Berserker/Mad Dog

A Berserker Archetype by Ask (Knight Dude)

Everyone has instincts, they are a natural part of being, and no sentient creature has instincts than run deeper than a Varg that has truly lost themselves in blood, succumbing to senses deeper than their ancestors. Though unable to contract lycanthropy, if there is anything beyond their appearance that has created a stigma between Varg and the disease are the rampages of a Mad Dog that has smelled blood while in the midst of battle. Though not mindless, it isn’t uncommon that the carnage left behind is more than giving the idea of it.

Original Link

## Prerequisite

The Mad Dog must have the scent and bite traits for varg.

## Blood Hunt (Ex)

At 1st level, the Mad Dog smells the fear of a damaged foe, and may fly into a heightened state where they only think about hunting that person down. The Mad Dog gains a number of effects that apply whenever they enter a rage.

Firstly the Mad Dog gains a +2 bonus on melee attack and damage rolls against creatures that are under 50% of their maximum hit points. At 11th level, these bonuses  increase to +3. At 20th level, these bonuses increase to +4.

Secondly, the Mad Dog may track with their scent racial trait a creature under 50% of their maximum hit points as part of moving without taking any action nor any penalty for moving at any rate faster than half speed. Furthermore they may pinpoint the location of such a creature if they are within 30 ft rather than needing to be adjacent. They also immediately know if a creature they are tracking is within their scent range.

This ability replaces Rage Form.

## Jaws of the Beast (Ex)

At 2nd level. The Mad Dog’s jaws are much greater than those of a normal varg. The dice for the varg’s bite attacks goes from a 1d4 to a 1d8. When damaging a creature with their bite attack while raging, The Mad Dog heals a number of HP equal to half berserker level. A Mad Dog may only heal from the effects of this ability and Eternal Hunger up to a number of hit points equal to twice their hit die per round.

At 5th level, the Mad Dog’s bite attack no longer turns into a secondary attack when used alongside manufactured weapons.

This ability replaces Uncanny Dodge and Improved Uncanny Dodge

## Infinite Duress (Ex)

At 5th level, the Mad Dog gains the Run feat if they don’t already have it. When raging, the Mad Dog does not need to move in a straight line for their Run action as long as they are following the tracks of a creature under 50% of their maximum hitpoints, however they must always take the fastest path to their target, furthemore at the end of a Run action the Mad Dog may make a single bite attack as if they made a charge.

This ability replaces Blood Rush.

## Eternal Hunger (Ex)

At 8th level, the Mad Dog takes a second wind from every blow that hits an opponent. They may apply half the bonuses from Jaws of the Beast’s healing effects to attacks other than their bite.

The ability replaces Bloodlust.

## Hungering Strike (Ex)

At 9th level, the Mad Dog may make another bite attack during a full-attack action, as long as the target for the attack is under 50% maximum hit points.

This ability replaces Silent Threat