Classes

Berserker - by S. Robles ©2017 v1.0

Summary A fighter who throws caution to the wind and does not comprehend fear or surrender, the Berserkers cannot be dual-classed, for their commitment to their ideals. Berserkers are born with the inherent gift of being able to throw themselves into a violent fervor from which there can be only victory or death. Berserkers may not fill their Chest Armor Slot from the Imarel Armor and Magic Item Placement page, but may fill up to 5 others at any one time, less if the armor piece counts for multiple locations.

Class Trees

  • Barbarian

    The Barbarian is oft one of many, a band of thieves and fighters who employ brute strength and intimidation tactics to line their pockets, or simply enjoy the lifestyle itself. They possess no honor to go with their ideals and instead give themselves over to the brutal and clever teachings of the Spirit of War. Should the opportunity present itself, they will attack en masse in the dead of night, always preferring to start with the upper hand.

    Class Skills »

  • Death-Chaser

    The Death-Chaser is a living embodiment of death, they roam between place of conflict to place of conflict with the sole purpose of administering the utmost in brutality. A Death-Chaser has no friends, only those who’ve yet to become enemies. Sometimes paying homage to Khazaar, Siru, or Toron, these hateful monsters have no reservations against embracing death.

    Class Skills »

  • Honor-Seeker

    The Honor-Seeker is the noblest Berserker insofar as whom they slay and why, acting with a profound sense of direction and justice. These fighters rally against those who oppress other that cannot defend themselves, and the Berserker dispenses upon them ungodly amounts of carnage.

    Class Skills »

Shared Class Abilities Brutality

A berserker knows the worst possible way to kill a person or creature and will nearly always seek to do so against those they fight against. Because of this, any damage a berserker causes by flailing fist or swung weapon will be considerably more than what might occur from a lesser combatant. Furthermore, if the berserker chooses, employing two weapons will grant more attacks but lessen their ability to hit. Because of this natural sense of violence, Berserkers are also immune to all forms of fear, save those from divine/infernal origins. (+80% base to-hit in melee, 3 attacks per round with either weapons or a flailing limb. Should at least one attack hit, +5% is granted to Berserk Rage chance. Dual wielding allows for 6 attacks per round, but percentage to hit is lowered to 65%. Immunity to fear).

Furious Warcry

A berserker may at any time during combat unleash a battle cry that comes forth with such ferocity that all enemies have a %25 chance to be struck with fear. Non-combatants and lesser adversaries will immediately flee the area for 1d4 rounds. Those of more heroic (or villainous stature) will attack the berserker at a -20% penalty to hit for 1d4 rounds. (25% chance for fear, non-combatants flee 1d4 rounds, combatants attack at -20% for 1d4 rounds. Usable 3 times per day).

Berserk Rage

The true power of the berserker is the ability to throw themselves into reckless blood-lust to destroy their enemies. For each round a berserker is in combat, there is a +5% chance they will go berserk. Should the berserker be wounded, another +5% is added for the check. The check is made at the end of each combat round and should it be successful, berserk rage initiates at the beginning of the next round.

When the berserker rage strikes, the berserker gains a +25% to hit, on top of the Brutality bonus and gains an extra attack per round. Once berserk, the Berserker cannot will themselves out of Berserk Rage and must fight until either they or their enemies are dead (though, knocking a berserker out is also a valid way to take them out of Berserk Rage). Additionally, enemies gain a +15% chance to hit the Berserker since they are no longer attempting to evade damage. (+10% to hit, 1 extra attack per round, enemies gain +15% to hit the Berserker).

Paragon Class Abilities (Available only to single class characters who spend 12 EP for all three skills.)

Paragon of Skill

Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating versus all forms of attack.

Stalwart Combatant

Unarmored as they may be, the Berserker has participated in many battles and, despite their imposing frame and seeming lack of forethought, knows how to subtly adjust their stance or shift inches to either side amidst a charge. While not seeming much at first, this in combination with their scar-covered body gives them a surprising degree of solidity. Whether wholly natural or a boon from the Divine, the Berserker halves all damage reduced during combat and gains a +10% bonus to Intuition checks related to conflict due to copious amounts of first hand experience. This damage reduction doesn’t apply out of combat, should they be attacked by an assassin, sniper, or some other sly method.

Learned Precision

‘Armor’ is a thing considered unnecessary by all but a few Berserkers, but also something they must learn to oppose, as not all foes will be bare chested and forthcoming in their dealings. Through their endless waltz from battlefield to battlefield, the Berserker has learned how to minimize the effectiveness of armor and similar protection. When attacking an armored foe barehanded or with a melee weapon, they cut the final product of external Armor Rating in half. This doesn’t apply to Racial bonuses, nor Tattoos etched upon the skin.