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As a berserker gains levels, he learns to use his rage in new ways. Starting at 2nd level, a berserker gains a rage power. He gains another rage power for every two levels of berserker attained after 2nd level. A berserker gains the benefits of rage powers only while raging, and some of these powers require the berserker to take an action first. Unless otherwise noted, a berserker cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A berserker can’t have more than one stance rage power active at a time. If he activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the berserker’s turn as a free action; otherwise, it lasts until the rage ends.

Table: Rage Powers

Rage PowerPrerequisitesBenefits
Animal Fury (Ex)The berserker gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the berserker is Medium; 1d3 if the berserker is Small) plus the berserker's Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the berserker's full base attack bonus – 5, and he adds only 1/2 his Strength modifier to the damage roll. The berserker can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the berserker against the target until the end of the round gain a +2 bonus.
Armor Ripper (Ex)Natural attackWhile raging, the berserker gains a +2 bonus on combat maneuver checks made to sunder with any of his natural attacks.
Auspicious Mark (Su)The berserker has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark he possesses. By spending two rounds of rage as a swift action, he can call upon the spirits’ favor to increase any d20 roll he just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every four levels he has. He can call on the auspicious mark after seeing the result of the d20 roll.
Battlecry (Ex)By spending one round of rage, the berserker can unleash an inspiring battlecry as a swift action. Allies within 60 feet of the berserker gain a +1 morale bonus on melee damage rolls for a number of rounds equal to the berserker’s Constitution modifier. This bonus increases by +1 for every six levels the berserker has attained.
Battle Roar (Su)Berserker 6, Intimidating Glare rage powerWhen the berserker successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of non-elemental damage to that opponent.
Beast Totem (Su)Berserker 6, Lesser Beast Totem rage powerWhile raging, the berserker gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the berserker has attained.
Beast Totem, Greater (Su)Berserker 12, Beast Totem rage powerWhile raging, the berserker gains the pounce special ability, allowing him to make a full attack at the end of a charge. In addition, the damage from his claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit.
Beast Totem, Lesser (Su)While raging, the berserker gains two claw attacks. These attacks are considered primary attacks and are made at the berserker’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the berserker’s Strength modifier.
Blood Sense (Ex)Berserker 6The berserker’s bloodlust allows him to perceive some enemies with perfect accuracy. The berserker ignores the concealment, total concealment, and invisibility of enemies below full health who have blood (typically all creatures besides constructs, oozes, plants, and incorporeal creatures).
Blood Sense, Greater (Ex)Berserker 12, Blood Sense rage powerThe berserker’s bloodlust allows him to find any injured enemies with perfect accuracy. The berserker ignores the concealment, total concealment, and invisibility of any enemies below full health.
Bloody Bite (Ex)Animal Fury rage power or natural bite attackThe berserker’s bite attack deals 1d6 points of bleed damage in addition to its other effects.
Bloody Fist (Ex)Berserker 12While raging, the berserker may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the berserker must confirm a critical hit against an opponent with a natural attack or unarmed strike. The berserker deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC 10 + half of the berserker’s level + his Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. This power can only be used once per rage.
Body Bludgeon (Ex)Berserker 10While raging, if the berserker pins an opponent that is smaller than him, he can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A Tiny-sized creature deals 1d6 points of damage, a Medium-sized creature deals 1d10 points of damage, and so on. The berserker can make a single attack using the pinned opponent as part of the action he uses to maintain the grapple, using his highest attack bonus. Whenever the berserker hits using the pinned opponent as a weapon, he deals damage to his target normally, and the grappled opponent used as a bludgeon also takes the same damage he dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the berserker can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.
Crippling Blow (Ex)Berserker 8When the berserker hits with an attack, he can spend two rounds of rage and forgo the normal bonus to damage to deal 1 point of ability damage to the target’s Strength or Dexterity score. This damage increases by 1 point for every four levels the berserker has. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the berserker’s level + the berserker’s Strength modifier) to halve this ability damage.
