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Jormengand
2015-08-11, 08:42 PM
The Berserker
http://img07.deviantart.net/4b05/i/2014/109/4/1/the_berserker_by_eko999-d7f3vwy.jpg
The berserker by eko999
"Seeing your enemies driven before you and hearing the lamentations of their women... that has nothing on feeling your enemies driven before you, and tasting the lamentations of their women."

LevelBABFortRefWillSpecial
Fast movement
Rage bonuses
Overcome Wounds
1st+1+2+2+2Rage at will, Shrug off, Resilience, Righteous Desperation, Tricks
15
3
0
2nd+2+3+3+3Uncanny Dodge
15
4
0
3rd+3+3+3+3Trap Sense +1
20
5
0
4th+4+4+4+4Burst of Power +1
20
6
0
5th+5+4+4+4Improved Uncanny Dodge
25
7
0
6th+6/+1+5+5+5Trap Sense +2
25
8
1
7th+7/+2+5+5+5Burst of Power +2
30
9
1
8th+8/+3+6+6+6Guarded Rage
30
10
2
9th+9/+4+6+6+6Trap Sense +3
35
11
2
10th+10/+5+7+7+7Burst of Power +3
35
12
3
11th+11/+6/+1+7+7+7Tireless Rage
40
13
3
12th+12/+7/+2+8+8+8Trap Sense +4
40
14
4
13th+13/+8/+3+8+8+8Burst of Power +4
45
15
4
14th+14/+9/+4+9+9+9Coherent Rage
45
16
5
15th+15/+10/+5+9+9+9Trap Sense +5
50
17
5
16th+16/+11/+6/+1+10+10+10Burst of Power +5
50
18
6
17th+17/+12/+7/+2+10+10+10Controlled Violence
55
19
6
18th+18/+13/+8/+3+11+11+11Trap Sense +6
55
20
7
19th+19/+14/+9/+4+11+11+11Burst of Power +6
60
21
7
20th+20/+15/+10/+5+12+12+12Berserkergangr
60
22
8

Alignment: Any
Hit Die: 1d20

Class Skills:
All class skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the berserker. Berserkers' power comes from their conviction, and part of that is their vow never to use magic.
Skill Points at 1st Level: (6 + Int modifier) 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armour Proficiency
Berserkers are proficient with every type of weapon, armour or shield ever to come to be.

Barbarian abilities
All barbarian abilities on Table: The Berserker work just as they do for barbarians, except that all bonuses from raging are those given on Table: The Berserker and so is the movement speed increase, and all such abilities work in as much armour as he likes.

Berserker and barbarian levels stack when determining a character's effective barbarian level, but the rage abilities that the two classes gain are separate and tracked separately. A barbarian 1/berserker 10 must choose upon raging whether he is activating the rage ability of a barbarian 1 or the rage ability of a berserker 10.

Berserker Trick (Ex)
At each level, a berserker gains berserker tricks. The berserker gains 1 berserker trick per level up to and including fifth, two per level for the next five, and so forth. Berserker tricks are detailed in their own section.

Shrug Off
Berserkers can Shrug Off abilities which would hinder, incapacitate or even kill lesser beings. Shrugging Off an ability does not take an action any more than choosing a target to attack does; it is simply a thing that one does, or one does not.

A berserker who Shrugs Off an effect ignores it. It does not affect the berserker at all, even if it affects an area (irrespective of, for example, whether or not the berserker enters, leaves, and then re-enters an area). However, it still affects other people: the effect is still there, unlike with more magical means of removing an effect such as Dispel Magic or Iron Heart Surge. The source of the effect may still be there, even if the effect itself isn't (for example, a windstorm is still there even if the berserker isn't checked by it, and will automatically check the berserker again next round). Similarly, a berserker can't Shrug Off death by hit point damage, as the berserker would simply die again immedately. This makes the many effects on the table below unlikely at best to come up but they are included for completeness.

The berserker may Shrug Off an effect in progress, or even one which hasn't taken effect yet (for example, a berserker could Shrug Off a spell's effect upon being struck by it, ignoring it, even if that berserker wasn't aware of the spell until it dealt its effects). Berserkers incapable of experiencing the world, such as those who are Dead, Petrified or Unconscious, can't Shrug Off effects. Those who are merely distracted, incapable of acting, or suffering sensory impairment (such as those who are Fascinated, Stunned or simultaneously Blinded and Deafened) can still Shrug Off further effects.

However, Shrugging Off an effect costs hit points. These hit points are dependent on the severity of the effect being Shrugged Off. Further, if the effect is permanent (except for spell effects and effects which are always or usually permanent), triple the number of hit points needed to remove it. A berserker can't Shrug Off an effect if doing so would kill the berserker. Use the following table to determine the hit point cost:



Effect

Cost



Ability Damaged

5/point



Ability Drained/Burned

15/point



Blinded

10



Blown Away*

20



Checked

10



Confused

10



Dazed

10



Dazzled

2



Dead*

50



Deafened

10



Disabled

20



Dying

30



Energy Drained

10/level



Entangled

10



Grappling*

5



Knocked Down*

15



Paralysed

20



Petrified

30



Pinned*

5



Prone*

5



Spell Lv 0**

3



Spell Lv 1**

6



Spell Lv 2**

13



Spell Lv 3**

21



Spell Lv 4**

30



Spell Lv 5**

40



Spell Lv 6**

51



Spell Lv 7**

63



Spell Lv 8**

76



Spell Lv 9**

90



Spell Level 10th**

100



Spell Level 11th***

111



Spell Level 12th***

123



Spell Level 13th***

136



Stable

20



Staggered

20



Stunned*

20



Unconscious

As stable/dying



*These effects can only be Shrugged Off before they take effect, due to one of three reasons: One, that they less are conditions and more cause them, two, that once the ability takes hold the berserker won't be able to Shrug them Off, or three, because simply being hard enough to prevent yourself falling down is one thing; being hard enough to go from being on the ground to on your feet in no time at all is another.
**This also covers (Sp) and (Ps) abilities, powers, and martial maneuvers.
***As **, and also these abilities tend not to exist, but a few classes such as the Worldspeaker have them. To find any spell level higher than 13th, add the new spell level to the previous number (for example, the 13th level value is calculated by adding 13 to the 12th level value).

