New Base Class: Berserker

Berserker: a new base class for the Pathfinder RPG

By: Cameron “Red Devil” Dumont

“Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else.”

These people do not become berserkers, they fight to satisfy their bloodlust, they live for the kill and will put nothing, not even their own safety above finding and undoing their next victim. Berserkers don’t beleive in overkill and while simmiliar in mentality to barbarians, they lack the ties to nature and have more calculated savagery. Seeking only to harm, they’re trained in using weapons far too massive for most. Some who choose this path try to find deserving victims and to aim their bloodlust at deserving targets, some become executioners, hitmen, or guards for a particularly violent kingdom, but many are not so self restrained and become bandits, mauraders, or unconventional assassins.

Role: Berserkers take to the front lines, they often are in harms way. They have no qualms about trading blows, infact, they can become enhanced by the wounds they recieve. They use only oversized weapons and view stealth, magic and even ranged attacks as pitiful attempts to avoid problems that would be better dealth with, by frontal assualt.

Alignment: Any chaotic.

Hit Die D12

Starting Wealth: 3d6 x 10 gp (average 105gp.)

Class Skills

The Berserkers class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), (Int), Profession (Wis),  Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

lvl BAB Fort Ref Will Special
1 +1 2 0 0 Oversized weapon use
2 +2 3 0 0 Guts Pool, Guts ability
3 +3 3 1 1 Oversized Weapon Defense
4 +4 4 1 1 DR 1/-
5 +5 4 1 1 Guts Ability
6 +6/+1 5 2 2 Improved Oversized Weapon Use
7 +7/+2 5 2 2 Sadistic Pool
8 +8/+3 6 2 2 DR 2/-
9 +9/+4 6 3 3 Major Guts Abilities, Guts Ability
10 +10/+5 7 3 3 Oversized Weapon Reach
11 +11/+6/+1 7 3 3 Sadistic Glee
12 +12/+7/+2 8 4 4 DR 3/-
13 +13/+8/+3 8 4 4 Guts Ability
14 +14/+9/+4 9 4 4 Iron Resolve
15 +15/+10/+5 9 5 5 Oversized Weapon Specialization
16 +16/+11/+6/+1 10 5 5 DR 4/-
17 +17/+12/+7/+2 10 5 5 Guts Ability
18 +18/+13/+8/+3 11 6 6 Greater Oversized Weapon Specialization
19 +19/+14/+9/+4 11 6 6 DR 5/-
20 +20/+15/+10/+5 12 6 6 Oversized Weapon Mastery

Weapon and Armor Proficiency:  Berserkers are proficient with all simple and martial weapons and with light armor, they are not proficient with any type of shield.

Oversized Weapon Use (Ex): A berserker treats any two-handed weapon that is one size catergory larger than themselves as a two-handed weapon rather than unusable. The berserker must be proficient with the weapon to gain this benefit.

Guts Pool (Ex): At 2nd level, berserkers gain access to a host of abilities by utilizing their incredible physical grit. A berserker has a number of guts points equal to 3 + ½ their level + their Constitution modifier. These guts points are used to activate various guts abilities.


Guts Abilites (Ex): At 2nd level a berserker learns his first guts ability, chosen from the list below. They learn new guts abilities at 5th level and every four levels thereafter (9th, 13th, and 17th). Guts abilities may only be activated while the berserker is wielding a two-handed weapon. All guts abilities costs one point from the guts pool to use.

Give and Take: As an immediate action, when an opponent attempts a melee attack against the berserker, the berserker may voluntarily let the attack hit, right after the attack hits, but before damage is rolled, the berserker gains a free melee attack against the creature that attacked him. This ability must be declared before the results of the attack roll against the berserker are known.

Determined Strike: The berserker gains a +1 moral bonus on their next attack roll. This bonus increases by +1 for every 4 levels the berserker has attained. This power is activated as a swift action before the attack roll is made.

