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Berserker

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.

Baleful Appearance (0 AP, Passive)


Eyes of foes widen in terror as the berserker steps closer, drawing their eyes to him and unable to look
away from his visage. Enemies the berserker threatens take a -1 penalty (increasing by one for every
four class levels beyond the first, so -2 at level five, -3 at level nine, -4 at level thirteen, and so forth) to
attacks made against a berserker's allies. The penalty to attacks cannot exceed his Charisma modifier,
and this ability is considered a mind-affecting effect.

Battle Rage (2 AP, Active)


A berserker's strength is almost a tangible thing, rising and falling with the ebb of battle. Once per
encounter a berserker may activate this ability as a free action by spending two Adrenaline Points; until
the berserker activates an ability that requires Adrenaline Points (apart from the ones lost while raging),
any time he would gain Adrenaline Points he gains twice as many.

Break Free (2 AP, Unrelenting Anger, Active)


Even the hardiest warriors can be brought low, but not the berserker who surges forward with renewed
strength every time something new angers him. As a standard action by paying 2 Adrenaline Points, the
berserker with this ability may select one of the conditions listed below or the effects of one spell,
supernatural, or spell-like ability with the duration of 1 or more rounds that is currently affecting him,
but not one whose duration is instantaneous or permanent. If this is a spell, supernatural, or spell-like
ability, it must be targeted. The effects of this condition, spell, supernatural, or spell-like ability end and
the berserker gains a +2 bonus to all attacks until the beginning of his next turn. If the removed effect
affects others, its effects are unabated for them. The berserker may use this ability even if he would be
unable to take actions, such as under the effects of a dominate person or hold person spell, or if
nauseated (though not if dead, obviously).
Conditions: Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted, Fatigued,
Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened, Stunned

Burning Speed (0 AP, Raging Speed, Passive)


The berserker moves so fast that the speed of his movement blasts any foes he ends up near. If he
moves up to 10' during his turn while under the effect of Raging Speed, any foes he ends up adjacent to
suffer from burning for one round.

Can Hide, Can't Run (1 AP, +6 BAB, Active)


The berserker's anger flashes as an enemy moves away from him, allowing him to pursue foes with
incredible diligence. As an immediate action when an enemy moves away from him, the berserker may
move up to twice his speed toward the enemy by spending one Adrenaline Point.

Caution to the Hurricane (0 AP, Caution to the Wind, Passive)


The berserker's recklessness grows, allowing him to throw away any vestige of defense left and
furiously attack his foes. When using Caution to the Wind, every foe who threatens the berserker
during his turn may make an attack of opportunity at him, and he gains a bonus to attacks equal to the
total number of Attacks of Opportunity made against him.

Caution to the Wind (1 AP, Active)


The berserker throws caution to the wind, allowing him to take numerous cuts from his foes, only to
swing even more ferociously at your target. By spending one Adrenaline Point as a swift action, all foes
that threaten the berserker may make an attack of opportunity against him. He gains a bonus to attacks
until the start of his next turn equal to the number of Attacks of Opportunity made against him when
using this ability.

Come Home (0 AP, Throw Anything, Passive)


Any weapon used by the berserker when using the Throw Anything ability gains the Returning special
ability.

Cornered Beast (0 AP, Diehard feat, Passive)


When cornered and staring in the face of death the berserker is at his most dangerous. Like a wounded
beast, he fights tooth and nail to take his foes down with him into the abyss. While under 0 HP, the
berserker with this ability gain a +2 bonus to all melee attack rolls and deals an extra 3d6 damage with
all melee attacks he make.
"Don't turn your back to me!" (1 AP, Can Hide, Can't Run, Active)
The berserker's rage flares as he chases his enemy. By spending one Adrenaline Point upon reaching a
foe he used Can Hide, Can't Run on, he may make a single melee attack against that foe. This attack
takes a -2 penalty, and the berserker may add any damage from the Rage ability to this attack.

Fearless (0 AP, Ignore Distractions, Passive)


Fear means nothing to a berserker in the grip of his rage. While raging, a berserker with this ability is
immune to Fear effects.