Resilience (Ex)
Berserkers are tougher than tough. They reduce any lethal or nonlethal damage they take by 1 per level. This powerful effect will simply negate damage of any type, even special damage such as vile damage. If the damage dealt by an ability is of multiple types, the berserker can choose which type of damage to ignore, or some of each (for example, a fireball with energy admixture (cold) deals both fire and cold damage. A berserker of 4th level could ignore 3 cold and 1 fire damage, not that it's likely to matter). Even untyped damage can be prevented in this way, but some damage results directly from divine power and can't be prevented by any means. That doesn't stop a berserker from reducing any accompanying damage of other types.




Righteous Desperation (Ex)
http://pre02.deviantart.net/f7ca/th/pre/i/2008/322/1/c/berserker_by_czarnywilk.jpg
Berserker by czarnywilk
"No-one can kill me. Stronger people than you have tried."

Berserkers are masters of improvisation, of getting by, of making do with what they have, and this stems from their conviction, their vow never to use magic. Such is the way of the berserker.

A berserker who looks about for an improvised weapon to use can as a standard action take a search check whose DC is equal to the price of the item in gold pieces. Passing this check means the Berserker finds (and can pick up as part of the check) an improvised weapon of the type for which the berserker is looking. Berserkers never take a penalty for wielding an improvised weapon, although the improvised weapons found in this way are usually fragile, and break within a number of uses equal to 10, plus the number by which the search check DC was beaten.

Berserkers might easily not be able to find anything they can fashion into a weapon of the correct type, but unless they are in a barren plain they can probably find something vaguely weapon-shaped.

Similarly, a berserker can find objects which function as tools, shields, and so forth in a similar manner. Again, they will break after the same number of uses as the weapon might and the berserker gets no penalty for using them.

Further, a berserker is immune to fear, sickness and tiredness effects (such as shaken, frightened, terrified, cowering, sickened, nauseated, fatigued and exhausted).

However, the berserker's guile and wit, their devotion and their motivation, all stem from the meaningfulness of the vow: the berserker cannot deliberately and knowingly use magic, psionics, martial strikes or stances, supernatural abilities, or magic or psionic items. They cannot accept direct magical or psionic aid to their person (Fireballing their foes doesn't count), and must take any save against that aid that is given to them. They are encouraged to shun those who repeatedly give them unwanted aid of this nature, and preferably all magic, but this is not actually required and berserkers don't bear any particular enmity towards spellcasters, psionicists or initiators.

A berserker who breaks this vow feels mentally shattered by the transgression, and loses the conviction that fuels berserker abilities (other than class skills, proficiency, and hit dice). These other abilities are regained at a rate of one level per day by adventuring normally as a glorified warrior ("Normally" is subjective, but no attempt should be made to avoid combat beyond the usual measure). For example, an eighth-level berserker who breaks the vow can use a single berserker trick after one day of adventuring, and seven after six days of adventuring. These days don't need to be consecutive. New berserker tricks can be selected in this way, though it would have been faster to relearn them normally!

A creature who gets the vow from somewhere else other than a class loses all class abilities if they break the vow, and needs to recover them in the same way. Creatures such as factotums who steal the ability are only affected by breaking the vow for the duration of the ability that copies it.

Burst of Power (Ex)
At fourth level, the berserker gets a pool of burst points, as given on Table: The Berserker. He only gains these burst points once per time he rages. A burst point can be used to do one of the following without needing an action to do so:

- Negate any damage from an attack, ability, or hazard (including falling) that would deal damage to him. This only works for a single instance of damage.
- Shrug an effect Off without paying for it.
- Gain a bonus equal to his level on any roll.
- Increase a static attack or static defense (An example of a static attack is a save DC, and an example of a static defense is his armour class) by his level.

When the berserker gains the tireless rage class feature, he must still wait as long as he would have been fatigued for before raging if he is to claim burst points.

Overcome Wounds (Ex)
A berserker of at least 6th level is very hard to kill, and no wound inflicted on them hinders them long. They gain fast healing as given on Table: The Berserker.

Guarded Rage
From eighth level, berserkers do not take an AC penalty for raging.

Coherent Rage
From 14th level, berserkers can use charisma- and constitution-based skills normally while raging.

Controlled Violence
From 17th level, berserkers can use dexterity- and intelligence-based skills normally while raging.

Berserkergangr
From 20th level, berserkers can enter a mighty berserkergangr, which renders them immune to harm but is itself harmful. Entering a berserkergangr is a free action, much like entering a normal rage.

While in the berserkergangr, the berserker's bonuses to strength and constitution are doubled (usually +44). He gets a +15 bonus on attack and damage rolls, and his movement speed doubles. Even more alarmingly, he becomes immune to outside sources of damage and doesn't need to pay hit points to Shrug Off effects other than the Dead condition caused by killing himself; the only thing that can hurt him is himself: each round of the berserkergangr, he deals 20d6 points of True Damage to himself. True Damage cannot be prevented by any means whatsoever, and is always lethal damage. To reiterate: if you think you are resistant or immune to True Damage - including because of this ability - you simply aren't. It doesn't work that way!

For the duration, the berserker's fast healing is also reduced to zero.


Learning Berserker Tricks
http://orig01.deviantart.net/b7ad/f/2013/246/c/a/berserker_by_friendhaircut-d6kvlun.jpg
Berserker by friendhaircut
"You learn a surprising amount when you're constantly angry."

Learning a berserker trick works essentially exactly the same as learning a feat; indeed, they work in nearly the exact same way as feats, they just can't be taken as actual feats. You learn them when you gain the relevant level, and then retain them for use later.

The main difference is that it's a lot easier for a berserker to pick up new tricks. Indeed, once per day a berserker can simply pick up a trick that is useful in the current situation. However, he must choose and discard a previous berserker trick to do this. A berserker can do this once more per day for each five levels after first: at high levels, a berserker can near-constantly be learning on-the-spot to handle almost anything as and when it comes up.

Most berserker tricks can only be taken once.

Jormengand
2015-08-11, 08:43 PM
List of Berserker Tricks
http://img03.deviantart.net/a71f/i/2013/036/c/2/berserker_by_krasnyniejasny-d5tx36p.jpg
Berserker by KrasnyNieJasny
"We do not fight because we can. Nor do we fight because we must. We fight because we do."

The following are the berserker tricks available to a berserker. Note that if the berserker is being used in the Pathfinder roleplaying system, all skill requirements should be reduced by 3.

