"Maim! Kill! Burn! Maim! Kill! Burn! Maim! Kill! Burn! Maim! Kill! Burn! Maim! Kill! Burn!"
"Attack! Is the only other word you need to know."
Some people fight, some few of those that fight can kill, a very select few are concerned with nothing so long as they can fight. Preferable in hand to hand combat, preferable now.
Pre-Requisites:
BaB: +3
Skill: Intimidate 6 Ranks
Proficiency: Must be proficient with at least one lethal weapon.
Special: Must have attacked and dealt the killing blow to creature.
Hit Dice: d12
BaB: Good (1/1)
Saves: Fort: Good Reflex: Poor, Will: Poor
Skill Points: 4+Int
Proficiencies: You gain proficiency with all lethal weapons.
Level: Benefits
- Natural Wearer of Armour, Rage, Ferocious Healing
- Hate Magic, MAIM! KILL! BURN!,
- Skulls for the Skull Throne! Disdain for no weapon
Natural Wearer of Armour: A Berzerker is always ready for the spilling of blood. As such, they nearly never remove their armour, becoming so accustomed to its presence that it begins to act as if it were a second skin. Some Berzerkers even wear extra armour. Merely because they can.
As long as the Berzerker is wearing one suit of armour that they are proficient with, the Armour Bonus instead counts as a Natural Armour bonus. They may wear an other suit of armour so long as it has a lower Armour Check Penalty than the suit of armour that is underneath. The Armour Check and Stealth Check penalties of both armours are added together.
[Yes, that means that the 1/2 of your lowest armour value rule from Tome of Gears is voided. You're not polymorphed into a creature with massive natural armour; you're doing something else, that won't be generating +20 Natty armour on it's own].
Ferocious Healing: If a Berzerker deals lethal damage to an other creature they gain Fast Healing that is equal to their levels in classes that provide Rage or Rage-like abilities combined. This effect lasts for one round per class level that provides Rage. If you deal damage again while this effect is active, you merely reset countdown of turns remaining.
Basically, add your Barbarian, and Berzerker Levels; when you deal melee damage, you gain Fast Healing equal to those levels, for the same amount of rounds.
Hate Magic: Berzerkers hate magical effects as well as anyone who uses them.
The Berzerker gets the Mage Hunter [Combat] feat. Seeing a magical effect counts as one of the triggers for when the character may elect to Rage; and not seeing a magical effect for three rounds will remove is one of the three things that a Barbarian must encounter before their rage is broken (not dealing, or taking, damage being the other two).
MAIM! KILL! BURN!: A Berzerker can go into an unending chant to encourage herself to spill even more blood.
As a swift action, a Berzerkermay begin ranting and raving at the top of their lung at their enemies. The Berzerker's lethal attacks deal an additional amount of damage equal to their character level in [Energy] damage. This benefit lasts until the beginning of the Berzerker's next round.
[Use Force if using 'Baskin Robbins' damage flavours (i.e. Holy, Anti-holy, Acid, Dope, Fire, Cold, Electricity, Sonic, Hedgehogs, Force etc.) or "Fire" if 'Sane' damage flavours are used.]
Skulls for the Skull Throne!: A Bloodspiller's weapon acts as if it has the Slicing weapon property at all times, this can be suppressed as a non-action and can be re-activated as part of an attack action. A Slicing weapon cuts off a target's limb if they are attacked and damaged that round unless they make a Reflex save against a DC of 10 + 1/2 the Berzerker's Hit Dice + The Berzerker's Charisma Modifier.
[The Book of Gears Sharpness property]
Disdain for no Weapon: Sometimes a Berzerker only has a soup cup, often that is more than enough.
A Berzerker suffers no penalties for using an improvised weapon. Also, they can use any sized melee weapon, so long as it is a light load for them, without any penalty. This weapon deals damage as if it were an appropriate weapon of a size category that corresponds with its weight.
Bloodspiller
"Why do you simper like striplings from the steel-shattering snows?
Our enemies still draw breath!"
-Kharne the Betrayer, at Skalathrax
"Know too, that even as our blood spills it will be welcome."
Some people fight, some few of those that fight kill, a very select few are beyond fighting or killing. These few are concerned with nothing so long as blood is spilled.