Feel no Pain (1 AP, Active)


The berserker's rage overcomes his weaknesses, allowing him to suffer strikes that would fell mortal
men. By spending a single Adrenaline Point as a non-action in response to an attack, the berserker
reduces the damage taken from that attack by a number equal to one-half his HD plus
his Charisma modifier.

Ignore Distractions (1 AP, Active)


A berserker's rage encompasses his whole being, allowing him to power through effects that would
confuse another. As an immediate action, a berserker may spend one Adrenaline Point to re-roll a
saving throw he just made.

Hulk Up (0 AP, Passive)


The berserker's muscles strain and veins pop up all over his body as he strains against his limits. A
berserker with this ability is treated as having a Powerful Build while raging.

Improved Break Free (0 AP, Break Free, Passive)


The berserker may use Break Free as a swift action, and may use it even in cases when he would
normally be unable to act, such as while paralyzed, under a compulsion effect, or the like (but not when
dead).

Long Death (0 AP, Come Home and +11 BAB, Passive)


Any attacks made by the Berserker when using Rain of Blades or Throw Anything are treated as melee
attacks, including for the purpose of Strength bonus, feats, and so forth. Range penalties, as well as
attacking into melee or through cover still incur the normal penalties.

Mindless Rage (0 AP, Break Free and +16 BAB, Passive)


Nothing matters to the berserker except for his anger, and the ones who provoke it. A berserker with
this ability is immune to mind-affecting effects.

Protector (1 AP, Active)


The berserker's protective instincts flare up, causing his fury to rise as he sees his friends hurt. As a free
action, the berserker can pay one Adrenaline Point and designate a single ally. Whenever that ally takes
damage for one round, the berserker gains two adrenaline points.

Rain of Blades (2 AP, Come Home, Active)


By paying two Adrenaline Points as a swift action, Throw Anything requires no Adrenaline Points to
activate and weapons bounce back to the berserker's hand immediately after making an attack and can
be caught as a free action. This ability allows the berserker to make a full attack entirely with a single
thrown weapon, or with a mix of ranged and melee attacks.

Raging Speed (1 AP, Active)


The berserker's adrenaline pushes him ever faster. By spending one Adrenaline Point as a swift action,
the berserker gains a +10' bonus to his speed for one round. This bonus increases by another 10' at level
8 and every 6 levels afterwards (+20' at level 8, +30' at level 14, +40' at level 20).

Repudiate Ground (3 AP, Scorn Earth and +12 BAB, Active)


The berserker's rage increases, so much so that it even shapes reality around him. By spending three
Adrenaline Points as a swift action the berserker gains a Fly speed equal to his base speed with average
maneuverability. At the beginning of his turn the berserker must pay one adrenaline point (in addition
to the cost of continuing to rage) or his flight ends, potentially causing him to fall out of the sky. This
ability is a supernatural ability.

Scorn Earth (1 AP, Active)


A berserker's disdain for all those beneath him extends even to the earth itself. A berserker with this feat
may spend one Adrenaline Point as part of a jump check to gain a +10 bonus to that check.

Suicidal Attack (Variable, Caution to the Wind, Active)


The berserker ignores his own mortality as him completely focuses on his foe. By spending a number
of Adrenaline Points (maximum equal to one-half his class level) as a free action, the berserker gains a
bonus to attack and a penalty to AC equal to the number of Adrenaline Points spent until the start of his
next turn.

Throw Anything (1 AP, Active)


In the berserker's hands, any weapon becomes a deadly weapon. Upon gaining this ability, the berserker
may throw any weapon he is proficient with as if it were a ranged weapon. The range increment of
weapons used in conjunction with this feat is 10 feet. This ability costs one Adrenaline Point for every
attack made.

Titan (3 AP, Hulk Up and +6 BAB, Active)


The berserker with has finally broken his limits, allowing him to become a titan upon the battlefield,
one that dwarfs normal men. By paying three Adrenaline Points as a swift action, the berserker grows
one size larger, takes a -1 size penalty to attacks and AC, gains a +2 Strength bonus and a
-2 Dexterity penalty while this ability is active. At the beginning of his turn the berserker must pay one
adrenaline point (in addition to the cost of continuing to rage) or he is reduced back to his normal size.
This ability is a supernatural ability.

