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Class record

Berserker

Striker

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Athletics, Perception, Survival, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Power or Focus.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Berserkers are aggressive fighters that almost completely ignore defense in exchange for more offense.

Tactical guidance

Playing Berserker

Berserkers are highly aggresive fighters that rely on allies to keep them alive. They are centered around their rage stance, which gives them 2 bonus AP in exchange for disabling RP abilities. A person without RP is extremely vulnerable, so you will need allies to cast thing like the acolyte's Angel's Embrace on you for protection. Alternatively, you can wait with using it until you are have burned through some RP already. You will lose out on some power, but it may be better than going down.

Both Break Free and Fallen Friend fit the playstyle of waiting with Rage Stance instead of using it immediately. Break Free especially is powerful against enemies with heavy CC effects.

Into the fray is a gap closer that lets you approach an enemy without spending AP, allowing for a maximum amount of attacks after. The RP cost makes it so its best used when already in rage stance where your RP is less useful.

The same applies to Reckless Strike. Normally trading 1 RP for 1 AP is not worth it, but when you can't use your RP anyway, it is a good way to get some extra damage in.

Berserker

Class features

Abilities unlocked

Complete rules for every ability granted by Berserker.

Key ability

Fallen Friend

Class feature

Benefit 1

When an Heroic tier ally reaches 0 HP, you may immediately enter Rage Stance for 0 AP and RP as well as 0 mana. You can use this even if you don’t have the Rage ability yet.

2 AP2 MP
Range
Self
Keywords
Stance

You enter a Stance in which you prioritize offense over defense. The Stance lasts until the encounter ends, you get Downed or up to an hour. While the Stance lasts, gain 2 additional AP that can only be used on melee attacks each turn (including the turn you use this), but cannot use actions that use RP other than attack of opportunity unless they have the Rage keyword. You also cannot use abilities with the Spell keyword, unless they also have the Rage keyword. You are treated as having 0 RP for abilities with that as a requirement. While in your Rage Stance, you gain a +1 bonus to Guard and a +5 bonus to all Fitness checks.

Requirements

-
1 RP
Range
Self
Keywords
Rage

You may move up to twice your movement speed. You must end this movement in range to make a melee attack against an enemy. Can only be used on your turn.

Requirements

-

Ability

Break Free

0 RP
Range
Self
Keywords
Rage

You may use this ability when you would be affected by a Stun, Root, Fear or a similar effect that would prevent you from acting that's inflicted by an enemy. You may immediately enter Rage Stance without spending any AP or RP. You gain immunity to this effect for the duration of the Rage.

Requirements

Not in Rage Stance.

1 AP1 RP
Range
Melee Weapon Range
Keywords
Rage

You may make a Heavy Attack against the target.

Requirements

-