Oi chums, I wanted to begin a long-form post about my classes, goals, if they're met, if I think they're cool etc. Lets start things off with the Berserker. The Discipline of Brawn, axe swinging, barbarian, and "Too angry to die" class.
My overall goals for the class were to make them a front liner with a decent bit of mobility , durability so that they want to be in the front line, and a method of attacking very often. I want the fantasy to be all out attacks and overwhelming with force. They're a striker first and foremost so the need to be dealing damage above anything else. I imagine them drenched in the blood of their enemies as and screaming at the top of their lungs like a true mad man.
Stats:
Health: Highest | Evasion: Average | Magic Evasion (Spirit): Low | Armour: High | Magic Armour (Ward): High | Saves: Decent | Weapons: Decent
Highest HP and most of the rest of their stats being higher/middling make them fit into the durable but not unkillable idea.
Main Class Abilities:
Full of spite
[Passive]
When you are hit by an attack you gain +2 temp HP.
Intimidation Tactics
[Active Ability] [1 Mana]
When you target an enemy with a weapon attack you may spend 1 mana, they become slowed until the end of their next turn, if they are already slowed they become immobile until the end of their next turn instead.
Main Class abilities are only available if you have greater than or equal levels to all of your other classes. These blinks and your stats are the main things to decide on later on when you multiclass many times. The idea behind them is to make builds not feel too homogenous even if you had 2 characters that had 1 level in 2 classes, if their main classes were different they would feel like different playstyles.
That said onto the meat, Full of spite is simple, get hit and you get a barrier for the next time you get hit. You don't always get this barrier like if you're dealt damage from burning or incubating but it protects you from a good bit. Its not a lot of HP but it does make you a bit tankier. Intimidation Tactics is an interesting one because it does not actually further a goal. It is supplementary but it does help deal damage if the enemy cant run away.
Level 1:
Level 1 abilities should be the PC dipping their toes in the class. Nothing too powerful but the start of something that you can see could be. All PCs are able to do a short range teleports known as blinks and the class blinks have abilities with them. If this class is your main class you don't need to pay the AP which is basically just an equip cost.
Blink Call
[Blink] [2 Mana] [1 AP] [1 Action]
Blink range 3 you may target an adjacent creature; it must target you with an attack at the start of its turn as long as you are adjacent.
But Siix this blink doesn't do anything but get the enemy to hit you. Yes, but them hitting you means they cant attack someone else and if theyre attacking with a ranged weapon it becomes significantly less accurate. If they were going to attack you anyways might as well make it easier to dodge.
Blinding cuts
[Active ability] [1 AP] [1 Action]
Each creature within emanation 1 makes a Will Save, on a fail they become Blind and Dazed.
Emanation 1 is all tiles adjacent to you, Blind means that their line of sight becomes range 1 and Dazed means they make saves and attacks less accurately. Okay theres a theme, get adjacent, make things attack you but not accurately, whats the payoff? Currently you arent furthering your "Do damage" goal.
Hit me!
[Passive ability] [1 AP] You gain an anger die that starts at 6. Each time you get attacked this die reduces by one until it hits 0. If your die is at 0 you may unleash a devastating attack as a free action or free reaction. Attack with a singular weapon, this attack does an additional 1d6+3 damage. After this attack it resets back to 6.
Ah there it is! Get attacked 6 times and you get to swing back. It may not be the strongest pay off but if you can get several enemies targeting you at a time you can get 2-3 off an encounter. Not getting hit those handful of times from Blinding cuts really helps out, despite that it does not actually do damage.
Level 2:
So before I get into the abilities I want to mention that level 2 should be the heart and soul of the class. Ideally I would like to show people my 2nd level abilities and they can envision the class.
Execution
[Active ability] [1 AP] [Initial Action] Target a creature within range 5 if that creature dies during your turn gain 4 temp HP and Inspired.
Initial actions are at the start of the turn and inspired increases the accuracy on your next save or attack. This ability is incredible for grunts which are little 1HP guys that can be annoying. This is basically free and it is just upsides as long as you kill what you target. It furthers the whole charge in and slaughter fantasy.
