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
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
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, use berserker class features, 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 break 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 saving throws equal to 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 saving throw to willingly end this stance; you suffer a power penalty to this saving throw equal to 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.