Berzerker

From MythCraft Online SRD
Jump to navigation Jump to search
Hanniah Sharptooh, queen of viscera

"I embrace the darkness within. It makes me strong. My fury is my guide, and I will meet victory... or oblivion." - Hanniah Sharptooth, queen of viscera

You were born amidst the towering arctic mountains, axe and spear in hand. From an early age you displayed unmatched ferocity and an unyielding spirit, but there was also a darkness about you. Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demons.

You are known and feared for your unstoppable blood rages. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.

Berzerker Tracks

Exile. Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.

Fearless. You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.

Juggernaut. Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.

Rage. By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage, but also makes you easier to hit in your blind fury.

Branded. Harker's Guide to Vampire Hunting. You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power.

Core Subclass Tracks

Berzerker Entry Talent

After gaining the Berzerker Entry Talent, you can take talents from any of the Berzerker tracks. After gaining the Berzerker Entry Talent, you can also gain Primal Aspect Talents

Talent PreReq Description Tags
Berzerker Entry Character Level 2 When you take this entry talent, you gain the following abilities.
  • Blood Rage. Gain one special Rage AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so. You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.

You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.

  • Ferocious. (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and gain Immune Frightened for a number of minutes equal to your amount of Berzerker Talents+1.
Class Entry, Berzerker

Exile Track

Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.

Exile Track Progression
Talent PreReq Description Tags
Marked Berzerker Entry You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:
  • Mad Dog. You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1⁄2 your STR/Menacing to a CHA check that they make.
  • Kraken. You have turned to the sea, gaining +6 to the Vehicles* (Water) skill. When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.
  • Lone Wolf. When making AWR or INT checks that would implement skills with the survival tag, you may use your CHA instead.
Berzerker, Exile
Drunken Fighter Marked If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD. Berzerker, Exile
Throw Anything Drunken Fighter Improvised thrown weapons cost you 1 fewer AP to use (min 1) and deal 1d6 damage. Berzerker, Exile
Brutality Drunken Fighter Gain +1 TA when attacking a creature that is Frightened or Prone. Berzerker, Exile
Another Swig Drunken Fighter When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move. Doing so does not provoke additional reactive attacks, even if your movement does. Berzerker, Exile
Drunken Stagger Drunken Fighter While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive actions. Berzerker, Exile
Drunken Fist Drunken Fighter (CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll. You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. Berzerker, Exile
Hidden Dagger Drunken Fighter Your Sneak Attack damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).

You can apply Sneak Attack damage to a creature that you hit with a weapon that has the concealed tag, once per turn, as long as you have at least one source of TA. You may still use Sneak Attack if Drunken Fighter is your only source of TD.

Berzerker, Exile
"Cowards!" Drunken Fighter Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA. Berzerker, Exile
Fighting Dirty Drunken Fighter When you are Flanking, you can apply TA to your Maneuver attack rolls. Berzerker, Exile
Brawling Drunken Fighter Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4. Berzerker, Exile
Beast Companion Exile 6 You gain a special bond with a creature. This creature can be ML 2 or lower and must have the beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.

When your companion reaches 0 HP, it falls Unconscious rather than dying, and will return to full health upon Taking a Rest.

Berzerker, Exile
Regain Honor Beast Companion

Incompatible: Defiance

(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. Berzerker, Exile
Companion Boon Exile 7 Your beast companion gains additional maximum HP equal to your CHA. Berzerker, Exile
Companion Boon II Companion Boon Whenever you and your companion are within 5 ft of each other, you both gain TA on your attacks. Berzerker, Exile
Companion Boon III Companion Boon II Your beast companion gains a bonus to its attack rolls equal to 1⁄2 your CHA. Berzerker, Exile
Drunken Resilience Exile 7 You gain Resist Toxic 5 and become immune to common poisons. Berzerker, Exile
Steady Fist Drunken Fist, Exile 7 Drunken Fist becomes Steady Fist and no longer requires imbibing to use. Berzerker, Exile
Steady Fist II Steady Fist You now gain +2 damage per -1 to hit from Steady Fist. Berzerker, Exile
Restored Honor Regain Honor, Exile 14 Through endless tribulation you have emerged victorious, your honor restored. Your name and force of character are an inspiring presence to behold.
  • Unimpeachable. Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.
    • Level 30: When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.
Berzerker, Exile, Capstone
Defiance Beast Companion

