TEXT: 1 
   
   
  By James Mishler with Jodi Moran-Mishler 
   
   
   
   
   
   
  
  2 
   
   
  PUBLISHER: James Mishler 
  AUTHORS: James Mishler with Jodi Moran-Mishler 
  ART: Dean Spencer 
   
   
   
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  jamesmishlergames.blogspot.com 
   
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  Berserker Class © 2021 James Mishler. All Rights Reserved. 
   
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 
   
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  3 
   
  Berserkers are members of tribes, religions, and organizations who focus on 
  developing the ecstatic state they can attain when engaged in battle. For 
  them battle is a spiritual experience where they become one with the act 
  of battle. This state gives them great powers while in battle – enabling them 
  to take wounds that would otherwise slay other warriors, making them 
  immune to fear and other natural and magical effects, and even enabling 
  them to perform magical feats, such as transforming into animal or semi-
  animal forms or growing vastly in size! 
   
  Requirements: STR 12, DEX 13, CON 13 
  Prime Requisites: STR, DEX, and CON. 
  Hit Dice: 1d8 (1d10 Advanced Option) 
  Maximum Level: Dwarf U, Gnome U, Human U 
  Fight As: Fighter; Save As: Fighter. 
  Armor & Weapons: Berserkers may wear any armor; however, as they 
  improve their armor class every level, and their magical abilities that 
  transform them do not generally transform their clothing, armor, or other 
  equipment, and the wearing of armor is considered a weakness on 
  many berserker groups, many berserkers forgo armor even from first 
  level. Berserkers may wield any weapon, though most use the weapon 
  of their native culture or tribe; some use thrown weapons before 
  entering melee, while few ever wield missile weapons under any 
  circumstances (other than hunting). 
  Magic Items: Berserkers may use any item useable by fighters. 
  Alignment: Berserkers may be of any alignment, though few are Lawful. 
   
  BERSERKER LEVEL PROGRESSION TABLE 
  XP 
  Level 
  Hit Dice 
  (d8) 
  Unarmored 
  AC Bonus* 
  Attack 
  Bonus* 
  0 
  1 
  1 
  -1 
  +2 
  2,501 
  2 
  2 
  -2 
  +2 
  5,001 
  3 
  3 
  -3 
  +2 
  12,502 
  4 
  4 
  -3 
  +3 
  25,001 
  5 
  5 
  -4 
  +3 
  50,001 
  6 
  6 
  -5 
  +3 
  100,001 
  7 
  7 
  -6 
  +3 
  250,001 
  8 
  8 
  -6 
  +4 
  500,001 
  9 
  9 
  -7 
  +4 
  750,001 
  10 
  +3 
  -8 
  +4 
  1,000,001 
  11 
  +6 
  -9 
  +4 
  1,250,001 
  12 
  +9 
  -9 
  +5 
  +250,000/level 
  +1 
  +3/level 
  Max 
  Max 
  * Both of these apply only when the berserker is in a berserk state. 
  
