Across the plains of the Azim Steppe, there is a tribe whose berserkers enter a rage known as the Will of Karash. These warriors believe this to be a blessing from the Dusk Mother. They commit all manner of heinous acts when Karash takes hold, and some would even slay their own kin and claim it in the name of Mother Nhaama.
The axe of karash is an archetype of the berserker class, available only to au ra berserkers.
Archetype Main Ability Scores:
The axe of karash mainly focuses on STR for martial combat, and STR, CON, and CHA for his class features.
Archetype Feature Replacements:
1st – Fast Movement, Rage. 2nd – Rage Power, Uncanny Dodge. 3rd – Confuse Immunity. 4th – Rage Power. 5th – Blood Rush. 6th – Rage Power. 8th – Rage Power. 10th – Rage Power. 11th – Greater Rage. 12th – Rage Power. 14th – Rage Power. 15th – Rage Strike. 16th – Rage Power. 18th – Rage Power. 20th – Mighty Rage, Rage Power.
Steppe Step (Ex)
An axe of karash is more effective at traveling through the wilderness for long periods of time. He may perform a forced march for 1 hour each day without needing to make a save versus fatigue and exhaustion. In addition, he gains a +2 competence bonus to saves versus fatigue and exhaustion and to Survival checks made to forage for food and water. At 10th level, he may perform a forced march for 2 hours each day without needing to make a save and increases the competence bonus to +4.
This ability replaces fast movement.
Will of Karash (Ex)
When an axe of karash enters a rage, he is taken by the will of Karash. While raging, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 1 point of nonlethal damage per berserker level per round. Starting at 1st level, an axe of karash can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that an axe of karash can rage per day. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
To end the will of Karash, the axe of karash must contest the hold with his own willpower. He may attempt a Will save (DC 10 + half of his berserker level) once per round as a free action. Success ends the will of Karash immediately; failure means it continues. An axe of karash can enter this rage as a free action. Even though this takes no time, he can do it only during his turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters the will of Karash at the start of his next action or his turn immediately if he took damage from a trap or attack of opportunity, as long as he still has at least one round of usage of the ability left. To avoid the will of Karash taking hold in response to a provoking effect, the axe of karash must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn or immediately if he took damage from a trap or attack of opportunity. While raging, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. During the will of Karash, the axe of karash must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his rage expires, his rampage continues. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own). While under the will of Karash, the axe of karash cannot choose to deal non-lethal damage with his attacks.
When this rage ends, the axe of karash is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for 1 minute. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters but can be cured as normal. An axe of karash can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If an axe of karash falls unconscious, his rage immediately ends. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued. This ability counts as rage for class features, feats, and other effects that apply to rage, and cannot be used with defensive stance and similar abilities.
This ability modifies rage.
Essence of Karash (Ex)
The axe of karash learns to harness his gift to become a vicious butcher feared across the steppe. At 2nd level and every two levels thereafter, the axe of karash may choose to learn one of the following special abilities below or a rage power taken from the berserker’s rage power list. Essence of Karash powers require the axe of karash to be raging to access them.
Carve Deep (Ex): As a swift action, the axe of karash can spend 2 rounds of rage to guide his weapon with the Dusk Mother’s vigor. For a number of rounds equal to his Charisma modifier, he ignores damage reduction and hardness on creatures up to his berserker level.
Chaghan (Ex): The axe of karash communes with the Dusk Mother, further strengthening their ties to Karash, becoming one of the Chaghan tribe. The Chaghan tribe has an empowered version of the will of Karash ability. An axe of Karash of the Chaghan tribe who rages gains one additional attack per round and an additional +2 bonus to Strength. The additional attack is at the axe of karash’s base attack bonus -5. He also suffers an additional -4 penalty to AC on top of the normal one from the will of Karash and takes 2 points of nonlethal damage per berserker level per round instead of 1 per berserker level. An axe of karash has no choice in using this ability. Once he becomes one of the Chaghan, this special ability always comes into effect. This essence of Karash cannot be retrained. Prerequisite: The axe of karash must be at least 10th level to select this essence.
Crashing Wave (Ex): The axe of karash is able to obliterate any who dare step close to him. The radius of his Steel Tsunami ability increases to 40 ft., the damage is doubled, and he adds the critical multiplier of his wielded weapon to the DC of the Reflex save (to a maximum of +4). Prerequisites: The axe of karash must have the Steel Tsunami essence of Karash and be at least 10th level to select this essence.
