Frenzied Berserker: Difference between revisions
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Revision as of 02:08, 2 December 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 | Berserker Roar |
3rd | +3 | +3 | +1 | +1 | Bloodletting |
4th | +4 | +4 | +1 | +1 | Bonus Feat |
5th | +5 | +4 | +1 | +1 | Diehard |
6th | +6/+1 | +5 | +2 | +2 | Improved Power Attack |
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 | 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.)