Class:Berserker: Difference between revisions
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{{AbilityBox|Ability:Intimidate}} | {{AbilityBox|Ability:Intimidate}} | ||
{{AbilityBox|Ability:Berserker Healing Factor}} | {{AbilityBox|Ability:Berserker Healing Factor}} | ||
<noinclude>[[Category:Warrior | <noinclude>[[Category:Warrior classes]] [[Category:Classes]]</noinclude> | ||
Revision as of 11:35, 12 January 2025
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.
Rank 1
While dueling or in a staged battle (gladiator fights, ceremonial battles, etc.) you gain an extra warrior hit die (+7 HP, 1d12). When you gain the hit die, you may pay 1 MP to immediately heal with it without consuming it. 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.
Rank 2
You are resistant to all conjured Missile Spells.
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.
Rank 3+
Combat Abilities
You gain Battle Cry Aura and Battle Cry Resistance.
You resist being frightened.
You resist all Conjured spells that aren't self targeted.
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.
Support Abilities
You gain Intimidating Presence and Terrify.