Unrelenting Anger (1 AP, Fearless, Active)


The berserker's rage encompasses his whole reality, delaying the onset of negative effects that would
stop him from reaching his target. Upon being affected by a targeted negative effect (such as a Slow
spell or a Ray of Enfeeblement) the berserker may ignore the effects of this effect for one round by
paying an Adrenaline Point. At the end of the berserker's turn, he may pay another Adrenaline Point to
delay the effect for another round.

Unstoppable Juggernaut (1 AP, Active)


Few barriers pose a problem for the raging berserker. By spending one Adrenaline Point as a free
action, the berserker gains a +10 bonus to the next Strength check he makes to burst through or break
an object, or on a bull rush attempt.

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.

Final Thrust (5 AP, Mountain Crash and +12 BAB)


Lose all remaining adrenaline in addition to the cost. Upon a successful hit, target takes an additional
1d6 damage for every two character level you possess as well as 2d6 additional damage for every point
of adrenaline spent beyond those required to activate this ability, and you ignore hardness or damage
reduction. Thus, a 12th level character with this who had 12 adrenaline would deal an additional 20d6
damage (6d6 from character level, 14d6 from additional adrenaline).

Greater Gutslash (4 AP, Improved Gutlash)


Upon a successful hit, target must make a Fortitude save or become Nauseated.

Greater Ruin Senses (4 AP, Improved Ruin Senses)


Upon a successful hit, target must make a Will save or become Blinded.

Greater Scare the Weak (4 AP, Improved Scare the Weak)


Upon a successful hit, target must make a Will save or become Frightened.

Greater Smothering Strike (4 AP, Improved Smothering Strike)


Upon a successful hit, target must make a Reflex save or become Dazed.

Greater Whirling Frenzy (0 AP, Improved Whirling Frenzy)


Honing his skill ever farther, the berserker can lay waste to his foes without wasting a breath. The
penalty when using Whirling Frenzy drops by another one to 0.

Gutslash (1 AP)
Upon a successful hit, target must make a Fortitude save or become Sickened.

Hailstrike (3 AP, +8 BAB)


Make a single attack as a full-round action. Should you successfully hit, make another attack at a -4
penalty. Repeat until you miss. The penalty to attack is cumulative.
Improved Gutslash (2 AP, Gutslash)
Upon a successful hit, target must make a Fortitude save or become Staggered.

Improved Hailstrike (4 AP, Hailstrike)


This works as Hailstrike, except that the penalty is reduced to -3 rather than being at -4.

Improved Ruin Senses (2 AP, Ruin Senses)


Upon a successful hit, target must make a Will save or become Deafened.

Improved Scare the Weak (2 AP, Scare the Weak)


Upon a successful hit, target must make a Will save or become Silenced (as per the spell).

Improved Smothering Strike (2 AP, Smothering Strike)


Upon a successful hit, target must make a Reflex save or become slowed.

Improved Whirling Frenzy (0 AP, Whirling Frenzy)


The berserker becomes ever more accurate, following his foes with scent and sight. The penalty when
using Whirling Frenzy drops by one to -1.

Mountain Crash (3 AP)


Upon a successful hit, deal an additional 1d6 damage for every three character levels possessed. This
attack ignores damage reduction and hardness.

Overbearing Blow (2 AP)


Upon a successful hit, target must make a Reflex save or become prone.

Ruin Senses (1 AP)


Upon a successful hit, target must make a Will save or become Dazzled.

Scare the Weak (1 AP)


Upon a successful hit, target must make a Will save or become Shaken.

Smothering Strike (1 AP)


Upon a successful hit, target must make a Reflex save or become Entangled.

Whirling Frenzy (3 AP)


The berserker becomes whirling circle of blades and teeth that rend all in his path. By spending three
Adrenaline Points as a swift action, the berserker may make one additional attack when making a full
attack, and may add any damage from the Rage ability to this attack. This attack and all other attacks he
makes during his turn take a -2 penalty.

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