Always Strike First
You are lightning fast, and none can match your speed.
Prerequisites: None
Benefit: You can't be surprised; if there's a surprise round, you can always act in it. You always go first in the initiative order.
Special: Two or more berserkers with this trick roll normally to determine which acts first, but all act before anyone else in the combat.

Animal Companion
You acquire an unusually powerful animal who is fiercely loyal to you.
Prerequisites: None
Benefit: This trick works just like the druid class feature of the same name, except that the berserker can't share spells with it and it only takes 3 hours' searching for a new animal to find such a creature.
Special: You can take this trick more than once. Its effects do not stack normally. Instead, the berserker's effective level for the animal companion is increased by 3. If the rules in the Epic Level Handbook are not in play, this trick can be taken no more than 6 times (at which point a companion from the level - 15 list treats the berserker as being of whatever level the berserker actually is).

Armour Master
You are adept at moving about even fully armoured
Prerequisites: None.
Benefit: You take no penalties for wearing armour or using a shield. For example, you don't take an armour check penalty and you can run at full speed.
Special: This doesn't protect you against curses, or breaking your vow. A shield, of course, still takes up the hand that holds it as normal.

Battlesense
You have an instinctive awareness of everything about you.
Prerequisites: None.
Benefit: You have blindsight out to 30 feet.
Special: This trick can be taken multiple times; the range of the blindsight stacks.

Bonus Feats
Alas, poor fighter.
Prerequisites: None.
Benefit: You choose three feats for which you qualify and gain their benefits, including being able to use them as prerequisites. You must qualify for them normally.
Special: You can take this trick more than once. You can use multiple instances, or even a single instance, of the trick to take the same feat more than once, if you could do so normally.

Brewmaster
You can create even more special items.
Prerequisites: Herbalist, Craft (Alchemy) 8 ranks.
Benefit: You can create additional powerful items. You also get a +10 bonus on craft (Alchemy) checks.

Envoy Firework: DC 30 to make. An envoy firework can be used as a weapon, dealing just 2d6 fire damage and 2d6 bludgeoning damage on impact if it even hits a creature in the first instance, but that's not really the point. Envoy fireworks are packed with explosive of high enough quality to send them either a steady 4 miles/level, or you can create a more risky explosive that will send the firework up to 2d6 miles/level. Either way, the envoy firework takes 10 minutes to reach its destination, and can send anything that can fit in the small compartment inside it - this usually entails something of the calibre of a small book, or a dagger, some deadly poison, and a note. The envoy firework isn't in condition to send back.

Of course, the decent damage and long range make an envoy firework a possible long-ranged artillery weapon, especially if you put something more dangerous (such as some explosives on a 10 minute and 6 second timer) inside. That's your call.
Explosives: DC 30 to make each set. Explosives can be linked together and linked to the user by a fuse cord, allowing them to be detonated from a safe location and all at once. Alternatively, they can be put on a timer.

When detonated, explosives deal 1d6 damage per level, half fire and half force, within 60 feet.
Poison Gas Grenade: DC 30 to make. Fired just like exploding potion. Fort against 1d6 str 1d6 con/1 str 1 con.
Stun Grenade: DC 25 to make. Fired just like exploding potion, those in 20 feet take 1 sonic/level, fort vs deafened 1 minute/level, reflex vs blinded 1 minute/level, on both failed stunned 1 round/level.

Combat Coup
You can make coups de grace against opponents you're fighting.
Prerequisites: None.
Benefit: You can Coup de Grace nonhelpless creatures, you can do so from up to 30 feet away, you can make Coups de Grace even against normally-immune foes, and making one doesn't take an attack of opportunity.
Special: If the target is immune to critical hits, resolve the Coup de Grace anyway; it's just not a critical hit.

Combat Maneuver Master
You are a legend at performing special attacks.
Prerequisites: None
Benefit: You gain the benefits of the following feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Overrun, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Improved Unarmed Strike, Improved Grapple. You also get a +5 bonus on your attack roll to perform cleaves, bull rushes, sunders, overruns, disarms, trips, and grapples as well as +5 bonus to any additional rolls needed to perform any of these actions, or a feint, successfully.
Special: You can use these feats as prerequisites, but you can't retrain them or use spells such as Embrace the Dark Chaos to remove them. An effect that would remove one of these feats, short of removing the berserker trick itself, fails.

Death Mark
Your attacks mark enemies for death.
Prerequisites: None.
Benefit: When you attack an enemy, if you hit, you mark them for death. Their armour class is reduced by 2 for each death mark they have (Death marks stack). A creature with one or more death marks is always a viable target for a sneak attack, but if they couldn't be sneak attacked anyway, the sneak attack is limited to one die per death mark on the creature.
Special: A creature can remove a death mark with three rounds' rest.

Disappearance
You can disappear into thin air by distracting your foes and hiding.
Prerequisites: Hide 8 ranks.
Benefit: You can hide even while being observed. You can hide as a swift action. You can move while hidden.

Dominating Shout
You can rattle a creature so badly that they follow your commands.
Prerequisites: Intimidate 12 ranks.
Benefit: You can intimidate creatures normally immune to fear, and creatures don't get morale bonuses against intimidation attempts by you. If you pass an intimidate check of any type by 10 or more, you rattle the creature so much that they live in fear of your wrath for one day per level. Their terrifying experience haunts every waking moment, and they are shaken for the duration, but it also makes them fiercely loyal to you. They will obey any command you give them, even if that command puts them in immediate danger.

A will save with a DC equal to the amount you passed by negates the effect.
Special: You still can't intimidate mindless creatures, but you can intimidate those immune to mind-affecting abilities.
Escape Death
You're very hard to kill.
Prerequisites: Berserker level 8th
Benefit: If you're killed, you turn out not to have been dead and wake up 3d6 minutes later at 1 hit point (although your fast healing will quickly give you more). To all inspection, you are still dead for those minutes. If you die three times in a single 24-hour period, your body finally finally gives in and you don't get up.

Extra Bursts
You can perform bursts of power more often
Prerequisites: Burst of Power class feature.
Benefit: You gain an additional Burst Point each rage.

Find Planar Rift
Between any two planes that are connected, there are countless rifts that allow for one simply to walk through, though to do so by accident would be almost an achievement as they require very specific negotiation.
Prerequisites: Berserker level 13th, Find Rift
Benefit: A berserker can take a knowledge (The planes) check to see whether or not there are any known planar rifts between the berserker's plane and a specific other plane. Beating a DC of 30 finds the closest, which is about (3d6-3) miles away (0 to 15). Beating a DC of 20 finds the second closest, which is about 5d6 miles away (5 to 30). Beating a DC of 10 finds some planar rift or other within 10d6 miles (10 to 60).

