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blackarchmage91
2010-07-21, 12:23 AM
Hey I made a new prestige class and I would like to here your opinions on this, this is my first time generating a class of any sort so if you know of any way to make it better or tone it down please inform me. Thanks
Note: some of the bonus feats mentioned are from D&D 3.5.

The Berserker
Hit Die: d12
Prerequisites: Alignment: any chaotic
Bab: +6
Feats: Endurance, Diehard, Power Attack
Special: Rage class ability

Class skills (and the key ability for each skill) Acrobatics (dex), Climb (str), Craft (int), Handle animal (cha), Intimidate (cha), Knowledge (nature) (int), Perception (wis), Ride (dex), Survival (wis), Swim (str).

Skill Ranks per level, 4 + int modifier.

Giving up rages (explanation): Most of the Berserker's class abilities requires your character to give up a certain number of rounds of rage. This is most easily explained by an example. If your character has 12 rounds to rage each day and gives up 4 of them to invoke an ability, he now only has 6 left to use that day. He gets all 12 rages back the next day, however. When you give up four rounds of rage to invoke an ability it doesn’t mean that you start a rage (unless so stated). You don’t get
the ability increases and you are not fatigued after you have used the ability. The cost only drains your uses in the same way as the cleric can pay for special abilities with his turn attempts. It is just a cost, nothing more.

Lvl Bab Fort Ref Will Special
1 +1 +2 +0 +0 Rage Progression, Frenzied Rage
2 +2 +3 +0 +0 Rage Power, Damage Reduction 2/-, Way of the Berserker
3 +3 +3 +0 +0 Focused Rage, Way of the Berserker
4 +4 +4 +1 +1 Rage power, Staunch of Blood
5 +5 +4 +1 +1 Improved Frenzied Rage, Way of the Berserker
6 +6 +5 +1 +1 Damage Reduction 3/-, Rage Power, Way of the Berserker
7 +7 +5 +2 +2 Undying Rage
8 +8 +6 +2 +2 Rage Power, Way of the Berserker
9 +9 +6 +2 +2 Way of the Berserker
10 +10 +7 +3 +3 Damage Reduction 4/-, Greater Frenzied Rage, Rage Power

Weapons and Armor Proficiency: A Berserker gains no new proficiencies.

Rage Progression: Is the same as the barbarian core class, and berserker levels stack with barbarian levels to determine how many rounds he can rage per day and for determining what rage powers you qualify for, this progression cannot be used to determine certain rage abilities including greater rage, tireless rage, and mighty rage.

Frenzied Rage (Ex) Same as rage but you also gain these abilities, when making a full attack you get one additional attack at your highest Bab, but all attacks used in a full attack are at a -2 penalty attack, also the AC penalty is increased from -2 to -4. You can choose whether to rage normally or go into a frenzied rage. The frenzied rage uses up rounds per day just like a rage.

Rage Powers (Ex) You gain a rage power at 2nd level and at every even number of this class, levels in this prestige class stack with barbarian levels in order to determine which ones you qualify for, rage power cannot be taken more than one unless other wise stated.

Rage Powers

Animal Fury (Ex) While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.

Clear Mind (Ex) : A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.

Fearless Rage (Ex) : While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.

Guarded Stance (Ex) : The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Increased Damage Reduction (Ex) : The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.

Internal Fortitude (Ex) : While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.

Intimidating Glare (Ex) : The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Knockback (Ex) : Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Low-Light Vision (Ex) : The barbarian's senses sharpen and she gains low-light vision while raging.

Mighty Swing (Ex) : The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.

Moment of Clarity (Ex) : The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Night Vision (Ex) : The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

No Escape (Ex) : The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.

Powerful Blow (Ex) : The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Quick Reflexes (Ex) : While raging, the barbarian can make one additional attack of opportunity per round.

Raging Climber (Ex) : When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.

Raging Leaper (Ex) : When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.

Raging Swimmer (Ex) : When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.

Renewed Vigor (Ex) : As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Rolling Dodge (Ex) : The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Roused Anger (Ex) : The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.

Scent (Ex) : The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

Strength Surge (Ex) : The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.

Superstition (Ex) : The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Surprise Accuracy (Ex) : The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Swift Foot (Ex) : The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.

Terrifying Howl (Ex) : The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.

Unexpected Strike (Ex) : The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

End of Rage powers


Damage Reduction (Ex) At 2nd level you gain damage reduction. Subtract 2 from the damage a berserker takes each time he/she is dealt damage from a weapon or a natural attack. At 6th and 10th level this damage reduction increases by 1. Damage reduction can reduce damage to zero but not below 0.

Way of the Berserker (Ex) When you get this ability add your class level and Wisdom modifier, then consult the abillities below to find out which abilities you qualify for. You also gain this ability at 3rd, 5th, 6th, 8th, and 9th level.
get this ability add your class level and Wisdom modifier, then consult the table below to find out which abilities you qualify for. You also gain this ability at 3rd, 5th, 6th, 8th and 9th level.

WAY OF THE BERSERKER
Class Level + Wis modifier Ability
3 or lower Berserker Battle Training; You gain a bonus feat*.
4 Steady as the Mountain; You gain a +4 competence bonus to resist being tripped, grappled or bull rushed.
5 Strong as Oak (Ex) ; You gain a +1/ - bonus to your damage reduction.
6 Fearless as the Wolverine (Ex) ; You are immune to fear and fearlike effects.
7 Tough as Bark (Ex) ; If you give up eight of your rages for the day you get a natural armor bonus to your armor class equal to your Con modifier. This ability can only be used while raging, and the effect ends when the rage ends.
8 Cold as the Snow (Ex) ; You gain cold resistance 10.

9 Furious Charge (Ex) ; If you charge into battle against one opponent, roaring at him, you may give up four of your rage rounds for the day to scare the opponent to a near paralyzed state of terror. The opponent must succeed at a Fortitude save DC 10 + half your character level + your strength modifier or lose his Dex to AC for one round.

10 Rigorous Training ; character gain a +1 inherent bonus to Str, Dex or Con.

11 or higher Furious as the Northern Storms (Ex) ; If you give up eight of your rages for the day you may cause a critical threat against an enemy of your choice, that is in melee with you. You must still roll to confirm the critical. This ability may only be used while raging, and only once per round.

*You gain a bonus feat. Choose one feat from the following list: Destructive Rage, Extra Rage, Instantaneous Rage, Intimidating Rage, Power Critical, Two Weapon Fighting, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip), Improved Critical, Improved Initiative, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw. Note that you must meet all the prerequisites of a feat, in order to choose it.

End of Way of the Berserker

Focused Rage (Ex) While in a rage or frenzied rage you can cast spell if you have the ability to do so, you can use feats like dodge and combat expertise, and you no longer suffer the penalty to AC during a rage, but while in a frenzied rage you still suffer a -2 penalty to AC.

Staunch of Blood (Ex) You are no longer affected by bleeding effects.

Improved Frenzied Rage (Ex) Sam as frenzied rage but you also get a additional +2 bonus on Str and a additional +1 morale bonus on will saves.

Undying Rage (Ex) No penalty when below 0 hit points, but you still die at -10 + con modifier + half of berserker level (rounded down), so a 10 lvl berserker with a constitution of 14 dies at -17 HP.

Greater Frenzied Rage (Ex) You get a + 2 str bonus and a +1 morale bonus on will saves. You don't suffer the -2 attack penalty when making a full attack. You also get two attacks at your highest Bab as a attack action when in a frenzied rage. These boosts and abilities stack with improved frenzied rage.