Berserker

Berserker
Class Group: 	Warrior 	
Source: 	Vikings Campaign Sourcebook: Berserker (VC)	
Ability ScoreRequirements:	Strength 14Constitution 14Charisma 13 	
Prime Requisite: 	Strength, Constitution 	
Allowed Races: 	Human, Trollborn 	
Alignment Allowed: 	All Chaotic (Good, neutral, or evil) 	
Berserkers are fearsome warriors who, in the heat of battle, tap powerful but dangerously unpredictable battle lusts. These wild passions liken them to savage beasts; indeed, the most powerful berserkers can actually shapechange into animal form.
 Berserker
Level	XP Needed	Hit Dice(d10)	THAC0	Attacks/Round	Weaponproficiencyslots total	Nonweaponproficiencyslots total
1 	0 	1 	20 	1/round 	2 	3
2 	2,250 	2 	19 	1/round 	2 	3
3 	4,500 	3 	18 	1/round 	3 	4
4 	9,000 	4 	17 	1/round 	3 	4
5 	18,000 	5 	16 	1/round 	3 	4
6 	36,000 	6 	15 	1/round 	4 	5
7 	75,000 	7 	14 	3/2 rounds 	4 	5
8 	150,000 	8 	13 	3/2 rounds 	4 	5
9 	300,000 	9 	12 	3/2 rounds 	5 	6
10 	600,000 	9+3 	11 	3/2 rounds 	5 	6
11 	900,000 	9+6 	10 	3/2 rounds 	5 	6
12 	1,200,000	9+9 	9 	3/2 rounds 	6 	7
13 	1,500,000	9+12 	8 	2/round 	6 	7
14 	1,800,000	9+15 	7 	2/round 	6 	7
15 	2,100,000	9+18 	6 	2/round 	7 	8
16 	2,400,000	9+21 	5 	2/round 	7 	8
17 	2,700,000	9+24 	4 	2/round 	7 	8
18 	3,000,000	9+27 	3 	2/round 	8 	9
19 	3,300,000	9+30 	2 	2/round 	8 	9
20 	3,600,000	9+33 	1 	2/round 	8 	9
==Class Features==
===Hit Points===
* Hit Dice (levels 1-9): 1d10 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 10+): +3 HP per level
* Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
===Magic===
* Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
===Starting Equipment===
* Start with 5d4 × 10 gp to purchase starting equipment with. Can keep left over money.
===Equipment===
* Armor: Can wear any armor.
* Weapon: Can use any weapon.
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts at level 1 with 3 Nonweapon Proficiencies Slots
* Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
* Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
* Can chose a Nonweapon Proficiency at +1 cost from any other category.
===Weapon Proficiencies===
* Starts at level 1 with 2 Weapon Proficiency Slots
** -2 Penalty to hit with weapons without proficiency.
** Cost is 1 weapon slot.
* Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
* Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
** Berserkers cannot use proficiency slots for purely missile weapons. (Spears allowed, slings/bows not allowed, for example.)
* Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
Player's Option: Combat & Tactics:
* Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
* Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons
===Weapon Expertise (Player's Option: Combat & Tactics)===
Berserkers cannot acquire Weapon Specialization, but can instead get a lesser version called Weapon Expertise, in the Player's Option: Combat & Tactics book.
* Only can gain Weapon Expertise in one weapon-type.
* Cost: 1 weapon slot if already proficient.
* Weapon Expertise gives the character the extra attacks of Specialization, without the bonus to hit or bonus to damage. See "Weapon Specialization Table" below.
===Weapon Specialization Table===
See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.
===Fighting Style Specialization (Player's Option: Combat & Tactics)===
Berserker know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:
* Weapon and Shield Style
* One-handed Weapon Style
* Two-handed Weapon Style
* Two-Weapon Style
* Missile or Thrown Weapon Style
** Horse Archers
* Local Fighting Styles
==Going Berserk==
Going berserk is not automatic. A berserker must spend one round working themself into a frenzy, during which they can take no other action. At the end of the round the character reaches the berserk state only on a successful saving throw vs. death magic. If the berserker fails for ten consecutive rounds they automatically succeed on the tenth.
Berserk is a voluntary action; the player can choose to end it at any time.
The character can only remain berserk for a number of rounds equal to their Constitution.
Berserk state benefits:
* Strength: +2 (caps at 19 Strength)
* Hit Points: +2 HP temporary hit points for each level of the character. (does not heal existing damage)
* Armor Class: Unarmored AC improved by 1 for each level of the character. (Caps at AC 0)
* Charms. +2 to all saving throws vs. charms or mental- based attacks.
Berserk state limitations/consequences:
* Single-Mindedness. Has to enter combat within 2 rounds of going berserk or the berserk fury ends.
** Can move and choose a target as normal, but cannot change target once they start. They only can change target once the current foe is either slain or flees and cannot be pursued. 
* Retreat. Retreating from combat ends the berserk fury immediately.
* Loss of Powers. As soon as the berserk rage ends, all powers gained (increased Strength, temporary hit points, armor class and charm resistance) vanish.
When Berserk state ends:
* Exhaustion: When the character is no longer berserk, they must make another saving throw vs. death. If the saving throw is successful the character does not become exhausted.
