Editing Yagura:SRD:Berserker
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'''Weapon and Armor Proficiency:''' You are proficient with simple weapons, martial weapons, light armor, medium armor and with shields. | '''Weapon and Armor Proficiency:''' You are proficient with simple weapons, martial weapons, light armor, medium armor and with shields. | ||
− | ''' | + | '''{{Anchor|Rage}} ([[Yagura:Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When doing melee damage to a foe or being struck by a foe, you may choose to enter a Rage as an immediate action. While Raging, you gain a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice you have to your melee damage rolls. You also gain a +2 to saves, a -2 to AC, and gain DR X/- with “X” being equal to half your berserker level +2 (rounded down). For example, a 1st level berserker has DR 2/- while Raging and a 10th level berserker has DR 7/- while Raging. |
While Raging, you may not cast spells, activate magic items, use spell-like abilities, or drop your weapons or shield. Rage lasts until you have neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. You may voluntarily end a Rage as a full-round action. | While Raging, you may not cast spells, activate magic items, use spell-like abilities, or drop your weapons or shield. Rage lasts until you have neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. You may voluntarily end a Rage as a full-round action. | ||
− | ''' | + | '''{{Anchor|Fast Healing}} ([[Yagura:Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You shrug off wounds that would cripple a lesser warrior, and have learned to draw upon deep reserves of energy and stamina. At 1st level, you gain Fast Healing equal to your berserker level. This healing only applies while you are not raging. |
− | ''' | + | '''{{Anchor|Rage Dice}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While Raging, you may add these dice of damage to each of your melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks (such as an off-hand weapon attack or natural weapon attack) beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats. |
− | ''' | + | '''{{Anchor|Combat Movement}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While Raging, you move faster in combat, and may add your Combat Movement to your speed when you take a move action to move. |
− | ''' | + | '''{{Anchor|Battle Hardened}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, while Raging your mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, you may use your Fortitude Save in place of your Will Save. If you are under the effects of a compulsion or fear effect, you may act normally while Raging as if you were inside a protection from evil effect. |
− | ''' | + | '''{{Anchor|Sidestep Hazards}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, while Raging you learn to sidestep hazards with an intuitive and primal danger sense. While Raging, you may use your Fortitude Save in place of your Reflex Save. |
− | ''' | + | '''{{Anchor|Great Blows}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, while Raging your melee attacks are Great Blows. Any enemy struck by your melee or thrown weapon attacks must make a Fort Save or be stunned for one round. No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half your HD + your Constitution modifier. |
− | ''' | + | '''{{Anchor|Great Life}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, while Raging you are immune to nonlethal damage, death effects, stunning, critical hits, negative levels, and ability damage (but not ability drain). |
− | ''' | + | '''{{Anchor|Call the Horde}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level you become a hero of your people. You gain the Command feat as a bonus feat, but your followers must be berserkers. In campaigns that do not use Leadership feats, you instead gains a +2 unnamed bonus to all saves. |
− | ''' | + | '''{{Anchor|Watched by Totems}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, when making a saving throw using Fort, Ref, or Will you roll one additional die and keep the best result. If something allows you to reroll a save you may not use this ability on any rerolls. |
− | ''' | + | '''{{Anchor|Primal Assault}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level, while Raging you may choose to radiate an effect similar to an ''[[Yagura:SRD:Antimagic Field|antimagic field]]'' when you enter a Rage, with a caster level equal to your HD. Unlike a normal antimagic field, this effect does not suppress magic effects on you or the effects of magic items you are wearing or holding. |
− | ''' | + | '''{{Anchor|Savagery}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, while Raging you may take a full round action to make a normal melee attack that has an additional effect similar to a ''[[Yagura:SRD:Mage's Disjunction|mage's disjunction]]''. Unlike a normal disjunction, this effect only targets a single item or creature struck. |
− | ''' | + | '''{{Anchor|One With The Beast}} ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, you no longer need to be in a Rage to use any berserker ability. |