Berserker (3.5e Class)
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The Berserker is a fearsome and reckless warrior, fueled by anger and fury.
Making a Berserker
A berserker is a force of offense, and leaves quite a few holes in his defense, as such, he benefits from people to protect and heal him..
Abilities: Strength is most important, as it is used to attack the enemues, Constitution and Dexterity improve the berserker's limited defense.
Starting Age: Simple.
|1st||+1||+2||+0||+0||Rage 2/day, Power Attack , Fast Movement|
|3rd||+3||+3||+1||+1||Rage 3/day Improved Trip|
All of the following are class features of the Berserker.
Weapon and Armor Proficiency: Basic Weapons, Axes, Maces and Clubs, Spears and Lances, Bows; Light Armour, Shields (but not tower shields.)
Power Attack (Ex): Bonus feat
Rage (Ex): As the barbarian class feature
Fast Movement (Ex): A Berserker gains a 10 foot bonus to his land speed, this increases to 20 foot while raging.
Reckless Strike (Ex): A second level or higher berserker can take a -1 penalty to AC for a +2 bonus to hit and damage, these last for each attack until the start of their next turn. If the berserker is raging, he deals an additional +2 damage when using this ability.
Improved Trip (Ex): Bonus feat
Forceful Trip (Ex): Once a round, when a fourth level or higher berserker hits an enemy while raging, he gets to attemp to trip this enemy without provoking attacks of opportunity, if he fails, the enemy does not get to try to trip in return. If Reckless Strike was used with the attack triggering this ability, the berserker gains a +4 bonus to this trip attempt.
Dangerous Rend (Ex): When a sixth level berserker hits with at least two attacks (including trip attacks and the like) to the same enemy in a single attack action or full attack, he deals an additional 1d6+strength modifier damage, if he's raging, the additional damage is 1d10+strength modifier instead.
Bergman Berserker Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power attack.
Gear: Studded leather armor, hemp rope, trail rations (10), backpack, bedroll.
Gold: Standard starting money minus 37.
Playing a Berserker
Religion: Berserkers tend to worship the spirits of the universe..
Other Classes: Berserkers like those who can heal and protect them, and don't care much about others.
Combat: Glass cannon.
Advancement: Feats that provide bonuses to hit and damage, or that help protect the Berserker.
Berserkers in the World
|“||You wouldn't like me when I'm angry my friend.||”|
|—Bigs Masher, Human Berserker|
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<-class name-> Lore
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Lawful Barbarian Variant
Allignment: Any nonchaotic
Has same Starting Age, Gold, Hit Die, BAB and Skill Points as Barbarian.
Has all of Barbarian's class skills except Handle Animal. Instead has Bluff.
Has Barbarian's Rage and all related abilities except Indomitable Will.
Gains Endurance as Bonus Feat at 2nd level, and Diehard at 5th. Gains Danger Sense at 3rd level and Will Power at 14th, described below. Has all of Barbarian's epic feat except Chaotic Rage, which is replaced with Focused Rage, explained below.
Danger Sense Starting at 3rd level, a berserker gains a +1 bonus on Reflex saves made to avoid unseen foes, a +1 dodge bonus to AC against attacks made by unseen foe and cannot be caught flat-footed. These bonuses rise by +1 every three berserker levels thereafter (6th, 9th, 12th, 15th, and 18th level). Danger sense bonuses gained from multiple classes stack.
Will Power While in a rage, a berserker of 14th level or higher may add his Will save bonus to his attack rolls. This bonus stacks with all other modifiers.
Focused Rage (Epic) Prerequisites: Rage 5/day, lawful alignment. Any weapon the character wields while in a rage is treated as an axiomatic weapon (it is lawful-aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability does not stack with similar abilities.