TEXT: #52
  The Berserker
  (Class arCheType)
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  TSR.
  Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, Robert J. Schwalb.
  Player Paraphernalia #52 The Berserker (Class Archetype) ©2015, The Knotty-Works; 
  Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
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  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse 
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  1
  Player ParaPhernalia #52
  By the Knotty-Works
  Welcome to the fifty-second issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces the berserker archetype for both 
  the barbarian and the fighter.  Though similar in 
  many ways to the core barbarian, the berserker’s 
  primal spirit allows him to carry on where others 
  fail.
  The Berserker (Barbarian Archetype)
  Whether it is the spirits of their ancestors or 
  the blood of the most feral of animals that 
  flows through their veins, few can stand to the 
  raw ferocity and tenacity of the berserker.  
  Often adoring the skins of the most deadly of 
  animals or monsters, berserkers look as wild 
  as they foray into battle.  Where most rely on 
  training and luck in battle, the berserkers live 
  and breathe the spirit of war, though their 
  savagery belies an inner peace that provides 
  a supernatural focus few can match in the 
  mist of the carnage of the field of battle.
  Class Abilities
  Weapon and Armor Proficiency:  The berserker 
  is proficient with all simple and martial 
  weapons and light armor and hide armor.  
  The berserker is not proficient with any type of 
  shield. These proficiencies replace the normal 
  weapon and armor proficiencies granted to 
  the Barbarian class.
  Battle Trance (Ex):  The berserker has the ability 
  to focus solely on the field of battle, tuning 
  out all other distractions.  Starting at 1st level 
  the berserker may enter a trance-like state for 
  a number of rounds equal to 4 + his Wisdom 
  modifier per day.  For every level beyond 
  1st level, the berserker gains an additional 2 
  rounds to his battle trance.  A berserker may 
  enter and end the trance as a move action, 
  requiring a little time to gain the focus or 
  calm down.
  The berserker’s battle trance grants him a +2 
  bonus on all damage caused by light or one 
  handed melee weapons, natural or unarmed 
  attacks and +3 damage when wielding a 
  two-handed melee weapon.  He also gains a 
  +2 dodge bonus to his armor class and a +2 
  morale bonus to all saving throws.
  Once the trance ends, the berserker is 
  fatigued for 1d4 rounds and cannot re-enter 
  the trance until the fatigue wears off.  The 
  berserker may not enter a battle trance while 
  fatigued, exhausted, dazed, frightened, or 
  panicked.  The berserker automatically loses 
  the battle trance if knocked unconscious.
  The berserker may continue a battle trance 
  if he is fighting while suffering from negative 
  hit points, but he may not initiate the battle 
  trance a 0 or less hit points.
  This ability replaces the barbarian’s Rage class 
  ability.
  Endurance (Ex):  The berserker gains 
  Endurance as a bonus feat at 2nd level.  If the 
  berserker already has Endurance, he may 
  choose Great Fortitude, Improved Initiative, 
  Iron Will, or Toughness.
  This class ability replaces the rage power the 
  barbarian gets at 2nd level.
  Sixth Sense (Ex):  At 3rd level the berserker gains 
  a sense of impending attack.  As a result he 
  gains a +1 dodge bonus to his Armor Class 
  against all attacks of opportunity or attacks 
  from flanking opponents.  This bonus increases 
  by +1 for every three class levels beyond 3rd 
  (6th, 9th, 12th, 15th, 18th) to a maximum of +6 at 
  18th level.
  This class ability replaces the barbarian’s trap 
  sense class ability gained at 3rd level and 
  every three levels thereafter.
  