Devastating Blow: As an immediate action after scoring a successful melee attack against a creature, the berserker may reduce the damage dealt by half (before any damage reduction is applied) to make a free sunder attempt against the creature. This sunder attempt does not provoke attacks of opportunity even if the berserker does not possess the improved sunder feat.

Clobber: As an immediate action after scoring a successful melee attack against a creature, the berserker may perform a free push combat maneuver attempt against the target of his attack.

Insatiable Fury: Once per turn, if the berserker reduces a target with a melee attack to negative hit points they may take a five foot step and make another melee attack with their full base attack bonus against a target within melee range. This additional movement does not count towards the berserker’s movement for the round.


Major Guts Abilities (Ex): At 9th level, the berserker gains access to an expanded pool of guts abilities, whenever he would learn a new guts ability he may choose to learn a major guts ability instead. Major guts abilities may only be activated while the berserker is wielding a two-handed weapon. Unless otherwise noted, major guts abilities cost two guts points to use.

Greater Insatiable Fury: The berserker may keep using insatiable fury as long as he keeps reducing enemies bellow 0 hit points. Each time the berserker wishes to use this ability he must spend an additional guts point. The berserker must possess the insatiable fury guts ability before learning this major guts ability.

Ferocious Charge: The berserker may make a full round attack at the end of a charge. Activating this ability is a swift action.

Indomitabe Will: Whenever the berserker would be required to roll a will save, he may activate this major guts ability as an immediate action to roll two twice and pick the higher result.

Sure Strike: As a swift action whenever the berserker threatens a critical hit with a melee attack, he may activate this major guts ability to automatically confirm the critical threat without rolling.

Hold the Line: Once per day, as an immediate action whenever the berserker would be reduced to 0 or less hit points from a single attack, the berserker may attempt to withstand the brunt of the attack. To use this ability, the berserker must succeed at a Fortitude save with a DC equal to the damage he suffered. Success means the berserker only takes half the damage he would have taken from the attack and his sadistic pool is completely replenished. If he fails, he takes full damage.


Oversized Weapon Defense (Ex): After significant training, a berserker learns to block incoming attacks with thier weapon. At 3rd leve, berserkers gain a +2 shield bonus to their AC when wielding a two-handed weapon.

Damage Reduction (Ex): Being battle hardened, berserkers have learned how to shrug off some of the force behind attacks. At 4th level, berserkers gain DR 1/-. This damage reduction increases by 1 point at levels 8th, 12th, 16th, and 19th. This damage reduction does not stack with any other type of damage reduction.

Improved Oversized Weapon Use (Ex): At 6th level, berserkers ignore the usual -2 penalty for attack rolls made with a weapon one size catergory larger than thiers.

Sadistic Pool (Ex): At 7th level, whenever the berserker’s damage reduction reduces damage taken, that damage is added to a sadistic pool. As a swift action and before attacking, the berserker may empty out his sadistic pool to gain a bonus to damage equal to the number of points in his sadistic pool. The sadistic pool can hold a number of sadistic points equal to half the berserker’s level. Unused sadistic points last for one minute before disappearing.

Oversized Weapon Reach (Ex): At 10th level, treat Large weapons as though they had the reach property. This ability has no effect on Large weapons that already had reach.

Sadistic Glee (Ex): At 11th level, the sadistic pool can contain a number of sadistic points equal to the berserker’s level.

Iron Resolve (Ex): Staring at 14th level, berserkers gain immunity to all fear effects.

Oversized Weapon Specialization (Ex): Once per day at 15th level and onward, the berserker may choose to either gain a +2 bonus to all damage rolls with two-handed weapons or a +1 bonus to all attack rolls with two-handed weapons. The selected bonus lasts for 24 hours and may not be changed until the 24 hours pass.

Greater Oversized Weapon Specialization (Ex): At 18th level, the berserker gains both possible bonuses granted by oversized weapon specialization.

Oversized Weapon Mastery (Ex): At 20th level, double the bonuses granted by oversize weapon specialization. So the bonuses to damage rolls increase to +4 and the bonus to attack rolls increase to +2.


Additional design, editing, and formatting by: ARMR

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