Frenzied Berserker: Difference between revisions

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Along the wild borderlands and in the evil kingdoms of the world, frenzied berserkers often lead warbands that include a variety of character types - and even other frenzied berserkers. Some such groups turn to banditry and brigandage; others serve as specialized mercenaries. Whatever their origin, such warbands naturally gravitate toward situations of instability and conflict, because wars and civil strife are their bread and butter. Indeed, the coming of a frenzied berserker is the most obvious herald of troubled times.  
Along the wild borderlands and in the evil kingdoms of the world, frenzied berserkers often lead warbands that include a variety of character types - and even other frenzied berserkers. Some such groups turn to banditry and brigandage; others serve as specialized mercenaries. Whatever their origin, such warbands naturally gravitate toward situations of instability and conflict, because wars and civil strife are their bread and butter. Indeed, the coming of a frenzied berserker is the most obvious herald of troubled times.  


==Wiki Page under editing.  This class is getting a major update and this page may be different from what is currently in game.==
==Requirements==  
==Requirements==  


'''Alignment''': Any Non-Lawful  
'''Alignment''': Any Non-Lawful


'''Base Attack Bonus''': +6  
'''Base Attack Bonus''': +6  


'''Feats''': Power Attack, Cleave, Intimidating Rage  
'''Feats''': Power Attack, Cleave, Barbarian Rage




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| +0
| +0
| +0
| +0
| Frenzy (1x/day)
| Berserk Slam, Rage
|-
|-
| 2nd
| 2nd
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| +0
| +0
| +0
| +0
| Great Cleave, Diehard
| Great Cleave
|-
|-
| 3rd
| 3rd
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| +1
| +1
| +1
| +1
| Frenzy (2x/day)
| Bloodletting, Berserker Roar
|-
|-
| 4th
| 4th
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| +1
| +1
| +1
| +1
| Tenacious Frenzy
| Bonus Feat
|-
|-
| 5th
| 5th
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| +1
| +1
| +1
| +1
| Frenzy (3x/day), Improved Power Attack   
| Improved Power Attack   
|-
|-
| 6th
| 6th
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| +2
| +2
| +2
| +2
| Inspire Frenzy (1x/day)
| Frenzy
|-
|-
| 7th
| 7th
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| +2
| +2
| +2
| +2
| Frenzy (4x/day)
| Bonus Feat
|-
|-
| 8th
| 8th
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| +2
| +2
| +2
| +2
| Inspire Frenzy (2x/day), Greater Frenzy  
| Inspire Frenzy
|-
|-
| 9th
| 9th
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| +3
| +3
| +3
| +3
| Frenzy (5x/day), Berserker Roar
| Bonus Feat
|-
|-
| 10th
| 10th
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| +3
| +3
| +3
| +3
| Inspire Frenzy (3x/day), Tireless Frenzy
| Die Hard
|}
|}


'''Frenzy'''


A Frenzied Berserker can enter a Frenzy during combat as a free action. While Frenzied, she gains a +6 bonus to Strength, +6 bonus to Constitution, and an additional attack per round. However, she also takes a -4 penalty to Armor Class and takes 2 points of damage per round. A frenzy lasts for a number of rounds equal to 3 + the Frenzied Berserker's Constitution modifier. The effects of frenzy stack with those from any rage ability the character may have, and are not restricted by the +12 cap on ability scores. To end the frenzy before its duration expires, the character may attempt a DC 20 will save once per round. Success ends the frenzy, and failure means it continues.
'''Rage'''
 
Frenzied Berserker now has a new secondary resource, RAGE.  Rage is gained when a frenzy berserker hits a target with a melee attack. Rage is increased by 2 on a miss, 5 on a hit with a one handed melee weapon, and 8 on a hit with a two handed melee weapon up to a maximum of 100 rage.
 
 
'''Berserk Slam'''
 
The frenzied berserker slams their enemy with a powerful blow, dealing d6 damage per level. The attack fuels their bloodlust, granting 20 rage if their opponent is struck. This ability is a free-action touch attack on a 10 round cooldown.
 
 
 
'''Berserker Roar'''


During a frenzy, the Frenzied Berserker will attack the closest person regardless of allegiance. After frenzying, the Frenzied Berserker is winded. They suffer -2 Str and Dex, and cannot run for the next 10 rounds or until their next frenzy. At 8th level, the Frenzy grants +10 to Strength. Frenzy has a cooldown of 18 seconds after it endsAt 10th level, the Frenzied Berserker is no longer winded after a frenzy and is not subject to the cooldown.
The frenzied berserker may let out a loud roar that may demoralize his opponents.  Rage Cost - 15.  Free Action.  Will Save vs 10 + Frenzied Level + Strength Modifier(Not stopped by mind immunity). On a failed Will save, all enemies in a large area around the Frenzied Barbarian suffer 20% more physical damage for 5 rounds.  This effect does not stack.