Incompatible: Regain Honor

Your Drunken Fighter feature deals +2 damage. Berzerker, Exile
Throw Anything II Throw Anything, Exile 7 You gain +20 ft range with improvised thrown weapons and the damage becomes 1d8. Berzerker, Exile
Hidden Dagger II Hidden Dagger, Exile 7 You gain +1 Sneak Attack die. Berzerker, Exile
Drunken Ferocity Exile 7 Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it. Berzerker, Exile
Scrapping Exile 7 You gain two Maneuvers of your choice from the Pugilist’s Maneuver list. You can use these Pugilist’s Maneuvers 2/Recoup. Berzerker, Exile
Drag Exile 7 Your companion gains a special maneuver: Drag
  • Drag. Forgoing all other actions this turn, your companion can move 1⁄2 its speed and drag a Prone target with it. This movement can provoke reactive actions.
Berzerker, Exile
Refresh Exile 7 If you are Bleeding, Burning, Chilled, or Dazed, you may roll 1d6 every time you imbibe. If you roll a 5 or 6, the condition is removed. Berzerker, Exile
Utterly Independent Exile 14, Defiance Your exile has led you to a life of fierce and complete independence from all others. Urban legends might follow you as you face down grave threats on your own.

You become immune to the Charmed and Enthralled conditions.

  • Independence. Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.
    • Level 30: Independence activates with your ANT and LOG defenses as well.
Berzerker, Exile, Capstone

Fearless Track

You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.

Talent PreReq Description Tag
Ferocious II Berzerker Entry Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.

Ferocious becomes 3/Rest.

Berzerker, Fearless
Seeing Red Ferocious II

Incompatible: Stoic

Gain +2 Skill Points that you can spend on any skills with the STR or END tag.

You are considered Bloodied at 3⁄4 your max HP.

Berzerker, Fearless
Blood Will Flow Seeing Red While you are Bloodied, deal an additional 1d12 damage on a crit. Berzerker, Fearless
Stoic Ferocious II

Incompatible: Seeing Red

Gain +2 Skill Points that you can spend on any skills with the STR or END tag.

You are considered Bloodied at 1⁄4 your max HP.

Berzerker, Fearless
Unflappable Stoic You can trigger your Ferocious ability when you would gain the Shaken condition, granting you immunity to Frightened and Shaken for the duration. Berzerker, Fearless
Ferocious III Fearless 3 Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.

Ferocious becomes 4/Rest.

Berzerker, Fearless
Seeing Red II Ferocious III, Blood Will Flow If your Ferocious ability is active and you are Bloodied, deal +2 damage on all of your damage rolls. Berzerker, Fearless
Blood Will Flow II Seeing Red II While you are Bloodied, your crit range increases by 1. Berzerker, Fearless
Frenzy Blood Will Flow II When you are Ferocious, you may use Frenzy.
  • Frenzy. (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP.
Berzerker, Fearless
Stoic II Ferocious III, Unflappable Choose REF, FORT, ANT, or LOG. While you are not Bloodied, WILL and your selection increase by +1. Berzerker, Fearless
Unflappable II Stoic II You can trigger your Ferocious ability when you would become Demoralized, granting you immunity to Frightened, Shaken, and Demoralized for the duration. Berzerker, Fearless
Never Retreat Unflappable II When you are Ferocious and not Bloodied, you are Grounded and cannot be knocked Prone or moved against your will. Berzerker, Fearless
Ferocious IV Fearless 7 Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.

If you Recoup and have no uses of Ferocious remaining, regain one use.

Berzerker, Fearless
Seeing Red III Ferocious IV, Frenzy Gain +2 Skill Points that you can spend on any skills with the DEX or END tag.

