Berzerker: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
No edit summary
mNo edit summary
 
(30 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOAUTOLINKS__
__NOAUTOLINKS__  
[[File:Berzerker.png|thumb|Hanniah Sharptooh, queen of viscera]]
[[File:Berzerker.png|thumb|Hanniah Sharptooth, queen of viscera]]
<big>''"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''</big>
<big>''“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''</big>


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 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.
Line 9: Line 9:
'''<big><u>Berzerker Tracks</u></big>'''
'''<big><u>Berzerker Tracks</u></big>'''


'''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.
'''[[Berzerker#Exile Track|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.
'''[[Berzerker#Fearless Track|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.
'''[[Berzerker#Juggernaut Track|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.
'''[[Berzerker#Rage Track|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.
'''[[Berzerker#Branded Track|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 ==
== Core Subclass Tracks ==


=== '''Berzerker Entry Talent''' ===
=== 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 [[Specialization Talents|Primal Aspect Talents]]
After gaining the Berzerker Entry talent, you can take talents from any of the Berzerker subclass tracks. After gaining the Berzerker Entry talent, you can also gain [[Specialization Talents|Primal Aspect Specialization Talents]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 31: Line 31:
|'''Berzerker Entry'''
|'''Berzerker Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following benefits.
'''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.


* '''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 have one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.


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.''' Gain the Ferocious ability.  


* '''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.
* '''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''
|''Class Entry, Berzerker''
|}
|}


=== '''Exile Track''' ===
=== Exile Track ===
[[File:Exile Track.png|Exile Track Progression|alt=Exile Track Progression|thumb]]
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.
[[File:ExileTrack.png|alt=Exile Track Progression|frameless|895x895px|center]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 53: Line 55:
|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:
|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.
* '''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 any 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.
* '''Kraken.''' You have turned to the sea, gain +6 Vehicles* [water]. When you roll a CHA check 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.
* '''Lone Wolf.''' When making AWR or INT checks that would implement skills with the survival tag, you may use your CHA instead.
Line 62: Line 64:
|'''Drunken Fighter'''
|'''Drunken Fighter'''
|Marked
|Marked
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD.
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but suffer 1 TD.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
Line 77: Line 79:
|'''Another Swig'''
|'''Another Swig'''
|Drunken Fighter
|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.
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) for 0 AP.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Drunken Stagger'''
|'''Drunken Stagger'''
|Drunken Fighter
|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.
|While the effects of Drunken Fighter are active, the first time you move on each turn you do not trigger reactive actions.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Drunken Fist'''
|'''Drunken Fist'''
|Drunken Fighter
|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.  
|Gain the Drunken Fist ability.
 
* '''Drunken Fist (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''
|''Berzerker, Exile''
|-
|-
|'''Hidden Dagger'''
|'''Hidden Dagger'''
|Drunken Fighter
|Drunken Fighter
|Your Sneak Attack damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).  
|Gain +1 Sneak Attack die and the Sneak Attack ability, if you did not already have it. Your Sneak Attack die is 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.
 
* '''Sneak Attack (1/Turn).''' When you hit a creature with a melee attack with a light weapon, if you had TA against the target and no TD, add your Sneak Attack dice.
You may still use Sneak Attack if Drunken Fighter is your only source of TD.
 
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''"Cowards!"'''
|'''"Cowards!"'''
|Drunken Fighter
|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.
|Whenever your Ferocious ability is active, deal +1 damage on weapon attacks per Frightened ally that you can see, to a maximum equal to your CHA.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Fighting Dirty'''
|'''Fighting Dirty'''
|Drunken Fighter
|Drunken Fighter
|When you are Flanking, you can apply TA to your [[Actions|Maneuver]] attack rolls.
|When you are Flanking, you can apply +1 TA to your Maneuvers.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Brawling'''
|'''Brawling'''
|Drunken Fighter
|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.
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6, max 1d12). If you did not have an unarmed damage die, it becomes 1d4.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
Line 120: Line 127:
|Beast Companion
|Beast Companion
<u>Incompatible</u>: Defiance
<u>Incompatible</u>: 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.  
|Your mark becomes a badge of honor, an emblem of your path to restoring your name. Gain the Regain Honor ability.
 
