BERSERKER
The
true embodiment of war. The ultimate
focus of rage. These warriors don’t
fight for some lowly cause or bringing down an evil tyrant, but for the pure
rush. The stench of combat gives the
berserker an ultimate high.
The
berserker has mastered the art of the barbarian rage. Manifesting this rage into what is called a frenzy, a scarier,
heightened, strenuous version of the rage. Eventually berserkers become so in
tune with their rage, it manifests itself into a primal alteration. Allowing the berserker to wild shape as
druids do.
The
berserker’s unpredictable nature allows only those in chaotic nature. The frenzies might differ in their motive,
whether for pure pleasure or protecting allies, it is still an uncontrollable
force.
The frenzied berserker's path is unsuited for most adventurers. Because
of their traditional love for battle, orc and half-orc barbarians are the ones
who
most frequently adopt this prestige class, though human and dwarven
barbarians also find it appealing. It might seem that elves would be good
candidates because of
their chaotic nature, but the elven aesthetic and love of grace are at
odds with the frenzied berserker's devaluation of the self. Spellcasting
characters and monks almost never become berserkers .
Hit Die: d12.
Requirements:
To become a berserker, a character must fulfill the following criteria
.
Race: Dwarf, Half-orc, Human
Alignment: Any chaotic .
Base Attack Bonus: +6 .
Feats: Destructive Rage, Intimidating Rage, Instantaneous Rage,
Endurance
Special: Must have killed at least 5 creatures in one rage or
equivalent (killed a 5 HD creature)
Class Skills
The berserker's class skills
(and the key ability
for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha),
Jump (Str), Ride (Dex), and Swim (Str) .
Skill Points at Each Level: 2 + Int modifier.
Berserker Progression:
|
Level |
Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+1 |
+2 |
+0 |
+0 |
Frenzy 1/day,
immune to fear |
|
2 |
+2 |
+3 |
+0 |
+0 |
Wild Shape 1/day |
|
3 |
+3 |
+3 |
+1 |
+1 |
Frenzy 2/day |
|
4 |
+4 |
+4 |
+1 |
+1 |
Wild Shape (Large) |
|
5 |
+5 |
+4 |
+2 |
+2 |
Frenzy 3/day |
|
6 |
+6/+1 |
+5 |
+2 |
+2 |
Wild Shape 2/day |
|
7 |
+7/+2 |
+5 |
+3 |
+3 |
Frenzy 4/day |
|
8 |
+8/+3 |
+6 |
+3 |
+3 |
Wild Shape (dire) |
|
9 |
+9/+4 |
+6 |
+4 |
+4 |
Frenzy 5/day |
|
10 |
+10/+5 |
+7 |
+4 |
+4 |
Wild Shape (3/day) |
Class Features The
following are class features of the berserker prestige class .
Weapon and Armor Proficiency:
berserkers gain no weapon or armor proficiencies .
Frenzy (Ex):
Beginning at 1st level, the berserker can enter a frenzy during combat.
While frenzied, she gains a +6 bonus to Strength and a single extra attack each
round at her highest bonus. (This latter effect is not cumulative with haste.) However,
she also suffers a -4 penalty to AC and takes 1 points of subdual damage per
round. A frenzy lasts for a number of rounds equal to 3 + the berserker's Constitution modifier. To end
the frenzy before its duration expires, the character may attempt a Will save
(DC 20) once per round as a free action . Success ends the frenzy immediately ;
failure means it continues . The effects of frenzy stack with those from rage .
All feats concerned with rage apply with frenzy. At 1st level, the character can enter a frenzy once per day.
Thereafter, she gains one additional use per day of this ability for every two
berserker levels she acquires. The character can enter a frenzy as a free
action. Even though this takes no time, she can do it only during her action,
not in response to another's action . In addition, if she suffers damage from
an attack, spell, trap, or any other source, she automatically enters a frenzy
at the start of her next action, as long as she still has at least one daily
usage of the ability left .
A berserker becomes so engrossed in battle that his mind becomes as
strong as his force. In the middle of a
frenzy, a berserker will gain a +2 to all Will Saves. This does not apply to exiting a frenzy, however. It’s kind of tough to charm a man when he is
in a blood-pumping fury.
To avoid entering a frenzy in response to damage, the character must
make a successful Will save (DC 10 + points of damage suffered since her last
action) at the start of her next action . While frenzied, the character cannot use
skills or abilities that require patience or concentration (such as Move
Silently), nor can she cast spells, drink potions, activate magic items, or
read scrolls. She can use any feat she has except Expertise, item creation
feats, metamagic feats, and Skill Focus in a skill that requires patience or
concentration. During a frenzy, the frenzied berserker must attack those she
perceives as foes to the best of her ability. Should she run out of enemies before
her frenzy expires, her rampage continues. She must then attack the nearest
creature (determine randomly if several potential foes are equidistant) and
fight that opponent without regard to friendship, innocence, or health (the
target's or her own). When a frenzy ends, the frenzied berserker is fatigued
(-2 penalty to Strength and Dexterity, unable to charge or run) for the
duration of the encounter, or until she enters another frenzy, whichever comes
first.
At 10th level, she is no
longer fatigued after a frenzy, though she still suffers the subdual damage for
each round it lasts. Starting at 8th level, the character's frenzy bonus to
Strength becomes +10 instead of +6 .
Wild Shape:
This extraordinary ability is described under druid in the player’s
handbook. The berserker attunes his
frenzy into his own physical nature, transforming him into a fearsome
beast. The berserker can only wild
shape into beasts of a dangerous or fierce nature. If she wants to become a bird to escape a battle, it won’t
happen. This doesn’t display the
fearsome nature of a berserker’s frenzy.
Also, after attaining this ability, there is a 25% chance when a
berserker starts a frenzy, he might accidentally wild shape into a fearsome
beast. It’s still as if he is in a
frenzy, but not as fearsome. He changes
and goes into an automatic rage, like that of a wolverine gaining +4 to Con and
Str and –2 to AC. This rage last as long as a normal frenzy, but the berserker
doesn’t suffer subdual damage. When the
frenzy is finished, the berserker reverts to normal form and still suffers
normal exhaustion. This uses up how many frenzy’s per day a berserker can use,
not how many wild shape’s he can use.
The above table describes the progression of the wild shape.