Sacrieur
2015-03-16, 10:11 AM
Berserker
http://i.imgur.com/YcOlUdr.jpg (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=46966761)
While many seek to become warriors through training, berserkers rely on their most basic and primal instincts. They are masters of battle, with ferocious tactics that focus on overpowering and overwhelming an enemy with brute force. As fierce warriors who lust for battle and its thrill, they are ruthless, uncaring, and savage: cutting or bludgeoning down their foes in a brutal frenzy. Only the most driven people may become berserkers, sacrificing rationality to become a living weapon of death and destruction.
Hit Die: d12
Requirements
To qualify to become a berserker, a character must fulfill all the following criteria.
Ability: Con 15.
Alignment: Any nonlawful.
Base Attack Bonus: +6
Feats: Endurance
Class Skills
The berserker's class skills are: Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers
1
+1
+1
+0
+0
Diehard, Fury +4, 1/day
1
2
+2
+1
+1
+1
Fast Healing
2
3
+3
+2
+1
+1
Fury +6, 2/day
3
4
+4
+2
+1
+1
Deathless Fury
4
5
+5
+3
+2
+2
Fury +8, 3/day
5
6
+6
+3
+2
+2
Intimidating Fury, Tireless
6
7
+7
+4
+2
+2
Fury +10, 4/day
7
8
+8
+4
+3
+3
Supreme Fortitude
8
9
+9
+5
+3
+3
Fury +12, 5/day
9
10
+10
+5
+3
+3
Indomitable
10
Fury (Ex)
A berserker can enter fury during combat. While in fury, she gains a +4 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. Thereafter, she gains an additional +2 bonus to Strength for every two berserker levels she acquires. However, she also takes a -2 penalty to Armor Class and takes 2 points of nonlethal damage per round. Fury lasts for a number of rounds equal to 3 + the berserker’s Constitution modifier. To end fury before its duration expires, the berserker may attempt a DC 20 Will save once per round as a free action. Success ends fury immediately; failure means it continues. The effects of fury stack with those from any rage ability the berserker may have.
At 1st level, the berserker can enter fury once per day. Thereafter, she gains one additional use per day of this ability for every two berserker levels she acquires. The character can enter fury as a swift action. In addition, if she takes lethal damage from an attack, spell, trap, or any other source, she automatically enters fury 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 fury in response to a provoking effect, the berserker must make a successful Will save (DC points of damage taken since her last action) at the start of her next turn.
While in fury, the berserker cannot use any Charisma, Dexterity, or Intelligence based skills (except for Acrobatics or Intimidate) 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.
During fury, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before fury expires, her rampage continues. She must then attack the nearest creature (determined randomly if creatures are equidistant) and fight that creature as though they were a hostile foe.
When fury ends, the berserker is fatigued for the duration of the encounter. If the berserker is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the berserker is exhausted and not merely fatigued.
Maneuvers
Every level, a berserker gains one new maneuver known from the Primal Fury or Broken Blade disciplines. The berserker must meet a maneuver's prerequisite to learn it. The character adds her full berserker levels to any initiator level to determine her total initiator level and her highest-level maneuvers known. A berserker's initiator modifier is Wisdom.
At 3rd, 6th, and 9th levels, the berserker may exchange a known maneuver for a different maneuver that she qualifies for.
Maneuvers Readied
A berserker need not ready her maneuvers; however, all of her maneuvers are considered expended at the beginning of each encounter.
For a berserker to recover expended maneuvers, she must feel alive and invigorated from combat. Every time she receives lethal damage or reduces an enemy to fewer than zero hit points, she may recover one of her expended maneuvers. She must actually take damage to recover a maneuver: if her total hit points are not reduced, she does not recover a maneuver (damage reduction or conversion to nonlethal damage do not count towards lethal damage received). In addition, entering fury recovers all expended maneuvers.
Diehard
At 1st level, a berserker gains Diehard (http://paizo.com/pathfinderRPG/prd/feats.html#diehard) as a bonus feat.
Fast Healing (Ex)
Beginning at 2nd level, a berserker gains Fast Healing equal to 1/2 her berserker class level.
Deathless Fury (Ex)
Beginning at 4th level, as long as a berserker's fury continues, she is not treated as disabled at 0 hit points, nor is she treated at dying at negative hit points. This effect only lasts until fury ends.
Intimidating Fury (Ex)
Beginning at 6th level, while in fury and at the end of each turn, a berserker rolls an intimidate check to demoralize all foes within 20 feet of her as a free action.
Tireless (Ex)
At 6th level, a berserker no longer becomes fatigued after fury, and is immune to fatigue or exhaustion while in fury. If she is already fatigued or exhausted before entering fury, the condition is suspended during fury. If this condition persists longer than fury, it resumes once fury has ended.
Supreme Fortitude (Ex)
At 8th level, a berserker adds her Constitution modifier twice instead of once for the purpose of determining her maximum hit points. This effect extends to temporary hit points earned from Constitution score bonuses like those granted by rage. Additionally, she may add her Constitution modifier to her Will save as well as her Wisdom modifier.
Indomitable (Ex)
At 10th level, while in fury a berserker gains regeneration equal to her berserker class level plus her Constitution modifier, temporarily replacing her fast healing ability. This ability functions identically to the Tarrasque (http://paizo.com/pathfinderRPG/prd/monsters/tarrasque.html)'s regeneration ability, except where noted here.