* '''Regain Honor (CHA/Rest).''' When an attack is targeting your ANT or LOG, you may have it target your WILL instead.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Companion Boon'''
|'''Companion Boon'''
|Exile 7
|Beast Companion
|Your beast companion gains additional maximum HP equal to your CHA.
|Your beast companion’s max HP increases by your CHA.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Companion Boon II'''
|'''Companion Boon II'''
|Companion Boon
|Companion Boon
|Whenever you and your companion are within 5 ft of each other, you both gain TA on your attacks.
|Whenever you and your companion are within 5 ft of each other, you both gain +1 TA on your attacks.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Companion Boon III'''
|'''Companion Boon III'''
|Companion Boon II
|Companion Boon II
|Your beast companion gains a bonus to its attack rolls equal to 1⁄2 your CHA.
|Your beast companion adds +1⁄2 your CHA to its attack rolls.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Drunken Resilience'''
|'''Drunken Resilience'''
|Exile 7
|Exile 7
|You gain Resist Toxic 5 and become immune to common poisons.
|You gain Resist Toxic +5 and Immune Common Poisons.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
Line 158: Line 167:


* '''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.
* '''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.
 
* '''''Level 30:''''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.
|''Berzerker, Exile, '''Capstone'''''
|''Berzerker, Exile, '''Capstone'''''
|-
|-
Line 164: Line 174:
|Beast Companion
|Beast Companion
<u>Incompatible</u>: Regain Honor
<u>Incompatible</u>: Regain Honor
|Your Drunken Fighter feature deals +2 damage.
|Your Drunken Fighter talent deals +2 damage.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
Line 174: Line 184:
|'''Hidden Dagger II'''
|'''Hidden Dagger II'''
|Hidden Dagger, Exile 7
|Hidden Dagger, Exile 7
|You gain +1 Sneak Attack die.
|Gain +1 Sneak Attack die.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
|'''Drunken Ferocity'''
|'''Drunken Ferocity'''
|Exile 7
|Exile 7
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.
|Ferocious is no longer 2/Rest. Instead, whenever you have imbibed in the past hour, you are under the effects of Ferocious.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
Line 188: Line 198:
|-
|-
|'''Drag'''
|'''Drag'''
|Exile 7
|Beast Companion
|Your companion gains a special maneuver: Drag
|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.
* '''''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''
|''Berzerker, Exile''
|-
|-
Line 202: Line 212:
|Exile 14, Defiance
|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.   
|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]].  
You gain Immune Charmed and Immune Enthralled.
 
* '''Independence.''' Whenever a creature targets your WILL or attempts to Charm or Enthrall you, your next attack using Drunken Fist against that target does not consume a use of Drunken Fist. With this attack, you may target their WILL instead of their AR.


* '''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 also activates with attacks targeting your ANT and LOG.
** '''Level 30:''' Independence activates with your ANT and LOG defenses as well.
|''Berzerker, Exile, '''Capstone'''''
|''Berzerker, Exile, '''Capstone'''''
|}
|}


=== '''Fearless Track''' ===
=== Fearless Track ===
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]
You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.
[[File:FerociousTrack.png|center|frameless|544x544px]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 232: Line 244:
|'''Blood Will Flow'''
|'''Blood Will Flow'''
|Seeing Red
|Seeing Red
|While you are Bloodied, deal an additional 1d12 damage on a crit.
|While you are Bloodied, deal +1d12 damage on a crit.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 244: Line 256:
|'''Unflappable'''
|'''Unflappable'''
|Stoic
|Stoic
|You can trigger your Ferocious ability when you would gain the Shaken condition, granting you immunity to Frightened and Shaken for the duration.
|You can trigger your Ferocious ability when you would gain the Shaken condition, granting you Immune Frightened and Immune Shaken for the duration.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 255: Line 267:
|'''Seeing Red II'''
|'''Seeing Red II'''
|Ferocious III, Blood Will Flow
|Ferocious III, Blood Will Flow
|If your Ferocious ability is active and you are Bloodied, deal +2 damage on all of your damage rolls.
|If your Ferocious ability is active and you are Bloodied, deal +2 damage on your attacks.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Blood Will Flow II'''
|'''Blood Will Flow II'''
|Seeing Red II
|Seeing Red II
|While you are Bloodied, your crit range increases by 1.
|While you are Bloodied, your crit range increases by +1.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Frenzy'''
|'''Frenzy'''
|Blood Will Flow II
|Blood Will Flow II
|When you are Ferocious, you may use Frenzy.
|Gain the Frenzy ability.


