Into the Fray
Daring death and dancing with danger, Berserkers find their niche where the threat is greatest, trading huge risks for even greater rewards. Berserkers belong to no single martial tradition, but may embody the reckless and lucky from any background - from the overzealous barroom brawler to the bellowing frontline warrior. The unwise will dismiss them as lucky fools, but those who have seen a skilled Berserker firsthand know that shock and awe their wild abandon can inflict has a special quality all its own.
At level 1, gain the following features:
Berserk. At the start of your turn, choose a number between zero and your Character Level. Until the start of your next turn, any damage you deal against a target within 5ft. of you is increased by that amount. Attack rolls made against you gain a to-hit bonus equal to the same amount. If an attack deals more than one damage type, choose which type is increased. This ability can only be used during Encounters.
Critical Effect: Frenzy. When you roll a critical hit with a Weapon or Spell Attack and your Berserk value is at least 1, you may use your Reaction to immediately make a melee attack against the same target.
Berserk. At the start of your turn, choose a number between zero and your Character Level. Until the start of your next turn, any damage you deal against a target within 5ft. of you is increased by that amount. Attack rolls made against you gain a to-hit bonus equal to the same amount. If an attack deals more than one damage type, choose which type is increased. This ability can only be used during Encounters.
Critical Effect: Frenzy. When you roll a critical hit with a Weapon or Spell Attack and your Berserk value is at least 1, you may use your Reaction to immediately make a melee attack against the same target.
Class Skills
Blooded (1+)
Range: Self Use: Action Activation Cost: 1+ Stamina Tags: Self-damage, Buff Inflict 1d4 Common (choose: Piercing, Bludgeoning, or Slashing) Damage on yourself. The next time you deal damage to a target with a weapon or spell, it deals bonus damage equal to twice the damage taken this way (of the same type that the weapon or spell deals normally). Consecutive uses of this ability do not stack. Upcast: For every additional +2 Stamina spent on this ability, deal an additional 1d4 Damage to yourself, and gain the resulting bonus damage. Wild Strike (2) Range: Self Use: Action Activation Cost: 2 Stamina Tags: Attack, Buff, Critical The Critical Range of your next Weapon or Spell Attack Roll increases by 1 for each hostile creature within 5ft. of you (a Critical Range increase of 1 means you score a Critical Hit on a roll of 11 or 12, instead of just on a 12). You cannot gain Fate Points from that roll. Warsong (4+/4+) Range: Self Use: Action Activation Cost: 4+ Stamina Sustaining Cost: 4+ Stamina Tags: Buff, Sustaining Your Berserk value muse be 1 or greater to use this ability. You hold a chant, mantra, song, motto, or other method of focusing your berserk rampage toward specific results. When you use this ability, you may choose one of the following effects for as long as you Sustain it. You can end this ability as a Free Action at any time.
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Linebreaker (4+)
Range: 15ft. (path). Use: Action Activation Cost: 4+ Stamina Tags: Attack, Movement, Knockdown Choose a target you can reach by moving up to 15ft. You charge toward it on the most direct path possible, battering aside other creatures and small objects in your way (this ability does not work through solid obstacles or impassible terrain).
Borrowed Time (5) Range: Self Use: Reaction Activation Cost: 5 Stamina Tags: Damage Mitigation, Reaction You may use your Reaction to invoke this ability to negate all damage you would take from a single source. The next time you would take damage, that source rolls an additional damage die. If not triggered, this effect expires at the end of your next turn. Pummel (6) Range: 5ft. Use: Action Activation Cost: 6 Stamina Tags: Multi-attack, Attack As part of this Action, make a single Weapon or Spell Attack against a target within 5ft. If it hits (and the target remains within 5ft.), make a contested Might (if you made a Weapon attack) or Willpower (if you used a spell) Check against the same target. If you win the contested Check, you may immediately make another Weapon or Spell attack against that target as part of this same Action. You must have enough Stamina or Mana to make the second attack. |
Starting Equipment
If Berserker is your Major Class, you get the following equipment at level 1.
Armor & Clothing:
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Adventuring Gear & Currency:
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Specializations
If Berserker is your Major Class, gain the benefits below as you reach the indicated levels.
Level 1 Berserker Weapons. You learn two Weapons Training Perks of your choice. Level 2 Choose one:
Choose One: Improved Frenzy. When your Berserk value is at least 3, extra attacks with the Critical Effect: Frenzy ability have a +2 bonus to hit. Before the Storm. When your Berserk value is zero, you gain +1 Armor. Level 4 Choose one:
Level 5 Choose one:
Level 6 Choose One: Rip and Tear. When your Berserk value is at least 6, your Speed increases by +10ft. Battleflow. When your Berserk value is at least 6, you ignore the first Opportunity Attack attempted against you each Round. Level 7 Choose one:
Level 8 Choose one:
Level 9 Choose One: Fluidity. When your Berserk value is at least 9, you gain +5 to Might, Precision, and Fortitude Checks. (This does not affect Weapon or Spell Attacks). Clarity. When your Berserk value is at least 9, you gain +5 to Cleverness, Knowledge, and Willpower Checks. (This does not affect Weapon or Spell Attacks). Level 10 Choose one:
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Level 11
Choose One: Reaver. When your Berserk value is at least 12, your Critical Range increases by 1. Destroyer. When your Berserk value is at least 12, ignore the first 1d12 points of Damage you would take each Turn. Level 13 Choose one:
Choose one:
Choose One: Render. When your Berserk value is at least 15, you make two extra Attacks when you use the Critical Effect: Frenzy and Pummel abilities. Avenger. When your Berserk value is at least 15, you heal 1d10 points of Damage at the end of your turn. Level 16 Choose one:
Level 17 Choose one:
Choose One: Harbinger. When your Berserk value is at least 18, you add your Berserk bonus to Attack and Spell Attack rolls in addition to damage. Annihilator. When your Berserk value is at least 18, you may deal your Berserk damage bonus to one additional creature that is within 5ft. of you whenever you use it. It must be a different creature than the one you strike with the triggering Attack. Level 19 Choose two:
Choose two. You may select the same option twice:
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