** Should they fail the saving throw, the berserker is immediately drained and exhausted. The character's Strength is reduced by 5 (from its normal nonberserk state) and remains reduced until the character has time to rest. Strength recovers at the rate of 1 point per turn of rest. The character cannot again attempt to go berserk until their Strength has returned to its normal level.
==Shapechanging==
* At 4th level a berserker can shape-change into a wolf, The berserker's hit points, THAC0, number of attacks, and saving throws remain unchanged. However, the berserker gains the movement, armor class, and damage of a wolf (MV 18, AC 7, Damage 2-5). The character receives no bonuses for Strength and cannot go berserk while in wolf form. The character can understand human speech, but cannot communicate back without magical means. They can understand and speak the language of wolves while shapechanged. This knowledge is lost upon transforming back.
** The berserker's shape change is not lycanthropy; it is a power bestowed upon them by a totem animal. Their bite has no special power, they do not heal damage when changing form, the moon has no effect and they are vulnerable to normal weapons. The transformation takes one round to effect and the berserker's clothes are gear are not transformed with them.
* At 7th level a berserker can shape-change into a cave bear. The berserker can assume bear form (and change back again) once per week. Like the wolf form, this is a totem ability reflecting the berserker's increased power; no disease is transmitted, the moon does not healing are gained. While in bear form, the berserker retains their hit points, THAC0 and saving throws. In bear form, the berserker moves 18, has an armor class of 6, and can make 3 attacks per round. These attacks do 16/1d6/1d8 points of damage. If either paw hits with a roll of 18 or better, the berserker can hug for an additional 2d12 points of damage.
==Shape-journey (hamfarir)==
The berserker can shape-journey (hamfarir) at 12th level. A shape-journey is when the character sends their spirit out into the world in the form of an animal, typically a raven, wolf, bear, or bull (but never as a horse). To shapejourney, the berserker must place themslef into a deep trance.
During the shape-journey they cannot be disturbed and is not aware of events around them. One turn after entering the trance, the berserker's spirit form appears within 100 yards of the character. After this, the spirit form can move any distance from the character. This spirit form is always that of an animal. Typical spirit forms are listed below.
 Berserker Hamfarir Summary
Form 	MV	#AT	Dam.
Bear 	12	3 	1d6/1d6/1d8
Bull 	15	2 	1d8/1d8
Falcon 	36	3 	1/1/1
Raven, huge	18	1 	1d4+2
Wolf 	18	1 	2d4
The spirit form is an actual physical presence. The shape created can only be detected as magical by those with true seeing or second sight. The spirit form has the hit points, saving throws, and THAC0 of the berserker. Its armor class is equal to that of the character if they were berserk and unarmored. The spirit form also shares the berserker's +2 saving throw bonus vs. mental attacks. The berserker sees, heals, feels, and senses normally through the spirit form. Damage suffered by the spirit form is done to the berserker, as are all magical attacks (charms, etc.). The spirit form cannot naturally communicate with other humans (or trollborn) but does understand the speech of similar animals and can speak to them.
The spirit form can only be created once per day. The spirit form remains for a number of turns equal to the berserker's wisdom. The spirit form and the berserker are inexorably linked. Any damage taken by the spirit form is transfered to the berserker as soon as the trance ends. If the spirit form is slain, the berserker dies. The character can voluntarily end the trance at any time and it automatically ends if the character is shaken, attacked, or roughly disturbed.
Creating the spirit form is even more draining than berserking. At the end of the trance, the character must make a saving throw vs. death with a -4 penalty to their roll. If successful, they have avoided any weakening effects. If failed, the berserker's Strength and Wisdom are reduced by half. Lost points are regained at the rate of 1 per hour of rest. Strength is regained first, then Wisdom. Characters are not required to rest immediately, but do not regain any points until they do so.
==Strongholds & Followers==
Berserkers attract followers upon attaining 9th level. Those willing to serve the berserker are few, but noteworthy. The berserker will attract 1d4+1 heroes. Roll on the leaders section of Table 2: Norse Followers. These followers are fanatically loyal to the berserker, willing to stand by them even to the death. 
==Saving Throws==
 Berserker Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
0 	16 	18 	17 	20 	19
1-2 	14 	16 	15 	17 	17
3-4 	13 	15 	14 	16 	16
5-6 	11 	13 	12 	13 	14
7-8 	10 	12 	11 	12 	13
9-10 	8 	10 	9 	9 	11
11-12 	7 	9 	8 	8 	10
13-14 	5 	7 	6 	5 	8
15-16 	4 	6 	5 	4 	7
17+ 	3 	5 	4 	4 	6
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
==Level 1 Character==
* Starting HP: 1d10 HP
* Starting funds: 5d4 × 10 gp
* 3 Nonweapon Proficiencies Slots
* 2 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
** In Player's Option: Combat & Tactics, Berserkers can also use Language Slots for Weapon Proficiency Slots
==Leveling up==
At level up:
* Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
* Improve THAC0 by one
* Check "Berserker Saving Throws" above to see if your saving throws change.
* 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
* 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
* Improve the number of attacks per round at levels 7 & 13, if without Weapon Specialisation.
Category:VC Class
Category:Class