Berzerker Armor
This spiked plate armor has clearly seen battle. The leather straps bear faint bloodstains, and the metal has been scuffed, dented, and scratched by enough strikes that distinguishing the individual blows is all but impossible.
A character who has bonded with the Berzerker Armor will find it lighter and more maneuverable than typical plate armor, but it is far from comfortable. Those who wear it often describe a sense of irritation and restlessness that lingers in the back of their mind whenever the armor is worn, and a persistent awareness of the sound of their own heartbeat.
Base Stats
Base: Plate (Full)
This plate mail does not have a STR min or a DEX max. It imposes no penalty on your REF or speed.
Gain the following abilities.
- Quilled Armor. When a creature Grapples you or makes an unarmed attack against you, you may spend 1 Reactive AP to make a STR or DEX attack against their FORT. On a hit, deal 1d4 sharp damage.
- Berzerker’s Suffering (1/Catch Breath). For 0 AP, you may take 1d4 sharp damage that you cannot reduce or prevent in any way. If you do, increase all of your defenses by +1 for the next 10 minutes.
- Bloodlust. When you make an attack roll while wearing the Berzerker Armor and the number on the die is lower than the armor’s Bloodlust value, you suffer the following effect for the next 1 minute. Additional enhancements may make you have further effects while suffering from Bloodlust.
- If you do not attempt to make an attack or use a feature that would damage another creature on your turn, you take 1d6 psychic damage.
The armor begins with 1 point of Bloodlust, and gains +1 point for each enhancement the armor has.
Enhancements
Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.
Bloodstained Regalia
Enhancements from this grouping improve your damage output, but reduce your defenses.
| Enhancement | PreReq | Description |
|---|---|---|
| Ambusher's Armor | When you hit with a weapon attack, you may use this feature to add +1d6 damage of the weapon’s type. All of your defenses are reduced by 2 until the end of your next turn. (END/Catch Breath) | |
| Even the Odds | For the next 10 minutes, your weapon attacks ignore Resist Blunt and Resist Sharp. For the duration, you have Vulnerable Physical +2, and the armor’s Bloodlust value is increased by +2. (1/Rest) | |
| Warrior's Vengeance | Spend 1 AP to make an enemy creature become Taunted by you for the next minute. Each time they damage you with a melee attack while Taunted, you can spend 1 Reactive AP to deal 1d6 sharp damage to them. (2/Catch Breath) | |
| Blood Fury | While you are suffering the effects of Bloodlust, add +2 to your weapon attack and damage rolls. |
Fueled by Adrenaline
Enhancements from this grouping increase your ability to withstand damage.
| Enhancement | PreReq | Description |
|---|---|---|
| Berzerker's Suffering II | The increase to your defenses from Berzerker’s Suffering becomes +2 instead of +1. | |
| Dull the Pain | Take damage equal to 1d6 + your character level. This damage cannot be resisted or reduced in any way. After taking the damage, you immediately gain Shield HP equal to twice the damage taken. (1/Catch Breath) | |
| Face Death | Character Level 13 | Spend 1 AP to gain a Damage Threshold (DT) of 5 + your level for the next minute. When you do so, immediately gain +2 Death Points. |
Armored Fury
Enhancements from this grouping increase your defenses and mobility.
| Enhancement | PreReq | Description |
|---|---|---|
| Sturdy Armor | The Berzerker Armor provides an additional +2 to your AR and +1 to your FORT. | |
| Swift Armor | The Berzerker Armor provides a +2 to your REF and +1 to your ANT. | |
| Imposing Armor | The Berzerker Armor provides an additional +1 to your ANT, LOG, and WILL. | |
| Warded Armor | While wearing the Berzerker Armor, you have Resist Elemental +2. | |
| Evasive Armor | After you take damage from an attack, you may spend 1 Reactive AP to immediately move 10 ft, or to immediately move 5 ft without provoking reactive actions. |