Berzerker: Difference between revisions

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!PreReq
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!Description
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|'''Berzerker Entry'''
|'''Berzerker Entry'''
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* <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.
* <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.
* <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.  
* <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.  
|''Class Entry, Berzerker''
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Revision as of 23:35, 19 November 2023

You were born amidst the towering arctic mountains, axe and spear in hand. From an early age, you displayed unmatched ferocity and 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 continue 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 demon.

You are known and feared for your unstoppable blood rage. 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 Class Stacks

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.

Berzerker Talents

Berzerker Entry Talent

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

Feature PreReq Description Tags
Berzerker Entry Character Level 2 When you take this entry you gain the following abilites.
  • 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.
  • 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

Exile Track

Feature 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 Sneal 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 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 each other, you both gain TA of 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 Toxic 5 and become immune to common poisons. Berzerker, Exile
Steady 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 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.
    • 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 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 (2/Recoup) 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, Frozen, 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

Feature PreReq Description Tag
Ferocious II Berzerker Entry Gain +4 Skill Points that you can spend on END or AWR skills.

Ferocious becomes 3/Rest.

Berzerker, Fearless
Seeing Red Ferocious Incompatible: Stoic Gain +2 Skill Points that you can spend on STR or END skills

You are considered Bloodied at 3/4 max HP.

Berzerker, Fearless
Blood Will Flow Seeing Red While you are bloodied, deal an additional 1d12 on a Crit. Berzerker, Fearless
Stoic Ferocious II Gain +2 Skill Points that you can spend on STR or END skills.

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. Berzerker, Fearless
Ferocious III Fearless 3 Gain +4 Skill Points that you can spend on END or AWR skills.

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 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 II, Unflappable Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1. Berzerker, Fearless
Unflappable II Stoic II You can trigger your Ferocious ability when you would become Demoralized Berzerker, Fearless
Never Retreat Ferocious Incompatible: Stoic 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 END or AWR Skills.

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 DEX or END skills.

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

Berzerker, Fearless
Blood Will Flow II 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 AWR or CHA skills.

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

Berzerker, Fearless
Unflappable III Stoic III You can trigger your Ferocious ability when you would become Charmed. Berzerker, Fearless
Never Retreat II Unflappable III Gain Iron Advance
  • 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.
Ferocious V Fearless 11 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.