Yagura:SRD:Berserker

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Berserker[edit]

Playing a berserker is actually very easy. In general, you hit things, and they fall down. A berserker's action in almost any circumstance can plausibly be "I hit it with my great axe!" As such, a berserker character can be a good method to introduce a new player to the game or kill some orcs when you've had a few glasses of brew.

Making a berserker[edit]

As a berserker, you charge into a crowd of enemies as though you are a trap laid for their destruction. You will take many, many hits in doing so, but once the fight ends and you stop raging, your Fast Healing will allow you to go back to full HP relatively soon. Which is good, because nothing makes the party healer irritable like him having to burn all the charges in his wand AND his spells that day for your benefit. Therefore, the only time you may need healing is in the thick of battle, to keep you from actually dying (which is a distinct possibility for you). Nonetheless, if you aren't taking damage in an encounter, you aren't playing your berserker correctly.

Races: Berserkers follow an ancient human traidition, but this training has spread throughout the world. The more urban and civilized are drawn to it far less than those who love the wild, violent nature of the training.

Starting Gold: 4d6 x 10 gp, (140 gp).

Starting Age: As Berserker.

Table: The Berserker Hit Die: d12
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Rage, Fast Healing 1
2nd +2 +3 +0 +0 Rage Dice +1d6, Combat Movement +5'
3rd +3 +3 +1 +1 Battle Hardened
4th +4 +4 +1 +1 Rage Dice +2d6, Combat Movement +10'
5th +5 +4 +1 +1 Sidestep Hazards
6th +6/+1 +5 +2 +2 Rage Dice +3d6, Combat Movement +15'
7th +7/+2 +5 +2 +2 Great Blows
8th +8/+3 +6 +2 +2 Rage Dice +4d6, Combat Movement +20'
9th +9/+4 +6 +3 +3 Great Life
10th +10/+5 +7 +3 +3 Rage Dice +5d6, Combat Movement +25'
11th +11/+6/+6 +7 +3 +3 Call the Horde
12th +12/+7/+7 +8 +4 +4 Rage Dice +6d6, Combat Movement +30'
13th +13/+8/+8 +8 +4 +4 Watched by Totems
14th +14/+9/+9 +9 +4 +4 Rage Dice +7d6, Combat Movement +35'
15th +15/+10/+10 +9 +5 +5 Primal Assault
16th +16/+11/+11/+11 +10 +5 +5 Rage Dice +8d6, Combat Movement +40'
17th +17/+12/+12/+12 +10 +5 +5 Savagery
18th +18/+13/+13/+13 +11 +6 +6 Rage Dice +9d6, Combat Movement +45'
19th +19/+14/+14/+14 +11 +6 +6 One With The Beast
20th +20/+15/+15/+15 +12 +6 +6 Rage Dice +10d6, Combat Movement +50'

Class Skills

Class Features[edit]

As a berserker, all of the following are class features.

Weapon and Armor Proficiency: You are proficient with simple weapons, martial weapons, light armor, medium armor and with shields.

Rage (Ex): When doing melee damage to a foe or being struck by a foe, you may choose to enter a Rage as an immediate action. While Raging, you gain a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice you have to your melee damage rolls. You also gain a +2 to saves, a -2 to AC, and gain DR X/- with “X” being equal to half your berserker level +2 (rounded down). For example, a 1st level berserker has DR 2/- while Raging and a 10th level berserker has DR 7/- while Raging.

While Raging, you may not cast spells, activate magic items, use spell-like abilities, or drop your weapons or shield. Rage lasts until you have neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. You may voluntarily end a Rage as a full-round action.

Fast Healing (Ex): You shrug off wounds that would cripple a lesser warrior, and have learned to draw upon deep reserves of energy and stamina. At 1st level, you gain Fast Healing equal to your berserker level. This healing only applies while you are not raging.

Rage Dice (Ex): While Raging, you may add these dice of damage to each of your melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks (such as an off-hand weapon attack or natural weapon attack) beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats.

Combat Movement (Ex): While Raging, you move faster in combat, and may add your Combat Movement to your speed when you take a move action to move.

Battle Hardened (Ex): At 3rd level, while Raging your mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, you may use your Fortitude Save in place of your Will Save. If you are under the effects of a compulsion or fear effect, you may act normally while Raging as if you were inside a protection from evil effect.

Sidestep Hazards (Ex): At 5th level, while Raging you learn to sidestep hazards with an intuitive and primal danger sense. While Raging, you may use your Fortitude Save in place of your Reflex Save.

Great Blows (Ex): At 7th level, while Raging your melee attacks are Great Blows. Any enemy struck by your melee or thrown weapon attacks must make a Fort Save or be stunned for one round. No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half your HD + your Constitution modifier.

Great Life (Ex): At 9th level, while Raging you are immune to nonlethal damage, death effects, stunning, critical hits, negative levels, and ability damage (but not ability drain).

Call the Horde (Ex): At 11th level you become a hero of your people. You gain the Command feat as a bonus feat, but your followers must be berserkers. In campaigns that do not use Leadership feats, you instead gains a +2 unnamed bonus to all saves.

"Watched by Totems (Ex): At 13th level, when making a saving throw using Fort, Ref, or Will you roll one additional die and keep the best result. If something allows you to reroll a save you may not use this ability on any rerolls.

Primal Assault (Ex): At 15th level, while Raging you may choose to radiate an effect similar to an antimagic field when you enter a Rage, with a caster level equal to your HD. Unlike a normal antimagic field, this effect does not suppress magic effects on you or the effects of magic items you are wearing or holding.

Savagery (Ex): At 17th level, while Raging you may take a full round action to make a normal melee attack that has an additional effect similar to a mage's disjunction. Unlike a normal disjunction, this effect only targets a single item or creature struck.

One With The Beast (Ex): At 19th level, you no longer need to be in a Rage to use any berserker ability.