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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

Armor Restrictions
Berserkers lose all abilities they gain from this class if they wear armor with an AV greater than 2.
Learning Restrictions
Berserker cannot be learned by mages.

Warrior Benefits

 Power sources: 💪Martial🤹Skill
 Duration: Always active.

While wearing armor, you gain Defensive Martial Arts.
 Duration: Always active.

Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.

Rank 1

 Duration: Always active.

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.
 Delivery: 🎭Semblant⚔️Strike( 🗡️Weapon⚔️Attack )
 Target: 💪Arm🦵Leg( Hit target's AC. )
 Duration: Instant.
 Range: Your weapon's range.

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.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: 1 minute.
 Range: Your weapon's range.

 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

 Duration: While up.
 Requirements: You are not anosmatic.

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.
 Duration: While target remains in range.
 Range: 10 feet.
 Requirements: You are not anosmatic and the target is not odorless.

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.
 Duration: While up.
 Requirements: You are outside towns and other urban areas.

You are an expert tracker. Additionally, you resist being surprised outside towns and other urban areas.
 Attribute improvement: This ability sets your PER score to a minimum of 1.

Rank 3

For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.

Combat Abilities

 Duration: 5 minutes.

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.

Support Abilities

 Execution time: 10 minutes.( 🐢Slow )
 Duration: 24 hours.
 Range: 5 feet.

Target is immune to the next use of a spells that would affect them.
 End condition: Once the immunity provided by Throw the Bones is used, this effect ends.