Beruflich Dokumente
Kultur Dokumente
HD D12, BAB 1 , Fort Good, Ref Poor, Will Poor, Alignment: Any Chaotic, Class Skills: 4 + Int
mod/lv)
Weapon and Armor Proficiency: Berserkers are proficient with all simple and martial weapons.
Berserkers are also proficient with light armor and medium armor.
Adrenaline (Ex): A berserker's anger is far more potent than that of common men, and rises and falls
with the heat of battle. This rage is measured in Adrenaline Points, and the maximum number of
Adrenaline Points a berserker may have at any given moment is equal to his Constitution score. At the
beginning of an encounter, the berserker has no Adrenaline Points, and certain actions listed below can
increase the berserker's Adrenaline Points:
Adrenaline Pool
Adrenaline Points
Event
Gained
Stoke Rage (Move Action) 1
Stoke Rage (Standard Action) 3
Stoke Rage (Full Round
6
Action)
Suffer Attack from a Foe* 1
Damage a Foe* 1
Ally defeated 5
*Once per any creature's turn. Thus a scorching ray or magic missile would only gain the berserker one
adrenaline.
The berserker may enter a rage (fueling various abilities below such as Rage) by spending 2 Adrenaline
Points as a free action, and must spend another Adrenaline Point at the beginning of his turn to continue
raging. If he cannot pay this point, his rage immediately ends and he must reactivate it.
Rage (Ex): The berserker puts far more force into his blows than other combatants, laying low his foes
with impunity. At first level while raging, the berserker deals an extra 1d6 damage to all melee attacks
derived from his BAB, extra attacks granted by spells, and attacks of opportunity, but not ones from
your own class abilities or feats (such as two-weapon fighting or a monk's flurry), or natural attacks,
even if they were granted by spells. This damage increases by 1d6 every four levels thereafter. He also
gains a +1d6 damage bonus to all other attacks (not derived from his BAB) at third level, which
increases by another 1d6 every six levels after that.
Thus, if a 6th level berserker with Improved Two-Weapon Fighting would have four attacks at
+6/+6/+1/+1 (before bonuses or penalties from high Strength or two-weapon fighting); he would add
the +3d6 damage from Rage to his first and third attack, since those are the ones that are derived from
his BAB, and +1d6 damage to the second and fourth attacks..
Berserk Power (Ex): The berserker's strength grants him power that far exceeds that of normal men,
allowing him to perform feats such as those rarely seen by mortals. At first level and every odd level
afterwards, the berserker gains one of the abilities listed below. These may only be activated or active
when in a rage.
Endurance: At level 1 a berserker gains the Endurance feat for free.
Fast Movement (Ex): 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 barbarian’s speed because of any load carried or
armor worn.
Uncanny Dodge: At level 2, a berserker gains the ability to react to danger before his senses would
normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if 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 another source then he gains Improved Uncanny Dodge
instead.
Just a Scratch (Ex): A berserker is inhumanly durable, able to take the strongest blows of his enemies
without flinching, and often putting himself in harm's way without concern for his own safety. He
knows how to best present his body so that blows barely scratch him despite the strength behind them.
A second level berserker gains DR 1/-. This DR increases by one every 2 levels afterwards. Even if all
the damage a berserker would have taken is prevented by this class ability, he still gains adrenaline
from attacks he would have normally taken damage from.
Berserker Mind (Ex): A berserker's mind is filled with the sounds of battle and the rage of war. Petty
enchantments and magics of mages who try to deter him from sating his righteous fury mean nothing as
he charges into battle without a thought for his own safety or that of his comrades. At third level, upon
making a Will save against a mind-affecting effect of the enchantment school, the berserker may take
an immediate action to spend a number of Adrenaline Points in order to gain a bonus to his saving
throw equal to 2 + the number of Adrenaline Points spent. He may choose to activate this ability after
having rolled but before knowing the results of the roll.