* '''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.
* '''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 that same attack again for 0 AP.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 277: Line 289:
|'''Unflappable II'''
|'''Unflappable II'''
|Stoic 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.
|You can trigger your Ferocious ability when you would become Demoralized, granting you Immune Frightened, Immune Shaken, and Immune Demoralized for the duration.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Never Retreat'''
|'''Never Retreat'''
|Unflappable II
|Unflappable II
|When you are Ferocious and not Bloodied, you are Grounded and cannot be knocked Prone or moved against your will.
|When you are not Bloodied, you are Grounded and cannot be knocked Prone or moved against your will.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 288: Line 300:
|Fearless 7
|Fearless 7
|Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.
|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.
If you have no uses of Ferocious remaining, you now regain one use on a Recoup.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 294: Line 306:
|Ferocious IV, Frenzy
|Ferocious IV, Frenzy
|Gain +2 Skill Points that you can spend on any skills with the DEX or END tag.
|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.
While Ferocious, you may use your FORT in place of your LOG.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Blood Will Flow III'''
|'''Blood Will Flow III'''
|Seeing Red III
|Seeing Red III
|While you are Bloodied your crit range increases by 1 more.
|Blood Will Flow II becomes: While you are Bloodied, your crit range increases by +2.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 311: Line 323:
|Ferocious IV, Never Retreat
|Ferocious IV, Never Retreat
|Gain +2 Skill Points that you can spend on any skills with the AWR or CHA tag.
|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.
Stoic II becomes +3 to your WILL and chosen defense.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Unflappable III'''
|'''Unflappable III'''
|Stoic 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.
|You can trigger your Ferocious ability when you would become Charmed, granting you Immune Frightened, Immune Shaken, and Immune Demoralized, and Immune Charmed for the duration
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Never Retreat II'''
|'''Never Retreat II'''
|Unflappable III
|Unflappable III
|Gain the Iron Advance ability.  
|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.
* '''Iron Advance.''' While you are not Bloodied, if a creature attempts to move you against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 329: Line 341:
|Fearless 11
|Fearless 11
|Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.
|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.
If you have no uses of Ferocious remaining, you now regain one use when you Catch your Breath.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Horrifying Frenzy'''
|'''Horrifying Frenzy'''
|Ferocious V, Frenzy II
|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.  
|Gain the Horrifying Frenzy ability.
 
* '''Horrifying Frenzy (1/Catch Breath).''' 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''
|''Berzerker, Fearless''
|-
|-
Line 341: Line 355:
|Gain the Savage Frenzy ability.
|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.  
* '''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 +1 TA and the crit range increases by +1.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
Line 351: Line 365:
|'''Never Retreat III'''
|'''Never Retreat III'''
|Stoic IV
|Stoic IV
|Gain the Iron Reave ability.  
|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.
* '''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''
|''Berserker, Fearless''
|-
|-
Line 359: Line 373:
|Fearless 14
|Fearless 14
|Having stared down the jaws of death myriad times, you finally reach your snapping point.
|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)
Gain Unstoppable Ferocity and Undying Ferocity. When you reach 0 HP, you may activate Unstoppable Ferocity for 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.
* '''Unstoppable Ferocity (1/Week).''' While you have 0 HP, gain +3 to all defenses and gain +1 TA on all attacks. If you die while Unstoppable Ferocity is active and while you are Ferocious, 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.
** '''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.
If you are Ferocious while Unstoppable Ferocity is active, you may activate Undying Ferocity. After you use Undying Ferocity, you permanently lose all of your talents in the Fearless track and lose Ferocious. You do not gain replacement talents.
 