When a planar rift is found, a berserker can move through it through bodily contortions specific to that rift. This takes one minute to achieve, and planar rifts lead to a specific location on the other plane; a berserker who knows the rift's location on this plane knows its location on the other plane.

A berserker can instruct another creature on how to pass through the rift, but doing so takes five minutes as the berserker painstakingly instructs the other creature on exactly how to move their body.

Interrupting a creature who is trying to move through a rift disorientates them a little and they must start anew, but has no appreciable negative effects.
Special: Planar rifts are nonmagical and can't be detected magically, except perhaps by epic magic. Even in demiplanes or dead magic planes, there are planar rifts. A planar rift is usually the effect of planar movement, but sometimes due to repeated plane shifting. Either way, a berserker doesn't lose conviction for using one unless a wizard or wizards deliberately plane shift until they create a planar rift.

Find Rift
When mages teleport, they leave behind a small tunnel in space called a "Rift." To enter it accidentally is nigh-impossible, and even doing it deliberately requires much skill.
Prerequisites: Berserker level 9th
Benefit: A berserker can take a knowledge (The planes) check to see whether or not there are any known rifts between the berserker's location and a specific other location. Beating a DC of 30 finds the best, which is about (3d6-3) miles away (0 to 15) from both the start and end locations. Beating a DC of 25 finds the second best, which is about 5d6 miles away at one end (5 to 30) and 3d6-3 from the other. A DC of 20 finds one which is about 5d6 miles away at each end. Beating a DC of 15 finds some rift or other within 10d6 miles (10 to 60) at one end and 5d6 at the other, and a DC of 10 finds a rift which is about 10d6 miles away at each end.

When a rift is found, a berserker can move through it through bodily contortions specific to that rift. This takes one minute to achieve. A berserker who knows the rift's location at this end knows its location at the other end.

A berserker can instruct another creature on how to pass through the rift, but doing so takes five minutes as the berserker painstakingly instructs the other creature on exactly how to move their body.

Interrupting a creature who is trying to move through a rift disorientates them a little and they must start anew, but has no appreciable negative effects.
Special: Rifts are nonmagical and can't be detected magically, except perhaps by epic magic. A rift is usually the effect of planar movement, but sometimes due to repeated teleporting. Either way, a berserker doesn't lose conviction for using one unless a wizard or wizards deliberately teleport until they create a rift.

Full Attacker
You can make your full complement of attacks rapidly
Prerequisites: None
Benefit: You can make a full attack as a standard action, or as part of a charge. You can make a full attack twice as a full action.

Great Reach
You can reach further than usual.
Prerequisites: None.
Benefit: You can reach 5 feet further in each direction than normal - for example, a medium berserker with a greatsword can attack creatures 10 feet away or in the berserker's own square, while the same berserker with a glaive can attack creatures five to fifteen feet away.

You can also make any number of attacks of opportunity each round.

Headslam
You are capable of making spellcasters forget some of their spells with a handy knock to the head.
Prerequisites: None.
Benefit: A Headslam attack must be made as a full-round action, and you take a -5 penalty on the attack roll, but it ignores the wielder's armour (shields apply normally, and if the creature is wearing some kind of helmet it gives them a +2 armour bonus to armour class which is not ignored in this way). A Headslam that hits the target successfully is a critical hit. It also causes a spellcaster to lose some of their spells. A spellcaster who is Headslammed successfully loses 1d3 spells of each level they can cast; if they've run out of spells from a level they lose spells from the one below instead. Prepared casters lose random spells.

Any psionic creature who is Headslammed loses psionic focus. They also lose half their current psi points if they weren't focused, and one third if they were.

A creature who uses spell-like, psi-like or supernatural abilities (except supernatural maneuvers; see below instead) with some restriction on their use (including non-specific restrictions such as a Truenamer's Law of Resistance) is treated as having used each one a single time.

Martial Initiators who are Headslammed lose all their readied maneuvers. This doesn't stop them recovering them normally.
Special: A Headslam works even if it doesn't deal any damage. That said, you can Headslam a creature just to deal normal critical hit damage (though the Combat Coup trick might be better for this). You can Headslam a creature with a ranged weapon, but only if they're within 30 feet.

Creatures immune to critical hits, and creatures who don't actually have heads to speak of, can still be Headslammed: in the former case it's not a critical hit. In the latter, you hit whichever part of their body does the thinking, or equivalent.

Healing Hands
You are talented at healing creatures' wounds.
Prerequisites: Heal 4 ranks.
Benefit: You can, by spending a minute to heal a creature, restore hit points equal to the heal check result. You can also cure the effects of poison or disease by using your heal check in place of the fortitude save against the normal DC.
Special: If you're interrupted or choose not to take a full minute, you instead heal 1/10 of the normal number of hit points for each round you spent healing. For example, a berserker who would heal 36 hit points but is interrupted after 2 rounds instead restores only 7. Because the instances are counted holistically, not separately, they are rounded down together, not individually.

Berserkers can heal themselves like this.

Herbalist
You can make some all-natural concoctions which aid the drinker... or explode, of course.
Prerequisites: None
Benefit: You can use Craft (Alchemy) despite not being a spellcaster. The results are always nonmagical. You can also craft some interesting items which others cannot, taking 10 minutes to achieve. The save DC against these effects is 10, plus half the berserker's level, plus the berserker's intelligence modifier.

Deadly Poison: DC 20 to make, injury or ingested, fort. vs death/4d6 con.
Exploding Potion: DC 20 to make, when thrown (range incr. 10 ft) or used in sling/crossbow/ballista etc. explodes 40 feet, dealing 1d6/lv fire to target and 1/lv fire to others in area, sets everything flammable in area ablaze, fire spreads at 20 ft/round.
Healing Salve: Restores 1d6 HP and 1 ability score per level. Permanent drain is removed by sacrificing 4 points of damage removal (so at level 8, can remove 3 CON damage 5 INT damage, or 1 STR drain 4 DEX damage, or 1 WIS drain 1 CHA drain, for example).
Ignition Paste: DC 10 to make, burns for 1 minute/level when lit, on weapon adds 1d6 fire damage. Enough to cover 1 weapon or 50 ammo. Can also be used for anything else you might want 1 minute/level fire for (eg put it in a sling and throw the entire thing, sling and all, through someone's window?).
Rage Brew: DC 15 to make. Imbiber rages as barbarian of own level; only effective 1/day per person.
Sticky Paste: DC 10 to make. Very slightly sticky (like a post-it or old tape) until activated as standard action, then becomes very sticky; anyone who touches it is stuck to it. Loses its stick after 1 minute/level. Dealing it 10 points of fire damage destroys it. Can also be used to stick inanimate objects together, though the short duration might not make this the best idea.

