Berserker

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Alignment: Any non-lawful.
Hit Die: d12.
Special: Must not have any levels in Barbarian or any other class that grants a rage type ability.
Cursed: Most cursed berserkers are said to be "inhabited by the spirit of rage." Just what that means in each campaign will depend upon the DM. Often, people look upon the cursed berserker as cursed by the gods, but a few primitive cultures call cursed berserkers the truly devout.
Class Skills: The berserker’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points per level:4 + Int modifier.
Starting Wealth: 3d6 × 10 gp (average 105gp)
Weapon and Armor Proficiency: A berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).


Level Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st +1
+2
+0
+0
Fast Movement, Berserker Rage
2nd +2
+3
+0
+0
Rage power, Uncanny Dodge
3rd +3
+3
+1
+1
Trap sense +1
4th +4
+4
+1
+1
Rage power
5th +5
+4
+1
+1
Improved Uncanny Dodge
6th +6/+1
+5
+2
+2
Rage power, Trap Sense +2
7th +7/+2
+5
+2
+2
Damage Reduction 1/—
8th +8/+3
+6
+2
+2
Rage Power
9th +9/+4
+6
+3
+3
Trap Sense +3
10th +10/+5
+7
+3
+3
Damage Reduction 2/—, Rage Power
11th +11/+6/+1
+7
+3
+3
Greater Rage
12th +12/+7/+2
+8
+4
+4
Rage Power, Trap Sense +4
13th +13/+8/+3
+8
+4
+4
Damage Reduction 3/—
14th +14/+9/+4
+9
+4
+4
Indomitable Will, Rage Power
15th +15/+10/+5
+9
+5
+5
Trap Sense +5
16th +16/+11/+6/+1
+10
+5
+5
Damage Reduction 4/—, Rage power
17th +17/+12/+7/+2
+10
+5
+5
Tireless Rage
18th +18/+13/+8/+3
+11
+6
+6
Rage Power, Trap Sense +6
19th +19/+14/+9/+4
+11
+6
+6
Damage Reduction 5/—
20th +20/+15/+10/+5
+12
+6
+6
Cursed Reprieve, Mighty Rage, Rage Power

Fast Movement (Ex)

A berserker’s land speed is faster than the norm for her 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. This bonus stacks with any other bonuses to the berserker's land speed.

Berserker Rage

When he needs to, a berserker can fly into a screaming blood frenzy. In a rage, a berserker gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +8 to Strength, +8 to Constitution, and a +4 morale bonus on Will saves, but suffers a -4 penalty to AC. Berserkers also have a supernatural ability while raging of Illusion. The Illusion projected makes the berserker seem to grow 50% in size, as if under an Enlarge spell. This effect is supernatural and most berserkers aren't even aware of it. The illusion is divine in nature and goes away at the end of the rage. The increase in Constitution increases the berserker's hit points by 4 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see temporary hit points, Player's Handbook page 129.) While raging, a berserker cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if its tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier.

The berserker may not prematurely end the rage voluntarily. The rage must run its course and if there are no enemies around, the character must make a Will save (DC 15) or attack the nearest living creature. If the character makes the save, he immediately passes out for 1d6 rounds. When the character wakes, he suffers all penalties for the rage ending. At the end of the rage, the berserker is fatigued (-4 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter. The berserker can only fly into a rage once per encounter, and only a certain number of times per day (determined by level).

Entering a rage takes no time itself, but the berserker can only do it during his action (see Initiative, Player's Handbook page 120), not in response to somebody else's action. A berserker can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.

Rage Powers (Ex)

As a berserker gains levels, she learns to use her rage in new ways. Starting at 2nd level, a berserker gains a rage power. She gains another rage power for every two levels of berserker attained after 2nd level. A berserker gains the benefits of rage powers only while raging, and some of these powers require the berserker to take an action first. Unless otherwise noted, a berserker cannot select an individual power more than once.

Uncanny Dodge (Ex)

At 2nd level, a berserker gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A berserker with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her. If a berserker already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

At 3rd level, a berserker gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase 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 (Ex)

At 5th level and higher, a berserker can no longer be flanked. This defense denies a rogue the ability to sneak attack the berserker by flanking her, unless the attacker has at least four more rogue levels than the target has berserker levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction (Ex)

At 7th level, a berserker gains damage reduction. Subtract 1 from the damage the berserker takes each time she 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 (Ex)

At 11th level, when a berserker enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomitable Will (Ex)

While in 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 she also receives during her rage.

Tireless Rage (Ex)

Starting at 17th level, a berserker no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex)

At 20th level, when a berserker enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Cursed Reprieve

Upon attaining 20th level, a Cursed Berserker comes to grip with the demon within. At this point, the Cursed Berserker can control when he enters into the berserker rage. Due to the new control, the Cursed Berserker looses the extra times per day that he could rage. He still retains the extra Strength bonus enjoyed by the berserker class, but he can now end his rages as if he was a normal Barbarian. This ability doesn't effect normal berserkers

Ex-Berserker

A berserker who becomes lawful loses the ability to rage and cannot gain more levels as a berserker. He retains the uncanny dodge ability. A cursed berserker who becomes lawful must make a Will save (DC 15) whenever he is in a stressful situation, (not just combat) or go into a berserker rage. A cursed berserker who gains a level in another class also suffers the effects as if he had become lawful until he again gains a level in Berserker.