Frenzied Berserker
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Unlike most others, Frenzied Berserkers do not fight to achieve a heroic goal or defeat a loathsome villain. Those are mere excuses, it is the thrill of combat that draws them. For the Frenzied Berserker, the insanity of battle is like an addictive drug — they must constantly seek out more conflict to feed their craving for battle.

Hit Die
D12

Prerequisites
Alignment: Any nonlawful.
Base Attack Bonus: +6.
Feats: Cleave, Destructive Rage, Intimidating Rage, Power Attack.

Class Skills
The frenzied berserker's class skills(and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Ride(Dex), and Swim (Str)
Skill points at each level
2 + Int modifier

Level BAB Fort Save Reflex Save Will Save Special
1st +1 +2 +0 +0 Frenzy 1/day, Diehard
2nd +2 +3 +0 +0 Supreme Cleave
3rd +3 +3 +1 +1 Frenzy 2/day
4th +4 +4 +1 +1 Deathless Frenzy
5th +5 +4 +1 +1 Frenzy 3/day, Improved Power Attack
6th +6 +5 +2 +2 Inspire Frenzy 1/day
7th +7 +5 +2 +2 Frenzy 4/day
8th +8 +6 +2 +2 Greater Frenzy, Inspire Frenzy 2/day
9th +9 +6 +3 +3 Frenzy 5/day
10th +10 +7 +3 +3 Inspire Frenzy 3/day, Tireless Frenzy, Supreme Power Attack

Weapon and Armor Proficiency: Frenzied berserkers gain no proficiency with any weapon or armor.

Frenzy (Ex): A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker’s Constitution modifier.

To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.

At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can’t use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another’s action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

While frenzied, the character cannot use any Charisma, Dexterity, or Intelligence based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally. During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or her own).
When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Diehard: A frenzied berserker gains Diehard as a bonus feat even if she does not meet the prerequisites.

Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10
hit points or less, she continues to fi ght normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Improved Power Attack: Beginning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every –2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su): Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker’s Constitution modifier, regardless of whether they remain within 10 feet of her. A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.

Greater Frenzy (Ex): Starting at 8th level, the character’s bonus to Strength during a frenzy becomes +10 instead of +6.

Supreme Power Attack: A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every –1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.

Tireless Frenzy: A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.

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