Heroic Killing Blow
You can kill anything you can hit.
Prerequisites: Killing Blow
Benefit: Any hit you make is automatically resolved as a successful coup de grace, even though it's not necessarily a critical hit.
Special: Just like the coups de grace from combat coup, these coups de grace ignore critical immunity: the coup de grace is still resolved, it's just not a critical hit.

Incorporeal Bane
Your weapon cuts through even ghosts and spirits.
Prerequisites: None
Benefit: Your attacks function absolutely normally against incorporeal and even ethereal creatures, the force of your blow carrying through much like a force effect.
Special: Your attacks are treated as force effects for anything related to incorporeality and etherealness.

Inspiring Shout
You can aid your allies from afar.
Prerequisites: None
Benefit: You can aid another from a distance: the creature simply needs to be able to hear you. You get a +5 bonus to both your aid another check, and to the resulting bonus you grant, for each Burst Point you spend while doing this.

Instant Identify
You know what an item does just by looking at it.
Prerequisites: None.
Benefit: You know what an item does just by looking at it. This includes its functions and how to activate them, its current hit point total, whether or not it is a cursed item, and anything else that is to do with an item's functionality, capabilities, or usage.
Special: This doesn't just apply to items that you can pick up and use, but also to houses, bridges, castles, and so forth.

Iron Mind
You are able to resist powerful spells of control.
Prerequisites: None.
Benefit: You are simply immune to divinations, enchantments, illusions and telepathies. You do not show up in scrying spells.

Jump Master
You are a master of jumping in all situations.
Prerequisites: None.
Benefit: You can Slow Fall any distance just like a monk does. Even if there's nothing for you to grab, you only take half damage from a fall. You can jump while grappling if you take the "Move while grappling" option. You can try to escape the grapple once during your jump as a free action; if you do your opponent falls and you complete the jump rather than moving into an adjacent space.

Killing Blow
You know how to score a deadly hit on a foe even in normal combat.
Prerequisites: Combat Coup
Benefit: Every critical hit you strike is automatically resolved as a successful coup de grace.
Special: This is useless if your foe is immune to critical hits, even though Combat Coup works normally.

Leopard Sprint
You can move at lightning speed for a short time
Prerequisites: Sudden Movement
Benefit: Once per minute, you can put on a massive burst of speed, moving 10 times your movement speed as a full-round action.
Special: If you have the Run feat, you move 12 times as far instead. If you're wearing heavy armour (and don't have an ability such as Armour Mastery which negates the penalty for doing so) you move 8 times as fast instead. If both are the case, you just move 10 times as fast.

Lifeburst
You can regain your vitality through your anger.
Prerequisites: Burst of Strength class feature.
Benefit: You can spend any number of burst points as a swift action to heal a number of hit points equal to the spent points, times your class level.

Loyal Mount
You can obtain a creature who serves as your steed in battle.
Prerequisites: Berserker level 5th.
Benefit: You obtain the service of an unusually strong steed to aid you on the field of war. This steed is much like a Paladin's, though it doesn't reside in the celestial realm: you are responsible for its health. It gains no supernatural abilities, but it is a rare specimen that acquires sapience. You can obtain creatures such as giant eagles who are technically classified as magical beasts, though the resulting creature isn't actually magical in anything more than name.

Master at Arms
You can use any weapon proficiently
Prerequisites: None.
Benefit: Whenever you are wielding two weapons, you can wield them as though you had any feat with the words "Two-weapon fighting" in them as long as you meet the non-feat prerequisites. Whenever you are wielding a non-reach melee weapon in two hands (whether it is two-handed or not) you gain the benefits of the Power Attack feat. Whenever you're wielding a reach weapon, you gain the benefits of the combat reflexes feat. Whenever you're wielding a weapon in one hand and a shield in the other, you gain the benefits of combat expertise (even if you don't meet the prerequisite) and improved shield bash. If you're unarmed, you gain the benefits of improved unarmed strike. If you have a ranged weapon, you gain the benefits of point blank shot. If you're wielding a weapon in one hand and nothing in the other, you gain the benefit of weapon finesse.
Special: You are treated as having the benefit of the above feats for purposes of prerequisites, but any feat contingent on one of these feats is lost temporarily when you don't meet the correct conditions. For example, if you selected stunning fist using master at arms as the prerequisite, then you could not apply it to an attack with your left hand if you held a sword in your right.

Magic Resistance
You have started to resist the magic of your enemies
Prerequisites: None.
Benefit: You gain SR and PR 6+level, or increase your current SR and PR by 5.
Special: This talent can be taken more than once. Its effects stack.

Mortal Wound
Your attacks are difficult to heal and impossible to resist.
Prerequisites: None.
Benefit: Your attacks with any kind of weapon always do the full complement of damage, regardless of damage reduction, resistances, or any other clever way your opponent can think of to reduce the damage you deal. You can deal lethal or nonlethal damage entirely at your option, even if an opponent has a special ability such as regeneration which would normally stop you.

Any damage, lethal or nonlethal, that you deal should be tracked separately. This damage is impervious to magical healing and can only heal naturally or through other nonmagical action (including by the giving of long-term care).
Special: There's nothing to stop you missing due to cover, concealment, or simply failing to beat your foe's AC.

Not on My Watch
Berserkers are responsible for everyone not dying, and they take that responsibility seriously.
Prerequisites: Heal 12 ranks, Healing Hands
Benefit: You are so good at healing that you can heal creatures after anyone else would pronounce them dead. For 6 hours after someone has obtained the Dead condition, you can use your Healing Hands ability to restore them above -10 hit points, after which they are no longer Dead.

Paragon
You have more raw ability in one or more areas.
Prerequisites: None.
Benefit: You gain a +4 perfection bonus divided as you wish between any number of ability scores.
Special: You can take this trick more than once. Its effects stack.