  2
  Diehard (Ex):  The berserker gains Diehard as a 
  bonus feat at 4th level.  If the berserker already 
  has Diehard, he may choose Great Fortitude, 
  Improved Initiative, Iron Will or Toughness.
  This class ability replaces the rage power the 
  barbarian gets at 4th level.
  Bred for Battle (Ex):  At 6th level, when the 
  berserker drops below 0 hit points, he may 
  continue to fight normally.  He does not 
  become staggered and he does not lose an 
  additional hit point if he takes a standard or 
  full round action.  If reduced to a number of 
  negative hit points equal to his Constitution 
  score, the berserker immediately dies.
  Once combat ends, if the berserker is reduced 
  to negative hit points he is automatically 
  exhausted for a number of hours equal to 
  his negative hit points.  A cure effect (spell, 
  potion, or other effect) that raises his hit points 
  above 0 hit points will immediately end the 
  exhaustion.  If the berserker still has negative 
  hit points after the period of exhaustion has 
  ended, he is fatigued until his hit points creeps 
  above 0 hit points.
  This class ability replaces the rage power the 
  barbarian gains at 6th level.
  Thick Skinned (Ex):  At 8th level the berserker 
  gains a +1 natural armor bonus to his AC for 
  every 2 hit points below 0.
  This class ability replaces the barbarian’s rage 
  power gained at 8th level.
  Furious Focus (Ex):  At 10th level the berserker 
  may choose Great Fortitude, Iron Will, or 
  Lightning Reflexes as a bonus feat.  If he 
  already possesses all of those feats, he may 
  choose the Improved version of one of the 
  feats listed above, Improved Great Fortitude, 
  Improved Iron Will, or Improved Lightning 
  Reflexes.
  This class ability replaces the barbarian’s rage 
  power gained at 10th level.
  Improved Battle Trance (Ex):  At 11th level 
  the berserker’s damage while in a battle 
  trance increases to +3 while wielding light or 
  one-handed weapons, natural attacks, or 
  unarmed attacks or +4 while wielding a two-
  handed weapon.  This morale bonus also 
  increases to +3 dodge bonus to his Armor 
  Class and a +3 morale bonus for all saving 
  throws.
  This class ability replaces the barbarian’s 
  Greater Rage class ability.
  Blood for Blood (Ex):  At 12th level the berserker 
  causes an additional point of damage from 
  melee, natural, or unarmed attacks for every 3 
  hit points below zero.  This damage does stack 
  with the damage gained by the berserker’s 
  battle trance if active.  This damage is not 
  multiplied for confirmed critical hits, but added 
  after the critical damage is determined.
  This class ability replaces the barbarian’s rage 
  power gained at 12th level.
  Clarity of Death (Ex):  At 14th level the berserker 
  gains a +1 circumstance bonus to hit bonus 
  while wielding a melee weapon, natural 
  attack, or unarmed attack for every 4 points 
  below 0 hit points (maximum of +5).  This bonus 
  is included when rolling to confirm any critical 
  hits.
  This class ability replaces the barbarian’s rage 
  power gained at 14th level.
  Indomitable Will (Ex):  At 14th level the 
  berserker’s morale bonus to any Will based 
  saving throw increases to +5 while he is in a 
  battle trance.
  This ability modifiers the Indomitable Will class 
  ability the barbarian gains at 14th level.
  Boiling Blood (Ex):  At 16th level the berserker’s 
  morale bonus to any Fortitude base saving 
  throw increases to +5 while in a battle trance.  
  In addition, the berserker ignores the effects of 
  any poison while he is in a battle trance.  Once 
  the battle trance ends, the poison effects are 
  applied as applicable.
  This class ability replaces the barbarian’s rage 
  power gained at 16th level.
  Tireless Trance (Ex):  At 17th level the berserker 
  no longer becomes fatigued when ending his 
  battle trance.  In addition, he may end the 
  trance as a free action.
  This class ability replaces the barbarian’s 
  Tireless Rage class ability gained at 17th level.
  Last Breath (Ex):  At 18th level the berserker 
  gains a free melee attack at his highest base 
  attack against the foe that reduces his hit 
  points that would cause immediate death if 
  the opponent is within the berserker’s threat 
  range.  This attack takes place after the 
  