* '''Undying Ferocity.''' Roll 2d20 and take the higher on all attacks. Also, 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.
 
* '''''Level 30:''''' If you used Undying Ferocity before reaching level 30, you regain all of your lost talents except for Undying Ferocity. If you did not use Undying 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'''''
|''Berserker, Fearless, '''Capstone'''''
|}
|}


=== '''Juggernaut Track''' ===
=== Juggernaut Track ===
[[File:Juggernaut Track.png|thumb|510x510px|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.
[[File:JuggernautTrack.png|center|frameless|472x472px|Juggernaut Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 377: Line 396:
|Gain the Juggernaut ability.
|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.
* '''Juggernaut (2/Rest).''' Spend 1 AP to enter a combative focus that allows you to tune out injury. For the next minute, whenever you take physical damage, if you have any Reactive AP, gain Absorb Physical +3.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
Line 388: Line 407:
|Hardy
|Hardy
<u>Incompatible</u>: Staunch Resistance
<u>Incompatible</u>: Staunch Resistance
|While your Juggernaut ability is active, reduce elemental damage as well as physical.
|Juggernaut now also gives you Absorb Elemental +3.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
Line 399: Line 418:
|Hardy
|Hardy
<u>Incompatible</u>: Elemental Inurement
<u>Incompatible</u>: Elemental Inurement
|While your Juggernaut ability is active, increase DR by 2.
|While your Juggernaut ability is active, increase your Absorb values by +2.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Shrug It Off'''
|'''Shrug It Off'''
|Staunch Resistance
|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.
|Gain the Shrug it Off ability.
 
* '''Shrug it Off (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''
|''Berzerker, Juggernaut''
|-
|-
Line 411: Line 432:
|Gain the Endure ability.
|Gain the Endure ability.


* '''Endure.''' (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead.
* '''Endure (2/Rest).''' When a creature makes an attack against your AR, you may use your FORT instead.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Juggernaut II'''
|'''Juggernaut II'''
|Endure
|Endure
|Gain +4 Skill Points that you can spend on any skills with the END tag.  
|Gain +4 Skill Points that you can spend on any skills with the END tag.
Juggernaut becomes 1/2 END/Rest.
Juggernaut becomes 1⁄2 END/Rest.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Juggernaut III'''
|'''Juggernaut III'''
|Juggernaut II
|Juggernaut II
|While your Juggernaut ability is active, increase DR by 2.
|While your Juggernaut ability is active, increase your Absorb values by +2.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Energy Inurement'''  
|'''Energy Inurement'''  
|Juggernaut III, Ardent Assault
|Juggernaut III, Ardent Assault
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.
|Juggernaut now also gives you Absorb Energy +3.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
Line 437: Line 458:
|'''Staunch Resistance II'''
|'''Staunch Resistance II'''
|Juggernaut III, Shrug It Off
|Juggernaut III, Shrug It Off
|While your Juggernaut ability is active, increase DR by 3.
|While your Juggernaut ability is active, increase your Absorb values by +2.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Battle Ready'''
|'''Battle-Ready'''
|Staunch Resistance II
|Staunch Resistance II
|When you Recoup, you may remove +1 Death Point.
|When you Recoup, you may remove +1 Death Point.
Line 447: Line 468:
|'''Endure II'''
|'''Endure II'''
|Juggernaut 9
|Juggernaut 9
|Gain +4 Skill Points that you can spend on any skill with the END tag.  
|Gain +4 Skill Points that you can spend on any skills with the END tag.
Endure becomes 3/Rest.
Endure becomes 3/Rest.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
Line 453: Line 474:
|'''Hardy II'''
|'''Hardy II'''
|Endure II
|Endure II
|Gain +1 HP per character level, and +1 HP each time you level up.
|Gain the Hardy II [[Specialization Talents|specialization talent]].
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Ardent Assault II'''
|'''Ardent Assault II'''
|Hardy II, Citadel of Stamina
|Hardy II, Citadel of Stamina
|Gain +2 Skill Points that you can spend on any skill with the STR tag.  
|Gain +2 Skill Points that you can spend on any skills with the STR tag.
When you are not Bloodied, gain +1 to FORT.
When you are not Bloodied, gain +1 to FORT.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
Line 464: Line 485:
|'''Shrug It Off II'''
|'''Shrug It Off II'''
|Hardy II, Battle-Ready  
|Hardy II, Battle-Ready  
|Shrug it Off becomes 2/Recoup.
|Shrug It Off becomes 2/Recoup.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
Line 470: Line 491:
|Juggernaut 12
|Juggernaut 12
|Gain +4 Skill Points that you can spend on any skills with the END tag.
|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.
If you have no uses of Endure remaining, you now regain one use on a Recoup.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
|'''Juggernaut IV'''
|'''Juggernaut IV'''
|Endure III
|Endure III
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.
|You no longer need Reactive AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.
|''Berzerker, Juggernaut''
|''Berzerker, Juggernaut''
|-
|-
Line 481: Line 502:
|Juggernaut 14
|Juggernaut 14
|You have a reputation of being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.
|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.
The final attribute cap for your END increases from 12 to 14. When your END is 14, gain +1 max HP per character level.


