| Post/Author/DateTime | Post |
|---|---|
| Fiery Avenger09-01-05, 01:56 PM | This is my first real attempt at a class, so be kind. I'm mainly looking for some constructive criticism and some help with a few things. The Berserker is modelled after William Wallace and other Highlanders, but Berserker just seemed to be the title that fit. He is an ancestral warrior, who uses his connection to his past and to the spirit of his ancestors to become a powerful warrior in combat. LV BA+ FORT REF WILL SPECIAL 1 1 2 2 0 Berserk! Battle Sense 2 2 3 2 0 Hearty 3 3 3 3 1 4 4 4 3 1 Fast Movement +10 ft., Blade Bearer (+1) 5 5 4 4 2 Berserk! 2/Day 6 6 5 4 2 7 7 5 5 3 Ancestral Warrior 8 8 6 5 3 Warrior’s Body, Woad DR 1/- 9 9 6 6 4 Blade Bearer (+2) 10 10 7 6 4 Berserk! 3/Day 11 11 7 7 5 12 12 8 7 5 Improved Berserk! 13 13 8 8 6 Intimidating Berserk!, Warrior’s Body 14 14 9 8 6 Woad DR 2/-, Blade Bearer (+3) 15 15 9 9 7 16 16 10 9 7 Berserk 4/Day 17 17 10 10 8 18 18 11 10 8 Warrior’s Soul 19 19 11 11 9 Ancestral Dreadnought, Blade Bearer (+4) 20 20 12 11 9 Tireless Berserk! Skills: Climb (Str), Jump (Str), Swim (Str), Tumble (Dex), Ride (Dex), Craft (Int), Survival (Wis), Spot (Wis), Listen (Wis), Heal (Wis), Intimidate (Cha), Handle Animal (Cha) Skill Points: 2+Int Mod Starting Proficiencies: Berserkers are proficient with the following weapons: Falchion, Great Sword, Great-Axe, Long Sword, Scimitar, Battle Axe Berserkers are Prof. with No Armor or Shields Special Abilities: Berserk! : Once per day, a Berserker of 1st level or higher can summon up the power of his ancestors to aid him in battle. The Berserker is granted great strength and durability, as well as speed and heightened survival skills. When using Berserk!, the Berserker gains the following: +4 Strength, +2 Constitution +10 Ft. of Movement Evasion, Mettle: A successful Reflex or Will save negates an effect labeled as “Reflex Halves” or “Will Halves”, an unsuccessful save still causes the damage to be halved. -2 AC The Berserker is unable to perform any task that requires concentration(full round actions, Concentration Checks, casting Spells, etc; ) as the focus required to enter Berserk! is too much to allow for any other strenuous mental task. The Berserk! lasts a number of rounds equal to the Berserker’s newly augmented Constitution Modifier +2, though the Berserker may choose to cut his Berserk! short at any time during that duration. Once the Berserk! is completed, the Berserker is considered fatigued (-2 Str, -2 Dex, Can’t Charge or Run) Battle Sense: The Berserker is trained to sense the carnage around him and focus on his own protection. If positive, a Berserker’s Wisdom is added to his Armor Class. If under any circumstance in which the Berserker is denied his dexterity bonus, he is also denied his Battle Sense bonus. Because this sensory ability is based on the Berserker's ability to sense what will happen and move before it does, any sort of armor restricts this. When wearing armor, the Armor Check Penalty applies to the Berserker's Battle Sense bonus (If positive. If there is no bonus or it is negative, then Armor has no effect on the Battle Sense Bonus) Hearty: A Berserker of 2nd level is made of sterner stuff than most heroes. If an effect is labeled as “Fortitude Halves”, and the Berserker is successful in his saving throw, then the Berserker takes no damage. If the Berserker fails the save, half of the damage is still negated. Blade Bearer: A Berserker of 4th level is at one with his chosen blade. The Berserker chooses one slashing weapon with which he is proficient, and with which he has the Weapon Focus feat. The Berserker gains +1 to damage rolls when wielding this weapon. This Bonus increases to +2 at 9th Level, +3 at 14th, and +4 at 19th. The Berserker may choose to divide up the bonuses to separate weapons, or continue to stack the bonuses. Ancestral Warrior: A Berserker of 7th level or higher has gained a greater sense of his ancestry and of himself. He gains +2 to Initiative rolls and +2 to Attack and Damage on his next attack against one foe designated once per day. Warrior’s Body: A Berserker of 8th level or higher has become a tough and sturdy warrior. The Berserker gains +2 on Fortitude Saves vs. Poison and Disease. Also, he gains the Toughness Feat (+3 HP). This bonus increases to +4 to saves and +6 HP at 14th Level. Woad: A Berserker of 8th level has learned the intricate art of his people’s War-Paint, known as Woads. His magical war-paint grants him Damage Reduction 1/- Improved Berserk! : A Berserker of 12th level or higher has a greater concentration and connection with his ancestors in combat. He can now concentrate and enter an Improved Berserk! in place of any Berserk! he has per day. An Improved Berserk! grants the following: +6 Strength, +4 Constitution +15 ft. Movement Evasion, Mettle -2 AC Intimidating Berserk! : A Berserker of 13th Level using his Berserk! Ability is a frightening thing, and the Berserker learns to use this. The Berserker gains a free demoralize attempt (as detailed on pg. Page 76 of the PHB) against one foe within 30 feet, and adds his newly modified Strength and Constitution Modifiers to the roll. The Demoralized foe (if the roll succeeds) remains shaken until the Berserk! ends. Warrior’s Soul: A Berserker of 18th level or higher has become one with his spirit and the spirit of the warrior. The Berserker gains +2 on Will Saves and gains the Mettle feat for free. Also, during Berserk!, a Berserker with Warrior’s Soul gains one free Disruption attempt upon a Spellcaster within 30ft. As long as he is within Berserk!, the Berserker may make one Touch Attack using his Wisdom modifier rather than his Strength against a designated creature or enemy within 30 ft. who casts a spell. If the attack succeeds, then the Spell is disrupted and the caster can no longer cast spells while the Berserker is within Berserk! Ancestral Dreadnought: A Berserker of 19th level or higher, is at one with the Ancestral Warrior’s Spirit; he is as close to the Realm of his Ancestors as a living being can be. The Berserker gains the following: +2 to Attack and Damage on one attack roll versus a designated enemy once per encounter Once per day, a Berserker may roll an attack roll at the beginning of his Berserk!, the result of this attack stands for his Armor Class versus the next attack against him. 10 Damage Reduction versus Magical Effects and Damage Immunity to all magical and non-magical poisons and diseases. Tireless Berserk! : A Berserker of 20th level is no longer considered fatigued at the end of his Berserk! Basically I'm just curious as to whether or not I've made it overpowered, underpowered, or not different enough from the barbarian. |