Cry Havoc (Ex)Berserker 6, Battlecry rage powerWhen the berserker uses his battlecry rage power, affected creatures using the charge action gain a +10-foot enhancement bonus to their speed and deal double the normal battlecry damage bonus if they hit with an attack at the end of a charge.
Deathless Rage (Ex)Berserker 12While raging, the berserker ignores the effects of being at 0 or fewer hit points until he has been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for his current hit point total takes effect. Even death can be postponed this way, potentially allowing the berserker to survive if he receives sufficient healing before the round is up.
Eater of Magic (Su)Berserker 10, Superstition Rage rage powerWhen the berserker succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, he gains temporary hit points equal to the spell's level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect's creator (in the case of supernatural abilities). These temporary hit points disappear when the berserker's rage ends, and they stack with his temporary hit points from rage but not with other temporary hit points gained from this rage power.
Elemental Absorption (Su)Berserker 12, Elemental Resistance rage powerBy spending two rounds of rage, the berserker can absorb the element from a single attack that deals damage of the element type he resists with the elemental resistance rage power. He takes no damage from the attack and doesn’t attempt a saving throw. Instead, he increases the temporary hit points from his rage by an amount equal to half the damage he would have taken (ignoring his elemental resistance). If the berserker is at least 16th level, once before his rage ends, he can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the berserker would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + half of the berserker’s level + his Constitution modifier). He retains the temporary hit points from this ability even if he unleashes this breath weapon.
Elemental Eruption (Su)Berserker 16, Elemental Absorption rage powerWhile raging, the berserker can absorb the energy from a single attack and unleash it upon his enemies once per rage. He does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of his rage he can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the berserker, but creatures within the area may make a Reflex save (DC 10 + half of the berserker’s level + his Constitution modifier) for half damage even if the original effect did not allow a save.
Elemental Resistance (Ex)The berserker gains resistance to one element type (earth, fire, ice, lightning, water, or wind) equal to 1/2 his berserker level (minimum 1). At 8th level, he gains limited immunity to the same type of element, as protection from elements. He can absorb 2 points of damage per level, and he applies his elemental resistance first. The element type is chosen when this rage power is selected, and it can't be changed. This rage power can be selected more than once; each time, it applies to a different element type.
Fearless Rage (Ex)Berserker 12The berserker is immune to the shaken and frightened conditions (but not the panicked condition).
Feast of Blood (Su)Berserker 14, Bloody Fist rage powerAfter successfully ripping out a creature’s vital organ, the berserker may eat the organ within 1 minute of extracting it as a full-round action that provokes attacks of opportunity. Once the organ is consumed, the berserker recovers a number of hit points equal to the Hit Dice of the organ’s owner. In addition, the berserker gains any elemental immunities or resistances the victim had, though the effectiveness of these resistances is halved. This elemental resistance lasts for a number of rounds equal to half the Hit Dice of the creature whose organ was consumed.
Feasting Bite (Ex)Bloody Bite rage power and either Animal Fury rage power or a natural bite attackWhen the berserker confirms a critical hit with his bite attack, he regains a number of hit points equal to half the damage dealt. Activating this ability consumes 1 round of rage.
Ferocious Hunting Pack (Ex)Berserker 12, Hunting Pack, Improved Hunting Pack rage powersThe berserker may spend 2 rounds of rage per round. If he does so, all members of the pack gain the benefits of his rage. Pack members also share the benefits of rage powers that are constant in effect, but gain no benefit from rage powers that require actions to activate, even if they are free actions.
Ferocious Hunting Pack, Greater (Ex)Berserker 16, Hunting Pack, Improved Hunting Pack, Ferocious Hunting Pack rage powersThe berserker may spend 3 rounds of rage per round. If he does so, all members of the pack gain the benefits of his rage forms as well as his rage.
