Frenzied Berserker
Hit
Die: d12.
Requirements
Alignment: Any nonlawful.
Base Attack Bonus: +6.
Feats: Cleave, Great Cleave, Intimidating Prowess, Power Attack
Class Skills
Acrobatics (Dex), Climb (Str), Intimidate (Cha), Ride (Dex), Swim (Str)
Skill Ranks per Level: 2 + Int modifier.
Requirements
Alignment: Any nonlawful.
Base Attack Bonus: +6.
Feats: Cleave, Great Cleave, Intimidating Prowess, Power Attack
Class Skills
Acrobatics (Dex), Climb (Str), Intimidate (Cha), Ride (Dex), Swim (Str)
Skill Ranks per Level: 2 + Int modifier.
LevelĀ | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +1 | +0 | +0 | Diehard, Frenzy |
2nd | +2 | +1 | +1 | +1 | Supreme Cleave |
3rd | +3 | +2 | +1 | +1 | |
4th | +4 | +2 | +1 | +1 | Deathless Frenzy |
5th | +5 | +3 | +2 | +2 | Improved Power Attack |
6th | +6 | +3 | +2 | +2 | Inspire Frenzy |
7th | +7 | +4 | +2 | +2 | |
8th | +8 | +4 | +3 | +3 | Greater Frenzy |
9th | +9 | +5 | +3 | +3 | |
10th | +10 | +5 | +3 | +3 | Supreme Power Attack, Tireless Frenzy |
Class Features
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 frenzied berserker can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. 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.
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 Acrobatics, Fly, Intimidate and Ride), 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 a number of rounds equal to 2 times the number of rounds spent in the frenzy. 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. A frenzied berserker cannot enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a frenzied berserker falls unconscious, her frenzy immediately ends, placing her in peril of death.
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 negative hit points. Even if reduced to negative hit points equal to her Constitution or less, she continues to fight 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 spell effects such as slay living or disintegrate.
Improved Power Attack: Beginning at 5th level, when a frenzied berserker uses the Power Attack feat, the bonus to melee damage increases to +3 for every -1 attack roll penalty.
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. Affected allies can frenzy for a total number of rounds per day equal to 4 + the frenzied berserker’s Constitution modifier, regardless of whether they remain within 10 feet of her.
At each level after 6th, allies can frenzy for 2 additional rounds.
Greater Frenzy (Ex): Starting at 8th level, the character’s bonus to Strength during a frenzy becomes +10 instead of +6.
Supreme Power Attack: At 10th level, when a frenzied berserker uses the Power Attack feat, the bonus to melee damage increases to +4 for every -1 attack roll penalty.
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.
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 frenzied berserker can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. 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.
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 Acrobatics, Fly, Intimidate and Ride), 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 a number of rounds equal to 2 times the number of rounds spent in the frenzy. 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. A frenzied berserker cannot enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a frenzied berserker falls unconscious, her frenzy immediately ends, placing her in peril of death.
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 negative hit points. Even if reduced to negative hit points equal to her Constitution or less, she continues to fight 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 spell effects such as slay living or disintegrate.
Improved Power Attack: Beginning at 5th level, when a frenzied berserker uses the Power Attack feat, the bonus to melee damage increases to +3 for every -1 attack roll penalty.
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. Affected allies can frenzy for a total number of rounds per day equal to 4 + the frenzied berserker’s Constitution modifier, regardless of whether they remain within 10 feet of her.
At each level after 6th, allies can frenzy for 2 additional rounds.
Greater Frenzy (Ex): Starting at 8th level, the character’s bonus to Strength during a frenzy becomes +10 instead of +6.
Supreme Power Attack: At 10th level, when a frenzied berserker uses the Power Attack feat, the bonus to melee damage increases to +4 for every -1 attack roll penalty.
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.