sengmeng
2012-12-26, 06:00 PM
True Berserker
Requirements:
Feat: Reckless Rage
Class Ability: Deathless Frenzy, ability to take the form of a Brown Bear during a rage or frenzy.
HD: d12
Class skills: Intimidate, Jump, Climb, Survival.
Skill points per level: 2 + int modifier.
{table]level|BAB|Fort|Will|Ref|Special
1|+1|+1|+0|+0|Practiced Rage, Consolidated Rage, Rage Enhancement
2|+2|+1|+1|+1|
3|+3|+2|+1|+1|Rage Enhancement
4|+4|+2|+1|+1|
5|+5|+3|+2|+2|Rage Enhancement[/table]
Weapon and Armor Proficiencies: The True Berserker does not gain any weapon or armor proficiencies.
Practiced Rage: The True Berserker has learned to get the most out of his anger. He doubles the bonus from his Reckless Rage feat, gaining an additional +4 to strength and constitution on top of what he normally gains from using his rage or frenzy abilities.
Consolidated Rage: The True Berserker has been using anger in battle for a long time, and has learned different methods for channeling and focusing his hate into a weapon. Eventually, he incorporates them together. He adds his True Berserker levels to his Barbarian levels to determine his uses per day and stat bonuses from the rage ability, and he adds his True Berserker levels to his Frenzied Berserker levels to determine his uses per day and stat bonuses from the frenzy ability, as well as uses of the Inspire Frenzy ability.
Rage Enhancement: Whenever it says "Rage Enhancement" on the progression table, the True Berserker learns a new type of Rage Enhancement. Rage Enhancements give additional bonuses during a rage or frenzy and consume an additional use of rage or frenzy. All Rage Enhancements must be applied when the True Berserker enters a rage or frenzy and any benefits mentioned in their description last as long as the True Berserker is in a rage or frenzy. Multiple rage enhancements stack with each other but not themselves.
Hunter's Rage:
The Hunter's Rage enhancement helps the True Berserker find, pursue, and destroy his enemies. He gains True Seeing for the duration of his rage or frenzy, a +20 enhancement bonus to Spot and Listen checks, and blindsight out to 50 ft. He may move three times his normal movement as part of a charge action, and can spend a swift action to declare one attack per round to be an automatic critical threat (if the designated attack misses, it is still used up for that round).
Unstoppable Rage:
Nothing can harm the True Berserker as long as his fury sustains him. The True Berserker can choose to fail any saving throws during his rage or frenzy, and he can choose whether or not any damage or effect applies immediately or is delayed until he is no longer in a rage or frenzy.
Cyclone Rage:
The True Berserker moves like a whirlwind, cutting down all before him. Any movement types the True Berserker has increase by 30 ft, and he may make two 5 foot steps in a round as free actions. He is treated as having the Whirlwind Attack and Spring Attack feats. He may make a single attack at his highest base attack bonus as a swift action, and he gains a bonus to jump checks equal to his improved movement speed.
Skin of the World Serpent:
The True Berserker gains DR/bludgeoning equal to his constitution score. Non-magical manufactured weapons shatter instantly when they touch his skin.
Troll-blooded Rage:
The True Berserker gains the cold subtype, gaining immunity to cold damage and taking double damage from fire. He also gains fast healing equal to his constitution bonus and the Powerful Build Quality. Enemies take cold damage equal to 2d8 + his constitution bonus from his melee attacks and from grappling him or attacking him with unarmed strikes or natural weapons.
Shared Rage:
The True Berserker may add rage enhancements to any allies under the effect of his Inspire Frenzy ability. They cost him one use of rage or frenzy per ally enhanced.
Requirements:
Feat: Reckless Rage
Class Ability: Deathless Frenzy, ability to take the form of a Brown Bear during a rage or frenzy.
HD: d12
Class skills: Intimidate, Jump, Climb, Survival.
Skill points per level: 2 + int modifier.
{table]level|BAB|Fort|Will|Ref|Special
1|+1|+1|+0|+0|Practiced Rage, Consolidated Rage, Rage Enhancement
2|+2|+1|+1|+1|
3|+3|+2|+1|+1|Rage Enhancement
4|+4|+2|+1|+1|
5|+5|+3|+2|+2|Rage Enhancement[/table]
Weapon and Armor Proficiencies: The True Berserker does not gain any weapon or armor proficiencies.
Practiced Rage: The True Berserker has learned to get the most out of his anger. He doubles the bonus from his Reckless Rage feat, gaining an additional +4 to strength and constitution on top of what he normally gains from using his rage or frenzy abilities.
Consolidated Rage: The True Berserker has been using anger in battle for a long time, and has learned different methods for channeling and focusing his hate into a weapon. Eventually, he incorporates them together. He adds his True Berserker levels to his Barbarian levels to determine his uses per day and stat bonuses from the rage ability, and he adds his True Berserker levels to his Frenzied Berserker levels to determine his uses per day and stat bonuses from the frenzy ability, as well as uses of the Inspire Frenzy ability.
Rage Enhancement: Whenever it says "Rage Enhancement" on the progression table, the True Berserker learns a new type of Rage Enhancement. Rage Enhancements give additional bonuses during a rage or frenzy and consume an additional use of rage or frenzy. All Rage Enhancements must be applied when the True Berserker enters a rage or frenzy and any benefits mentioned in their description last as long as the True Berserker is in a rage or frenzy. Multiple rage enhancements stack with each other but not themselves.
Hunter's Rage:
The Hunter's Rage enhancement helps the True Berserker find, pursue, and destroy his enemies. He gains True Seeing for the duration of his rage or frenzy, a +20 enhancement bonus to Spot and Listen checks, and blindsight out to 50 ft. He may move three times his normal movement as part of a charge action, and can spend a swift action to declare one attack per round to be an automatic critical threat (if the designated attack misses, it is still used up for that round).
Unstoppable Rage:
Nothing can harm the True Berserker as long as his fury sustains him. The True Berserker can choose to fail any saving throws during his rage or frenzy, and he can choose whether or not any damage or effect applies immediately or is delayed until he is no longer in a rage or frenzy.
Cyclone Rage:
The True Berserker moves like a whirlwind, cutting down all before him. Any movement types the True Berserker has increase by 30 ft, and he may make two 5 foot steps in a round as free actions. He is treated as having the Whirlwind Attack and Spring Attack feats. He may make a single attack at his highest base attack bonus as a swift action, and he gains a bonus to jump checks equal to his improved movement speed.
Skin of the World Serpent:
The True Berserker gains DR/bludgeoning equal to his constitution score. Non-magical manufactured weapons shatter instantly when they touch his skin.
Troll-blooded Rage:
The True Berserker gains the cold subtype, gaining immunity to cold damage and taking double damage from fire. He also gains fast healing equal to his constitution bonus and the Powerful Build Quality. Enemies take cold damage equal to 2d8 + his constitution bonus from his melee attacks and from grappling him or attacking him with unarmed strikes or natural weapons.
Shared Rage:
The True Berserker may add rage enhancements to any allies under the effect of his Inspire Frenzy ability. They cost him one use of rage or frenzy per ally enhanced.