Ferocious Mount (Ex)While raging and mounted, the berserker’s mount also gains the benefits of rage (including greater rage and mighty rage). While his mount is raging in this way, he must spend one additional round of rage per round. He can elect not to pay this cost, in which case his mount does not rage.
Ferocious Mount, Greater (Ex)Berserker 8, Ferocious Mount rage powerWhile raging and mounted, the berserker’s mount gains the benefits of any rage powers that are constant in effect when the berserker is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.
Ferocious Trample (Ex)Berserker 8, Ferocious Mount rage powerWhile raging and mounted, the berserker’s mount gains the trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + half of the berserker’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the berserker or the mount, but not both.
Ferocious Trample, Greater (Ex)Berserker 12, Ferocious Trample rage powerA berserker’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun attempt as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample.
Fierce Fortitude (Ex)Berserker 8The berserker gains a +4 bonus on saving throws against diseases and poison.
Fight Response (Ex)When a berserker with this rage power attempts a saving throw against a fear effect, he can enter a rage as an immediate action (as long as he would normally be able to enter rage). This consumes 3 rounds of the berserker’s daily allotment of rage rounds, but the berserker can maintain the rage each round on his turn normally. Any benefits from the berserker’s rage apply immediately, so he gains his bonus on Will saves against the effect that required the initial saving throw. Unlike most rage powers, this rage power’s effects are useful only when the berserker is not raging.
Flesh Wound (Ex)Berserker 10By spending three rounds of rage, the berserker can avoid serious harm from an attack. He attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If he succeeds, he takes no damage from the attack. If he fails, he takes half damage from the attack and the damage is nonlethal. The berserker must elect to use this ability after the attack roll is made, but before the damage is rolled.
Fortified Mind (Ex)Berserker 8When the berserker fails a Will saving throw, he can attempt another Will saving throw at the end of his next turn (using the original DC). If the second saving throw is successful, the berserker is treated as if he succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the berserker suffers the full effects of the spell or effect as normal.
Fueled by Vengeance (Ex)Berserker 6While raging, whenever the berserker deals melee damage to a creature that dealt damage to him since the end of his last turn, he adds 1 round to his remaining number of rounds of rage for the current day. The berserker can gain no more than 1 extra round of rage each round.
Gearbreaker (Ex)Smasher rage powerOnce per round while raging, whenever the berserker makes an attack against a construct, he can ignore an amount of that construct’s hardness equal to his berserker level. This ability must be used before the attack roll is made.
Ghost Hunter (Su)Berserker 8The berserker can sense the presence of incorporeal undead as though he had the scent ability—even if the undead is within a solid object or behind a solid barrier—and can track incorporeal undead by scent using the Survival skill, with a bonus on such checks equal to his berserker level. He adds half his berserker level on Perception checks made against incorporeal undead creatures, and when he readies an action to attack an incorporeal creature, he can move up to one-half his speed as part of that readied action. This movement does not provoke attacks of opportunity from incorporeal undead creatures, though it does from other creatures. If he does not move as part of the readied action, he instead can make his readied attack with a +1 competence bonus on attack and damage rolls for every four berserker levels.
Great Leadership (Ex)Berserker 10, Battlecry rage powerThe berserker can inspire one or more allies to greater prowess in combat. This functions like the inspire greatness bardic performance, using his berserker level in place of his bard level, and requires the berserker to spend one round of rage each round to maintain the effect, in addition to maintaining the berserker’s own rage.
Ground Breaker (Ex)Berserker 6The berserker can attack the floor around him as a full-round action. This attack automatically hits and deals damage normally. If the berserker deals more damage than the floor's hardness, the space he occupies and all of the squares adjacent to him become difficult terrain. Creatures in those squares, except the berserker, must succeed at DC 15 Reflex saves or be knocked prone.
Ground Breaker, Greater (Ex)Berserker 8, Ground Breaker rage powerWhen using the ground breaker rage power, the berserker can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack.
