Happy, Fun Adventure Times in a Fantasy World
Link to Berserker Class Tree
Crazed warriors that have lost almost all traces of their sanity in exchange for great power.
Berserkers are purely offensive units, complete with a strength and willpower that is practically unrivaled by most other classes. They can take hit after hit without going down and fight long past the point of defeat. However, their ability comes at a great cost: their sanity.
Armor Rating: Medium Armor
Weapon Rating: Medium to Heavy weapons. Berserkers may equip one BIG item excluding shields.
At level one, you gain the first two warrior class abilities and the level one Berserker class ability. From levels two through twenty, you may only choose one ability per level: the warrior ability or the knight ability. You may choose abilities from previous levels except on levels 5, 15 and 20.
|Level||Warrior Ability||Berserker Ability|
|1||Power Attack (active ability): When making an attack, before dice are rolled, you can exchange part of your Attack Bonus for a Damage Bonus, up to your maximum.||Berserk (active ability) – A Berserker can fly into a raging frenzy a number of times per day equal to his Constitution modifier. This berserker rage lasts for a number of rounds equal to his Constitution modifier plus his Strength modifier and during this time, he gains a +2 bonus to Attack and Damage rolls while suffering a -2 penalty to all Defensive rolls.|
|1||Defensive Stance (active ability): Choose a single target. Instead of making an attack, you challenge your target, enticing them to attack you on their next action. If the target attacks you, you gain +2 to your defensive roll. If the target attacks an adjacent ally instead, you get an immediate free attack against the target with a +2 bonus to Attack and Damage.|
|2||+1 Attack when outnumbering an opponent||Deep Wounds (passive talent) - Whenever the Berserker rolls doubles and generates stunt points on an attack roll, provided the attack successfully hits, the attack inflicts an additional 1d6 Bleed damage for 1d3 rounds.|
|3||+2 Squares to Charge distance||Relentless (passive talent) - Even when suffering grievous wounds, the Berserker's fury cannot be stopped. Reduces penalties for HP thresholds by 1.|
|4||+1 to Defensive Stance rolls||Scent of Death (passive talent) - When an enemy drops below 50% HP, the Berserker gains a +1 bonus to Attack and Damage rolls against that target.|
|5||Whirlwind (active ability) - An exhausting, but effective attack, a Berserker can Whirlwind a number of times per day equal to half his character level (rounding up), initiating a single attack against all adjacent enemies. These attacks inflict additional Bleed damage as if affected by Deep Wounds.|
|6||+2 to Intimidate checks||Embrace the Pain (passive talent) - When below 50% HP, the Berserker gains a natural damage resistance of 1. When below 25% HP, this resistance increases to 2. This resistance is not affected by Armor Piercing attacks and is applied after damage is reduced by Armor.|
|7||+2 to saves against poison, disease and other such physical ailments||Bloodlust (passive talent) – The Berserker gains a +2 bonus to Attack and Damage rolls against Bleeding targets.|
|8||+2 to Attack rolls||Unstoppable (passive talent) - Even when at death's door, the Berserker's fury cannot be restrained. The Berserker no longer suffers penalties for low HP.|
|9||+2 to Parry/Dodge rolls||Swift Death (passive talent) - The Berserker is a swift and efficient killer. When making a Charge attack, the Berserker can move half again his normal Charge distance and gains a +2 bonus to Attack and Damage rolls on the Charge.|
|10||Cleave (active ability) – Your attack carries through to a second adjacent target, using the same attack roll. Roll damage as normal for the second target. If either target is killed by this attack, you may carry through to a third adjacent target.||Decapitating Strike (active ability) – Once per day, the Berserker can pour all their fury and strength into a single, devastating blow to take an opponent's head, gaining a +2 bonus to Attack. If the attack lands, the target must make a Constitution save equal to 10 plus the Berserker's Strength modifier. On a successful save, the target takes 4d6 + STR in damage. On a failed save, they are instantly slain.|
|11||+2 Attack and Damage on Charge||Irresistible Force (passive talent) – When making a Charge attack, the Berserker gains an additional 1d6 to Damage and a free Knock Prone attempt.|
|12||-2 Armor penalties on actions||Blind Rage (passive talent) - The Berserker is consumed by his primal fury, pushing his already enraged state beyond his limits. The bonus to Attack and Damage rolls, as well as the penalty to Defensive rolls, are increased to 3 while berserking.|
|13||+2 Non-combat Strength checks||Vision of Death (passive talent) - A terrifying sight to behold on the battlefield, a Berserker gains an aura of fear after a killing blow. Any enemies who witnessed the kill suffer a -2 to all Attack and Damage rolls for the rest of the encounter as well as a -2 to all Defensive rolls against the Berserker, unsettled as they are. This effect does not stack with itself or other effects that cause fear.|
|14||When using Power Attack, Attack-to-Damage conversion now occurs at a 1:2 ratio. (-1 Attack becomes +2 Damage)||I Feel Nothing! (passive talent) - Builing upon Embrace the Pain, when below 50% HP, the Berserkers natural damage resistance increases to 2. When below 25% HP, this resistance increases to 3. This resistance is not affected by Armor Piercing attacks and is applied after damage is reduced by Armor. If the Berserker did not take Embrace the Pain at Level 6, this talent grants the basic resistances granted by Embrace the Pain.|
|15||Furious Assault (active ability) – Once per day, the Berserker can make a number of attacks equal to their Strength modifier against a single target. Each subsequent attack gets stronger while becoming harder to defend against. Each attack after the first gains a cumulative +2 to Damage while inducing an additional -1 to the target's Defensive rolls. The assault inflict additional Bleed damage as if affected by Deep Wounds.|
|16||When using Defensive Stance, you may now challenge multiple enemies, up to a maximum equal to your Strength modifier.||Headhunter (passive talent) - If a Berserker's attack drops an opponents HP to a threshold, the Berserker can immediately make another attack against the same target.|
|17||+2 Armor rating||Red Rivers (passive talent) – All Bleed effects are increased to 2d6.|
|18||+5 HP per level (retroactive)||I'll Get You First! (passive talent) – When the Berserker's HP drops below 50%, he gains a +2 to Attack and Damage rolls. Below 25%, this bonus increases to +4.|
|19||+1d6 Damage on Counterattacks||Ain't Got Time to Bleed (passive talent) - Should his HP drop to 0 while berserking, the Berserker can ignore an amount of damage up to his character level and continue fighting, instead taking that damage after combat or his berserking ability ends, whichever comes first.|
|20||Unquenchable Rage (Ultimate Ability) - Once per day, the Berserker can use one of his rages to enter a state of heightened fury, pushing beyond mortal limits. While in this heightened berserking state, his Strength modifier increases by 4 and he gains a temporary HP pool equal to 10 times his Constitution modifier. During this state, he gains a +4 to Attack and Damage rolls, all attacks inflict Bleed damage as by Deep Wounds, and suffers no penalties to Defensive rolls.|