
Metadata.Wild and savage. They distrust magic of all kinds and put their faith in themselves before others. Always at the front of a battle, Berserkers love the sport of combat and don't like missile weapons. Not reliable as guards as they are too distracted and are rarely very intelligent. If you are a Berserker be larger than life, brash, not too bright and stupidly brave.
Restrictions
Warrior Benefits
Rank 1
While dueling or in a staged battle (gladiator fights, ceremonial battles, etc.) you gain an extra warrior hit die (+7 HP, 1d12). Additionally, any allies dueled with you or with you in a staged fight may pay 1 MP at the beginning of the fight to gain Hack for that fight. Weapons you use with the gladiator fighting style are AV0 as well.
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
End condition: At the start of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Targeted creature is frightened.
Rank 2
You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
Attribute improvement: This ability sets your PER score to a minimum of 2.
You are resistant to all conjured Missile Spells.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
You gain Battle Cry Aura and Battle Cry Resistance.
This ability cannot affect deaf creatures.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You gain 15 temporary HP and become frenzied.
While frenzied, you will not leave combat willingly and are inept at not killing anyone who opposes you. This includes anyone who tries to stop you through actions or words. You are also resistant to being frightened.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
You resist all Conjured spells that aren't self targeted.
Support Abilities
You gain Intimidating Presence and Terrify.
On fail: If the target is frightened, they immediately take 1d4 psychic damage. Additionally, if some effect would cause them to become frightened, they take 1d4 psychic damage as well.
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