Guarded Life (Ex)While raging, if the berserker is reduced below 0 hit points, 1 hit point of lethal damage per berserker level is converted to nonlethal damage. If the berserker is at negative hit points due to lethal damage, he immediately stabilizes.
Guarded Life, Greater (Ex)Berserker 6, Guarded Life rage powerWhen using the guarded life rage power, 1 additional hit point of lethal damage per berserker level is converted to nonlethal damage.
Hack Loose (Ex)When the berserker strikes a creature in melee that is grappling another creature (including a creature that has swallowed a target whole), the grappled or swallowed creature can attempt a grapple combat maneuver check as an immediate action to break free. The berserker’s attack must deal at least 5 points of damage from a single attack to a Medium or smaller creature, plus an additional 5 points for every size larger than Medium, in order to allow a grappled creature to break free. The trapped creature gains a +1 bonus on this check for every 5 additional points of damage beyond this threshold. The berserker can use this rage power to grant himself the opportunity to break free from a creature grappling him.
Head Ripper (Ex)Berserker 16, Limb Ripper rage powerWhen using his limb ripper rage power, the berserker can attempt to tear off the head of the target instead of one of its limbs. If the sunder combat maneuver succeeds, any bite or gore attack made by the target is considered broken, suffering a –2 penalty to attack and damage rolls. If the sunder combat maneuver check exceeds the DC by 10 or more and the target fails its Fortitude save, its head is severed from its body. Most creatures are killed instantly. Creatures with multiple heads lose the use of the severed head and suffer bleed damage as normal for the limb ripper rage power.
Heroic Leadership (Ex)Berserker 16, Great Leadership rage powerThis rage power functions as the great leadership rage power but duplicates the effects of the inspire heroics bardic performance.
Hunting Pack (Ex)When the berserker enters a rage, he may select one willing creature to form a hunting pack with. Whenever at least two members of the same pack threaten the same target, that target is considered flanked by all members of the pack. This rage power may be taken more than once; each time, the berserker may select another willing creature to join the pack.
Impelling Disarm (Ex)Berserker 4By spending one round of rage, the berserker can make a disarm attempt against a target in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the berserker sends the target’s weapon flying—either straight at the target, or spinning away to strike another foe up to 20 feet away. This ranged attack counts as throwing a weapon that isn’t designed to be thrown, even if the weapon disarmed is a thrown weapon. The berserker makes a ranged attack, which doesn’t provoke attacks of opportunity, at either the target of his disarm maneuver or another creature within 20 feet. If the berserker is aiming for the disarmed creature, the foe doesn’t count as being in melee for determining any penalty on the ranged attack from throwing a ranged weapon into melee. If the ranged attack hits, the disarmed weapon deals damage as if the berserker had thrown it. The berserker can choose to aim the disarmed weapon at a square rather than at a foe.
Improved Hunting Pack (Ex)Berserker 8, Hunting Pack rage powerWhen a creature flanked by at least two members of the pack makes an attack against a member of the pack, it provokes an attack of opportunity from all other members of the pack.
Increased Damage Reduction (Ex)Berserker 8The berserker’s damage reduction increases by 1/—. This increase is always active while the berserker is raging and stacks with other damage reduction the beserker may have. A berserker can select this rage power up to three times. Its effects stack.
Internal Fortitude (Ex)Berserker 8The berserker is immune to the sickened and nauseated conditions.
Intimidating Glare (Ex)The berserker adds his Strength modifier in place of his Charisma modifier on all Intimidate checks to demoralize a foe. He can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the berserker successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the berserker's current rage.
Intimidating Transformation (Ex)When entering into a rage, a berserker may roar or brandish his weapons. As a free action as part of entering the rage, he may make an Intimidate check to demoralize all foes within 30 feet who can see or hear his display.
