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« on: July 16, 2022, 01:28:13 PM »
Berserker
Barbarian-like rager.
Has more flexible rage benefits, inspired in part by PF's Rage Powers.
Rage Depth: Class feature that increases with level. This controls the magnitude of benefits you gain from raging, but also the penalties. Starts at +1, increases up to +5 or +6 by level 20.
Rage: You can enter a rage, a state of heightened emotion and aggression. There is no limit to the number of times you can enter a rage per day.
Rage Forms: Not all rages are equal. Different rage forms affect how you enter and maintain a rage, as well as what happens when you cease raging. Except where noted, your rage lasts for a number of rounds equal to your rage depth + your Con modifier, you can end a rage prematurely on your turn as a free action, and for 1 minute after the end of the rage, you cannot enter another rage.
- Instant Temper: You fly into a rage as a swift action on your turn. For 1 minute after the end of the rage, you are fatigued. You cannot enter a rage this way while fatigued or exhausted.
- Stoking Fury: You can fly into a rage as a swift action on your turn. During the first round of your rage, your rage depth is 2 less than normal (minimum 0). You can stoke your rage as a free action, increasing your rage depth by 2 for 1 round, but also reducing its remaining duration to 1 round.
- Battle Rush: You can fly into a rage as an immediate action whenever you hit an opponent with an attack or are hit by a damaging attack.
- Survival Instincts: You can fly into a rage as an immediate action as long as your hit points are less than or equal to half your maximum or whenever you receive a critical hit. Treat your rage depth as 2 less than normal for the purpose of rage drawbacks.
Rage Powers: At level 1, you gain 2 rage powers. Each rage power affects the benefits of your rage, granting you bonuses of various sorts.
- Flexible Rage: Costs 2 rage power options, but lets you select a rage option you qualify for each time you enter a rage, rather than only when you gain levels.
- Guarded Fury: You gain a dodge bonus to your Armor Class equal to your rage depth.
- Toughening Rage: While raging, you gain a bonus to your natural armor equal to your rage depth. If you do not already have natural armor, treat your existing natural armor bonus as +0.
- Pain Suppression: You gain a bonus to any damage reduction you may have equal twice to your rage depth. If you don't already have any DR/-, you gain DR 0/-, allowing you to apply this bonus to it.
- Indestructible Thews: Requires Pain Suppression. If you would take any Strength, Dexterity, or Constitution damage while raging, reduce it by your rage depth. If you would suffer any Strength, Dexterity, or Constitution drain, reduce it by half your rage depth. This can't reduce ability damage or drain to less than 0. This ability does not protect against ability damage or drain that you receive willingly or that you inflict upon yourself.
- Single-Minded Fury: Add your rage depth as a bonus on Fortitude and Will saves.
- Unyielding Mind: Requires Single-Minded Fury. If you would take any Intelligence, Wisdom, or Charisma damage while raging, reduce it by your rage depth. If you would suffer any Intelligence, Wisdom, or Charisma drain, reduce it by half your rage depth. This can't reduce ability damage or drain to less than 0. This ability does not protect against ability damage or drain that you receive willingly or that you inflict upon yourself.
- Adrenal Force: Add your rage depth as a bonus on melee and thrown weapon attack and damage rolls.
- Frenzied Strikes: Requires Adrenal Force. When you make a full attack, you can accept a -4 penalty on your attack rolls in order to make an additional attack at your full Base Attack Bonus. This penalty is reduced by your rage depth, to a minimum of -0. If your rage depth is 4 or greater, you can increase the penalty to -8 to instead make two extra attacks.
- Unyielding Might: Requires Adrenal Force. Add your rage depth as a bonus on a Strength, Strength-based, Constitution, and Constitution-based checks.
- Beastly Rage: While raging, you gain a pair of claw attacks (1d6). These natural weapons gain an enhancement bonus equal to your rage depth.
- Furious Maw: Requires Beastly Rage. While raging, you gain a bite attack (1d6). This natural weapon gains an enhancement bonus equal to your rage depth.
- Enraged Pounce: Requires Beastly Rage. When you charge while raging, you can make a full attack instead of a single attack. You cannot make more attacks this way than 1 + your rage depth.
- Adrenal Resilience: When you enter a rage, you gain temporary hit points equal to your rager level x your rage depth, which last for as long as the rage does. If your rage depth increases during the rage, you gain commensurately more temporary hit points. If your rage depth decreases during the rage, you lose a commensurate amount of temporary hit points from among those that remain from this ability, and take nonlethal damage equal to the difference if there are not enough temporary hit points to remove.
- Deathless Frenzy: Requires Adrenal Resilience. You gain a bonus on saves against necromancy and death effects equal to twice your rage depth. You gain a bonus equal to your rager level x your rage depth x 2 to your hit points. These hit points are not lost first like temporary hit points, and disappear when the rage ends.
- Arcane Defiance: You gain spell resistance equal to 5 + your rager level + twice your rage depth.
- Arcane Repudiation: Requires Arcane Defiance. Whenever you make a weapon attack while raging, before resolving the attack, you attempt to dispel up to one effect from either the target of your attack or from the space into which you are attacking. This functions like the area dispel mode of dispel magic, except that you use 1/2 your rager level + your rage depth in place of your caster level for the dispel check and that there is no maximum to your effective caster level for the dispel check's modifier.
- Arcane Denial: Requires Arcane Defiance. You are protected from spells with a level equal to or lower than your rage depth as per a globe of invulnerability.
Rage Drawbacks: Each rage has its own drawbacks, which last as long as you are in the rage.
- Impatience: While you are in a rage, your ability to think calmly and clearly is compromised, although not as badly as with a barbarian's rage. You suffer a penalty equal to twice your rage depth on all Charisma-, Dexterity-, and Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), and on the Concentration skill. You require a successful DC 15 Concentration check to use any abilities that require patience or concentration, to cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll), or to use the Combat Expertise feat, item creation feats, and metamagic feats. Make this check only once per round when you first attempt to perform such an activity. If you fail, you must choose to do something else with your action (you don't lose the action or waste the spell or item use, you simply cannot bring yourself to attempt such an action in the first place). Effects and abilities that would allow you to use these skills, abilities, and actions in a rage (which would normally disable them entirely) removes the penalties and need for a Concentration check from a rage.
- Reckless Defense: You suffer a penalty equal to your rage depth to your Armor Class.
- Tunnel Vision: You can make one fewer attack of opportunity per round per point of your rage depth. You suffer a penalty equal to your rage depth to your Armor Class against attacks of opportunity.
- Suggestible: You suffer a penalty on Will saves equal to your rage depth.
- Self-Destructive: You push your body beyond its limits while raging. Each round that you remain in a rage, you take damage equal to your rage depth.