Berserker Strike (Ex): As he gains power, the berserker learns new techniques with which he can
topple even the greatest foes. At second and fourth level and every four levels afterwards, the berserker
gains one of the abilities listed below. These may only be activated while in a rage, and are a standard
action unless otherwise listed, and any save required is equal to 10 + one-half character level
+ Strength modifier. Effects from Berserker Strikes last a single round unless otherwise mentioned.
Taunt (Ex): The Berserker is nothing without something to kill, and sometimes the something needs to
come to him. When the enemies are proving to be stubborn, or intelligent, the Furious Berserker can
taunt them into attacking him. As a standard action the Furious Berserker may make an Intimidate
check verses the targets will save, or the target must focus on the Berserker for 1d4+1 rounds. If the
target succeeds his save, the Berserker gains 10 adrenaline points.
Diehard: At seventh level, the berserker gains Diehard as a bonus feat, even if he does not meet the
prerequisites for the feat.
Furious Attack (Ex): The berserker is so used to attacking wildly with all his strength that he learns to
mitigate the penalty he might accrue from his incredible attacks. At tenth level, the berserker reduces
the penalty he takes when using the Power Attack feat by one but retains the bonus damage. This
penalty is further reduced by another one at eightteenth level.
Ignore the Pain (Ex): At eleventh level and higher, a berserker learns to accept the pain he feels on a
daily basis, accepting it as just another part of himself, and is immune to any effects that are based off
of pain (such as Power Word: Pain). Furthermore he knows how to minimize the debilitating and
demoralizing aspects of the pain he suffers; any time the berserker takes damage, he may convert a
number of points of damage up to his Constitution modifier into nonlethal damage. Thus, if a berserker
with a Constitution of 17 took 22 damage, he would be able to convert 3 damage into nonlethal damage
rather than take "real" damage.
Taunt Mass (Ex): This is the same as the Berserker's Taunt ability, accept it works on all enemies who
is aware of him. The Berserker only gets +10 Adrenaline points if someone succeeds their save.
Improved Rage: Upon reaching 14th level, a berserker can now enter a rage by expending 1
Adrenaline Point instead of 2. In addition a berserkers rage can be maintained for 1 round without
spending an Adrenaline Point before dropping out of his rage and having to reenter the rage. This
cannot be used to start a rage for free.
Mettle of Fortitude (Ex): The berserker can resist magical attacks with greater effectiveness than other
warriors. Beginning at 15th level, by drawing on your boundless energy fueled by his rage, the
berserker can shrug off effects that would hinder even the toughest warrior. Should he succeed on a
Fortitude save against an attack that would normally produce a lesser effect on a successful save (such
as a spell with a saving throw entry of Fortitude partial), he instead negates the effect.
Swift Taunt (Ex): The faster you can get things done, the faster people die. The Berserker can now use
his Taunt abilities as swift actions.
Defensive Roll: At nineteenth level, the berserker gains Defensive Roll as a bonus feat.
Deathless Frenzy (Ex): At twentieth level, a berserker has honed his body into a killing instrument that
can fight on far longer than any mortal man. At the pinnacle of his strength, he can scorn death and
unconsciousness while in a frenzy. As long as his rage continues, he is not treated as disabled at 0 hit
points, nor is he treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, or if his
nonlethal damage meets or exceeds his current HP, he continues to fight normally until his rage ends.
At that point, the effects of his wounds apply normally if they have not been healed. This ability does
not prevent death from spell effects such as slay living or disintegrate. This effect lasts for five rounds;
if the berserker is still below -10 hit points after 5 rounds are over, he immediately suffers any
consequences (probably death). Should the berserker rise above -10 HP before five rounds are over and
drop below once more, the duration is reset.
Berserkir Powers
Angry Rebuke (1 AP, Protector, Active)
By paying one Adrenaline Point as an immediate action, the berserker may take an Attack of
Opportunity against an enemy who attacked an ally who is under the effect of the Protector ability. This
ability requires the Protector ability.
Berserker Strikes
All Fall Down (3 AP, Overbearing Blow)
Upon a successful hit, choose up to two enemies within 15' of you; these along with the enemy you hit
must make a Reflex save or become prone.
Gutslash (1 AP)
Upon a successful hit, target must make a Fortitude save or become Sickened.