Knockback (Ex)Once per round, the berserker can attempt a bull rush against one target in place of a melee attack, using his full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the berserker's Strength modifier and is knocked back as normal. The berserker doesn't move with the target. This bull rush doesn't provoke an attack of opportunity.
Last Stand (Ex)Berserker 12, Battlecry rage powerBy spending one round of rage, a berserker can use a move action to grant all allies within 10 feet the Diehard feat and immunity to fear for a number of rounds equal to the berserker’s Charisma modifier (minimum 1). In addition, any ally affected by this ability reduced to 0 or fewer hit points automatically stabilizes and also gains temporary hit points equal to the berserker’s class level. These temporary hit points dissipate after 1 minute if not expended.
Limb Ripper (Ex)Berserker 12, Crippling Blow rage powerWhen a target is struck by the berserker’s crippling blow rage power, the berserker can attempt to tear off one of the target’s limbs (including arms, legs, wings, tail, or tentacles) with a sunder combat maneuver against the target’s CMD. If the sunder combat maneuver succeeds, one of the target’s limbs chosen by the berserker is broken. Any attacks made using that limb take a –2 penalty on attack and damage rolls. A broken limb used for locomotion decreases the target’s speed by half and the creature cannot run or charge. Only legs or tail can be targeted with this rage power if the target is more than one size category larger than the berserker; however, arms or wings can be targeted if the berserker readies an action to use this ability when attacked by such appendages. A broken limb regenerate, heal, or succeeding on Heal checks to provide long-term care on at least three consecutive days. In addition, if the berserker exceeds the target DC by 10 or more, the target must make a Fortitude save (DC 10 + half of the berserker’s level + his Strength modifier). If this save fails, the limb is not merely broken but severed entirely. The target can no longer use the limb and takes 1d6 bleed damage per round. A severed limb can be restored with regenerate.
Low-Light Vision (Ex)The berserker's senses sharpen, and he gains low-light vision.
Mighty Swing (Ex)Berserker 12By spending three rounds of rage, the berserker automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined.
Night Vision (Ex)Darkvision racial trait, Low-Light Vision racial trait, or the Low-Light Vision rage powerThe berserker's senses grow incredibly sharp, and he gains darkvision out to a range of 60 feet. If he already has darkvision, the range of that darkvision increases by 60 feet.
Overbearing Advance (Ex)While raging, the berserker inflicts damage equal to his Strength bonus whenever he succeeds at an overrun combat maneuver.
Penetrating Bite (Ex)Berserker 4, Animal Fury rage powerWhen using the animal fury rage power while raging, the berserker’s bite is able to pierce most resistances. At 4th level, his bite is treated as a magic weapon for the purpose of overcoming damage reduction. At 7th level, his bite is also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his bite is also treated as a chaotic weapon for the purpose of overcoming damage reduction. At 16th level, his bite is treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness.
Primal Scent (Ex)Berserker 8, Scent abilityWhen using scent, the berserker adds half his berserker level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures he cannot see. If he pinpoints the location of a creature that has total concealment, he treats it as having concealment.
Pushback (Ex)Knockback rage powerWhen a creature attempts a bull rush, drag, grapple, overrun, reposition, or trip combat maneuver against the berserker and fails the check, he can attempt a bull rush combat maneuver against that creature as an immediate action or by spending an attack of opportunity.
Quick Reflexes (Ex)The berserker can make one additional attack of opportunity per round.
Raging Climber (Ex)While raging, the berserker gains a natural climb speed equal to his land speed.
Raging Grappler (Ex)As long as the berserker is raging, whenever he succeeds at a check to start a grapple, he can choose to deal damage as if he had also succeeded at a check to maintain the grapple. In addition, while raging, whenever the berserker succeeds at a combat maneuver check to maintain a grapple, he can choose to give himself, the target of his grapple, or both the prone condition as a free action while continuing to maintain the grapple.
Raging Leaper (Ex)While raging, the berserker can take a move action to move and can take his normal standard action at any point during the move.
