This particular Expert Class is a joint effort from multiple sources. The original kernel of an idea that made me go "that's awesome!" is from Pawsplay's Mad Berserker
class, and the Unnerving Transformation ability that is gained at Level 7 from that class. In creating this, I worked alongside Curator (known for the Opportunist and Hunter expert classes), who also found the ability fascinating and shared the belief that one (or in this case, two) could create an expert class that was fun and flavorful.
The niche that this class fills is the 'transforming warrior' that appears in fiction. Often this fighter only changes in times of distress and anger, and is a terror on the field of battle. Enjoy, and please critique!Inspirations
: Bruce Banner/The Hulk (Marvel Comics
), Cϊchulainn (Irish Mythology
), Eva-Unit 01 (Neon Genesis Evangelion
), Doctor Jekyll and Mister Hyde, Werewolves.
FERAL HEART (EXPERT)
"Cu Chulainn" by Stephan Thompson
Rage is an emotion that most everyone can understand, for it comes in so many forms that everyone encounters it in one way or another. The righteous fury of a holy knight, the bloodlust of a man out for revenge, the anger of a jilted lover, and so on. However, few understand the same depth of rage that the Feral Heart does. These berserkers, prone to vicious transformations when their blood boils, are legendary warriors which strike fear into the hearts of lesser men. The Feral Heart is a monster, barely contained by the flesh and waiting to be set free in the heat of battle.
Depending on your campaign, a Feral Heart could be...
A brave youth who slaughters all foes with his vicious spear and insane form.
A lycanthrope that only lets on what she truly is when it is too late for her enemy to run away.
A man cursed by the gods, only seeking to be left in peace and not have to harm anyone.
A curious scientist that has discovered a strange poison, becoming a hulking brute whenever he becomes angry... you wouldn't like him when he's angry.
A dragon that defends his horde from all invaders, his talons spears and his breath the death of whole armies.
A golem that loses control of itself and gruesomely eviscerates all who oppose it in order to protect their young ward.Party Role:
Combatant. Between your body-twisting transformations and your ever-increasing mastery of scaring people half to death, you turn the battlefield into a canvas of blood and guts.CLASS FEATURESRequirements:
Intimidate 4+ ranks, Rage Basics feat, Guts featFavored Attributes:
Strength, Constitution, WisdomClass Skills:
Acrobatics, Athletics, Blend, Intimidate, Notice, Resolve, Ride, SurvivalSkill Points:
4 + Int mod per LevelVitality:
12 + Con mod per LevelBAB:
You gain Regeneration 1
while in the Berserk Stance. Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Berserker (Intimidate and Resolve).CLASS ABILITIESWarp-Spasm:
When battle comes, your blood gets boiling... sometimes literally. At Level 1, you gain the Living Weapon feat. You only gain its effects while in the Berserk Stance. Also, whenever you become Enraged
, you may enter the Berserk Stance immediately as a free action, even if it is not during your Initiative Count.
At Level 5, you gain the Ferocity
NPC quality, and while you are in the Berserk stance your unarmed and melee attacks gain the excruciating
quality. Also, when you enter the Berserk Stance, you no longer suffer from any Enraged
condition affecting you; this does not cause you to fall unconscious.
At Level 9, you gain the Horror type and your Size increases by one category while you are in the Berserk Stance (maximum Large). If you are already Large, your reach instead increases by 1 while you are in the Berserk Stance.Wild-Eyed Glare I:
At Level 2, you gain the Damned If You Do trick, and whenever you are hit by an attack the attacker suffers 2 stress damage.Wild-Eyed Glare II:
At Level 7, you gain the Damned If You Don't trick, and whenever you are missed by an attack the attacker suffers 2 stress damage.Frothing Retort:
It's amazing what you can get away with if you look angry enough. At Level 3, your maximum rank in Intimidate increases to your Class Level + 5, and you may substitute Intimidate in place of Bluff while attempting to Lie to questions asked of you; this check is always considered trained.
At Level 7, your maximum rank in Intimidate increases to your Class Level + 7, and you may substitute Intimidate in place of Sense Motive while attempting to Detect Lies made by people you have asked questions to; this check is always considered trained.Leaps And Bounds I:
At Level 4, once per round, When you perform a Standard Move, you may ignore all difficult terrain, obstacles, enemies, and other things that would impair your movement under 15 feet tall. You must end your movement on a surface that can support you.Leaps And Bounds II:
At Level 8, you may ignore obstacles in this manner any number of times per round, and this effect also applies when you perform Bonus 5-ft. Steps and the Bull Rush and Run actions.A Thousand Ways To Die:
You elevate violence to an artform. At Levels 4 and 8, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
You inflict particularly heinous wounds. At the start of each round when an opponent is bleeding
from one of your attacks, he suffers additional damage equal to your Wisdom modifier (minimum 1).
Dem's Good Eatin':
You gain the devour
Hands of Stone:
Whenever you make an unarmed attack, you may choose for the attack to gain the AP 2
qualities. You may apply the Overpowering Strike trick to your unarmed attacks.
Your visual, hearing, and scent range increments increase by 20 ft.
You gain the Always Ready
and Light Sleeper
Offer They Can't Refuse:
When Coercing, your incentive modifiers are always at least extreme (see Fantasy Craft
, page 75).
Rules of Nature:
The natural world respects your ferocity, even pausing to stand in awe. Once per scene, you may improve the Disposition of any non-adversary Animal or Beast NPC by 5.
Once per round, when you make a successful Strength-based skill or attack check, you may make a free melee or unarmed attack against an object or scenery within your reach.Passing the Noose:
When Death comes a-knocking, he's looking for a life to take... just not necessarily yours. At Level 6, when you are reduced to -10 wounds or fewer for the first time each scene, you remain alive for exactly one more round. During this round, you cannot be stunned
, or affected by any ability that would prevent you from taking actions. If you kill a standard adversary or any special character before this round ends, your wounds are instantly set to 0 and you are stabilized. Otherwise, you die as normal.I'm Always Angry:
No matter what you might look like on the outside, the beast inside you never stops raging and never rests for anything. At Level 10, you may enter the Berserk Stance even while you aren't in combat. Also, you may use your Strength modifier in place of other modifiers when making skill checks; if you do so on a skill that would not normally use your Strength modifier, your error range increases by 3. Finally, your successful attacks always deal at least 1 point of damage even after resistances and immunities are applied.