While Ferocious, your LOG equals your FORT unless your LOG is already higher.

Berzerker, Fearless
Blood Will Flow III Seeing Red III While you are Bloodied your crit range increases by 1 more. Berzerker, Fearless
Frenzy II Blood Will Flow II Gain +1 FORT.

Frenzy becomes 3/Rest.

Berzerker, Fearless
Stoic III Ferocious IV, Never Retreat Gain +2 Skill Points that you can spend on any skills with the AWR or CHA tag.

While you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.

Berzerker, Fearless
Unflappable III Stoic III You can trigger your Ferocious ability when you would become Charmed, granting you immunity to Frightened, Shaken, Demoralized, and Charmed for the duration. Berzerker, Fearless
Never Retreat II Unflappable III Gain the Iron Advance ability.
  • Iron Advance. When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.
Berzerker, Fearless
Ferocious V Fearless 11 Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.

If you Catch Breath and have no uses of Ferocious remaining, regain one use.

Berzerker, Fearless
Horrifying Frenzy Ferocious V, Frenzy II (1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. Berzerker, Fearless
Savage Frenzy Horifying Frenzy Gain the Savage Frenzy ability.
  • Savage Frenzy. (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have TA and the crit range increases by 1.
Berzerker, Fearless
Stoic IV Ferocious V, Never Retreat II When you are not Bloodied all of your physical and mental defenses increase by +1. Berserker, Fearless
Never Retreat III Stoic IV Gain the Iron Reave ability.
  • Iron Reave. (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP.
Berserker, Fearless
Unstoppable Ferocity Fearless 14 Having stared down the jaws of death myriad times, you finally reach your snapping point.

When you reach 0 HP, you may activate Unstoppable Ferocity. (0 Reactive AP)

  • Unstoppable Ferocity. For the duration of Ferocious, gain +3 to all defenses. Gain TA on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability you permanently lose all of your Talents in the Ferocious track and lose Ferocious 1. You do not gain replacement Talents.
    • Level 30. If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.
Berserker, Fearless, Capstone

Juggernaut Track

Juggernaut Track Progression

Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.

Talent PreReq Description Tags
Juggernaut Berzerker Entry Gain the Juggernaut ability.
  • Juggernaut. (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any Reactive AP, gain DR 3.
Berzerker, Juggernaut
Hardy Juggernaut Gain the Hardy specialization talent. Berzerker, Juggernaut
Elemental Inurement Hardy

Incompatible: Staunch Resistance

While your Juggernaut ability is active, reduce elemental damage as well as physical. Berzerker, Juggernaut
Ardent Assault Elemental Inurement When you are not Bloodied, deal +2 damage on melee attacks. Berzerker, Juggernaut
Staunch Resistance Hardy

Incompatible: Elemental Inurement

While your Juggernaut ability is active, increase DR by 2. Berzerker, Juggernaut
Shrug It Off Staunch Resistance (1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature. Berzerker, Juggernaut
Endure Juggernaut 4 Gain the Endure ability.
  • Endure. (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead.
Berzerker, Juggernaut
Juggernaut II Endure Gain +4 Skill Points that you can spend on any skills with the END tag.

Juggernaut becomes 1/2 END/Rest.

Berzerker, Juggernaut
Juggernaut III Juggernaut II While your Juggernaut ability is active, increase DR by 2. Berzerker, Juggernaut
Energy Inurement Juggernaut III, Ardent Assault While your Juggernaut ability is active, reduce energy damage as well as physical and elemental. Berzerker, Juggernaut
Citadel of Stamina Energy Inurement Gain +2 FORT. Berzerker, Juggernaut
Staunch Resistance II Juggernaut III, Shrug It Off While your Juggernaut ability is active, increase DR by 3. Berzerker, Juggernaut
Battle Ready Staunch Resistance II When you Recoup, you may remove +1 Death Point. Berzerker, Juggernaut
Endure II Juggernaut 9 Gain +4 Skill Points that you can spend on any skill with the END tag.

