Berserker (Revised) [Archive] - Wizards Community

Post/Author/DateTimePost
Robert rath

11-15-03, 07:43 AM
The Berserker

Written By: Robert Rath (Duneon_Master19@hotmail.com)

Berserkers are warriors who dress themselves in bearskin (“Berserk” comes from “bear sark” or “bear shirt”), taking advantage of the fear most people have for wild animals and simultaneously inviting the wild rage of the animal into the warriors body. Berserkers whip themselves into battle frenzy, biting their shields and howling like animals. They are ferocious fighters and seemingly insensitive to pain while this madness lasts.

Berserkers are formidable enemies. I their rage they have even been known to attack the boulders and trees of the forest, and it is not uncommon for them to kill their own people.
Adventures: Berserkers live their lives near the wild, normally in small villages. Their rage and fury sometimes makes them loners, wandering the wilderness and flying into a fury when attacked. Some adventure to gain power, and like their Viking cousins like to sail and take over others lands. When the berserkers get off the ship, dressed in just furs and their great swords on their backs, it is one of the most intimidating sights a fighter can experience.

Characteristics: Berserkers have very diverse personalities. Some are very helpful and friendly, showing travellers and adventures their lands and offering their help to those in need, however, once in a fury, he is no ones friend, he quickly moves forward and attacks anything in sight. Other berserkers make their temper no secret. They bully and kill mercilessly intimidating those that would face them.
Unlike barbarians, who can stop their rage at will, the berserker has no control over his fury once he goes into it. They will attack friend, foe or building until they become so tired they collapse.
Religion: Most berserkers are very religious and fight for things that are holy. They prefer gods of strength and war, seeing them as their idols and fighting with unmatchable power when the time comes.

Background: The ability to fly into a fury is passed down in the blood of the parent. All people have to ability to feel rage and fly into a fury, however, most people are taught to suppress this and they do not except the rage. Barbarians allow themselves to rage, but they also keep their wits about them, knowing when enough is enough. The berserker openly excepts all the rage that is given to them and unleashes it upon the world. They feel like the only way to be free is except the rage from within.

Races: Not all races are suited to become berserkers. Humans are diverse and sometimes choose the way of the berserker to gain the upper hand on their opponents. Elves and the smaller races, do not except this kind of life and prefer more stealthy or honourable methods of combat. Half-orcs are primed for this class, showing a very chaotic streak and having a natural push toward berserker tendencies.

Game Rule Information

The berserker has the following game statistics

Abilities: Strength and Constitution are the most important scores for the berserker due to need to excel in battle. Dexterity is important because light and medium armour makes the berserker easier to hit. Intelligence is not important to berserkers.

Alignment: Any non-lawful

Hit Die: 1d12

Class Skills

The Berserker class skills (and the key ability for each skill) are; Animal Empathy (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis)
See Chapter 4 in the Core Rulebook 1 for skill descriptions.

Skill Points at 1st Level: 2 + Int modifier x 4

Skill Points at each additional Level: 2 + Int modifier

Class Features
All of the following are class features of the berserker

Weapon and Armour Proficiency: A berserker is proficient with all simple and martial weapons. A berserker is proficient with Light and Medium armour and Shields.

Note that wearing armour heavier than leather imposes a penalty to the ranger skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a –1 penalty for every 5 lbs. of armour or equipment carried.

Berserker’s Haste: If need be, the berserker can fly into a rage. During this haste, a berserker gains phenomenal strength but is unable to concentrate and becomes somewhat reckless not caring to defend himself as much. While in Berserker’s Haste, the berserker gains a +4 Strength. The berserker also gains 1 extra attack per round while in berserker’s haste. This attack is at the berserker’s highest attack bonus.

While in this haste, the berserker cannot use skills or abilities that require patience. This haste lasts the number of rounds equal to 3 + the character’s Constitution Modifier. The Berserker may prematurely end the berserker’s haste, but is fatigued when finished (-2 Str, -2 Dex, Cannot run or charge).

Fast Movement: At 2nd level the berserker is a physical specimen and thus moves 10 feet faster than normal for his race.
Cold Resistance: At 3rd level, the berserker gains resistant to the cold weather due to his experience in the wild and tolerance for pain. The berserker ignores 5 points cold damage each round.

Natural Armour: At 5th level, the berserker’s body becomes so tough that he is granted a natural armour bonus +1. He gains additional natural armour bonus at 10th, 15th, and 20th level.

Fire Resistance: At 8th level, the berserker has such a high tolerance for pain that they ignore 5 fire damage every round.

Battle Fury: Starting at 10th level, berserkers can enter battle fury as a standard action. They gain +6 Strength, +6 Constitution, and a +3 bonus on Will saves, but suffer a -2 Penalty to AC while in battle fury.

While in this fury, the berserker cannot use skills or abilities that require patience. This haste lasts the number of rounds equal to 3 + the character’s Constitution Modifier. The berserker cannot willingly come out of a fury. In order to avoid attacking a friend or innocent by standard, the berserker must make a will save (DC 15 + The number of rounds already in the fury). If there is no longer any beings in sight, the berserk randomly attacks walls, rocks, trees, doors, or anything else he can see. At the end of the fury, the berserk is fatigued (-2 Strength, -2 Dexterity, can’t charge or run) for the duration of that encounter. The berserk can only fly into a fury once per encounter and only a certain number of times per day (determined by level).

Damage Reduction: Starting at 11th level, the brawler gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the brawler takes each time he is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.

THE BERSERKER

Level BAB Fort Ref Will Special

1 +1 +2 +0 +0 Berserker’s Haste 1/day, Illiterate
2 +2 +3 +0 +0 Fast Movement
3 +3 +3 +1 +1 Cold Resistance 5
4 +4 +4 +1 +1 Berserker’s Haste 2/day
5 +5 +4 +1 +1 +1 Natural Armour Class
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2 Berserker’s Haste 3/day
8 +8/+3 +6 +2 +2 Fire Resistance 5
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 +1 Natural Armour, Battle Fury 1/day
11 +11/+6/+1 +7 +3 +3 Damage Reduction 1/-
12 +12/+7/+2 +8 +4 +4 Berserker’s Haste 4/day
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Battle Fury 2/day, Damage Reduction 2/-
15 +15/+10/+5 +9 +5 +5 +1 Natural Armour
16 +16/+11/+6/+1 +10 +5 +5 Berserker’s Haste 5/day
17 +17/+12/+7/+2 +10 +5 +5 Battle Fury 3/day, Damage Reduction 3/-
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Battle Fury 4/day
20 +20/+15/+10/+5 +12 +6 +6 Berserker’s Haste 6/day, +1 Natural AC, Damage Reduction 4/-