Frenzied Berserker: Difference between revisions

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'''Rage'''
'''Rage'''


Frenzied Berserker now has a new secondary resource, RAGE.  Rage is gained when a frenzy berserker loses HP at a rate of 1 rager per 1% of their HP lost.  The maximum amount of rage a Frenzied Berserker can have at one time is 100.  The frenzied berserker will spend this rage to use thier other abilities.
Frenzied Berserker now has a new secondary resource, RAGE.  Rage is gained when a frenzy berserker loses HP at a rate of 1 rager per 1% of their HP lost.  The maximum amount of rage a Frenzied Berserker can have at one time is 100.  The frenzied berserker will spend this rage to use their other abilities.




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'''Berserk Slam'''
'''Berserk Slam'''


A frenzied berserker slams his enemy aggressively, just hoping to hit and gain an advantage.  Rage Cost - Special. Free Action.  Touch Attack. If successful, you deal damage to your target equal to the amount of rage you currently have, then heal for the same amount.
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 3 round cooldown.
 
 
 
'''Great Cleave'''
 
At 2nd level a Frenzied Berserker gains the Great Cleave feat.




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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 15% more physical damage for 5 rounds.  This effect does not stack.
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 15% more physical damage for 5 rounds.  This effect does not stack.
'''Improved Power Attack'''
At 4th level, a Frenzied Berserker gains the Improved Power Attack feat.




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'''Bloodletting'''
'''Bloodletting'''


The frenzied berserker craves the extacy of combat, the pain as intoxicating to them as pleasure of victory. Rage Cost - 0.  Free Action.  60 second cooldown.  The frenzy berserker gives themselves a self inflicted injury, harming them for 20% of their maximum HP. This also generates 20 rage from the self inflicted damage.  
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.
(You cannot kill yourself from using this ability)




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The frenzied berserker imspires their allies to greater hights 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 10% immunity to physical damage.  This effect lasts for 60 seconds.  This effect does not stack.
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 10% immunity to physical damage.  This effect lasts for 60 seconds.  This effect does not stack.




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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 - 60.  Free Action.  While frenzied the berserker gains +10 strength, +10 constitution, +1 attack per round, +10% immunity to all physical and elemental damage, -4 dodge AC, will heal themselves for whatever base ranks of heal are whenever they damage an enemy. Last but not least they are immortal for the duration of frenzy.  At the end of frenzy any damage you would have taken below 1 HP is dealt to you, this damage is lethal. 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.  Frenzy lasts for two rounds, or three rounds with the extended rage feat. Also the VFX lights you on fire.  It's entirely cosmetic but rad a.f.
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 - 60.  Free Action.  While frenzied the berserker gains +10 strength, +10 constitution, +1 attack per round, +10% immunity to all physical and elemental damage, -4 dodge AC, will heal themselves for whatever base ranks of heal are whenever they damage an enemy. Last but not least they are immortal for the duration of frenzy.  At the end of frenzy any damage you would have taken below 1 HP is dealt to you, this damage is lethal. 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.  Frenzy lasts for two rounds, or three rounds with the extended rage feat. (Also the VFX lights you on fire.  It's entirely cosmetic but rad a.f.)

Revision as of 04:41, 17 January 2022

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.

Requirements

Alignment: Any Non-Lawful

Base Attack Bonus: +6

Feats: Power Attack, Cleave, Intimidating 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 Berserker Roar
4th +4 +4 +1 +1 Improved Power Attack
5th +5 +4 +1 +1 Diehard
6th +6/+1 +5 +2 +2 Bloodletting
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Inspire Frenzy
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Frenzy


Rage

Frenzied Berserker now has a new secondary resource, RAGE. Rage is gained when a frenzy berserker loses HP at a rate of 1 rager per 1% of their HP lost. The maximum amount of rage a Frenzied Berserker can have at one time is 100. The frenzied berserker will spend this rage to use their other abilities.


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 3 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 15% 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.

The frenzy berserker will gain: Up to 30% immunity to all physical and elemental damages. Up to +25 damage per attack. Up to +100%* movement speed. Up to 10 regen per round.

Immunity: Starting at 90% HP and increasingly linearly at 1% immunity per 2% missing HP, maxing out at 30% Immunity at 30% max HP.

Damage: Missing HP% / 4. IE at 20% HP remaining (80% missing / 4) = +20 damage per attack

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

Regeneration: Missing HP% / 20, twice per round. IE at 20% HP remaining (80% missing / 20 = 4 x2) gives 8 regen per round.


It should be noted that a frenzied berserker at low health with frenzy and inspire frenzy (see below) will have:

+50% Immunity against physical and +40% immunity against elemental effects

+50% Move Speed

+25 Damage (including the strength bonus)

+30% Healing from damage dealt

+10 Regen per round

+2 Attacks Per Round

+15% Physical Damage Done (for the entire party)


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 10% immunity to physical damage. 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 - 60. Free Action. While frenzied the berserker gains +10 strength, +10 constitution, +1 attack per round, +10% immunity to all physical and elemental damage, -4 dodge AC, will heal themselves for whatever base ranks of heal are whenever they damage an enemy. Last but not least they are immortal for the duration of frenzy. At the end of frenzy any damage you would have taken below 1 HP is dealt to you, this damage is lethal. 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. Frenzy lasts for two rounds, or three rounds with the extended rage feat. (Also the VFX lights you on fire. It's entirely cosmetic but rad a.f.)