Martial: Berserk Maneuvers List
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A list of berserk maneuvers for the berserker class.
The berserker maneuver index includes a full index of all maneuvers in all berserker schools, as well as an explanation of some of the terms used in these descriptions.
Martial Maneuvers: Berserker
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Maneuvers Index | Berserk · Defiance · Deliverance |
Berserk Maneuver Descriptions
The following are the berserk maneuvers in alphabetical order.
Basic Stance
This is the basic stance of the berserk school.
BERSERK
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Classes: Brk |
School: Berserk [Stance] |
Action: Free |
Range: Personal |
Target: You |
You let your anger flow through you, and your consciousness slips away, replaced by raw instinct. |
While you are in this stance, your rage gains the savage descriptor. |
Your actions are severely limited. You can move, make basic attacks, and use maneuvers from the berserk school. You cannot take brave actions unless that is the action required for a maneuver you are allowed to use. You cannot communicate meaningfully with other creatures, though you can use telepathy normally if you have it. |
On your turn, you must move - if able - to put yourself in a position to attack an enemy; you can take a charge action if the nearest enemy is farther away from you than you could reach in a single move action. You must attack a creature each turn if able, be it with a basic attack, special attack option, or a maneuver; this means that if no enemies are nearby, you must attack an ally if one is within your reach. |
You gain a +2 power bonus to all damage potency with physical attacks; this effect cannot increase your damage over the damage cap. |
You gain innate compress with a value equal to your rage. (If you would lose a status effect with the innate flag, you immediately regain it. A character with the compress status increases their Initiative by the listed amount at the end of each of their turns.) |
You gain a power bonus to your defenses equal to your Bravery modifier + your rage against the following effects: charmed, confused, controlled, dominated, and any effect with the [mind-affecting] descriptor. |
You gain immunity to fear. |
At the beginning of each of your turns, you can choose to attempt to make a Will save to willingly end this stance; the DC is 9 + your BAB + your Bravery modifier + your rage. You can only attempt this saving throw once each turn; if you attempt and fail, you gain one rage. You cannot willingly fail this saving throw. A creature can attempt to talk you out of your anger as a standard action; if they do so, you can choose to make this saving throw on their turn, with the same restrictions (you cannot fail willingly, and if you fail, you gain one rage). |
When this stance ends, you immediately become tired. (A tired berserker loses all their rage and cannot gain rage until he takes a short rest.) |
Other Maneuvers
Other maneuvers of the berserk school.