  4 
   
  BERSERK STATE: Berserkers are able to instantly enter an ecstatic berserk 
  state. They must remain berserk until no enemies remain on the field of 
  battle; at that point, they may make a saving throw versus Death each 
  round, at the beginning of the round, to come out of the berserk state.  
  • 
  Attack: When berserk, a berserker may either add their attack bonus to 
  hit and to damage to a single melee attack, OR they may make a 
  number of melee attacks equal to the bonus to hit and to damage. 
  Thus, a 1st to 3rd level berserker may either attack once with a melee 
  weapon with a +2 to hit and to damage, or attack twice with no 
  additional bonus to hit or damage. The berserker may not make thrown 
  or missile attacks while in the berserk state, only melee attacks. 
  • 
  Defense: When berserk and not wearing armor, save for the use of a 
  shield, the berserker gains the Unarmored AC bonus listed. The 
  berserker does NOT gain this bonus to AC if they are wearing armor or 
  are not berserk. 
  • 
  Fight to the Death: When berserk, a berserker can fight on even when 
  reduced to 0 hit points or below.  
  o 
  If reduced below zero hit points up to their level, the berserker may 
  continue fighting without impairment. 
  o 
  If reduced to a negative number of hit points greater than their 
  level, they must make a saving throw versus Death; success 
  indicates they continue fighting, failure indicates they drop dead.  
  o 
  This saving throw must be made every time they suffer further hit 
  point damage. 
  o 
  If when they exit their berserk state, a berserker is reduced to a 
  number of negative hit points equal to or less than their level, they 
  must make a saving throw versus Death; if they succeed, they fall 
  unconscious, if they fail, they fall over dead. 
  o 
  If when they exit their berserker state, a berserker is reduced to a 
  number of negative hit points greater than their level, they fall over 
  dead, with no saving throw. 
  • 
  Attacks Anything that Moves: One drawback of being berserk is that 
  the berserker cannot exit the berserk state as long as any enemies 
  remain on the field of battle (anyone who is not an ally is considered 
  an enemy even if they are not part of the enemy group). 
  o 
  If, however, they cannot reach an enemy to attack with a melee 
  attack on that round, but an ally can be reached, they instead 
  attack the ally! 
  o 
  If neither enemies nor allies are within range, the berserker must 
  move a full move toward the nearest one, whether enemy or ally, 
  to attack as soon as possible. During such a round the berserker 
  must also make a saving throw versus Death, or work themselves 
  into such a froth that they suffer 1d3 points of damage!  
  
  5 
   
  FEARLESS: A berserker never needs to make Morale checks; they always 
  fight to victory or death. 
  • 
  At 1st level a berserker is also immune to any other natural source of 
  fear, and has a +4 bonus to save versus any magical form of fear. 
  • 
  At 4th level a berserker is immune to all forms of magical fear, other than 
  those generated by extra-planar creatures such as fiends, demi-gods, 
  or gods; against these effects the berserker gets a +4 bonus to saving 
  throws, and gets a saving throw even if the fear source normally does 
  not allow one. 
  • 
  At 8th level a berserker is immune to all forms of fear, even those 
  generated by the gods themselves! 
   
  MAGICAL TRANSFORMATION: Beginning at 6th level a berserker may 
  perform a magical transformation. Human berserkers always perform the 
  Beast Transformation; dwarf and gnome berserkers always perform the 
  Spriggan Transformation. 
  • 
  Beast Transformation: At 6th level a human berserker must choose one 
  of the following animal forms for their Beast Transformation; the form 
  chosen never changes thereafter – Black Bear* (usually Lawful or 
  Good), Boar (usually Neutral), Hyena (usually Chaotic or Evil), Mountain 
  Lion (usually Neutral), Wolf (usually Chaotic or Evil). 
  o 
  While in the beast form the berserker has all the physical properties 
  (Movement, Armor Class, claw and/or bite attacks (damage is 
  modified by their Strength), etc.) of the that beast, but maintains 
  their own mental faculties, hit dice, hit points, and saving throws.  
  o 
  They gain their usual berserk bonuses if they go berserk while in 
  beast form. The melee bonuses apply to the bite/tusk attack or 
  they can make multiple bite/tusk attacks. 
  o 
  At 6th level the berserker may transform to beast form and back to 
  human form once per day; they increase the number of times they 
  can transform and back once more per day per level thereafter 
  (2/day at 7th, 3/day at 8th, etc.). Each transformation lasts as long 
  as the berserker desires. 
  o 
  At 8th level the berserker may use a transformation to transform into 
  a half-man/half-beast (Bear-man, Boar-man, Wolf-man, etc.), with 
  the furry body of a human but with animal head. In this form they 
  may make their usual melee weapon attack or attack with a 
  claw/claw routine and may also make a bite/tusk attack each 
  round. 
  ▪ 
  The bonus/multiple attacks apply to the melee weapon attack 
  or the bite/tusk attack, but not both attacks in the same round. 
  o 
  At 12th level the berserker may take on the form of a larger type of 
  their chosen beast: Cave Bear instead of Brown Bear, Giant Boar 
  
