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*Pathfinder & Starfinder
The Berserker - need balance advice
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<blockquote data-quote="Sigurd" data-source="post: 2739175" data-attributes="member: 19412"><p>It occurs to me that the historic berzerker is often portrayed in a religeous extasy. They had handlers who helped whip them up into a frenzy and who often kept normal people away from them to prevent bloodshed. They may have had special drugs to help prolong their rage. Norse tales include stories of Berzarks who raged uncontrollably and killed locals. They were a double edged sword.</p><p></p><p>I don't think this is a class of compromise. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'd suggest it be tied to, or receive a bonus from a rage friendly diety. Since in D&D gods demonstratably exist I'd give them the magic ability to gain nutrition and vitality from their first kill while raged. Not like a vampire but like a divine extasy with real affects.</p><p></p><p>SU> At 3rd level a Bearzerks commitment to battle is so complete that it can sustain his physical needs. Any combat while raged effectively supplies the food and water requirement for a number of days equal to the number of foes faced. These days may be stored to a number equal to the characters level plus his str bonus. A Bearzerk living only on these reserves functions at -1 to all rolls unless he has fought that day.</p><p></p><p></p><p>Cleric Feat: Handle Bearzerks</p><p></p><p>This feat is available to clerics of any Norse Diety or any Diety known to imploy Bearzerkers.</p><p></p><p>A priest learns the nature and care of Berzerker Gangs.</p><p> He receives a +1 bonus to his heal spells with Berzerks in his care.</p><p> +3 diplomacy check with all Bearzerks.</p><p> And may add Bearzerks to his entourage if using the leadership feat.</p><p></p><p>Improved Handle Bearzerks</p><p>Prereq - see above.</p><p></p><p>As above but a cleric learns to cloud the minds of his berzerkers, filling them with rage and directing their attacks more precisely. The Berserks function under a holy compunction. Each may rage for an additional number of rounds equal to the cleric's level. Under this control a berzerk may act against his alignment even kill targets close to him.</p><p></p><p>Clerics also receive a challenged save role to break a bearzerk rage with a mental command.</p><p></p><p></p><p>Sigurd</p></blockquote><p></p>
[QUOTE="Sigurd, post: 2739175, member: 19412"] It occurs to me that the historic berzerker is often portrayed in a religeous extasy. They had handlers who helped whip them up into a frenzy and who often kept normal people away from them to prevent bloodshed. They may have had special drugs to help prolong their rage. Norse tales include stories of Berzarks who raged uncontrollably and killed locals. They were a double edged sword. I don't think this is a class of compromise. :) I'd suggest it be tied to, or receive a bonus from a rage friendly diety. Since in D&D gods demonstratably exist I'd give them the magic ability to gain nutrition and vitality from their first kill while raged. Not like a vampire but like a divine extasy with real affects. SU> At 3rd level a Bearzerks commitment to battle is so complete that it can sustain his physical needs. Any combat while raged effectively supplies the food and water requirement for a number of days equal to the number of foes faced. These days may be stored to a number equal to the characters level plus his str bonus. A Bearzerk living only on these reserves functions at -1 to all rolls unless he has fought that day. Cleric Feat: Handle Bearzerks This feat is available to clerics of any Norse Diety or any Diety known to imploy Bearzerkers. A priest learns the nature and care of Berzerker Gangs. He receives a +1 bonus to his heal spells with Berzerks in his care. +3 diplomacy check with all Bearzerks. And may add Bearzerks to his entourage if using the leadership feat. Improved Handle Bearzerks Prereq - see above. As above but a cleric learns to cloud the minds of his berzerkers, filling them with rage and directing their attacks more precisely. The Berserks function under a holy compunction. Each may rage for an additional number of rounds equal to the cleric's level. Under this control a berzerk may act against his alignment even kill targets close to him. Clerics also receive a challenged save role to break a bearzerk rage with a mental command. Sigurd [/QUOTE]
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The Berserker - need balance advice
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