114 lines
5.6 KiB
Plaintext
114 lines
5.6 KiB
Plaintext
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11/11/89
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the Berserker - a new class for AD&D game
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Berserkers are Sub-Class of The fighter class.
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they are always Human and they are always true-neutral.
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A Berserker's strength and constitution must both be greater than 9,
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while the Intelligence must be less than 9.
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at 1st level,a Berserker's best allowable AC is 6. Berserkers may use any
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magical items available to fighters, with the exception of magical armor and
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shields. in addition to any experience bonuses for strength, Berserkers
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receive double Experience points for kills until they earn their
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wereshape (see below). Berserkers will never have psionics.
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each Berserker must become a Shield brother in one of the following
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clans: Wererat,Werewolfs,Wereboar,Weretiger,Werebear.
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when the Berserker earns his wereshape he will take that form when Berserker
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,receiving all "to hit" and damage bonuses which apply.
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the Berserker does not receive any of the special characteristics of
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lycanthropes, though while in wereshape he may melee with creatures which are
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only vulnerable to magical weaponry.
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each clan has one ClanMaster, with combat for this top spot being
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conducted as with other classes' hierarchies. Shield brothers will always be
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friendly and help each other when possible. Failure of the ShieldBrother
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to do so results in outlawry and open season on the outcast.
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Neutral lycanthropes of the same type as the clan of a Berserker will not
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attack the Berserker ,though they may refuse to give him aid.
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when the Berserker earn his wereshape, he gains the ability to speak the
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lycanthropic language while in human form, and communicate well enogh
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empathetically with normal animals of his clan type to give simple commands
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which will be followed.
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Since a Berserker is careless of his person in battle, he relies
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on his gods to protect him from the fatal blow, since the gods approve of
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brave deeds (we hope!), the more of them the Berserker preforms, the more
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protection he'll receive. Therefore ,for every 2 levels the Berserker rises,
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his best allowable AC is bettered by 1.
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Special abilities and restrictions.
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-----------------------------------
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level 1: not allowed to hire anyone for anything. Innate ability to recognize
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alligment and clan of lycanthropes and other Berserkers on sight.
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level 4: reduce chance of being surprised by 1.
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level 6: ability to detect hidden and invisible enemies. Gains a 4th level
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companion who may be any Neutral Fighter type.
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level 10: the Berserker may hire others but hirelings are -2 on loyalty rolls
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and may never have rating higher than 15.
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Followers.
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The appropriate level ,the Berserker will be joined by 2-12 followers with a
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loyalty of 16+. if killed, this followers may never be replaced.
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the nature of each follower is determined individually by using the tables
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which appear below.
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Berserking.
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There is only a chance of a character Berserkering when the DM deems the
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conditions are suitable for the arousal of battle lust. the basic chance
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is 10% for Berserker to go Berserk. a Berserker attack may only be triggered
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once in a single incident of melee (which may be continuous over many rounds).
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to the basic 10% chance of going Berserk, add 20% of the Berserker bites
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his shield (voluntary); add 10% for eah round of melee (cumulative) that
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has passed; and add 10% for each follower or shieldbrother whose death he has
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witnessed during the currnet melee.
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the death of Berserker's companion causes an automatic Berserk state.
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advatages while Berserking : intelligent opponents must check morale, if
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applicable. all attacks by the Berserker are at +2 "to hit" ,in addition
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to any STR' bonuses. The Berserker is immune to psionic attacks while in
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Berserk state.
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disadvantages of Berserkering : a Berserker may not withdraw melee while
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Berserk. a Berserker remain Berserk for as many melee rounds as he has points
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of constitution, but he attacks at -2 "to hit" and damage for the rest of the
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melee beyond that point. If in wereshape , he'll maintain it for the duration
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of the melee ,even after returning to normal state (non Berserk).
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If a Berserker is still Berserk in the end of the melee ,there is a 10%
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chance per round thereafter (non cumulative) that the Berserker turn on
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members of his own party. his chance should be rolled for each round until
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the Berserk fit wears off or until the Berserker is killed or rendered
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unconscious. deduct 1% per level from this chance, down to minimum of 1%
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for all Berserkers except for clanMasters, who will never turn on their friends
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the Berserker must rest for a complete turn after each turn
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after each Berserk fit, regardless of it's duration.
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EXAMPLE: A werebear Berserker of level 10 with a strenght of
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16 and constitution of 10 will drop his weapons and attack as
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a werebear when Berserk. Hit probability is +3,damage is
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2-4/claw and 3-9/bite(3-17/hug). and AC is 2 (7-5).
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After 10 rounds ,the Berserker fit will wear off and he will
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fight at -2 each claw doing 1 and each bite 1-6(hug 1-14).
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Berserker clan advance as gain wereshape max HD clanmaster
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clan
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limitation wererat cleric 6th level 9 11th level
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werewolf druid 7th level 10 12th level
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wereboar druid 8th level 10 13th level
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weretiger fighter 9th level 11 14th level
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werebear fighter 10th level 12 15th level
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