  6 
   
  instead of Boar, Giant Hyena instead of Hyena, Tiger instead of 
  Mountain Lion, and Dire Wolf instead of Wolf. They may also choose 
  this form for the half-man/half-beast form. Using the larger form 
  costs two daily transformations. 
  o 
  Note that none of the berserkers clothing, armor, weapons, or 
  equipment transforms with them. If wearing any kind of armor when 
  transforming, the berserker destroys their armor and suffers 1d6 
  points of damage plus 1 point of damage per point of armor the 
  armor provides (+1 for leather, +4 for chain, +6 for plate, etc.) in the 
  process. Magical armor cannot be destroyed this way; instead, the 
  berserker suffers the damage each round until they transform back 
  into their normal human shape. 
  • 
  Spriggan Transformation: At 6th level a dwarf or gnome berserker may 
  grow in size and strength, such that they take on the size of an ogre or, 
  at higher levels, a giant, with commensurate attack abilities. 
  o 
  The berserker’s simple clothing and weapons, but not armor, grow 
  in size with the berserker, and remain of that size as long as the 
  berserker remains of that size and wears or holds the item. 
  o 
  At 6th and 7th level the berserker is the size of an Ogre; they have 
  Strength 18 (+3 to hit), and their one-handed melee weapons deal 
  1d10 damage, while their two-handed weapons deal 2d6 
  damage. 
  o 
  At 8th and 9th level the berserker is the size of a Hill Giant; they have 
  Strength 19 (+4 to hit), and their one-handed melee weapons deal 
  1d12 damage, while their two-handed weapons deal 2d8 
  damage. 
  o 
  At 10th and 11th level the berserker is the size of a Stone Giant; they 
  have Strength 20 (+5 to hit), and their one-handed melee weapons 
  deal 2d6 damage, while their two-handed weapons deal 3d6 
  damage. 
  o 
  At 12th and 13th level the berserker is the size of a Frost Giant; they 
  have Strength 21 (+6 to hit), and their one-handed melee weapons 
  deal 3d6 damage, while their two-handed weapons deal 4d6 
  damage. 
  o 
  At 14th and 15th level the berserker is the size of a Fire Giant; they 
  have Strength 22 (+7 to hit), and their one-handed melee weapons 
  deal 4d6 damage, while their two-handed weapons deal 5d6 
  damage. 
  o 
  At 16th and 17th level the berserker is the size of a Cloud Giant; they 
  have Strength 23 (+8 to hit), and their one-handed melee weapons 
  deal 5d6 damage, while their two-handed weapons deal 6d6 
  damage. 
  
