BERSERK
Keywords:
BERSERK
Syntax: berserk
Only powerful warriors can master berserking, the ability to enter insane rage in combat. It's effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. Basically this means higher damroll and hitroll and worse armor class as well as a temporary boost in hitpoints.
RPStat Information:
Remarks: [Duration: 3 Rounds] Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength; however, in this state they care little for their own safety. Effects:
- Hitroll: +1
- Damage: +1 to attack dice [ie. 1d6 becomes 2d6]
- Armor Class: Reduced by 4
- Damage Received: +6 [after IRVs are Calculated]
- Player will not fall unconscious at 0 HP; if brought below 0 during the Berserk will continue to attack until killed or berserk ends.
Special Note(s):
1) While Berserked, character controlling effects such as sleep and charm will have a 75% chance of failure [IRV will be adjusted to +15].
2) When calculating for a critical strike, you should double the dice for the critical (1d6 -> 2d6) and then add the additional dice for the berserking damage (2d6 -> 3d6 + <Physical Damroll>).
Only powerful warriors can master berserking, the ability to enter insane rage in combat. It's effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. Basically this means higher damroll and hitroll and worse armor class as well as a temporary boost in hitpoints.
RPStat Information:
Remarks: [Duration: 3 Rounds] Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength; however, in this state they care little for their own safety. Effects:
- Hitroll: +1
- Damage: +1 to attack dice [ie. 1d6 becomes 2d6]
- Armor Class: Reduced by 4
- Damage Received: +6 [after IRVs are Calculated]
- Player will not fall unconscious at 0 HP; if brought below 0 during the Berserk will continue to attack until killed or berserk ends.
Special Note(s):
1) While Berserked, character controlling effects such as sleep and charm will have a 75% chance of failure [IRV will be adjusted to +15].
2) When calculating for a critical strike, you should double the dice for the critical (1d6 -> 2d6) and then add the additional dice for the berserking damage (2d6 -> 3d6 + <Physical Damroll>).