If at any point she would have died without this ability, then when her fury ends, she immediately dies; this effect cannot be prevented in any way. Additionally, if she ever dies while not in fury, she immediately enters fury and this ability is activated (assuming she has any daily uses of fury remaining). When her fury ends, she immediately dies; this effect cannot be prevented in any way.
http://i.imgur.com/YcOlUdr.jpg (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=46966761)
While many seek to become warriors through training, berserkers rely on their most basic and primal instincts. They are masters of battle, with ferocious tactics that focus on overpowering and overwhelming an enemy with brute force. As fierce warriors who lust for battle and its thrill, they are ruthless, uncaring, and savage: cutting or bludgeoning down their foes in a brutal frenzy. Only the most driven people may become berserkers, sacrificing rationality to become a living weapon of death and destruction.
Hit Die: d12
Requirements
To qualify to become a berserker, a character must fulfill all the following criteria.
Ability: Con 15.
Alignment: Any nonlawful.
Base Attack Bonus: +6
Feats: Endurance
Class Skills
The berserker's class skills are: Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers
1
+1
+1
+0
+0
Diehard, Fury +4, 1/day
1
2
+2
+1
+1
+1
Fast Healing
2
3
+3
+2
+1
+1
Fury +6, 2/day
3
4
+4
+2
+1
+1
Deathless Fury
4
5
+5
+3
+2
+2
Fury +8, 3/day
5
6
+6
+3
+2
+2
Intimidating Fury, Tireless
6
7
+7
+4
+2
+2
Fury +10, 4/day
7
8
+8
+4
+3
+3
Supreme Fortitude
8
9
+9
+5
+3
+3
Fury +12, 5/day
9
10
+10
+5
+3
+3
Indomitable
10
Fury (Ex)
A berserker can enter fury during combat. While in fury, she gains a +4 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. Thereafter, she gains an additional +2 bonus to Strength for every two berserker levels she acquires. However, she also takes a -2 penalty to Armor Class and takes 2 points of nonlethal damage per round. Fury lasts for a number of rounds equal to 3 + the berserker’s Constitution modifier. To end fury before its duration expires, the berserker may attempt a DC 20 Will save once per round as a free action. Success ends fury immediately; failure means it continues. The effects of fury stack with those from any rage ability the berserker may have.
At 1st level, the berserker can enter fury once per day. Thereafter, she gains one additional use per day of this ability for every two berserker levels she acquires. The character can enter fury as a swift action. In addition, if she takes lethal damage from an attack, spell, trap, or any other source, she automatically enters fury 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 fury in response to a provoking effect, the berserker must make a successful Will save (DC points of damage taken since her last action) at the start of her next turn.
While in fury, the berserker cannot use any Charisma, Dexterity, or Intelligence based skills (except for Acrobatics or Intimidate) 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.
During fury, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before fury expires, her rampage continues. She must then attack the nearest creature (determined randomly if creatures are equidistant) and fight that creature as though they were a hostile foe.
When fury ends, the berserker is fatigued for the duration of the encounter. If the berserker is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the berserker is exhausted and not merely fatigued.
Maneuvers
Every level, a berserker gains one new maneuver known from the Primal Fury or Broken Blade disciplines. The berserker must meet a maneuver's prerequisite to learn it. The character adds her full berserker levels to any initiator level to determine her total initiator level and her highest-level maneuvers known. A berserker's initiator modifier is Wisdom.
At 3rd, 6th, and 9th levels, the berserker may exchange a known maneuver for a different maneuver that she qualifies for.
Maneuvers Readied
A berserker need not ready her maneuvers; however, all of her maneuvers are considered expended at the beginning of each encounter.
For a berserker to recover expended maneuvers, she must feel alive and invigorated from combat. Every time she receives lethal damage or reduces an enemy to fewer than zero hit points, she may recover one of her expended maneuvers. She must actually take damage to recover a maneuver: if her total hit points are not reduced, she does not recover a maneuver (damage reduction or conversion to nonlethal damage do not count towards lethal damage received). In addition, entering fury recovers all expended maneuvers.
Diehard
At 1st level, a berserker gains Diehard (http://paizo.com/pathfinderRPG/prd/feats.html#diehard) as a bonus feat.
Fast Healing (Ex)
Beginning at 2nd level, a berserker gains Fast Healing equal to 1/2 her berserker class level.
Deathless Fury (Ex)
Beginning at 4th level, as long as a berserker's fury continues, she is not treated as disabled at 0 hit points, nor is she treated at dying at negative hit points. This effect only lasts until fury ends.
Intimidating Fury (Ex)
Beginning at 6th level, while in fury and at the end of each turn, a berserker rolls an intimidate check to demoralize all foes within 20 feet of her as a free action.
Tireless (Ex)
At 6th level, a berserker no longer becomes fatigued after fury, and is immune to fatigue or exhaustion while in fury. If she is already fatigued or exhausted before entering fury, the condition is suspended during fury. If this condition persists longer than fury, it resumes once fury has ended.
Supreme Fortitude (Ex)
At 8th level, a berserker adds her Constitution modifier twice instead of once for the purpose of determining her maximum hit points. This effect extends to temporary hit points earned from Constitution score bonuses like those granted by rage. Additionally, she may add her Constitution modifier to her Will save as well as her Wisdom modifier.
Indomitable (Ex)
At 10th level, while in fury a berserker gains regeneration equal to her berserker class level plus her Constitution modifier, temporarily replacing her fast healing ability. This ability functions identically to the Tarrasque (http://paizo.com/pathfinderRPG/prd/monsters/tarrasque.html)'s regeneration ability, except where noted here.
If at any point she would have died without this ability, then when her fury ends, she immediately dies; this effect cannot be prevented in any way. Additionally, if she ever dies while not in fury, she immediately enters fury and this ability is activated (assuming she has any daily uses of fury remaining). When her fury ends, she immediately dies; this effect cannot be prevented in any way.