Raging Swimmer (Ex)While raging, the berserker gains a natural swim speed equal to his normal land speed.
Renewed Vigor (Ex)Berserker 4By spending two rounds of rage as a standard action, the berserker heals 1d8 points of damage + his Constitution modifier. For every four levels the berserker has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level).
└-Renewed Vitality (Ex)Berserker 4, renewed vigor rage powerWhile raging, the berserker ignores the effect of 1 point of ability penalty or damage per two berserker levels she has (maximum 10). Once per day, when a berserker with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging.
Ringing Blow (Ex)Berserker 8When the berserker hits with an attack, he can spend two rounds of rage and forgo the normal bonus to damage to deal 1 point of ability damage to the target’s Charisma, Intelligence, or Wisdom score. This damage increases by 1 point for every four levels the berserker has. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the berserker’s level + the berserker’s Strength modifier) to halve this ability damage.
Rolling Dodge (Ex)The berserker gains a +1 dodge bonus to his Armor Class against ranged attacks for a number of rounds equal to the berserker’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the berserker has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Roused Anger (Ex)The berserker can enter a rage even when fatigued. If the berserker enters a rage while fatigued, he loses the fatigued condition and he does not gain temporary hit points from rage. Once this rage ends, the berserker is exhausted for 10 minutes.
Savage Intuition (Ex)The berserker’s senses allow him to sense danger and become enraged before he even has time to consciously react to danger. When combat begins, if the berserker has rounds of rage remaining, he may automatically enter a rage without using an action at the start of the first round of combat (or at the start of the surprise round, if there is one), even if he is not otherwise aware that combat has begun.
Savage Jaw (Ex)Bite attackBy spending one round of rage, the berserker can gain the grab ability with his bite attack until the start of his next turn.
Savagery (Ex)Berserker 4When the berserker confirm a critical hit, the duration of his current rage is increased by 1 round after he stops spending rounds of rage to continue it. This is increased by 1 additional round when wielding a weapon with a x3 critical multiplier, or by 2 rounds if using a weapon with a x4 critical multiplier. These extra rounds of rage stack with each other. The berserker may choose to end his rage before these additional rounds of rage are expended, but any extra rounds unused when he ends his rage are wasted. He does not gain additional rounds of rage for critical hits against creatures whose Hit Dice are less than half his own.
Shove Aside (Ex)Whenever the berserker charges, he may push past one of his allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally's position; it simply allows the berserker to move past.
Shove Aside, Greater (Ex)Berserker 8, Shove Aside rage powerThis functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge.
Smasher (Ex)Whenever the berserker attempts a sunder combat maneuver or makes an attack against an unattended object, he ignores 1 point of the object's hardness per berserker level he has.
Spell Sunder (Ex)Berserker 10By spending one round of rage, the berserker can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the berserker must make his combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the berserker must succeed at a normal sunder combat maneuver against the creature’s CMD + 10. If successful, the effect is dispelled.
Sprint (Ex)Berserker 4, Swift Foot rage powerThe berserker adds 1/2 his speed to the distance he can move when he runs or charges.
Superstition (Ex)The berserker gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every four levels the berserker has. The berserker cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
Swift Foot (Ex)The berserker gains a 10-foot enhancement bonus to his base speed. A berserker can select this rage power up to three times; its effects stack.
Terrifying Howl (Ex)Berserker 8, Intimidating Glare rage powerThe berserker unleashes a terrifying howl as a standard action. All enemies that have been shaken by the berserker (usually through the Intimidate skill) within 30 feet must succeed at a Will save (DC 10 + half of the berserker's level + his Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it's immune to this power for 24 hours.
Unexpected Strike (Ex)Berserker 8The berserker can make an attack of opportunity against a foe that moves into any square threatened by the berserker, regardless of whether that movement would normally provoke an attack of opportunity. The berserker can use this ability only when there are no other foes in a square threatened by the berserker.