Gain the Back in the Fight ability.
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 to remove Death Points equal to 1⁄2 X.
* '''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.
** '''Level 30:''' Back in the Fight becomes: Remove Death Points equal to X.
|''Berzerker, Juggernaut, '''Capstone'''''
|''Berzerker, Juggernaut, '''Capstone'''''
|}
|}


=== '''Rage Track''' ===
=== Rage Track ===
[[File:Rage Track.png|thumb|560x560px|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.
[[File:RageTrack.png|center|frameless|493x493px|Rage Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 502: Line 523:
|Gain the Fury ability.
|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.
* '''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, Rage''
|''Berzerker, Rage''
|-
|-
Line 513: Line 534:
|'''Furious Blows II'''
|'''Furious Blows II'''
|Furious Blows
|Furious Blows
|Deal +2 additional damage if you attack with Fury and are Bloodied.
|While Bloodied, attacks made with Fury deal +2 damage.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 526: Line 547:
|Gain the Death Drop ability.
|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.
* '''Death Drop''' '''(2/Rest).''' If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP to make your first hit this turn that was not a crit becomes a crit.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
|'''Blood Rage III'''
|'''Blood Rage III'''
|Rage 3
|Rage 3
|Your attacks made with Fury gain +1 to their crit range.
|While using Fury, your crit range increases by +1.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 541: Line 562:
|'''Bloodlust'''
|'''Bloodlust'''
|Blood Rage IV, Furious Blows II
|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.
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.


* '''Bloodlust.''' Move up to your speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage..
* '''Bloodlust.''' Move up to your speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
|'''Furious Smash'''
|'''Furious Smash'''
|Bloodlust
|Bloodlust
|When you attack with Fury and hit, you may use Berzerk Smash.
|Gain the Berzerk Smash ability.


* '''Berzerk Smash.''' Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.
* '''Berzerk Smash.''' When you attack with Fury, you may take 1d6 damage to deal +1d12 damage on your hit.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
|'''Death Drop II'''
|'''Death Drop II'''
|Blood Rage IV, Death Drop
|Blood Rage IV, Death Drop
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).
|You may now use Death Drop when you start your turn Bloodied.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 567: Line 588:
|'''Blood Rage V'''
|'''Blood Rage V'''
|Rage 7
|Rage 7
|When you crit with Fury, if you are Bloodied, regain 1d6 HP.
|When Bloodied, when you crit with Fury regain 1d6 HP.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 577: Line 598:
|'''Bloodlust II'''
|'''Bloodlust II'''
|Blood Rage VI, Furious Smash  
|Blood Rage VI, Furious Smash  
|When you use Bloodlust, you may also use Rend.
|Gain a special attack against creatures damaged by your Bloodlust ability.


