Berserker
The way of the berserker is the way of freedom. Let soldiers have their battlefield tactics and martial artists their forms and katas – the berserker revels in unpredictability. No state of existence is more spontaneous than combat, and so berserkers have mastered turning that randomness to their advantage. The art of letting everything loose in battle and channeling raw fury into fighting strength is known as the berserker rage. “Berserker” comes from “bear-sarker,” which meant “bearskin wearer” in the language of the northmen who invented the style. Their raiders would wear the skins of animals to make themselves appear as beasts, and then they would howl and fight like wild animals, putting fear into the hearts of their foes and destroying the ones too foolish to run.
Hit Die: d12
Starting Cash: 4d4 × 100ƒ
Class Skills
The berserker’s class skills (and the key ability for each skill) are Climb (Str),
Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis),
Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
|
Table 3-1: The Berserker |
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|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Berserker Special Abilities |
|
1st |
+1 |
±0 |
+2 |
±0 |
±0 |
Fast movement, rage 1/day |
|
2nd |
+2 |
±0 |
+3 |
±0 |
±0 |
Uncanny dodge |
|
3rd |
+3 |
+1 |
+3 |
+1 |
+1 |
Trap sense +1 |
|
4th |
+4 |
+1 |
+4 |
+1 |
+1 |
Rage 2/day |
|
5th |
+5 |
+1 |
+4 |
+1 |
+1 |
Improved uncanny dodge |
|
6th |
+6/+1 |
+2 |
+5 |
+2 |
+2 |
Trap sense +2 |
|
7th |
+7/+2 |
+2 |
+5 |
+2 |
+2 |
Damage reduction 1/— |
|
8th |
+8/+3 |
+2 |
+6 |
+2 |
+2 |
Rage 3/day |
|
9th |
+9/+4 |
+3 |
+6 |
+3 |
+3 |
Trap Sense +3 |
|
10th |
+10/+5 |
+3 |
+7 |
+3 |
+3 |
Damage reduction 2/— |
|
11th |
+11/+6/+1 |
+3 |
+7 |
+3 |
+3 |
Greater rage |
|
12th |
+12/+7/+2 |
+4 |
+8 |
+4 |
+4 |
Rage 4/day, trap sense +4 |
|
13th |
+13/+8/+3 |
+4 |
+8 |
+4 |
+4 |
Damage reduction 3/— |
|
14th |
+14/+9/+4 |
+4 |
+9 |
+4 |
+4 |
Indomitable will |
|
15th |
+15/+10/+5 |
+5 |
+9 |
+5 |
+5 |
Trap sense +5 |
|
16th |
+16/+11/+6/+1 |
+5 |
+10 |
+5 |
+5 |
Damage reduction 4/—, rage 5/day |
|
17th |
+17/+12/+7/+2 |
+5 |
+10 |
+5 |
+5 |
Tireless rage |
|
18th |
+18/+13/+8/+3 |
+6 |
+11 |
+6 |
+6 |
Trap sense +6 |
|
19th |
+19/+14/+9/+4 |
+6 |
+11 |
+6 |
+6 |
Damage reduction 5/— |
|
20th |
+20/+15/+10/+5 |
+6 |
+12 |
+6 |
+6 |
Mighty rage, rage 6/day |
All of the following are class features of
the berserker.
Starting Feats: A berserker begins with Simple Weapons Proficiency, Martial
Weapon Proficiency (all weapons), Light Armor Proficiency, Medium Armor
Proficiency, Shield Proficiency, and Ambidexterity.
Fast Movement: A berserker’s land speed is faster than the norm for his race
by +10 feet. This benefit applies only when he is wearing no armor, light armor,
or medium armor and not carrying a heavy load. Apply this bonus before modifying
the berserker’s speed because of any load carried or armor worn.
Rage: A berserker can fly into a rage a certain number of times per day. In
a rage, a berserker temporarily gains a +4 bonus to Strength, a +4 bonus to
Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to
Armor Class. The increase in Constitution increases the berserker’s hit points
by 2 points per level, but these hit points go away at the end of the rage when
his Constitution score drops back to normal. (These extra hit points are not
lost first the way temporary hit points are.) While raging, a berserker cannot
use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance,
Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or activate magic
items that require a command word, a spell trigger (such as a wand), or spell
completion (such as a scroll) to function. He can use any feat he has except
Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts
for a number of rounds equal to 3 + the character’s (newly improved)
Constitution modifier. A berserker may prematurely end his rage. At the end of
the rage, the berserker loses the rage modifiers and restrictions and becomes
fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run)
for the duration of the current encounter (unless he is a 17th-level berserker,
at which point this limitation no longer applies; see below).
A berserker can fly into a rage only once per encounter. At 1st level he can use
his rage ability once per day. At 4th level and every four levels thereafter, he
can use it one additional time per day (to a maximum of six times per day at
20th level). Entering a rage takes no time itself, but a berserker can do it
only during his action, not in response to someone else’s action.
Uncanny Dodge: At 2nd level, a berserker retains his Dexterity bonus to AC
(if any) even if he is caught flat-footed or struck by an invisible attacker.
However, he still loses his Dexterity bonus to AC if immobilized. If a berserker
already has uncanny dodge from a different class, he automatically gains
improved uncanny dodge (see below) instead.
Trap Sense: Starting at 3rd level, a berserker 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 berserker levels thereafter (6th,
9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple
classes stack.
Improved Uncanny Dodge: At 5th level and higher, a berserker can no longer
be flanked. This defense denies a thief the ability to sneak attack the
berserker by flanking him, unless the attacker has at least four more thief
levels than the target has berserker levels. If a character already has uncanny
dodge (see above) from a second class, the character automatically gains
improved uncanny dodge instead, and the levels from the classes that grant
uncanny dodge stack to determine the minimum level a thief must be to flank the
character.
Damage Reduction: At 7th level, a berserker gains Damage Reduction. Subtract
1 from the damage the berserker takes each time he is dealt damage from a weapon
or a natural attack. At 10th level, and every three berserker levels thereafter
(13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage
reduction can reduce damage to 0 but not below 0.
Greater Rage: At 11th level, a berserker’s bonuses to Strength and
Constitution during his rage each increase to +6, and his morale bonus on Will
saves increases to +3. The penalty to AC remains at –2.
Indomitable Will: While in a rage, a berserker of 14th level or higher gains
a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with
all other modifiers, including the morale bonus on Will saves he also receives
during his rage.
Tireless Rage: At 17th level and higher, a berserker no longer becomes
fatigued at the end of his rage.
Mighty Rage: At 20th level, a berserker’s bonuses to Strength and
Constitution during his rage each increase to +8, and his morale bonus on Will
saves increases to +4. The penalty to AC remains at –2.