Frenzied Berserker
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On the fields of battle, the dueling circles, and even the ranks of the Legions, skill, technique and power are recognized as key to carrying the fight, whether for honor, glory or victory. Yet the determination and drive of warriors across the Halmorian Empire know no relation to the sheer destruction of those who walk the path of the berserker. Where other warriors, whatever their preference for weapon or technique, fight towards some objective, whether it be to take ground, forge their own reputation, or even for survival, berserkers simply fight, becoming bloody swathes of destruction cut through the ranks of their foes.
Little is known from firsthand accounts, save from the maimed who survived and the wise who fled, but the tales, whether recounted, or of legends, speak of a terrible, sheer will that rises within the frenzied berserker, heralding the impending crashing down of death and devastation while taken with the will of battle; be it called the madness, the bloodlust, or the need. In the telling, these warriors fight with such overwhelming ferocity and strength that they literally tear their own bodies apart, oblivious to their own pain and injuries as they tear through over-matched foes. When legends speak of frenzied berserkers, there are normally only two details which one might safely bet upon hearing; their succumbing to their fury-induced wounds, and the literal decimation of their foes.
In Orcish culture, warriors whose minds were overwhelmed by the Calling are considered gifted by Lethe or Senescia. Though always sent into skirmishes when all hope is already lost, they are a wild horde that cannot be controlled by anyone, leaving nothing but corpses and smoldering ashes behind. The Haerkglar know of myths surrounding the legendary Hran'fel, or Battleragers, who have gone mad with grief over the great loss suffered many centuries ago and are dedicated to give their lives for vengeance. Others like the Valkshir train hard, facing loneliness and fear in the barren frozen tundra to overcome human limits and become near unstoppable battle machines.
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Requirements
Alignment: Any nonlawful.
Base Attack Bonus: +6
Feats: Great Cleave, Extend Rage, Extra Rage
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Class Features
Hit Die: d12
Base Attack Bonus: High
High Saves: Fortitude
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 2 + Int Modifier
Class Skills: Climb, Intimidate, Jump, Survival, Swim, and Parry
Toughness: A 1st-level frenzied berserker gains Toughness as a bonus feat
Frenzy: A 1st-level frenzied berserker gains the ability to frenzy. Frenzy adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the frenzied berserker a single extra attack at his highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 2 points of damage. The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day. Bonuses and penalties (including fatigue effects) from Frenzy and Barbarian Rage stack with each other.
Supreme Cleave: At 2nd level, whenever the frenzied berserker drops an opponent in melee, he gains two cleave attacks against an adjacent foe instead of one
Deathless Frenzy: At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th level cleric spell death ward in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects. The frenzied berserker cannot die while under the effects of deathless frenzy until the deathless frenzy wears off.
Enhanced Power Attack: At 5th level, the frenzied berserker gains a +5 damage bonus using the Power Attack feat. Using the Improved Power Attack feat the frenzied berserker gains a +10 damage bonus. This translates to +10 with two-handed weapons for standard Power Attack and +20 for Improved Power Attack.
Inspire Frenzy: At 6th level, the frenzied berserker can inspire Frenzy in all allies. This ability has no effect on the frenzied berserker, only the berserker's allies. The Frenzy effect adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the subjects a single extra attack at their highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the subjects takes 2 points of damage. The effects last 2 rounds, after which the subjects are fatigued for 2 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. The frenzied berserker can use this ability once per day at 6th level, twice at 8th level, and three times at 10th level. Bonuses from Inspire Frenzy and Barbarian Rage do not stack, though penalties do. If both abilities are used, only the highest modifiers are applied and all penalties take effect.
Greater Frenzy: At 7th level, the frenzied berserker gains a +10 bonus to Strength while frenzying instead of a +6
Supreme Power Attack: At 10th level, the frenzied berserker gains a +6 damage bonus using the Power Attack feat. Using the Improved Power Attack feat the frenzied berserker gains a +12 damage bonus. This translates to +12 with two-handed weapons for standard Power Attack and +24 for Improved Power Attack