Berzerker: Difference between revisions

132 bytes removed ,  18 June 2024
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|'''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.
|While you are Bloodied your crit range increases by 1 more.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
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|-
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|'''Stoic III'''
|'''Stoic III'''
|Ferocious IV, Never Retreat
|Ferocious IV, Never Retreat
|Gain +2 Skill Points that you can spend on AWR or CHA skills.
|Gain +2 Skill Points that you can spend on any skills with the AWR or CHA tag.
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.
While you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic 2.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
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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 11
|Fearless 11
|Gain +4 Skill Points that you can spend on END or AWR skills.
|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 Catch Breath and have no uses of Ferocious remaining, regain one use.
|''Berzerker, Fearless''
|''Berzerker, Fearless''
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|Gain Savage Frenzy.
|Gain Savage Frenzy.


* <u>Savage Frenzy</u>: (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 [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest.  
* '''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.  
|''Berzerker, Fearless''
|''Berzerker, Fearless''
|-
|-
|'''Stoic IV'''
|'''Stoic IV'''
|Ferocious IV, Never Retreat II
|Ferocious IV, Never Retreat II
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.
|When you are not Bloodied all of your physical and mental defenses increase by +1.
|''Berserker, Fearless''
|''Berserker, Fearless''
|-
|-
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|Gain Iron Reave.  
|Gain Iron Reave.  


* <u>Iron Reave</u>: (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. You regain all expended uses when you Take a Rest.
* '''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''
|-
|-
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|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. This costs 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. 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.
* <u>Unstoppable Ferocity</u>: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|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.
** <u>Level 30</u>: 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'''''
|''Berserker, Fearless, '''Capstone'''''
|}
|}