Axe of the Steppe

*Across the plains of the steppe, there are tribes of berserkers that follow a natural path. These warriors believe this to be a blessing from mother nature herself. They commit all manner of heinous acts when rage takes hold, and some would even slay their own kin and claim it in the name of mother nature.*

## Abilities

### **Steppe Step (Ex)**

An axe of the Steppe is more effective at traveling through the wilderness for long periods of time. He may perform a forced march for 1 hour each day without needing to make a save versus fatigue and exhaustion. In addition, he gains a +2 competence bonus to saves versus fatigue and exhaustion and to Survival checks made to forage for food and water. At 10th level, he may perform a forced march for 2 hours each day without needing to make a save and increases the competence bonus to +4.

This ability replaces fast movement.

### **Will of the Steppe (Ex)**

When an axe of the Steppe enters a rage, he is taken by the will of the Steppe. While raging, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 1 point of nonlethal damage per berserker level per round. Starting at 1st level, an axe of the Steppe can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that an axe of the Steppe can rage per day. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

To end the will of the Steppe, the axe of the Steppe must contest the hold with his own willpower. He may attempt a Will save (DC 10 + half of his berserker level) once per round as a free action. Success ends the will of the Steppe immediately; failure means it continues. An axe of the Steppe can enter this rage as a free action. Even though this takes no time, he can do it only during his turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters the will of the Steppe at the start of his next action or his turn immediately if he took damage from a trap or attack of opportunity, as long as he still has at least one round of usage of the ability left. To avoid the will of the Steppe taking hold in response to a provoking effect, the axe of the Steppe must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn or immediately if he took damage from a trap or attack of opportunity. While raging, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. During the will of the Steppe, the axe of the Steppe must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his rage expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own). While under the will of the Steppe, the axe of the Steppe cannot choose to deal non-lethal damage with his attacks.

When this rage ends, the axe of the Steppe is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for 1 minute. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters but can be cured as normal. An axe of the Steppe can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If an axe of the Steppe falls unconscious, his rage immediately ends. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued. This ability counts as rage for class features, feats, and other effects that apply to rage, and cannot be used with defensive stance and similar abilities.

This ability modifies rage.

### **Essence of the Steppe (Ex)**

The axe of the Steppe learns to harness his gift to become a vicious butcher feared across the steppe. At 2nd level and every two levels thereafter, the axe of the Steppe may choose to learn one of the following special abilities below or a rage power taken from the berserker’s rage power list. Essence of the Steppe powers require the axe of the Steppe to be raging to access them.

*Carve Deep (Ex):* As a swift action, the axe of the Steppe can spend 2 rounds of rage to guide his weapon with the Dusk Mother’s vigor. For a number of rounds equal to his Charisma modifier, he ignores damage reduction and hardness on creatures up to his berserker level.

*Chaghan (Ex):* The axe of the Steppe communes with the Dusk Mother, further strengthening his ties to the Steppe, becoming one of the Chaghan tribe. The Chaghan tribe has an empowered version of the will of the Steppe ability. An axe of the Steppe of the Chaghan tribe who rages gains one additional attack per round and an additional +2 bonus to Strength. The additional attack is at the axe of the Steppe’s base attack bonus -5. He also suffers an additional -4 penalty to AC on top of the normal one from the will of the Steppe. An axe of the Steppe has no choice in using this ability. Once he becomes one of the Chaghan, this special ability always comes into effect. **Prerequisite:** The axe of the Steppe must be at least 10th level to select this essence.

*Crashing Wave (Ex):* The axe of the Steppe is able to obliterate any who dare step close to him. The radius of his Steel Tsunami ability increases to 40 ft., the damage is doubled, and he adds the critical multiplier of his wielded weapon to the DC of the Reflex save (to a maximum of +4). **Prerequisites:** The axe of the Steppe must have the Steel Tsunami essence of the Steppe and be at least 10th level to select this essence.

*the Steppe’s Scales (Ex):* The natural armor bonus from the axe of the Steppe’s daemonic scales racial trait increases by +1 while raging. For every four berserker levels, it increases by an additional +1. **Prerequisites:** The axe of the Steppe must have the Daemonic Scales racial trait and be at least 6th level to select this essence.

