Children of chaos, born into violence. Fighting for their life since day one, not with their brain, but their heart. Their unbridled rage will carve way to their superhuman feats. However in a domain such as Gehenna, the Berserker's bravery straddles foolishness. May they be consumed by their quest of retribution against the world...
Skills: Acrobatics, Climb, Craft, Intimidate, Perception, Survival
Starting Wealth: 36 Silver
All of the following are class features of the Berserker
A Berserker can call upon their primal ferocity for savage powers. A Berserker can Rage for a number of rounds equal to 1 + their Constitution modifier. At each level after 1st, they can Rage for an additional round. A Berserker can enter Rage as a free action. The total number of Enraged rounds is renewed after 8 hours of sleep; Equal to 1 long rest. These hours do not need to be consecutive.
While Enraged, a Berserker gains a +2 temp. bonus to their Strength and Constitution, as well as Physical and Mental Fear checks. In addition, they takes a –2 penalty to Armor Class and Intelligence. While Enraged, a Berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics and Intimidate) or any ability that requires patience or concentration.
A Berserker can end their Rage as a free action and is fatigued for a number of rounds equal to the number of rounds spent Enraged. A Berserker cannot enter Rage while fatigued or exhausted but can otherwise enter Rage multiple times during a single encounter or combat. If a Berserker falls unconscious, their Rage immediately ends.
A complete list of Rage Powers can be found here: Rage Powers
When making an intimidation check, a Berserker may substitute his Charisma modifier for his Strength modifier instead.
While Enraged and wearing no armor, the Berserker gains an Armor Class bonus equal to their Constitution modifier.
A Berserker's land speed is faster than the norm by +10 feet. This benefit applies only when he is wearing light armor, medium armor, or no armor. This bonus stacks with any other bonuses to the Berserker's land speed.
A Berserker gains 1D6 Health when entering Rage and conscious. An additional 1D6 Health can be gained by subtracting the same total from their Mind.
A Berserker gains a +3 bonus on Physical Fear checks. With every stack, this bonus increases by +1.
Whenever a critical hit or sneak attack is scored on the berserker, there is a 25% chance to bite through it. Roll a 1D4. If the result is a 4, then negate the extra damage and roll normally. With every stack, the chance gains another 25%.
Subtract 1 from the damage the Berserker takes each time they are dealt damage from a weapon or a natural attack. With every stack, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
When a Berserker enters rage, the morale bonus to their Strength and Constitution gains an additional +1, as well as their Physical and Mental Fear checks. Their Armor Class and Intelligence take a -1 penalty as well. With every stack, these bonuses and penalties increase by 1 once more.
A Berserker can now rage even while fatigued or exhausted.