Endure becomes 3/Rest.

Berzerker, Juggernaut
Hardy II Endure II Gain +1 HP per character level, and +1 HP each time you level up. Berzerker, Juggernaut
Ardent Assault II Hardy II, Citadel of Stamina Gain +2 Skill Points that you can spend on any skill with the STR tag.

When you are not Bloodied, gain +1 to FORT.

Berzerker, Juggernaut
Shrug It Off II Hardy II, Battle-Ready Shrug it Off becomes 2/Recoup. Berzerker, Juggernaut
Endure III Juggernaut 12 Gain +4 Skill Points that you can spend on any skills with the END tag.

If you have no uses of Endure remaining and you Recoup, regain one use.

Berzerker, Juggernaut
Juggernaut IV Endure III You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest. Berzerker, Juggernaut
Unstoppable Juggernaut Juggernaut 14 You have a reputation of being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.

The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.

Gain the Back in the Fight ability.

  • Back in the Fight. (1/Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X.
    • Level 30: Back in the Fight becomes: Remove Death Points equal to X.
Berzerker, Juggernaut, Capstone

Rage Track

Rage Track Progression

By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage, but also makes you easier to hit in your blind fury.

Talent PreReq Description Tags
Blood Rage II Berkzerker Entry Gain the Fury ability.
  • Fury. When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have TA and your mental defenses reduce by 2. This lasts until the start of your next turn.
Berzerker, Rage
Furious Blows Blood Rage II

Incompatible: Death Defier

Attacks made with Fury deal +2 damage. Berzerker, Rage
Furious Blows II Furious Blows Deal +2 additional damage if you attack with Fury and are Bloodied. Berzerker, Rage
Death Defier Blood Rage II

Incompatible: Furious Blows

When attacking with Fury, gain +X to attack and damage where X = your current Death Points. Berzerker, Rage
Death Drop Death Defier Gain the Death Drop ability.
  • Death Drop. (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit.
Berzerker, Rage
Blood Rage III Rage 3 Your attacks made with Fury gain +1 to their crit range. Berzerker, Rage
Blood Rage IV Blood Rage III Gain +1 Rage AP. Berzerker, Rage
Bloodlust Blood Rage IV, Furious Blows II When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use Bloodlust.
  • Bloodlust. Move up to your speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage..
Berzerker, Rage
Furious Smash Bloodlust When you attack with Fury and hit, you may use Berzerk Smash.
  • Berzerk Smash. Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.
Berzerker, Rage
Death Drop II Blood Rage IV, Death Drop Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer). Berzerker, Rage
Death Defier II Death Drop II Gain the Cling to Life ability.
  • Cling to Life. When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you do not die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.
Berzerker, Rage
Blood Rage V Rage 7 When you crit with Fury, if you are Bloodied, regain 1d6 HP. Berzerker, Rage
Blood Rage VI Blood Rage V Gain +1 Rage AP. Berzerker, Rage
Bloodlust II Blood Rage VI, Furious Smash When you use Bloodlust, you may also use Rend.
  • Rend. (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds.
Berzerker, Rage
Furious Smash II Bloodlust II Gain the Furious Smash ability.
  • Furious Smash. (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit.
Berzerker, Rage
Bloodlust III Furious Smash II If you crit with Fury and are Bloodied, gain 1 AP. Berzerker, Rage
Death Defier III Blood Rage VI, Death Defier II When you finish Taking a Rest, you may gain 1 Death Point. Berzerker, Rage
Death Defier IV Death Defier III When you Recoup, you may choose not to remove a Death Point. Berzerker, Rage
Death Drop III Death Defier IV Gain +4 Skill Points that you can spend on any skills with the STR tag.

Death Drop becomes 2/Recoup.

Berzerker, Rage
Blood Rage VII Rage 12 Your attacks made with Fury gain +1 to their crit range. Berzerker, Rage
Blood Rage VIII Blood Rage VII Gain +4 Skill Points that you can spend on any skills with the STR, DEX, or END tag.

