Berserker
From Paradox Haze
Berserker
Alignment: Any Chaotic
Hit Die: d12.
Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Berserker Rage, Steely Resolve 5, Diehard |
2nd | +2 | +3 | +0 | +0 | Chaotic Spirit |
3rd | +3 | +3 | +1 | +1 | Steely Resolve 10 |
4th | +4 | +4 | +1 | +1 | Swift Death |
5th | +5 | +4 | +1 | +1 | Steely Resolve 15 |
6th | +6/+1 | +5 | +2 | +2 | Furious Blow |
7th | +7/+2 | +5 | +2 | +2 | Steely Resolve 20 |
8th | +8/+3 | +6 | +2 | +2 | Frenzied Rage |
9th | +9/+4 | +6 | +3 | +3 | Steely Resolve 25 |
10th | +10/+5 | +7 | +3 | +3 | Furious Abandon |
11th | +11/+6/+1 | +7 | +3 | +3 | Steely Resolve 30 |
12th | +12/+7/+2 | +8 | +4 | +4 | Aura of Chaos |
13th | +13/+8/+3 | +8 | +4 | +4 | Steely Resolve 35 |
14th | +14/+9/+4 | +9 | +4 | +4 | Chaotic Rage |
15th | +15/+10/+5 | +9 | +5 | +5 | Steely Resolve 40 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Tireless Rage |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Steely Resolve 45 |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Deathless Abandon |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Steely Resolve 50 |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Vicious Rage |
Berserker Rage -
A berserker can fly into a rage a certain number of times per day. In a rage, a berserker temporarily gains a +4 bonus to Strength, a +2 bonus to Dexterity, and a +2 morale bonus on Will saves, but he takes a –4 penalty to Armor Class. While raging, a berserker cannot use any Charisma-, Wisdom-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A berserker may prematurely end his rage. At the end of the rage, the berserker loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level berserker, at which point this limitation no longer applies; see below).
A berserker can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a berserker can do it only during his action, not in response to someone else’s action.
Steely Resolve - Your rage allows you to temporarily set aside the pain and hindering effects of your injuries. When an opponent strikes you, the injury does not immediately affect you.
You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal, or reduce the total damage in your delayed damage pool. When you receive healing, you wish whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most Berserkers opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their chaotic soul ability.
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a fortitude save against the poison immediately, even though the bite damage shifts to your delayed damage pool. By the same token, any other special attack that imposes a condition takes effect immediately.
At 1st lvl, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. the maximum damage your pool holds increases at every odd level past 1 by 5.
Chaotic Spirit -
During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool divided by 5 rounded down (minimum +1), up to a maximum of +6.
Damage | Chaotic Spirit Bonus | |
---|---|---|
1-9 | +1 | |
10-14 | +2 | |
15-19 | +3 | |
20-24 | +4 | |
25-29 | +5 | |
30+ | +6 |