Frenzied Berzerker: Difference between revisions

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Frenzy (Ex):
Frenzy (Ex):
A frenzied barbarian can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with Haste or other effects that grant additional attacks.) However, he also takes a -4 penalty to armor class and takes 2 points of [[Non-Lethal Damage]] per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier. To end the frenzy before the duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.
A frenzied barbarian can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with Haste or other effects that grant additional attacks.) However, he also takes a -4 penalty to armor class and takes 2 points of Non-Lethal Damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier. To end the frenzy before the duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.


The character can enter a frenzy as a free action during his round. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy state at the start of his next action, as long as he still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn.
The character can enter a frenzy as a free action during his round. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy state at the start of his next action, as long as he still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn.

Latest revision as of 16:15, 16 January 2020

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Return to Celegian Prestige Classes

Frenzied Berzerker

This prestige class is very popular among the more pugnacious of the Arrakanza. Berzerkers got their start in the ancient Time of Night where their massive battle power was crucial to the Empire's survival. They survive to this day, mainly in the form of a monastic order dedicated to Primal Rage in the Silver Hills known as Raegasfont. With Imperial equipment, a Berzerker can be nigh unstoppable, a fact that the Watches overcome with mancatchers and alchemical tangles. Most Berzerkers stay out in the Great Grass Sea, but a number of other graduates of Raegasfont wander the Empire. As long as they direct their fury upon the proper targets, they are tolerated, but many Berzerkers spend large amounts of time in the various Punishment Temples.

Hit Die: d12

Requirements:

Alignment: Any non-lawful alignment

BAB: +6

Feats: Cleave, Destructive Rage, Intimdating Rage, Power Attack

Class Skills:

Frenzied Berserker class skills (and the key ability for each skill) are Might (Str), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points per level: 2 + Int modifier.

Advancement table

Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Frenzy 1/day, Diehard 2nd +2 +3 +0 +0 Supreme Cleave 3rd +3 +3 +1 +1 Frenzy 2/day 4th +4 +4 +1 +1 Deathless Frenzy 5th +5 +4 +1 +1 Frenzy 3/day, Improved Power Attack 6th +6 +5 +2 +2 Inspire Frenzy 1/day 7th +7 +5 +2 +2 Frenzy 4/day 8th +8 +6 +2 +2 Greater Frenzy, Inspire Frenzy 2/day 9th +9 +6 +3 +3 Frenzy 5/day 10th +10 +7 +3 +3 Inspire Frenzy 3/day, Tireless Frenzy, Supreme Power Attack


Class Features:

Frenzy (Ex): A frenzied barbarian can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with Haste or other effects that grant additional attacks.) However, he also takes a -4 penalty to armor class and takes 2 points of Non-Lethal Damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier. To end the frenzy before the duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.

The character can enter a frenzy as a free action during his round. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy state at the start of his next action, as long as he still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn.

While frenzied, the character can not use any Charisma, Dexterity, or Intelligence based skills (except Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells, drink potions, activate magic items, or read scrolls. He can use any feat he has except Combat Expertise, item creation feats, or metamagic feats. He can use his special ability to inspire frenzy normally.

During the frenzy, the frenzied berserker must attack those he perceives as foes to the best of his ability. Should he run out of enemies before the frenzy expires, his rampage continues. He must then attack the nearest creature (determined randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or his own).

When a frenzy ends, the frenzied berserker is fatigued (-2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effects of a rage ability, the fatigue condition does not apply until the rage ends--at which point the character is ezhausted, not merely fatigued.

Diehard: A frenzied berserker gains Diehard as a bonus feat even if he does not meet the requirements.

Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, do he can not use this ability during a round in which he has already taken a 5-foot step.

Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconciousness while in a frenzy. As long as his frenzy continues, he is not considered disabled at 0 hit points, not is he considered dying at -1 to -9 hit points. Even if reduced to -10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as Slay Living or Disintigrate.

Improved Power Attack: Beginning at 5th level, a frenzied berserker gains a +3 bonus on his melee damage for every -2 penalty he takes on his melee attack rolls when using the Power Attack feat (or +3 for every -1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su): Beginning at 6th level, a frenzied berserker can inspire frenzy in his allies while he himself is frenzied. When he uses this ability, all willing allies within 10 feet of him gains the benefits and the disadvantages of frenzy as if they had the ability themselves. The frenzy of effected allies lasts for a number of rounds equal to 3 + the berserker's Constitution modifier, regardless of whether they remain within 10 feet of him.

Greater Frenzy (Ex): Starting at 8th level, the character's bonus to Strength during a frenzy becomes +10 instead of +6.

Supreme Power Attack: A 10th-level frenzied berserker gains a +2 bonus on his melee damage for every -1 penalty he takes on his melee attack rolls when using the Power Attack feat (or +4 for every -1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.

Tireless Frenzy: A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though he still takes the Non-Lethal Damage for each round it lasts.