When you crit with Fury, regain additional HP equal to your END.

Berzerker, Rage
Blood Rampage Blood Rage VIII You are feared the world over as a warrior of legend, and none wish to cross steel with you..

Gain the Blood Rampage ability.

  • Blood Rampage. (1/Week) When you roll Initiative, all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, you gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/round.
    • Level 30: Blood Rampage becomes 1/Rest.
Berzerker, Rage, Capstone

Additional Subclass Tracks

Branded Track

Source: Harker's Guide to Vampire Hunting

You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power.

Talent PreReq Description Tags
Blood Rage II**This is the same as Blood Rage II in the Rage Track Berzerker Entry You have a brand on your body that magically reappears whenever you magically heal it, cut it off, or otherwise try to remove it.

Gain the Fury ability. Whenever you use Fury, your brand bursts into flames that cause no mechanical harm to you or any other creature or object. This results in searing psychic pain, but your resolve allows you to make this mechanically negligible.

  • Fury. When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have +1 TA and your mental defenses are reduced by 2. This lasts until the start of your next turn.
Berzerker, Branded, Rage
Eternal Mark Blood Rage II You are harder than ever to kill. The number of Death Points it takes to kill you increases by +2. Whenever you receive any kind of healing aside from Catching your Breath, Recouping, or Taking a Rest, make a DC 12 LUCK check. On a fail, you do not gain any HP from the healing, but gain any secondary benefits. Berzerker, Branded
Soul Brand Eternal Mark Your soul is permanently scarred.

You can never be resurrected.

Gain the Branded Retaliation ability.

  • Branded Retaliation (2/Rest). When a creature crits against you with a melee attack, you may make a 0 AP reactive attack with a weapon you are holding, or with a natural or unarmed attack.
Berzerker, Branded
Soul Brand II Soul Brand When you use Branded Retaliation, if you have any Death Points, then your crit range increases by +2 for your reactive attack. Berzerker, Branded
Spirit Sight Eternal Mark You are haunted by ephemeral sightings of ghosts and demons. While your Ferocious or Fury abilities are active, you gain Spirit Sight.
  • Spirit Sight. You can see Unseen and Ethereal creatures within 60 ft of you. You can also see areas where planar travel is particularly easy or common, such as permanent gateways, even if they are not typically visible to the naked eye.
Berzerker, Branded
Spirit Sight II Spirit Sight You also gain Spirit Sight whenever you are Bloodied. Berzerker, Branded
Shademarked Branded 4 Gain the Shademarked ability.
  • Shademarked. When you attack with Fury, you may increase your crit range by +2. If you do, make a LUCK check. The DC is 10 + your number of Branded talents. If you fail, you gain +2 Fear as your brand scalds your psyche. If you fail by 10 or more, or if you crit fail, then you gain no Fear; instead, you summon a shade in an unoccupied space within 60 ft of you, an inverse echo of your Essence bent on destruction of all that you hold dear. It has the stats of a Slaugh, rolls its own Initiative, and is violently hostile to your allies. Whenever you deal damage to your shade, you also take that damage.
Berzerker, Branded
Blood Circle Shademarked When using a melee weapon, you may make a special attack: Blood Circle.
  • Blood Circle: (4 AP) Roll one attack with your weapon against the AR of each creature within 5 ft of you. Deal normal weapon damage to each creature you hit.
Berzerker, Branded
Burning Brand Branded 6 You may burn away your fear. Gain the Burning Brand ability.
  • Burning Brand (1/Recoup). By gaining +1 Death Point and removing no Death Points during your current Recoup or Take a Rest, you may remove 2 Fear.
Berzerker, Branded
Greatweapon Shademarked You may channel the mystical power of your brand into a specific weapon. That weapon must have the two-handed or unwieldy tag.

When you Take a Rest, you may imbue this weapon with the power of your brand. It becomes your Greatweapon. You may make a weapon that is already magical your Greatweapon, provided that it has the two-handed or unwieldy tag.