* '''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.
* '''''Rend:''''' (1 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs FORT. '''Hit:''' The creature gains Bleeding (1d4) for 30 seconds.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 586: Line 607:
|Gain the Furious Smash ability.
|Gain the Furious Smash ability.


* '''Furious Smash.''' (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit.  
* '''Furious Smash (1/Rest).''' When you hit with Fury and are Bloodied, turn your attack into a crit.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
|'''Bloodlust III'''
|'''Bloodlust III'''
|Furious Smash II
|Furious Smash II
|If you crit with Fury and are Bloodied, gain 1 AP.
|If you are Blooded, when you crit with Fury gain +1 AP.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
|'''Death Defier III'''
|'''Death Defier III'''
|Blood Rage VI, Death Defier II
|Blood Rage VI, Death Defier II
|When you finish Taking a Rest, you may gain 1 Death Point.
|When you finish Taking a Rest, you may gain +1 Death Point.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 606: Line 627:
|'''Death Drop III'''
|'''Death Drop III'''
|Death Defier IV
|Death Defier IV
|Gain +4 Skill Points that you can spend on any skills with the STR tag.  
|Gain +4 Skill Points that you can spend on any skills with the STR tag.
Death Drop becomes 2/Recoup.
Death Drop becomes 2/Recoup.
|''Berzerker, Rage''
|''Berzerker, Rage''
Line 612: Line 633:
|'''Blood Rage VII'''
|'''Blood Rage VII'''
|Rage 12
|Rage 12
|Your attacks made with Fury gain +1 to their crit range.
|While using Fury, your crit range increases by +1.
|''Berzerker, Rage''
|''Berzerker, Rage''
|-
|-
Line 623: Line 644:
|'''Blood Rampage'''
|'''Blood Rampage'''
|Blood Rage VIII
|Blood Rage VIII
|You are feared the world over as a warrior of legend, and none wish to cross steel with you..
|You are feared the world over as a warrior of legend, and none wish to cross steel with you. Gain the Blood Rampage ability.
Gain the Blood Rampage ability.  
* '''Blood Rampage (1/Week).''' When you roll Initiative, all enemies that can see or hear you within 300 ft 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.
 
* '''''Level 30:''''' Blood Rampage becomes 1/Rest.
* '''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'''''
|''Berzerker, Rage, '''Capstone'''''
|}
|}
''*Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==
[[File:Branded Track.png|thumb|Branded Track Progression]]


=== Branded ===
=== Branded Track ===
''Source: Harker's Guide to Vampire Hunting''
''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.
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.
The exact nature of how and why you have this brand is up to you and your MC. If you are playing ''Soliloquy of Annihilation'' or ''Daughter of the Shadows'', the campaign includes specific lore justifications for your brand. Your MC will give you some information about your brand at the beginning of the campaign, and you will learn more as you play.
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 648: Line 669:
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.
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.
* '''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''
|''Berzerker, Branded, Rage''
|-
|-
Line 663: Line 684:
Gain the Branded Retaliation ability.
Gain the Branded Retaliation ability.


'''Branded Retaliation.''' 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. (2/Rest)
* '''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''
|''Berzerker, Branded''
|-
|-
Line 674: Line 695:
|Eternal Mark
|Eternal Mark
|You are haunted by ephemeral sightings of ghosts and demons. While your Ferocious or Fury abilities are active, you gain Spirit Sight.
|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.
 
* '''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''
|''Berzerker, Branded''
|-
|-
Line 685: Line 707:
|Branded 4
|Branded 4
|Gain the Shademarked ability.
|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.
 
* '''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''
|''Berzerker, Branded''
|-
|-
Line 691: Line 714:
|Shademarked
|Shademarked
|When using a melee weapon, you may make a special attack: Blood Circle.
|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.
 
