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Rage rests within the heart of all people, but for some, it’s like some barely contained beast ready to tear its way out. For many, this frenzy allows them to face even the most dangerous of foes and survive. Their innate ability to hold on to this energy and ride it through the waves of battle has made them a feared and respected force. Yet some descend even deeper in this berserk state, harnessing it as often as they can, fighting on without care for themselves and showing no mercy to those in their paths. These are the frenzied warriors.

The frenzied warrior is an archetype of the berserker class.

Archetype Main Ability Scores:
The frenzied warrior mainly focuses on STR for martial combat, CON and CHA for their class features, as well as STR and DEX for optional class features.

Archetype Feature Replacements:
1st – Skill Ranks, Limit Break, Rage Forms. 2ndRage Power, Uncanny Dodge. 3rdDanger Sense. 4thRage Power. 5thImproved Uncanny Dodge. 6thRage Power. 8thRage Power. 9thSilent Threat. 10thRage Power. 12thRage Power. 13thFearless Killer. 14thRage Power. 15thRage Strike. 16thRage Power. 17thNo Escape, Tireless Rage. 18thRage Power. 19thUnstoppable. 20thRage Power.

Lesser Skillset

A frenzied warrior’s amount of skill points per level is reduced to 2.

Limit Break (Su)

At 1st level, the frenzied warrior receives the Limit Break (Restraint).

Restraint (Su): This Limit Break imparts on the frenzied warrior just enough calm to mitigate the penalties of rage and frenzy. For a duration of 1 round +1 round per four berserker levels after 1st, all penalties from rage and frenzy, as well as the nonlethal taken from frenzy, are halved and the frenzied warrior may end his frenzy without a Will save. In addition, after his frenzy ends, any temporary ability damage from berserk abilities is minimized (treated as though all dice rolled 1’s). This limit break only requires a swift action to activate.

This ability replaces one of the berserker’s standard Limit Breaks.

Frenzy (Ex)

A frenzied warrior can enter a frenzy during combat. While frenzied, 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 2 points of nonlethal damage per round. Starting at 1st level, a frenzied warrior can frenzy for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can frenzy 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 a frenzied warrior can frenzy per day. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours need not be consecutive.

To end the frenzy, the frenzied warrior may attempt a Will save (DC 10 + half of the berserker’s level) once per round as a free action. Success ends the frenzy immediately; failure means it continues. A frenzied warrior can enter a frenzy 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 a frenzy 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 entering a frenzy in response to a provoking effect, the frenzied warrior 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 frenzied, 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 a frenzy, the frenzied warrior must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy 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 frenzy, the frenzied warrior cannot choose to deal non-lethal damage with his attacks.

When a frenzy ends, the frenzied warrior 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. A frenzied warrior can’t enter a new frenzy while fatigued or exhausted, but can otherwise enter a frenzy multiple times per day. If a frenzied warrior falls unconscious, his frenzy 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 a rage effect and does not stack with any other rage effects except for berserker’s base rage.

This ability replaces rage forms.

Berserk (Ex)

The frenzied warrior learns to harness his frenzy to be become unstoppable killing machines. At 2nd level and every two levels thereafter, the frenzied warrior may choose to learn one of the following special abilities below or a rage power taken from the berserker’s rage power list. Berserk powers require the frenzied warrior to be in frenzy to access them.

Burst of Speed (Ex): When charging, the frenzied warrior can move an additional +5 feet (1 square) for every level of frenzied warrior. For each additional 5 feet a frenzied warrior moves while charging, he adds an additional +2 on the damage roll of his first attack if it is successful. Each time a frenzied warrior uses burst of speed, he suffers 1d4 points of Dexterity damage. The damage only takes effect once frenzy has ended.

Fury (Ex): Now the embodiment of unfettered frenzy, the frenzied warrior can lay to waste anything around. While frenzying, and only while frenzying, the frenzied warrior can attack anything close to him. This ability functions the same as the Whirlwind Attack feat, but with the following exceptions. Each time a frenzied warrior uses fury, he suffers 1d4 points of Constitution damage. This damage only takes effect once the frenzy has ended.

