Saturday, November 20, 2010

Some Combat Options and Going Berserk!

Defensive Fighting: A Fighter, Paladin or Ranger may opt to fight defensively, lowering their AC by -2 but sacrificing a -2 to hit. Attack rate is halved, when fighting defensively.

Frenzied Attack: A Fighter or Ranger may launch an all-out attack during a round, giving in to their battle lust and putting themselves in harm’s way in an attempt to damage their opponent. They will attack at +2 to hit, but will suffer an AC penalty of +3. A Critical Hit or Miss, made during a Reckless Attack, might be truly awesome or utterly disastrous.

At the DM's discretion, the first time a Fighter or Ranger uses this combat option, he may be required (or allowed) to roll a percentile check. On a result of 05% or lower, the Character is a Berserker!

Berserker – Any time the Fighter or Ranger enters into melee, there is a 20% chance he will give in to his bloodlust, entering a berserker frenzy. If he does not enter his Berserker state at the beginning of an encounter, there is a 70% chance he will do so if he is reduced to 1/3 of his Hit Points or less. When in this state, he will receive a -2 bonus to initiative, a +2 bonus to hit and damage, but suffer an AC penalty of +2. When his foes have been vanquished, the Berserker must make a Saving Throw vs. Petrification to regain enough control, to avoid attacking his allies or innocent bystanders.

After coming out of a Berserk state, the Fighting-man will be shaken and ill, necessitating complete rest, for 3d4 Turns. At 9th level, the Fighting-man, of his own will, may push his initial chance to go Berserk up to 40% during any particular encounter and his recovery time will drop to 1d4 Turns.

The Berserker may not utilize the Frenzied Attack combat option, as for him, trying to enter such a state of battle-lust is tantamount to trying to go Berserk and this fight to hold or lose control is handled by the percentile checks, given above.

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