Your Greatweapon is unbelievably large, gaining +5 ft reach and becoming unusable in combat by anyone other than you. It also has runic detailing on the blade that closely resembles your brand.

You may only have one such weapon at a time. If you imbue your brand to create a new Greatweapon, your first one magically reverts to its normal, mundane form.

Deal +2 damage on all hits with your Greatweapon. Your Greatweapon counts as magical and costs 5 Essence (plus its normal Essence, if you turned a magical weapon into your Greatweapon).

Berzerker, Branded
Scourging Resolve Branded 6 Gain the Scourging Resolve ability.
  • Scourging Resolve (1/Recoup). You may sear away your fear. By taking 1d10 psychic damage that you cannot reduce in any way, you may remove 2 Fear.
Berzerker, Branded
Supernatural Brand Burning Brand or Scourging Resolve Gain the Marked, Ferocious II, or Juggernaut talent. Your brand bursts into flame when you use any ability that you gained from this selection. Berzerker, Branded
Shademarked II Blood Rage II Gain the Shadesummoner ability.
  • Shadesummoner (1/Rest). By spending 10 minutes in a trance, you can draw forth a shade willing to serve you for a short time. It will serve you unquestioningly, to the point of death, for a number of hours equal to 1 + 1⁄2 your CHA (min 1). At the end of this time, it dissipates. For the duration, you can cause the spirit to appear anywhere within 60 ft of you by spending 1 AP. When it appears, and on each of your turns while the spirit is there, you may spend 1 AP to allow the spirit to grant +1 TA or +1 AR to a creature that it is adjacent to until the start of your next turn.
Berzerker, Branded
Soul Brand III Shademarked II, Soul Brand II Gain +4 Skill Points that you may spend on any skills with the END tag.
  • (1/Rest). When you Recoup, you may regain +1 use of your Branded Retaliation.
Berzerker, Branded
Blood Circle II Branded 10, Blood Circle When you attack with your Blood Circle ability, you may choose to take the damage yourself. If you do, then gain +1 TA, and even on a miss, a creature takes 1⁄2 damage. Berzerker, Branded
Spirit Sight III Shademarked II, Spirit Sight II Gain +4 Skill Points that you may spend on any skills with the AWR tag.

You also gain Spirit Sight whenever you have 1 or more Death Points.

Berzerker, Branded
Greatweapon II Branded 10, Greatweapon Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to another creature within your Greatweapon’s reach. Berzerker, Branded
Essence Drink Blood Circle II or Greatweapon II Gain the Essence Drink ability.
  • Essence Drink (1/Turn). When you kill a creature, gain 1d10 Shield HP.

Your brand glows whenever you have Shield HP in this way.

Berzerker, Branded
Blood Circle III Essence Drink, Blood Circle II Blood Circle’s radius increases from 5 ft to the reach of the weapon you use to make the attack. Berzerker, Branded
Greatweapon III Essence Drink, Greatweapon II Gain the Cleaving Swipe ability.
  • Cleaving Swipe (1/Recoup). Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to up to three other creatures within your Greatweapon’s reach.
Berzerker, Branded
Eternal Mark II Branded 13 Increase the number of Death Points it takes to kill you by +1⁄2 your END. The LUCK DC to gain HP from healing abilities increases to 15. Berzerker, Branded
Scouring Shockwave Eternal Mark II You can slam your weapon into the ground, causing psychic fire to radiate out from you. Gain the following attack.
  • Scouring Shockwave (2/Rest): (5 AP) 10 ft Radius or 30 ft Cone (your choice each time). +CHA vs FORT of each creature in the area. Hit: 2d6 fire, 2d6 psychic, and 2d6 blunt damage. Miss: 1⁄2 damage. Crit: Creatures are Blinded until the end of their next turn. Crit fail: The AOE switches to whichever one you did not choose.
  • Level 30: Scouring Shockwave becomes 2/Recoup and no longer has a crit fail condition.
Berzerker, Branded, Capstone