Rancor (Ex): A frenzied warrior is in a constant state of readiness, able to burst into a bloody frenzy at a moment’s notice. The rancor ability further extends the power of the normal frenzy ability. A frenzied warrior with rancor who frenzies gains one additional attack per round and an additional +2 bonus to Strength. The additional attack is at the frenzied warrior’s base attack bonus -5. The frenzied warrior also suffers an additional -4 penalty to AC on top of that already in place due to the normal use of frenzy. A frenzied warrior has no choice in using rancor. If the frenzied warrior frenzies, this special ability automatically comes into effect. Prerequisite: The frenzied warrior must be at least 10th level to select this berserk ability.

Righteous Wrath (Ex): Though rare, there are heroic frenzied warriors who utilize their fury to further their desire to do what is good and just. When entering a frenzy, the frenzied warrior’s sense of goodness overcomes the mindless desire for death and destruction, allowing them to discern friend from foe, and refuse to attack those they perceive as allies while in a frenzy. They are also able to willingly deal nonlethal damage, show mercy by ceasing their attacks, and willingly fail saving throws and suppress spell resistance from spells or other abilities used upon them by allies. Prerequisite: Any good alignment; shifting to a non-good alignment removes this ability, replacing it with another berserk or rage power, and he may never select it again, even if he returns to a good alignment.

Ronso’s Grip (Ex): The frenzied warrior has learned how to wield larger weapons in a single hand. He can wield two-handed melee weapons as if they were one-handed melee weapons, and wield one-handed melee weapons as if they were light weapons. The benefits of this ability doesn’t stack with the effects of powers, abilities, and spells that change the subject’s size category.

Surge (Ex): The frenzied warrior’s ability to wade headfirst into combat reaches new levels of destruction and mayhem. As a full attack action, the frenzied warrior must move in a straight line at his full movement, attacking anything with melee attacks within reach (friend or foe) along that path. During a surge, he must attack up to a number of targets equal to his berserker level. He may not attack a target more than once during a surge. Each time a frenzied warrior uses surge, he suffers 1d4 points of Strength damage. This damage only takes effect once the frenzy has ended.

These abilities may replace rage powers.

Ferocity (Ex)

At 2nd level and above, while in a frenzy, the frenzied warrior is such a tenacious combatant that he remains conscious and can continue fighting even if his hit point total is below 0 or if he has sustained enough nonlethal damage. He is still staggered and loses 1 hit point each round.

This ability replaces uncanny dodge and improved uncanny dodge.

Steady Gait (Ex)

At 3rd level, a frenzied warrior advances steadily, shrugging off attempts to slow his advance. The frenzied warrior gains a +1 bonus on saving throws and to his CMD against effects that would slow or immobilize him. This bonus increases by 1 for every four berserker levels thereafter.

This ability replaces danger sense.

Deathless Frenzy (Ex)

At 9th level and higher, a frenzied warrior can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, even if he would be reduced to negative amount of hit points equal to his Constitution score or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects. When this ability is active, frenzy counts 2 rounds to be in effect.

This ability replaces silent threat and no escape.

Greater Frenzy (Ex)

Starting at 13th level, when a frenzied warrior enters frenzy, the bonus to his Strength increases to +8. The AC penalty decreases to -3.

This ability replaces fearless killer and rage strike.

Tireless (Ex)

At 17th level, a frenzied warrior no longer becomes fatigued after a frenzy or a rage, though he still takes the nonlethal damage from frenzy for each round it lasts.

This ability replaces tireless rage.

Implacable Tenacity (Ex)

At 19th level, a frenzied warrior knows no surrender. Once per day, if he suffers death while raging, be it through massive damage, a death effect, or some other means, he may spend 10 rounds of frenzy as an immediate action to return to life at full hit points. The frenzied warrior still suffers the death effect (and thus falls prone), but this does not count as his rage ending and he does not gain any negative levels unless inflicted by the effect itself.

This ability replaces unstoppable.

Mighty Frenzy (Ex)

At 20th level, when a frenzied warrior enters frenzy, the bonus to his Strength increases to +10. The AC penalty decreases to -2.

This ability replaces a rage power gained at 20th level.

Frenzied Warrior