* '''''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''
|''Berzerker, Branded''
|-
|-
Line 697: Line 721:
|Branded 6
|Branded 6
|You may burn away your fear. Gain the Burning Brand ability.
|You may burn away your fear. Gain the Burning Brand ability.
'''Burning Brand.''' By gaining +1 Death Point and removing no Death Points during your current Recoup or Take a Rest, you may remove 2 Fear. (1/Recoup)
 
* '''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''
|''Berzerker, Branded''
|-
|-
Line 715: Line 740:
|Branded 6
|Branded 6
|Gain the Scourging Resolve ability.
|Gain the Scourging Resolve ability.
'''Scourging Resolve.''' You may sear away your fear. By taking 1d10 psychic damage that you cannot reduce in any way, you may remove 2 Fear. (1/Recoup)
 
* '''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''
|''Berzerker, Branded''
|-
|-
Line 726: Line 752:
|Blood Rage II
|Blood Rage II
|Gain the Shadesummoner ability.
|Gain the Shadesummoner ability.
'''Shadesummoner.''' 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. (1/Rest)
 
* '''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''
|''Berzerker, Branded''
|-
|-
Line 732: Line 759:
|Shademarked II, Soul Brand II
|Shademarked II, Soul Brand II
|Gain +4 Skill Points that you may spend on any skills with the END tag.
|Gain +4 Skill Points that you may spend on any skills with the END tag.
When you Recoup, you may regain +1 use of your Branded Retaliation. (1/Rest)
 
* '''(1/Rest).''' When you Recoup, you may regain +1 use of your Branded Retaliation.  
|''Berzerker, Branded''
|''Berzerker, Branded''
|-
|-
|'''Blood Circle II'''
|'''Blood Circle II'''
|Branded 10, Blood Circle
|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.
|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''
|''Berzerker, Branded''
|-
|-
Line 748: Line 776:
|'''Greatweapon II'''
|'''Greatweapon II'''
|Branded 10, Greatweapon
|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.
|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''
|''Berzerker, Branded''
|-
|-
Line 754: Line 782:
|Blood Circle II or Greatweapon II
|Blood Circle II or Greatweapon II
|Gain the Essence Drink ability.
|Gain the Essence Drink ability.
'''Essence Drink.''' When you kill a creature, gain 1d10 Shield HP. (1/Turn)
 
* '''Essence Drink (1/Turn).''' When you kill a creature, gain 1d10 Shield HP.


Your brand glows whenever you have Shield HP in this way.
Your brand glows whenever you have Shield HP in this way.
Line 761: Line 790:
|'''Blood Circle III'''
|'''Blood Circle III'''
|Essence Drink, Blood Circle II
|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.
|Blood Circle’s radius increases from 5 ft to the reach of the weapon you use to make the attack.
|''Berzerker, Branded''
|''Berzerker, Branded''
|-
|-
Line 767: Line 796:
|Essence Drink, Greatweapon II
|Essence Drink, Greatweapon II
|Gain the Cleaving Swipe ability.
|Gain the Cleaving Swipe ability.
'''Cleaving Swipe.''' 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. (1/Recoup)
 
* '''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''
|''Berzerker, Branded''
|-
|-
|'''Eternal Mark II'''
|'''Eternal Mark II'''
|Branded 13
|Branded 13
|Increase the number of Death Points it takes to kill you by +½ your END. The LUCK DC to gain HP from healing abilities increases to 15.
|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''
|''Berzerker, Branded''
|-
|-
Line 778: Line 808:
|Eternal Mark II
|Eternal Mark II
|You can slam your weapon into the ground, causing psychic fire to radiate out from you. Gain the following attack.
|You can slam your weapon into the ground, causing psychic fire to radiate out from you. Gain the following attack.
'''''Scouring Shockwave:''''' (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. (2/Rest)


'''''Level 30:''''' Scouring Shockwave becomes 2/Recoup and no longer has a crit fail condition.
* '''''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'''''
|''Berzerker, Branded, '''Capstone'''''
|}
|}
616

edits

Navigation menu