herbal
Sibyl Spire Mushrooms II Sibyl Spire Mushrooms While active, you can also hear the surface thoughts of any creature, even those hostile to you. For the duration, cannot be Partially Surprised and have +4 to Initiative rolls and to ANT. Berzerker, Nature's Fury, Herbal
Sibyl Spire Mushrooms III Sibyl Spire Mushrooms II The force of your psyche is sufficient to impose your thoughts on others. For the duration, you may communicate simple messages to your allies within 30ft of you for free. You may communicate simple messages to enemies within 30ft of you by spending 1 AP and making a CHA attack vs their LOG. On a hit, they are Demoralized until the start of your next turn. Berzerker, Nature's Fury, Herbal
Herb Expertise Nature's Fury 6 Gain +2 Nature and +2 Foraging.

You may make a number of herbal potions equal to your AWR (min 2). Other creatures may consume your herbal potions, but a creature cannot consume more than 1 of your potions per Taking a Rest.

Berzerker, Nature's Fury
Herb Mastery Nature's Fury 10 Gain +2 Nature and +2 Foraging.

You may forego up to 2 of your herbal potions for the day to gain additional uses of your other consumable powers (Henbane, Nightcap, Yarrow, Tadura, Ankadrem, or Sibyl Spire).

Berzerker, Nature's Fury
Diluted Dosage Nature's Fury 13 You may give a willing creature that you touch the benefits of one of your consumable powers (Henbane, Nightcap, Yarrow, Tadura, Ankadrem, or Sibyl Spire). A creature that benefits from this power is Sickened for 1d6 x 10 minutes after the effects wear off. Berzerker, Nature's Fury
Prolific Herbalist Diluted Dosage Gain +4 Nature and +4 Foraging.

Increase the number of herbal potions you may make each day by +2. Up to 1/2 your herbal potions each day (min 3) may be replaced with additional uses of herbal talents.


When you Recoup, regain an expended use of one of your specialized herbal abilities. (1/Rest)


Level 30: All of your herbal potions each day may be replaced with additional uses of herbal talents.

Berzerker, Nature's Fury, Capstone
Tried and True Diluted Dosage Increase the number of herbal potions you may make each day by +2. Up to 1/2 your herbal potions each day (min 3) may be replaced with additional uses of herbal talents.


Creatures do not get Sickened from your special herbal abilities. They may also consume these abilities multiple times per day.


Level 30: Creatures that take your special abilities also regain HP equal to your Nature skill and become Rallied for the next 1 minute.

Berzerker, Nature's Fury, Capstone