BERSERKER

Requirements: Base attack +5, Toughness, Cleave, Power Attack

Alignment: Any Chaotic

Special: Survive against a foe with twice your hit dice while unarmed and unarmored (devising impromptu weapons is accepted)

Hit Die: d12

They rush forward as a blur of steel and blood, with no regard for personal safety; their only concern is the eradication of their

enemies. Such is the fury of the berserkers.

Berserkers are fearsome warriors known for their fierce and fearless assaults.They drive themselves into a frenzy to accomplish

their acts of amazing strength. A berserker usually relies on brute force instead of guile to overcome obstacles. Barbarians and

fighters are best suited for the class of berserker, though rangers are not unheard of. Dwarves, humans, and orcs all prefer this class.

Level Attack Bonus Fort Ref Will Abilities

1st +1 +2 +0 +0 Superhuman Might 1/day, Tough Hide/Rage 1/day

2nd +2 +3 +0 +0 Iron Horse, Scream

3rd +3 +3 +1 +1 Hell’s Tackle+1

4th +4 +4 +1 +1 Superhuman Might 2/day, Rage 2/day

5th +5 +4 +1 +1 Unbelievable Fortitude

6th +6 +5 +2 +2 Accelerated Healing, Hell’s Tackle+2

7th +7 +5 +2 +2 Block Pain, Superhuman Might 3/day

8th +8 +6 +2 +2 Sunder, Rage 3/day

9th +9 +6 +3 +3 Destroy, Hell’s Tackle+3

10th +10 +7 +3 +3 Staying

ABILITY DESCRIPTIONS

Rage: Works exactly as a barbarian’s rage. This stacks with anyexisting rage abilities.

Tough Hide: A berserker can choose to use a rage for defensive purposes,adding +6 to his AC for the duration of the rage. This stack

with any otherarmor modifiers and is NOT a dexterity bonus. A berserker cannot rage and invoke Tough Hide simultaneously.

Superhuman Might: You can add up to 18 points to your strength for one feat of strength (lifting wagons, holding a timber in a burning

building up, etc.).The number of times you can use it per day and the strength increase are interchangeable on a 1/6 ratio.

Iron Horse: Any charge attack inflicted on foot with a melee weaponinflicts double damage dice. This does not stack with critical bonuses.

Scream: Once per day, a berserker can tap his boundless rage to unleash a scream of horrible power. It inflicts 1d6 damage per two

levels of theberserker. It is a cone 30 feet long, 20 feet wide.

Hell's Tackle: Allows you to overbear and openent as if they were your size class up to 3 size classes larger.

Unbelievable Fortitude: A berserker makes saves against disease or poison at double his base bonus.

Accelerated Healing: You regain hit points at double the normal rate (bonus counts for berserker levels only).

Block Pain: A berserker becomes completely immune to all pain, stunning, or subdual damage. He still feels pain; he is merely capable

of ignoring its debilitating effects.

Sunder: The berserker learns how to immense damage to solid objects. Hardness isignored for anything the berserker strikes or strikes

with using this ability.This takes the full attack action. Note that if the berserker strikes with apunch, wearing a gauntlet or not, using this

ability will force a fortitude save (DC 15+struckitem’s hardness) To avoid breaking his arm.

Destroy: Taking the full attack action, the berserker puts his full massivemight into damaging his foe. If the blow strikes, it’s critical; if itmisses,

it’s critically missed.

Staying: A berserker’s soul cannot be forced from his body throughsupernatural means (i.e., Magic Jar spells, possession, etc.). Physical

death,of course, has the normal effect.