Perfect Aim
You can shoot past cover to strike foes you can barely see.
Prerequisites: None.
Benefit: You ignore all cover and concealment with any type of attack you make.
Special: Your opponent might still be invisible to you.

Resolute Shout
Your shouts daze enemies who hear them.
Prerequisites: None
Benefit: As a standard action, you can unleash a Resolute Shout. An enemy who hears the Resolute Shout is stunned for 2 rounds. A fortitude save (DC 10 + 1/2 level + strength modifier) negates this effect.

Scars of War
Your skin is tough enough to withstand a beating
Prerequisites: None.
Benefit: You gain a natural armour bonus to armour class equal to 1, plus 1 per 3 berserker levels.

Skilled
You are simply more skilful than others of your kind
Prerequisites: None
Benefit: You retroactively and forevermore increase the berserker's skill points per level by 4 (16 at first level). You spend these extra skill points immediately, even though you couldn't normally spend them at this time. Further, you get a +1 bonus on all skill checks and treat all skills as trained.
Special: You must remember which skill points are a result of this berserker trick in case it is lost or swapped out. You can take this trick more than once; its effects, where relevant, stack.

Snap Out of it!
You can allow people to regain control over themselves.
Prerequisites: None
Benefit: You can negate the effect of an enchantment, illusion or telepathy by shouting at someone to snap out of it. This takes a swift action, as it's a little more strenuous than actually talking.
Special: Obviously, you can't end instantaneous effects like Phantasmal Killer.

Sudden Movement
You are faster than most
Prerequisites: None
Benefit: You move twice as fast as normal. You can move up to half your new speed as an immediate action. You don't provoke attacks of opportunity for moving.
Special: You can move out of the effect of an ability, or out of a creature's attack. This might waste someone's action.

Swimmer
You swim masterfully, and move through water as though it were air even when you hit the bottom.
Prerequisites: Swim 4 ranks.
Benefit: You can hold your breath 10 times as long as normal. You get a +10 bonus on swim checks. When you're moving on ground that's under a body of water, the water doesn't slow or impede you.

Terrain Master
You can move through any kind of terrain without issue.
Prerequisites: None.
Benefit: You don't take any penalties for moving through any type of terrain.

Terrifying Presence
You demoralise your opponents into submission just by your presence.
Prerequisites: Berserker level 4th
Benefit: Your enemies within 120 feet get a -1 penalty on all D20 rolls per 4 levels, and a -1 penalty on damage rolls per 2 levels.
Special: This is not a morale penalty and stacks with morale penalties normally.

Thog's Gambit
TALKY MAN BROKE THOG'S TUSK!
Prerequisites: None.
Benefit: You can pick up a creature and use them as a weapon. As a single standard action, you make a grapple check (you don't move into their square or provoke an attack of opportunity) and, if successful, use them as an improvised thrown weapon that deals 1d6 damage as a 1-handed or 2d6 as a 2-handed weapon to both them, and whatever you hit with them. If you fail the grapple check, you've just wasted your action.

If you do succeed, you can spend Burst points to send them flying through multiple people. One Burst point is needed to knock down each opponent and throw the creature through the next. An additional Burst point is required for each size category the creature to be knocked down is above the creature that is to knock them down.

Thunderhurl
You throw an object so hard it knocks back the creature it hits.
Prerequisites: None.
Benefit: You can perform a Thunderhurl as a standard action. You make a single thrown weapon attack which drags the struck creature back 10 feet and knocks them prone. The only defense against a Thunderhurl, short of being attached to the ground, is not to be hit by it.

You can augment a Thunderhurl if you have Burst points. Each one you spend moves the creature back further: an extra 20 for the first, 30 for the second, and the increase increasing by 10 each time.

Trap Mastery
You know everything there is to know about traps.
Prerequisites: Disable Device 4 ranks.
Benefit: You can find and disable traps in the same manner that a rogue does. You get a +10 bonus to disable device checks, and spot checks taken to notice traps, as well as search and open lock checks to use a bypass method. If you successfully disable a mechanical (non-spell) trap that can reasonably be picked up and moved, you can take it around with you safely, and also re-set it as a full-round action.

You are automatically entitled to a search check to find a trap even if you're not actively searching for it.

The Speed of Light
You can move insanely fast.
Prerequisites: Berserker level 16th, The Speed of Sound.
Benefit: Each turn you can take an extra standard action.
Special: Due to the fact that you invariably have an extra move action, this allows you to take an extra full-round action.

The Speed of Sound
You move faster than eye can see.
Prerequisites: Berserker level 11th
Benefit: You can take an extra swift action and an extra move action each round.
Special: This allows you to take extra immediate actions, and with a source of an extra standard action might entail allowing you another full-round action.

Unbound Feat
Alas, poor epic fighter.
Prerequisites: Berserker level 11th.
Benefit: You can take any feat, even if you don't qualify for it. You can even take epic feats with this trick.
Special: You can take this trick more than once.

Untouchable
You are near-impossible to hit.
Prerequisites: None
Benefit: You roll any saves twice and take the better result. Creatures attacking you roll the attack roll twice and take the worse result.

Wallcrash
You are much better at breaking objects.
Prerequisites: Strength 16+
Benefit: Your strength check result (including the D20 result) for any strength check to break any object (including, for example, walls) is multiplied by 5.

This allows you to pull off some exceptional feats. If you can pass a DC 60 strength check, you can break a Wall of Force, an item made of Riverrine, or a similar force effect. A DC 100 strength check will break pretty much anything. You can spend a burst point to break the target automatically.

Wingclip
Despite the name, this allows you to bring even magical flyers to the ground.
Prerequisites: None
Benefit: Whenever you strike an opponent with an attack, you may injure them such as to prevent them flying for 1 round/2 levels (minimum 1). If they're actually flying, they fall (though spells such as Fly usually have special riders to prevent the user being damaged in this way).
Special: This doesn't prevent the use of spells like Feather Fall. For the purposes of this trick, any means of becoming airborne for longer than the duration of the actions taken to do so (such as levitation but not jumping) is treated as flight.

You have no power over me!
Enemy wizards find that their abilities aren't quite as good as they think they are.
Prerequisites: Berserker level 10th
Benefit: When the berserker's attack would be blocked, prevented, impeded or interrupted by a spell effect, it isn't.
Special: As normal, this includes powers, spell-like or psi-like abilities, as well as martial maneuvers.

nikkoli
2015-08-11, 09:56 PM
I love these classes, but sadly I can't keep testing the for you.

