Berzerker: Difference between revisions

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104 bytes removed ,  20 November 2023
Finished up the rest of the Fearless Berserker Stack!
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(Finished up the rest of the Fearless Berserker Stack!)
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|When you take this entry you gain the following abilites.
|When you take this entry you gain the following abilites.


* <u>Blood Rage</u>: Gain one special 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 take this class feature while already having a source of special AP, chose which feature to retain.
* Blood Rage: Gain one special 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 take this class feature while already having a source of special AP, chose which feature to retain.
* <u>Ferocious</u>:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious.  You ignore that effect and become immune to being 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 become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.
|''Class Entry, Berzerker''
|''Class Entry, Berzerker''
|}
|}
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|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:


* <u>Mad Dog</u>''':''' 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 a CHA check that they make.


* <u>Kraken</u>''':''' 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, 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.


* <u>Lone [[Wolf]]</u>: 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.
|''Berzerker, Exile''
|''Berzerker, Exile''
|-
|-
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|'''Regain Honor'''
|'''Regain Honor'''
|Beast Companion
|Beast Companion
<u>Incompatible</u>: Defiance
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.   
|(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''
|''Berzerker, Exile''
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|Through endless tribulation, you have emerged victorious, your Honor restored.  Your name and force of character are an inspiring presence to behold.
|Through endless tribulation, you have emerged victorious, your Honor restored.  Your name and force of character are an inspiring presence to behold.


* <u>Unimpeachable</u>: Your allies within in 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 in 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.
** <u>Level 30</u>''':''' 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'''''
|-
|-
|'''Defiance'''
|'''Defiance'''
|Beast Companion
|Beast Companion
<u>Incompatible</u>: Regain Honor
Incompatible: Regain Honor
|Your Drunken Fighter feature deals +2 damage.
|Your Drunken Fighter feature deals +2 damage.
|''Berzerker, Exile''
|''Berzerker, Exile''
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|Your companion gains a special maneuver: Drag
|Your companion gains a special maneuver: Drag


* <u>Drag</u>: 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''
|-
|-
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You become immune to the Charmed and Enthralled [[conditions]].  
You become immune to the Charmed and Enthralled [[conditions]].  


* <u>Independence</u>: 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.
* 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.
** <u>Level 30</u>:  Independence activates with your ANT and LOG defenses as well.
** Level 30:  Independence activates with your ANT and LOG defenses as well.
|''Berzerker, Exile, '''Capstone'''''
|''Berzerker, Exile, '''Capstone'''''
|}
|}
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|-
|-
|'''Seeing Red'''
|'''Seeing Red'''
|Ferocious <u>Incompatible</u>: Stoic
|Ferocious Incompatible: Stoic
|Gain +2 Skill Points that you can spend on STR or END skills
|Gain +2 Skill Points that you can spend on STR or END skills
You are considered Bloodied at 3/4 max HP.
You are considered Bloodied at 3/4 max HP.
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|When you are Ferocious, you may Frenzy.
|When you are Ferocious, you may Frenzy.


* <u>Frenzy</u>: (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 another attack for 0 AP.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
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|-
|-
|'''Ferocious IV'''
|'''Ferocious IV'''
|Fearless VII
|Fearless 7
|Gain +4 Skill Points that you can spend on END or AWR Skills.
|Gain +4 Skill Points that you can spend on END or AWR Skills.
If you Recoup and have no uses of Ferocious remaining, regain one use.
If you Recoup and have no uses of Ferocious remaining, regain one use.
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|Gain Iron Advance
|Gain Iron Advance


* <u>Iron Advance</u>: 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: 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''
|''Berzerker, Fearless''
|-
|-
|'''Ferocious V'''
|'''Ferocious V'''
|Fearless XI
|Fearless 11
|Gain +4 Skill Points that you can spend on END or AWR skills.
|Gain +4 Skill Points that you can spend on END or AWR skills.
If you Catch Breath and have no uses of Ferocious remanining, regain one use.
If you Catch Breath and have no uses of Ferocious remanining, regain one use.
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|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)
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.
 
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.
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 stack and lose Ferocious 1. You do not gain replacement Talents.
After you use this ability, you permanently lose all of your Talents in the Ferocious stack 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.
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 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''
|''Berserker, Fearless, Capstone''

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