'''Great Cleave'''


At 2nd level a Frenzied Berserker gains the Great Cleave feat.


'''Diehard'''
'''Diehard'''


You have a tenacity of will that supports you even when things look bleak. After your hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach -10 hit points.  
You have a tenacity of will that supports you even when things look bleak. A frenzied berserker fights harder and more tenaciously the worse the fight is going for them.  Passive Ability.  As a frenzied berserker gets lower and lower health, their combat prowess increases.
 
 
Damage:  +1 Damage for every 5% missing HP, up to +10.
 
Move Speed: +1% move speed per missing HP%. (Caps at 50% unless you have 3 monk levels)
 
Regeneration: +1 Regen per round for every 5% missing HP, up to +10 regen/round.
 
Attack Bonus:  +1 AB per every 10% missing HP, up to +5.
 


'''Tenacious Frenzy'''


At 4th level and higher, a Frenzied Berserker can scorn pain and fear while in a frenzy. As long as her frenzy continues, she gains 50% damage immunity to physical damage and immunity to fear.


'''Improved Power Attack'''
'''Bloodletting'''


At 5th level a Frenzied Berserker gains the Improved Power Attack feat.
The frenzied berserker craves the ecstasy of combat and the intoxicating thrill of bloodshed above all else. In their growing state of mania, they harm themself for 20% of their max HP and then heal 6% of their max HP every round over 5 rounds. Bloodletting cannot be used if it would instead kill the berserker. This ability is a free action on a 60-second cooldown.


'''Greater Frenzy'''


Frenzy strength and constitution bonuses are increased to +10 and gain 25% immunity to elemental damage in addition to their normal frenzy immunity.


'''Inspire Frenzy'''
'''Inspire Frenzy'''


While frenzying, a Frenzied Berserker may choose to inspire his allies into a frenzy. When used, all party members within 10 ft must make a Will Save (DC 10 + Frenzied Berserker Level + Charisma modifier). Upon failing this save, the ally enters a frenzy.


'''Berserker Roar'''  
The frenzied berserker inspires their allies to greater heights than they thought possible.  Rage Cost - 15.  Full Round Action.  The frenzied berserker shouts, granting themselves and their allies in a large area +1 attack per round and 5% immunity to physical damage.  Free action. This effect lasts for 60 seconds.  This effect does not stack.
 
 
 
'''Frenzy'''
 
 
The Berserker works themselves into a terrible fury, rendering them nearly immune to all but the most powerful strikes and allowing them to wallow in the bloodbath of combat.  Rage Cost - 85.  Free Action. Cooldown: 18 seconds. While frenzied the berserker gains +1d10 Slashing Damage, +5 AB, +1 attack per round, +10% immunity to all physical and elemental damage (reduced to 5% for the remainder of the cooldown after Frenzy ends), and will heal themselves for 3% of their max HP whenever they damage an enemy. Finally, the berserker is immortal during their frenzy.  At the end of frenzy, any damage they would have slain them is applied. The effects of frenzy stack with those from any rage ability the character may have.  Frenzy lasts for 6 seconds, or 9 seconds with the Empowered Frenzy feat. (Also the VFX lights you on fire.  It's entirely cosmetic but rad a.f.)
 
 
'''Bonus Feats'''
 
Blinded by Battle:  When the frenzied berserker is the victim of a critical hit, they regenerate 1% of their HP per second for 9 seconds.
 
You Miss the Ones You Don't Hit:  Misses now earn an additional rage.
 
Intimidating Frenzy: Activating Frenzy now deals damage equal to two times your intimidate skill and strength modifier to nearby enemies.  This ability has square root scaling based on target count and a save based on your strength for players.
 
Empowered Frenzy: Frenzy now lasts for an additional 3 seconds.
 
Sundering Blows:  Hitting an enemy with an attack causes them to take 1% additional physical damage for 30 seconds, stacking up to 10 times.
 
Sweeping Strikes


3 times per day, the frenzied berserker may let out a loud roar that may knock down his opponents. She makes an opposed discipline roll with all enemies within 10 ft: Should the victim fail the save, she is knocked down for a single round. Additionally, all enemies within 15 ft take 1d6+10 sonic damage.
Great Cleave

Revision as of 05:24, 15 February 2024

The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses - it is the thrill of combat that draws her. For the frenzied barbarian, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle.

Along the wild borderlands and in the evil kingdoms of the world, frenzied berserkers often lead warbands that include a variety of character types - and even other frenzied berserkers. Some such groups turn to banditry and brigandage; others serve as specialized mercenaries. Whatever their origin, such warbands naturally gravitate toward situations of instability and conflict, because wars and civil strife are their bread and butter. Indeed, the coming of a frenzied berserker is the most obvious herald of troubled times.