Over come wounds doesn't have a column on the table in this one.

Also, i love the d20 HD, but I doubt any gm would let this into a game sadly.

Jormengand
2015-08-12, 09:37 AM
I love these classes, but sadly I can't keep testing the for you.

Hey, Iz is setting up a forum game for them, so we can test them there. :smalltongue:


Over come wounds doesn't have a column on the table in this one.
Does now.


Also, i love the d20 HD, but I doubt any gm would let this into a game sadly.

Ehh, there are some who would. Some in the "Yes, mundanes can have nice things" camp. :smalltongue:

IZ42
2015-08-12, 01:00 PM
Hey, Iz is setting up a forum game for them, so we can test them there. :smalltongue:

I've already set it up. Come over here (http://www.giantitp.com/forums/showthread.php?433534-3-5-Jorm-s-Homebrew-Playtest!)!

noob
2015-08-12, 01:17 PM
If you outregenerate the true damage can you stay uber angry a long time but is there is a limit?

Jormengand
2015-08-12, 01:37 PM
If you outregenerate the true damage can you stay uber angry a long time but is there is a limit?

No, but if you can tank 20d6 True Damage/round without magic, something's gone horribly wrong.

Randomguy
2015-08-12, 05:21 PM
Is it just me, or does the Berserker completely obviate the Veteran? I can't find anything that Veteran's get that Berserker's don't also get. I guess the fluff is different, but there's a pretty huge power disparity.


No, but if you can tank 20d6 True Damage/round without magic, something's gone horribly wrong.

Well, if, at level 20, you swap every Trick into Paragon (which would take 10 days), and put all the bonuses from that into constitution, you'll end up with +200 constitution. That, plus rage bonuses, plus natural 18 constitution, +2 from race, +4 from levels, nets you 268 constitution. Which would give you 2790 hp. Which would let you sustain Berserkergangr for 39 rounds.

That's probably a bit extreme, you might want about 10 tricks for other things so that you can slaughter people more effectively while in Berserkerganger. Maybe, Combat Coup, Speed of Sound, Speed of Light, Combat Maneuver Master, Sudden Movement, Iron Mind, Killing Blow, Heroic Killing Blow, Full Attacker and Incorporeal Bane. Maybe replace one of those out for Lifeburst or Healing Hands so you can so you can heal up after the fact. That leaves 40 tricks for constitution bonuses, for 2390 hp, for an average of 34 rounds of being an invulnerable death machine.


Oh, and I'd just like to mention how impressed I am at Jormengand's prodigious homebrew speed.

Jormengand
2015-08-12, 05:58 PM
Is it just me, or does the Berserker completely obviate the Veteran? I can't find anything that Veteran's get that Berserker's don't also get. I guess the fluff is different, but there's a pretty huge power disparity.

The Loyal Companion and Craft Flying Machine - two of the best vet tricks - as well as a few others like Roy's Gambit, aren't available to Berserkers, but I should probably give the veteran some neat fighter-y stuff to take home with it.

Thealtruistorc
2015-08-14, 09:26 PM
I've always wondered what you mean when you say ToB wasn't what you were looking for in stronger martials...

I love this.

Nightraiderx
2015-08-16, 04:42 PM
Looking it over, curious though is there any love for thrown weapons?
I've been looking through the tricks haven't seen much support for that. (other than thunderhurl)

Also you don't have any description for Trap Sense or any numerical indication to what it does.

Jormengand
2015-08-16, 04:51 PM
Looking it over, curious though is there any love for thrown weapons?
I've been looking through the tricks haven't seen much support for that. (other than thunderhurl)

Not looking hard enough. :thog:

But no, there's not a great amount specifically for thrown, but you can wingclip and so forth with thrown.


Also you don't have any description for Trap Sense or any numerical indication to what it does.

"All barbarian abilities on Table: The Berserker work just as they do for barbarians"

"Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. "

tgva8889
2015-10-11, 10:15 AM
Just to clarify, are the penalties for raging for the Berserker also identical to those of the Barbarian? It reads as if they are, but having different bonuses does sort of raise the question.

Also, the Burst of Power points are the pluses listed after its entry on the table, correct? I was slightly confused given the number of things on the table what those referred to.

Jormengand
2015-10-12, 10:29 AM
Just to clarify, are the penalties for raging for the Berserker also identical to those of the Barbarian? It reads as if they are, but having different bonuses does sort of raise the question.

Also, the Burst of Power points are the pluses listed after its entry on the table, correct? I was slightly confused given the number of things on the table what those referred to.

Yes except when given in another Berserker class feature (eg guarded rage) and yes.

spikeof2010
2015-10-13, 10:12 PM
I think this is too much for a class. I mean, unless you're playing with other super beefed up classes like this, it just obviously obliterates. That said, if that was the point, there's little to no defense against this guy short of divine intervention. Feels real iffy.

enderlord99
2015-10-14, 12:09 AM
If use use the crazy definition of "mundane" that is "follows the laws of at least two realities, despite only existing in one" does "hypermundane" mean "can't do anything unless it's possible in every possible reality?" Because that would be equivalent to "can't do anything" which is pretty much the exact opposite of what this guy is.

Jormengand
2015-10-14, 09:29 AM
I think this is too much for a class. I mean, unless you're playing with other super beefed up classes like this, it just obviously obliterates. That said, if that was the point, there's little to no defense against this guy short of divine intervention. Feels real iffy.

Well, let's have a look at what a wizard can do by the time he's level 9:

- Create a noise equivalent to 20 shouting humans wherever he likes within 45 feet (Ghost sound, 0lvl)
- Create small objects, warm things up, change their taste, etc. (Prestidigitation, 0lvl)
- Make any humanoid his friend (Charm person, 1st)
- Knock out a roomful of low-level guards (Colour spray, 1st)
- Slow fall as the monk's 18th-level ability, only better (Feather Fall, 1st)
- Walk through a raging inferno unburned (Prot. Energy, 2nd)
- Become invisible (Invisibility, 2nd)
- Create four to seven illusory copies of himself and control all of them at once. (Mirror Image, 2nd)
- I prepared explosive runes this morning. (Explosive Runes, 3rd)
- Summon a frankly ridiculous horse. (Phantom Steed, 3rd)
- Definitely not scrying. (Clairvoyance/Clairaudience, 3rd)
- Brutally murder a roomful of low-level guards. (Fireball, 3rd)
- Fly (Fly, 3rd)
- Definitely scrying. (Scrying, 4th)
- Shoot off 760 feet as a standard action. (Dim. Door, 4th)
- Create a raging inferno. (Wall of Fire, 4th)
- "Wall is immune to damage." That's a nice summary. (Wall of force, 5th)
- Brutally murder a roomful of mid-level guards, and badly injure any high-level guards that might have snuck in there. (Cloudkill, 5th)
- Utterly control someone. (Dominate person, 5th)
- Murder a 1st-level character from anywhere on the same plane while they sleep (Nightmare, 5th)

You have to be able to stand up to that somehow. And "I hit it with my axe. I trip it. I grapple it." doesn't really stand up to that.


