Berzerker: Difference between revisions
No edit summary |
No edit summary |
||
| Line 331: | Line 331: | ||
Savage Frenzy. 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 critical range increases by 1. (2/Rest) | Savage Frenzy. 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 critical range increases by 1. (2/Rest) | ||
|''Berzerker, Fearless'' | |''Berzerker, Fearless'' | ||
|- | |||
|'''Stoic IV''' | |||
|Ferocious IV, 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 | |||
|When you are not Bloodied, all of your Physical and Mental defenses increase by +1. | |||
|''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 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. | |||
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'' | |||
|- | |||
|'''Talent Name''' | |||
|Prereqs | |||
|Description | |||
|''Tags'' | |||
|} | |} | ||
Revision as of 04:09, 20 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.
|
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:
|
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.
|
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
|
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.
|
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.
|
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 V: 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 VII | 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
|
Berzerker, Fearless |
| Ferocious V | Fearless XI | 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. |
Berzerker, Fearless |
| Horrifying Frenzy | Ferocious V, Frenzy II | 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. (1/Rest) | Berzerker, Fearless |
| Savage Frenzy | Horifying Frenzy | Gain Savage Frenzy.
Savage Frenzy. 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 critical range increases by 1. (2/Rest) |
Berzerker, Fearless |
| Stoic IV | Ferocious IV, 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 | When you are not Bloodied, all of your Physical and Mental defenses increase by +1. | 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 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. 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 |
| Talent Name | Prereqs | Description | Tags |