Jarkhal Axe
[Main melee] [1d6+1 Slashing] [Reach 1] [Thrown range 3]
When you throw this weapon you may move 2 towards your target ignoring engagement.
About average damage on a weapon but being able to move 2 when you throw helps you move a good bit through a combat. I have not play tested with this yet and it might end up too weak. If that's the case I would bump it up to 3 and I know it will make this weapon a menace even if just to move around for basically free.
All in
[Passive ability] [1 AP] [1 AP] [1 Action]
When you attack two or more times during your turn, as a free action you may immediately charge in a straight line range 3, ignoring engagement and reactions, to attempt a shove on a creature. Creatures in this line must make a Dex save, on a fail they become Prone.
The bread and butter of this class, attacking twice can be done by default because it has minimum 3 weapons but it also gets 2 flex slots meaning it can have up to 5 weapons. Also of note you don't need to hit just attack twice and you can move around freely. This is most of my goals wrapped into one.
Level 3:
This is when the class should either double down on what it does in previous levels or begin to take a new form. It gets an improved blink which as long as this is your main class you still get for free but this blink teleports you farther and usually has a stronger effect.
Whirlwind attack
[Improved blink] [4 Mana] [1 AP] [1 Action]
Range 4 blink. After blinking, attack each enemy within reach of one of your main or light melee weapons. This attack does half damage.
Its basic but it is an absolute classic, teleport and attack. It pairs well with execute and is just another form of getting in someone's face for almost free. I do fear that this ability isn't good compared to some other improved blinks but if it does full damage it might push it over the wall in terms of damage. It likely will hit only 1 person but with some cleaver teammates you might be able to get 4 or more attacks off.
Blazing Speed
[Passive ability] [1 AP]
Your anger die decreases by one for each time you attack. Free action attacks do not decrease this.
Speaking of getting 4 attacks off, Blazing Speed is the best ability of the class. The amount this increases how often Hit Me! triggers should be a good bit as long as the class is played in the "Go in and attack a lot" playstyle. This is also my favorite ability of the bunch because it feels like the first truly broken abilities of the set.
Unbound Anger
[Stance] [1 AP] [1 Mana] [1 Action]
You force enemies to feel your rage. Spend 1 action and 1 mana to start the stance. At the start of your turn if you are adjacent to an enemy they gain a free reaction to attack you. If they do not have a weapon they make a 1 action melee attack that deals 1 damage. You can end this for 1 action.
This one is a bit weird because there are times that you don't want to be hit by someone in melee but if you pair this with a controller and you can get weak, non weapon using NPCs around you its basically free anger dice decrease and temp HP gains. This is where I think the class really makes the player think. A lot of people will avoid this but I think those that have some sort of mastery over the system will eat this up.
And thats it. 3 levels, 2 blinks, 2 main class features and 7 abilities. Classes are INCREDIBLY easy to make. That causes a problem though, quality over quantity is an issue. If I present 892 classes and all but 1 suck I have failed as a designer. That being said the berserker has been remade a half dozen time in 9 months. This class I never felt was perfect but lets review the goals to see if we got close.
"My overall goals for the class were to make them a front liner with a decent bit of mobility , durability so that they want to be in the front line, and a method of attacking very often. I want the fantasy to be all out attacks and overwhelming with force. They're a striker first and foremost so the need to be dealing damage above anything else. I imagine them drenched in the blood of their enemies as and screaming at the top of their lungs like a true mad man."
Front liner with mobility: Check
Durability to frontline: Check
Attacking very often: Check
Dealing damage: Mmmmm half check? I need to test it but I think it might just be lacking a certain something at lower levels.
So I have achieved most of my goals on the class. Its not perfect but I personally think the class fantasy is there. Most importantly do I think that the berserker is cool? Absolutely it gets 5/5 cool stars from me! Hopefully in the coming months I will figure out if they are too angry to die or if they simply make the player angry.
Im not sure if I will make a lot of blog posts but they are fun. If I make another I will be talking about one of my least favorite classes, the Deadeye.
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