Karash’s Scales (Ex): The natural armor bonus from the axe of karash’s daemonic scales racial trait increases by +1 while raging. For every four berserker levels, it increases by an additional +1. Prerequisites: The axe of karash must have the Daemonic Scales racial trait and be at least 6th level to select this essence.
Path of Righteousness (Ex): After so long, the axe of karash is thoroughly convinced he and his allies are a force for good. Upon selecting this essence of Karash, he gains a bonus teamwork feat. When succumbing to the Will of Karash, the axe of karash may grant this teamwork feat to a number of allies within 30 ft. who can see and hear him by increasing the cost of his rage by 1 per affected ally. His allies only gain the teamwork feat while the axe of karash is raging. If the axe of karash ever loses the Wrath of the Righteous essence of Karash, he loses his bonus teamwork feat and this ability, replacing it with another essence of Karash or rage power. Prerequisites: The axe of karash must have the Wrath of the Righteous essence of Karash and be at least 10th level to select this essence.
Raw Intuition (Ex): As a swift action, the axe of karash calls upon the beast within by spending 2 rounds of rage. The next attack he makes that hits restores HP equal to half the damage dealt.
Steel Tsunami (Ex): As a standard action, the axe of karash whirls around to strike out, recklessly aiming to spill blood. By spending 4 rounds of rage, all creatures within 20 ft. of him need to make a Reflex save (DC 10 + half of his berserker level + his Charisma modifier) or take damage equal to a normal attack from his wielded weapon + his berserker level. Creatures that make this save take half damage. The axe of karash is healed for half of the damage dealt to all affected creatures. Prerequisite: The axe of karash must not have the Wrath of the Righteous essence of Karash to select this essence.
Wanton Carnage (Ex): As a standard action, the axe of karash momentarily allows his gift to fully take control, guiding his weapon to shed the most blood it can. The axe of karash spends 1 round of rage and makes a melee weapon attack. If the attack hits, it deals double weapon damage and adds double his Strength modifier, regardless of whether he wields his weapon with two hands or not. If the target dies by this attack, all foes who see the attack within 60 feet must make a Will save (DC 10 + half of his berserker level + his Charisma modifier) or be Panicked for 1 round. If this causes the last enemy to die, all creatures within 60 feet must instead make a Will save (DC 10 + half of his berserker level + his Charisma modifier) or be Shaken for 1 round. These status effects are mind-affecting effects.
White-Knuckle Grip (Ex): While raging, the axe of karash cannot be disarmed.
Wrath of the Righteous (Ex): Though rare, some au ra are able to keep their sense of self when Karash takes hold, staying their hand from more reprehensible acts of violence. When entering a rage, the axe of karash’s sense of justice bolsters his will, allowing him to ignore Karash’s bloodlust when it directs him towards his friends and allies. The axe of karash will no longer be forced to attack his allies and can choose to deal nonlethal damage, show mercy by ceasing his attacks, and willingly fail saving throws and suppress spell resistance from spells or other abilities used upon them by allies. Prerequisites: The axe of karash must not have the Steel Tsunami essence of Karash and must be any good alignment; shifting to a non-good alignment removes this ability, replacing it with another essence of Karash or rage power, and he may never select it again, even if he returns to a good alignment.
These abilities may replace rage powers.
Caravan (Ex)
Long travel is best done in groups. At 3rd level, the axe of Karash can allow one of his traveling companions to gain the benefits of his steppe step class feature each day. Every four berserker levels after 3rd, he may allow one more traveling companion to gain the benefits of his steppe step class feature each day.
This ability replaces confuse immunity.
Aspect of Karash (Ex)
With a single strike, the axe of karash becomes as Karash himself. At 5th level, as a standard action, he makes a single melee attack. If it hits, the axe of karash gains a morale bonus to melee damage equal to half of his berserker level for 1 minute. He may use this ability a number of times per day equal to 3 + his Constitution modifier.
This ability replaces blood rush.
Instinct of Karash (Ex)
At 11th level, when an axe of karash enters his rage, the bonus to his Strength increases to +8. The AC penalty decreases to -3. In addition, the amount of nonlethal damage he takes each round from maintaining this rage is decreased by an amount equal to his Charisma modifier, minimum 1.
This ability replaces greater rage.
Avatar of Karash (Ex)
At 20th level, when an axe of karash enters his rage, the bonus to his Strength increases to +10. The AC penalty decreases to -2. In addition, his instinct of Karash ability reduces all nonlethal damage he takes each round, including the nonlethal damage from maintaining rage, by an amount equal to his Charisma modifier, minimum 1.
This ability replaces mighty rage.