Wiki Page under editing. This class is getting a major update and this page may be different from what is currently in game.

Requirements

Alignment: Any Non-Lawful

Base Attack Bonus: +6

Feats: Power Attack, Cleave, Barbarian Rage


Hit Die: d12

Proficiencies: Frenzied Berserkers gain no additional proficiencies

Skill Points: 2 + INT

Class Skills: Craft, Discipline, Heal, Intimidate, Knowledge (Engineering, Geography, Planes, Psionic, Religion), Listen, Parry, Profession (all but Bookkeeper, Sailor and Scribe), Wilderness Lore

Lvl BAB Fort Ref Will Special
1st +1 +2 +0 +0 Berserk Slam, Rage
2nd +2 +3 +0 +0 Great Cleave
3rd +3 +3 +1 +1 Bloodletting, Berserker Roar
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Improved Power Attack
6th +6/+1 +5 +2 +2 Frenzy
7th +7/+2 +5 +2 +2 Bonus Feat
8th +8/+3 +6 +2 +2 Inspire Frenzy
9th +9/+4 +6 +3 +3 Bonus Feat
10th +10/+5 +7 +3 +3 Die Hard


Rage

Frenzied Berserker now has a new secondary resource, RAGE. Rage is gained when a frenzy berserker hits a target with a melee attack. Rage is increased by 2 on a miss, 5 on a hit with a one handed melee weapon, and 8 on a hit with a two handed melee weapon up to a maximum of 100 rage.


Berserk Slam

The frenzied berserker slams their enemy with a powerful blow, dealing d6 damage per level. The attack fuels their bloodlust, granting 20 rage if their opponent is struck. This ability is a free-action touch attack on a 10 round cooldown.


Berserker Roar

The frenzied berserker may let out a loud roar that may demoralize his opponents. Rage Cost - 15. Free Action. Will Save vs 10 + Frenzied Level + Strength Modifier(Not stopped by mind immunity). On a failed Will save, all enemies in a large area around the Frenzied Barbarian suffer 20% more physical damage for 5 rounds. This effect does not stack.


Diehard

You have a tenacity of will that supports you even when things look bleak. A frenzied berserker fights harder and more tenaciously the worse the fight is going for them. Passive Ability. As a frenzied berserker gets lower and lower health, their combat prowess increases.


Damage: +1 Damage for every 5% missing HP, up to +10.

Move Speed: +1% move speed per missing HP%. (Caps at 50% unless you have 3 monk levels)

Regeneration: +1 Regen per round for every 5% missing HP, up to +10 regen/round.

Attack Bonus: +1 AB per every 10% missing HP, up to +5.



Bloodletting

The frenzied berserker craves the ecstasy of combat and the intoxicating thrill of bloodshed above all else. In their growing state of mania, they harm themself for 20% of their max HP and then heal 6% of their max HP every round over 5 rounds. Bloodletting cannot be used if it would instead kill the berserker. This ability is a free action on a 60-second cooldown.


Inspire Frenzy


The frenzied berserker inspires their allies to greater heights than they thought possible. Rage Cost - 15. Full Round Action. The frenzied berserker shouts, granting themselves and their allies in a large area +1 attack per round and 5% immunity to physical damage. Free action. This effect lasts for 60 seconds. This effect does not stack.


Frenzy


The Berserker works themselves into a terrible fury, rendering them nearly immune to all but the most powerful strikes and allowing them to wallow in the bloodbath of combat. Rage Cost - 85. Free Action. Cooldown: 18 seconds. While frenzied the berserker gains +1d10 Slashing Damage, +5 AB, +1 attack per round, +10% immunity to all physical and elemental damage (reduced to 5% for the remainder of the cooldown after Frenzy ends), and will heal themselves for 3% of their max HP whenever they damage an enemy. Finally, the berserker is immortal during their frenzy. At the end of frenzy, any damage they would have slain them is applied. The effects of frenzy stack with those from any rage ability the character may have. Frenzy lasts for 6 seconds, or 9 seconds with the Empowered Frenzy feat. (Also the VFX lights you on fire. It's entirely cosmetic but rad a.f.)


Bonus Feats

Blinded by Battle: When the frenzied berserker is the victim of a critical hit, they regenerate 1% of their HP per second for 9 seconds.

You Miss the Ones You Don't Hit: Misses now earn an additional rage.

Intimidating Frenzy: Activating Frenzy now deals damage equal to two times your intimidate skill and strength modifier to nearby enemies. This ability has square root scaling based on target count and a save based on your strength for players.

Empowered Frenzy: Frenzy now lasts for an additional 3 seconds.

Sundering Blows: Hitting an enemy with an attack causes them to take 1% additional physical damage for 30 seconds, stacking up to 10 times.

Sweeping Strikes

Great Cleave