  7 
   
  o 
  At 18th and 19th level the berserker is the size of a Storm Giant; they 
  have Strength 24 (+9 to hit), and their one-handed melee weapons 
  deal 6d6 damage, while their two-handed weapons deal 7d6 
  damage. 
  o 
  At 20th level and above the berserker is the size of a Titan; they have 
  Strength 25 (+10 to hit), and their one-handed melee weapons 
  deal 7d6 damage, while their two-handed weapons deal 8d6 
  damage. 
  o 
  At 6th level the berserker may transform to giant and back to 
  normal once per day; they increase the number of times they can 
  transform and back once more per day per level thereafter (2/day 
  at 7th, 3/day at 8th, etc.). Each transformation lasts for no more than 
  one turn (10 minutes); berserkers with multiple uses may continue in 
  giant size using an additional transformation without first 
  transforming back to normal size.  
  ▪ 
  A berserker of a higher level may choose a smaller form, and 
  these transformations last one turn longer for every level of 
  difference in size and power between the best form the 
  berserker can choose and the form chosen. 
  ▪ 
  For example, if a 17th level berserker chooses to take on the size 
  and power of a Hill Giant instead of a Cloud Giant the 
  transformation would last five turns (50 minutes), as the Hill 
  Giant form is four less in size and power than the Cloud Giant 
  form. 
  o 
  Note that though the dwarf or gnome may take on the size of an 
  ogre or giant, they still maintain their appearance as a dwarf or 
  gnome, simply of gigantic size! 
  o 
  Giant-sized berserkers gain their usual berserker bonuses when in 
  the berserk state and giant-sized. They may choose to transform to 
  giant-size while berserk. They return to normal size if knocked 
  unconscious or slain. 
  o 
  Giant-sized berserkers only gain the size and physical might of the 
  giant type listed; they do not gain any of the giant’s other abilities, 
  physical or otherwise. 
  o 
  As above with the Beast Transformation, berserkers suffer damage 
  and destroy their armor if they transform into giant-size while 
  wearing armor. 
  o 
  They suffer any penalties a giant-size creature may have fighting 
  smaller creatures; for example, halflings gain their -2 bonus to AC 
  when fighting a Hill-Giant-sized gnome berserker. 
  * Note: The damage ranges for bears are in error. All the following are claw/claw/bite 
  routines: Black 1d3/1d3/1d6, Grizzly 1d4/1d4/1d8, Polar 1d6/1d6/1d10, Cave 
  1d8/1d8/2d6. 
  
  8 
   
  BERSERKER WARBANDS 
  Berserkers often gather in warbands to go raiding for gold and glory, 
  perhaps other tribes, other religions, or other organizations, but preferably 
  a decadent and rich kingdom or empire!  
  • 
  Roll d8 to determine the number of 1st level berserkers in a warband: 1-
  4 3d10, 5-6 30+3d10, 7 60+3d10, 8 90+3d10.  
  • 
  In addition to the 1st level berserkers there will be the following leader-
  types: 
  • 
  One 2nd level berserker for every 15 1st level berserkers; 
  • 
  One 3rd level berserker for every 30 1st level berserkers; 
  • 
  One 4th level berserker for every 40 1st level berserkers; 
  • 
  One 5th level berserker for every 50 1st level berserkers; 
  • 
  Warbands with fewer than 60 1st level berserkers will be led by a 6th level 
  sub-chieftain, a 7th level sub-chieftain, and a 8th level chieftain; 
  • 
  Warbands with 61 to 90 1st level berserkers will be led by two 6th level 
  sub-chieftains, a 7th level sub-chieftain, an 8th level chieftain, and a 9th 
  level great chieftain; 
  • 
  Warbands with 91 or more 1st level berserkers will be led by two 6th level 
  sub-chieftains, two 7th level sub-chieftains, an 8th level chieftain, a 9th 
  level great-chieftain, and a 10th to 12th level berserker king (d6: 1-3 10th, 
  4-5 11th, 6 12th level). 
  • 
  There is a percentage chance equal to the number of 1st level 
  berserkers that the warband is accompanied by a cleric of a level 
  equal to the highest-level sub-leader below the highest-level chieftain 
  (7th to 9th level). The cleric is accompanied by an assistant equal to half 
  his level, rounded up, plus 1d3 assistants of 1st to 3rd level. 
  • 
  Chieftain-level leaders have a 5% chance per level of possessing  a 
  magical weapon of culturally appropriate type. The lead cleric, if any, 
  has a 5% chance per level each of possessing magical armor, a 
  magical weapon, 1d4 potions, and a miscellaneous magical item 
  (usually of use to a berserker warband, though it might be something 
  they are keeping away from an enemy magic-user). 
  • 
  Human berserkers carry 2d6 sp plus 1d6 sp per level in individual 
  treasure (often in hacksilver); dwarf and gnome berserkers carry 1d4 gp 
  per level.  
  • 
  Both types of berserkers have Hoard Class XXI in their lair. Any magical 
  item will be a magical weapon preferred by their culture and it will be 
  wielded by the highest-level chieftain (or if the chieftain has his own 
  superior magical weapon, might be in possession of the cleric for 
  safekeeping). 
   