*Path of Righteousness (Ex):* After so long, the axe of the Steppe is thoroughly convinced he and his allies are a force for good. Upon selecting this essence of the Steppe, he gains a bonus teamwork feat. The axe of the Steppe may grant this teamwork feat to a number of allies within 30 ft. who can see and hear him by increasing the cost of his rage by 1 per affected ally. His allies only gain the teamwork feat while the axe of the Steppe is raging. If the axe of the Steppe ever loses the Wrath of the Righteous essence of the Steppe, he loses his bonus teamwork feat and this ability, replacing it with another essence of the Steppe or rage power. **Prerequisites:** The axe of the Steppe must have the Wrath of the Righteous essence of the Steppe and be at least 10th level to select this essence.

*Raw Intuition (Ex):* As a swift action, the axe of the Steppe calls upon the beast within by spending 2 rounds of rage. The next attack he makes that hits restores HP equal to half the damage dealt.

*Steel Tsunami (Ex):* As a standard action, the axe of the Steppe whirls around to strike out, recklessly aiming to spill blood. By spending 4 rounds of rage, all creatures within 20 ft. of him need to make a Reflex save (DC 10 + half of his berserker level + his Charisma modifier) or take damage equal to a normal attack from his wielded weapon + his berserker level. Creatures that make this save take half damage. The axe of the Steppe is healed for half of the damage dealt to all affected creatures. **Prerequisites:** The axe of the Steppe must not have the Wrath of the Righteous essence of the Steppe and be at least 10th level to select this essence.

*Wanton Carnage (Ex):* As a standard action, the axe of the Steppe momentarily allows his gift to fully take control, guiding his weapon to shed the most blood it can. The axe of the Steppe spends 1 round of rage and makes a melee weapon attack. If the attack hits, it deals double weapon damage and adds double his Strength modifier, regardless of whether he wields his weapon with two hands or not. If the target dies by this attack, all foes who see the attack within 60 feet must make a Will save (DC 10 + half of his berserker level + his Charisma modifier) or be Panicked for 1 round. If this causes the last enemy to die, all creatures within 60 feet must instead make a Will save (DC 10 + half of his berserker level + his Charisma modifier) or be Shaken for 1 round. These status effects are mind-affecting effects.

*White-Knuckle Grip (Ex):* While raging, the axe of the Steppe cannot be disarmed.

*Wrath of the Righteous (Ex):* Though rare, some au ra are able to keep their sense of self when the Steppe takes hold, staying their hand from more reprehensible acts of violence. When entering a rage, the axe of the Steppe’s sense of justice bolsters his will, allowing him to ignore the Steppe’s bloodlust when it directs him towards his friends and allies. The axe of the Steppe will no longer be forced to attack his allies and can choose to deal nonlethal damage, show mercy by ceasing his attacks, and willingly fail saving throws and suppress spell resistance from spells or other abilities used upon them by allies. **Prerequisites:** The axe of the Steppe must not have the Steel Tsunami essence of the Steppe and must be any good alignment; shifting to a non-good alignment removes this ability, replacing it with another essence of the Steppe or rage power, and he may never select it again, even if he returns to a good alignment.

These abilities may replace rage powers.

### **Ferocity (Ex)**

At 2nd level and above, while in a rage, an axe of the Steppe is such a tenacious combatant that he continues to fight without penalty even while disabled or dying, ignoring the staggered condition and the effects of nonlethal damage. If he does not have the orc ferocity racial trait, he instead gains the orc ferocity racial trait.

This ability replaces uncanny dodge and improved uncanny dodge.

### **Instinct of the Steppe (Ex)**

At 11th level, when an axe of the Steppe enters his rage, the bonus to his Strength increases to +8. The AC penalty decreases to -3. In addition, the amount of nonlethal damage he takes each round from maintaining this rage is decreased by an amount equal to his Charisma modifier, minimum 1.

This ability replaces greater rage.

### **Avatar of the Steppe (Ex)**

At 20th level, when an axe of the Steppe enters his rage, the bonus to his Strength increases to +10. The AC penalty decreases to -2. In addition, his instinct of the Steppe ability reduces all nonlethal damage he takes each round, including the nonlethal damage from maintaining rage, by an amount equal to his Charisma modifier, minimum 1.

This ability replaces mighty rage.