If use use the crazy definition of "mundane" that is "follows the laws of at least two realities, despite only existing in one" does "hypermundane" mean "can't do anything unless it's possible in every possible reality?" Because that would be equivalent to "can't do anything" which is pretty much the exact opposite of what this guy is.

I think you're overthinking it. They're not really really additionally more mundane than usual, they are both hyper, and mundane. They are a mundane who is hyper.

enderlord99
2015-10-14, 08:23 PM
I think you're overthinking it. They're not really really additionally more mundane than usual, they are both hyper, and mundane. They are a mundane who is hyper.

It isn't mundane at all, though. It can do things people in real life can't, even if that's only because people in real life never get chances to try (such as bypassing magical barriers and whatnot.)

Unless you have a different definition for "mundane" than you used to...

Jormengand
2015-10-15, 10:55 AM
It isn't mundane at all, though. It can do things people in real life can't, even if that's only because people in real life never get chances to try (such as bypassing magical barriers and whatnot.)

Unless you have a different definition for "mundane" than you used to...

This is what I'm working on:


I'm not sure you can say anything that exists in reality is "Magic," so it must be mundane, which I was assuming meant "Not-magic" (I mean, it could mean "Normal" or "Boring" but anything which is either of those things doesn't deserve to be called Extraordinary.)

In fact, that's a good point. Look at what all the ability tags are actually called. "Extraordinary" and "Supernatural". So "Beyond the capabilities of normal humans" and "Beyond the fundamental laws of reality." Ex healing people, Ex moving really fast, those make sense because, y'know what, they're beyond the capacities of normal humans, but that doesn't mean no-one, anywhere, ever, can do them. Hey, even Ex Plane Shift works: I mean, in real life, there aren't any locations that you can't at least hypothetically go to just by moving there normally - anyway, in Norse Mythology I'm pretty sure you can get between the planes just by climbing up and down Yggdrasil; there's nothing about it being another plane of existence or whatnot that means you can't walk between them without magic - "You can't just walk into Baator because you couldn't do that in real life" makes about as much sense as "You can't just be an elf because you couldn't do that in real life".

That's another thing. Just because no-one can do it in real life doesn't mean it's magic. I mean, elves don't suddenly stop existing in an anti-magic field. Why? Because there's nothing inherently magical about being a pointy-eared, graceful, frail, mildly insomniac humanoid. It doesn't happen in real life, sure. But then, as previously pointed out, falling at terminal velocity, swimming in lava, and then being perfectly fine afterwards doesn't happen in real life, and having hit points isn't even an Ex ability. Compared to the suspension of disbelief you have to pull for people to do so much as have that many hit points, Ex'ing all of the things doesn't seem that terrible.

This is pretty much an extended version of the whole Guy at the Gym malarkey, only it goes from "The guy at the gym can't do it, so no-one can" to "No-one can do it, therefore it must break the fundamental laws of reality." And even if it does, it's not as though the subordinate clause of literally the first sentence in the Ex ability description doesn't exist. (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities) (That said, I don't like the idea of abilities which break the laws of physics but still have an Ex tag. If something breaks the laws of physics, it is literally, definitively supernatural).

Hell, the druid's animal companion isn't even magic. Healing people certainly isn't magic; I'd have died at birth if it was. Seeing really well in the dark? Not magic. Being good with words, to the point of turning people fanatical in six seconds flat? Sorry, not magic: I'm not seeing the broken laws of physics here - hey, maybe you just have a really sexy voice or something. Knowing a lot of stuff? Nope, not magical. Being fearless, and utterly immune to every poison and disease known to man? Pushing it, but I'm pretty sure that that's more the laws of biology being broken than the laws of physics, and you're allowed to break those. More seriously, just being hard enough that you're functionally immune even if not technically immune (id est, to the point of no mechanical effect) makes sense. Being so scary you daze people? Yeah, that's not magical either.

There are tons of ways that you can justify the mundane equivalents of... honestly, most spell effects, as has already been mentioned in a post about bombs. We just don't, because we have this preconception that magic has to be able to defeat mundane at everything.

Morphic tide
2016-01-20, 11:37 PM
If there are Ex. feats that buff fast heal or regeneration based on stat bonus, you can bypass the Berserkergangr damage easily, so I might just make a class or race for that. With bull**** LA, of course. Also, how does this class interact with magical and psionic racials?

ImperatorV
2016-01-21, 01:55 AM
If there are Ex. feats that buff fast heal or regeneration based on stat bonus, you can bypass the Berserkergangr damage easily, so I might just make a class or race for that. With bull**** LA, of course. Also, how does this class interact with magical and psionic racials?

It's pretty obvious that you just can't use racial Su/Sp/Ps abilities. Unless you are really desperate and feel like being an improved NPC class for a while.

Also, I had a quick question regarding hypermundane vows in general, and this was the one on the front page: in game worlds with supernatural transports (airships, the infamous lightning-powered trains), would riding on such a transport break their vow? What about being carried by someone under the effect of a fly or similar spell?

Jormengand
2016-01-21, 12:55 PM
Also, I had a quick question regarding hypermundane vows in general, and this was the one on the front page: in game worlds with supernatural transports (airships, the infamous lightning-powered trains), would riding on such a transport break their vow? What about being carried by someone under the effect of a fly or similar spell?

Using a magic item means doing something which triggers its effect - that is, you are considered to be "Using" a scroll if you cast the scroll, but if you hit someone over the head with it you aren't considered using it. Essentially, if you transfer the item from inactivity to activity (even only instantaneous activity) then you're using it - many items are active while worn (though there is an argument to be had that a Ring of Feather Falling can be worn and you only fall if you, well, fall) but unless you personally are the one actually activating the travel method, you're fine. You can ride an airship, just not switch it on or drive it.