    
   
   
  
  9 
   
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
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  Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott 
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  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Nick Louth. 
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  Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor. 
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  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author 
  Scott Greene, based on original material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Juiblex, The Faceless Lord‰ (Demon Lord) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer 
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  11 
   
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author 
  Scott Greene, based on original material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author 
  Scott Greene, based on original material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author 
  Scott Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Erica Balsley, based on original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Erica Balsey, based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene 
  based, on original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene 
  based on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Green, based on original material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on 
  original material by Gary Gygax. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor; Author Daniel Proctor. 
  Advanced Labyrinth Lord, Copyright 2018, Daniel Proctor; Author Daniel Proctor. 
  Berserker Class, Copyright 2021, James Mishler; Authors James Mishler and Jodi Moran-Mishler. 
  END OF LICENSE
  
  12 
   
  Current as of June 1, 2021 
   
  JMG0001 Hercynian Grimoire #1 (V. 1, N. 1) [P, S, C] 
  JMG0002 GD&C #1: Chaos Queen of Ants [P, C] 
  JMG0003 Vampires of the Olden Lands [P, S, C] 
  JMG0004 Map 100 Olden Lands Continent [P] 
  JMG0005 Ogres of the Olden Lands [P, S, C] 
  JMG0006 Midzee Maps [Mutant Future] [P] 
  JMG0007 Castle Adlerstein and Environs Map Pack [P] 
  JMG0008 Barbarian Class [P, S] 
  JMG0009 Demi-God Race [P, S] 
  JMG0010 Myrkridder – The Demonic Dead [P, S] 
  JMG0011 Ghosts – The Incorporeal Undead [P, S] 
  JMG0012 Monstrous Miscellany #01 [P] 
  JMG0013 Dragonborn [P,S] 
  JMG0014 Quick Start Character Race & Class Sheets [P, S] 
  JMG0015 ALL Character Record Sheets [P] 
  JMG0016 ALL Adventure Record Sheets [P] 
  JMG0017 Balor-Kin Racial Class [P] 
  JMG0018 Marilith-Kin Racial Class [P] 
  JMG0019 Nalfeshnee Racial Class [P] 
  JMG0020 Quick Start Race & Class Guide [G] 
  JMG0021 Barbarian, Demi-God, & Dragonborn [G] 
  JMG0022 Ghosts – The Incorporeal Undead [G] 
  JMG0023 Hercynian Grimoire #1 (Vol. 1, No. 1) [C, G] 
  JMG0024 Myrkridder, Ogres, & Vampires [C, G] 
  JMG0025 Region 01A Frelengian Heartlands Map Pack [P] 
  JMG0026 Expanded 20-Level Demi-Human Racial Classes [P] 
  JMG0027 Expanded 20-Level Core Four Classes [P] 
  JMG0028 The Book of Manos: A Grimoire of Handy Spells [P] 
  JMG0029 Frelengian Heartlands: Badgershire Map [P] 
  JMG0030 Expanded Dragons [P] 
  JMG0031 Necromancer Class [P] 
  JMG0032 Runemaster Class [P] 
  JMG0033 Bard Class [P] 
  JMG0034 Baba Yaga’s Miraculous Transformation [P] 
  JMG0035 Sorcerer Class [P] 
  JMG0036 Berserker Class [P] 
   
  C = Designed for Castles & Crusades and Labyrinth Lord; 
  unless noted, other products are for Labyrinth Lord. 
  G = Gary Con XII Limited-Edition Special (2020) 
  P = Available in PDF 
  S = Available in the Gary Con XII Limited-Edition Special Print Books 
   
   
   
   
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Classes/Berserker Class (LL).pdf