Wavestepper (Su)Berserker 6The berserker can move across the surface of water or other liquid surfaces as if using water walk. However, he must reach a solid surface by the end of his turn or he begins sinking normally.

Stances

Accurate Stance (Ex)The berserker can focus his strikes. He gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the berserker has. This is a stance rage power.
└- Sharpened Accuracy (Ex)Berserker 8, Accurate Stance rage powerWhile in the accurate stance, the berserker ignores the miss chance for concealment and treats total concealment as concealment. He also ignores cover penalties except those from total cover.
└- Deadly Accuracy (Ex)Berserker 4, Accurate Stance rage powerIf the berserker scores a critical threat while in the accurate stance, he applies double the accurate stance's bonus when rolling to confirm the critical.
└-- Lethal Accuracy (Ex)Berserker 16, Accurate Stance, Deadly Accuracy rage powersWhile in the accurate stance, the berserker's critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5).
Calm Stance (Ex)The berserker can enter a state of calm. While in this stance, the berserker doesn't gain any benefits from rage other than the temporary hit points, but he doesn't take any of the penalties from rage (including the penalty to AC and the restriction on actions he can take). Rounds spent in a calm stance still count against his total number of rounds of rage per day. This is a stance rage power.
└- Perfect Clarity (Ex)Calm Stance rage powerWhile in the calm stance, the berserker can roll twice for any miss chances or Will saving throws to disbelieve illusions, taking the better result.
Elemental Stance (Su)Berserker 4When the berserker adopts this stance, he chooses an element type (earth, fire, ice, lightning, water, or wind). His melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the berserker's critical hits deal an additional 1d10 points of elemental damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power.
Guarded Stance (Ex)The berserker can take on a more defensive posture. This grants him a +1 dodge bonus to his Armor Class for the duration of his current rage. This bonus increases by 1 for every four levels the berserker has. This is a stance rage power.
└- Protect Vitals (Ex)Berserker 8, Guarded Stance rage powerWhile in the guarded stance, the berserker gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits.
└- Reflexive Dodge (Ex)Berserker 6, Guarded Stance rage powerWhile in the guarded stance, the berserker can apply his dodge bonus to AC as a bonus on Reflex saving throws.
Knockdown Stance (Ex)The berserker can focus on toppling his foes. Once per round, he can make a trip attack against one target in place of a melee attack. If he succeeds, the target is knocked prone. This trip attempt doesn't provoke an attack of opportunity. This is a stance rage power.
Powerful Stance (Ex)The berserker can focus his ferocity. He gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every four levels the berserker has. This is a stance rage power.
└- Bleeding Blow (Ex)Berserker 8, Powerful Stance rage powerWhile in the powerful stance, the berserker can make an attack that causes his enemies to bleed profusely. Once per round, he can have one of his attacks deal an amount of bleed damage equal to half his bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn't stack with itself.
Reckless Stance (Ex)The berserker can attack with abandon at the expense of his defense. He gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every four levels thereafter. This is a stance rage power.
└- Inspire Ferocity (Ex)Reckless Stance rage powerWhile in the reckless stance, the berserker imparts the stance's bonus and penalty to all willing allies within 30 feet of him.
Regenerative Stance (Ex)Berserker 4The berserker can continually replenish his health. At the start of his turn, he regains 1 temporary hit point for every four levels he has (up to 5 hit points per round), but this cannot give him more than his maximum temporary hit points from rage. This is a stance rage power. These temporary hit points stack with themselves.
Strength Stance (Ex)The berserker can summon mighty strength. He gains a +1 competence bonus on combat maneuvers and to his CMD. These bonuses increase by 1 for every 4 levels the berserker has. In addition, he gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.
Taunting Stance (Ex)Berserker 12The berserker can leave himself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the berserker while he's in this stance, but every attack against the berserker provokes an attack of opportunity from him, which is resolved prior to each provoking attack. This is a stance rage power.