  3
  attack that would cause the berserker’s 
  death, after which point the berserker expires.
  This class ability replaces the barbarian’s Rage 
  Power gained at 18th level.
  Battle Master (Ex):  At 20th level the berserker 
  is immune to any fear based attacks while he 
  is in a battle trance.  In addition, the damage 
  bonus granted by the trance increases to +5 
  with light and one handed melee weapons, 
  natural attacks, and unarmed attacks.  The 
  damage bonus increases to +6 when wielding 
  a two-handed weapon.  In addition, the 
  dodge bonus to the berserker’s Armor Class 
  increases to +5.
  This class ability replaces the barbarian’s Might 
  Rage class ability gained at 20th level.
  The Berserker (Fighter Archetype)
  While most spend long hours training 
  methodically with weapons and armor, the 
  are a few that have the spark of war within 
  them.  The berserker understands the necessity 
  of protection during battle, prefers to focus 
  on the ability to withstand any damage the 
  enemy may inflict over relying on avoiding the 
  damage.  Spending as much time building 
  his fortitude and endurance and honing his 
  mind to the sole focus of combat and tuning 
  out any and all distractions, the berserker is 
  well known for his ability to survive in the most 
  overwhelming odds, thriving in situations where 
  most warriors would be cut to shreds. 
  Class Abilities
  Weapon and Armor Proficiency:  The berserker 
  is proficient with all simple and martial 
  weapons and light armor and hide armor.  
  The berserker is not proficient with any type of 
  shield. These proficiencies replace the normal 
  weapon and armor proficiencies granted to 
  the Fighter class.
  Enduring Might (Ex):  The berserker gains 
  Endurance and Diehard as a bonus feats at 1st 
  level.
  This class ability replaces the bonus feat the 
  fighter gets at 1st level.
  Battle Trance (Ex):  The berserker has the 
  ability to focus solely on the field of battle, 
  tuning out all other distractions.  Starting at 3rd 
  level the berserker may enter a trance-
  like state for a number of rounds equal to 
  6 + his Wisdom modifier per day.  For every 
  level beyond 3rd level, the berserker gains an 
  additional 2 rounds to his battle trance.  A 
  berserker may enter and end the trance as a 
  move action, requiring a little time to gain the 
  focus or calm down.
  The berserker’s battle trance grants him a +1 
  bonus on all damage caused by light or one 
  handed melee weapons, natural attacks, 
  and unarmed attacks and +2 damage when 
  wielding a two-handed melee weapon.  He 
  also gains a +1 dodge bonus to his armor class 
  and a +1 morale bonus to all saving throws.
  These bonuses increase by +1 at 7th level and 
  every four levels with a maximum of +5 for his 
  dodge bonus and morale bonus to all saving 
  throws, +5 to damage from light and one-
  handed melee weapons, natural attacks and 
  unarmed attacks, and +6 damage from two-
  handed weapons at 19th level.
  Once the trance ends, the berserker is 
  fatigued for 1d4 rounds and cannot re-enter 
  the trance until the fatigue wears off.  The 
  berserker may not enter a battle trance while 
  fatigued, exhausted, dazed, frightened, or 
  panicked.  The berserker automatically loses 
  the battle trance if knocked unconscious.
  The berserker may continue a battle trance 
  if he is fighting while suffering from negative 
  hit points, but he may not initiate the battle 
  trance a 0 or less hit points.
  This ability replaces the fighter’s Armor Training 
  class ability gained at 3rd, 7th, 11th, and 15th 
  level and the Armor Mastery class ability 
  gained at 19th level.
  Bred for Battle (Ex):  At 6th level, when the 
  berserker drops below 0 hit points, he may 
  continue to fight normally.  He does not 
  become staggered and he does not lose an 
  additional hit point if he takes a standard or 
  full round action.  If reduced to a number of 
  negative hit points equal to his Constitution 
  score, the berserker immediately dies.
  Once combat ends, if the berserker is reduced 
  to negative hit points he is automatically 
  exhausted for a number of hours equal to 
  his negative hit points.  A cure effect (spell, 
  potion, or other effect) that raises his hit 
  points above 0 hit points will immediately 
  
  4
  end the exhaustion.  If the berserker still 
  has negative hit points after the period of 
  exhaustion has ended, he is fatigued until his 
  hit points creeps above 0 hit points.
  This class ability replaces the bonus feat the 
  fighter gains at 6th level.
  Thick Skinned (Ex):  At 8th level the berserker 
  gains a +1 natural armor bonus to his AC for 
  every 2 hit points below 0.
  This class ability replaces the fighter’s bonus 
  feat gained at 8th level.
  Blood for Blood (Ex):  At 12th level the berserker 
  causes an additional point of damage from 
  melee, natural, or unarmed attacks for every 3 
  hit points below zero.  This damage does stack 
  with the damage gained by the berserker’s 
  battle trance if active.  This damage is not 
  multiplied for confirmed critical hits, but added 
  after the critical damage is determined.
  This class ability replaces the fighter’s bonus 
  feat gained at 12th level.
  Clarity of Death (Ex):  At 16th level the berserker 
  gains a +1 circumstance bonus to hit bonus 
  while wielding a melee weapon, natural 
  attack, or unarmed attack for every 4 points 
  below 0 hit points (maximum of +5).  This bonus 
  is included when rolling to confirm any critical 
  hits.
  This class ability replaces the bonus feat the 
  fighter gains at 16th level.
  Last Breath (Ex):  At 18th level the berserker 
  gains a free melee attack at his highest base 
  attack against the foe that reduces his hit 
  points that would cause immediate death if 
  the opponent is within the berserker’s threat 
  range.  This attack takes place after the attack 
  that would cause the berserker’s death, after 
  which point the berserker expires.
  This class ability replaces the bonus feat the 
  fighter gains at 18th level.
  New Feats
  Extra Battle Trance
  You can use your battle trance more often or 
  for longer periods.
  Prerequisite:  Battle Trance class feature.
  Benefit:  You gain an additional 6 rounds to 
  use your battle trance per day.
  Special:  You may choose Extra Battle Trance 
  multiple times, its effects stack.
  Fast Battle Trance
  You have learned to find your focus in the blink 
  of an eye.
  Prerequisite:  Battle Trance class feature.
  Benefit:  You may enter or end the battle 
  trance as a swift action.
  Normal:  Entering or ending a battle trance is a 
  move action.
  Laugh at Death
  You are harder to kill than most.
  Prerequisites:  Endurance, Diehard
  Benefit:  Your negative hit point threshold to 
  death is equal to your Constitution + 3.
  
  5
  
  6
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