In their obsession, they are swayed by nothing and will do anything to ensure that the blood flows.
Pre-Requisites:
BaB: +8
Skill: Intimidate 10 Ranks
Feat: Must have a Leadership feat that allows for followers that can engage in melee combat
Special: Must have attacked and killed creature of at least your CR in melee on your own
Hit Dice: d12
BaB: Good (1/1)
Saves: Fort: Good Reflex: Poor, Will: Poor
Skill Points: 4+Int
Proficiencies: You gain proficiency with all simple and martial melee weapons.
Level Benefits
- Bloodlust, Indomitable Will, Everything is blood, Furious Fleetness +10'
- Fanatical Followers, Careless Killer, Bloodlust Dice +2d6
- Savage Noise, Bloodlust Dice +4d6
- Nearly Impossible to Kill, Furious Fleetness +25'
If a Bloodspiller is unable to deal lethal damage for 3 rounds, then the Bloodlust ends for that combat. To end a Bloodlust eariler requires a successful Will Save. The DC is 10 + 1/2 the Bloodspiller's hit dice + Charisma Modifier.
Indomitable Will: The Bloodspiller gains the Slippery Mind Rogue special ability. However, they may use it every round until the effect is saved against.
If targeted by an spell effect, but not damage, that would kill them (such as a Death effect), the Berzerker is treated as if their hit points were set to -1 and stable.
Everything is blood: A Bloodspiller may choose to deal lethal damage with a weapon any time they could deal non-lethal damage with a weapon, but not if the weapon has been magically altered to deal non-lethal damage (Such as a Merciful weapon enchantment).
Additionally a bloodspiller with no weapons can make slam attacks in lieu of being unarmed. These slam attacks deal 1d8 damage for a medium sized creature, and add 1 1/2 of the Bloodspiller's Strength modifier in damage. A Bloodspiller gains extra attacks with this slam attack as would be granted by their Base Attack Bonus to a wielded weapon.
[you can kill with saps or your fists, happy birthday].
Furious Fleetness: While in Bloodlust or Raging, a Bloodspiller gains an increase to their speed when making a move action to move, which is doubled when charging.
Bloodlust Dice: As long as a Bloodspiller is in their Bloodlust, they may add their Bloodlust dice to melee damage rolls derived from their Base Attack Bonus.
Fanatical Followers: Instead of normal followers, a Bloodspiller may elect to have Fanatical Followers. Instead of using actual rules for individuals, treat an area up to 5 feet per two character levels the Bloodspiller has, as a Swarm that is centred around the Bloodspiller. The area that this Swarm takes may be smaller or reduced to any size, but it is always centred on the Bloodspiller or ajacent to it.
This Swarm represents the Bloodletters most Fanatical Followers and deals damage as if it were a Swarm equal to the the Bloodspiller's character levels (1-5 HD: 1d6;6-10:2d6; 11-15: 3d6; 16-20: 4d6; 21+:5d6). Additionally, any allies of the Bloodspiller that attack an enemy that is currently within the area affected by the Fanatical Followers gains a Cover Bonus to AC and a Flanking Bonus to Hit equal to 1/2 the Bloodspiller's Character levels.
Careless Killer: If the Bloodspiller fails to hit with a melee attack roll, they instead lash out at their Followers. For the rest of the combat the bonuses that the Fanatical Followers give is reduced by 1. If this number becomes a negative number, then now a negative modifier is applied as the senseless killing now becomes distracting to even the Bloodspiller's fellow party members.
Savage Noise: Bloodspillers hate the fact that some people use their mind to kill instead of using weaopns. They try to befuddle mages with their incessant ranting and raving.
As long as a Bloodspiller is able to speak and be heard, they can spend a Swift action to begin ranting and raving in an attempt to suppress magical effects with the [Sonic] descriptor and spells with a verbal component. Anyone within medium range of the Bloodspiller attempting to use or maintain such a spell or ability must make a Willpower save (10 + 1/2 the Bloodspiller's hit dice + Charisma Modifier) or their spell or ability fizzles.
Nearly Impossible to kill: If a Blood Spiller is killed while in Bloodlust, they are affected by a True Ressurection spell 24 hours after they have died.