Berzerker

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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. Wheater 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 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

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 Talents.

Feature PreReq Discreption
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. 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. (2/Rest)

Exile Track

Feature Tags PreReq Discreption
Marked Berzerker, Exile 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.

Drunken Fighter Berzerker, Exile Marked If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD.
Throw Anything Berzerker, Exile Drunken Fighter Improvised thrown weapons cost you 1 fewer AP to use (min 1) and deal 1d6 damage.
Brutality Berzerker, Exile Drunken Fighter Gain +1 TA when attacking a creature that is Frightened or Prone.
Another Swig Berzerker, Exile 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.
Drunken Stagger Berzerker, Exile 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.
Drunken Fist Berzerker, Exile Drunken Fighter 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. (CHA/Rest)