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

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


 

Class Features

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.



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