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MELLIN(1850) p1.210 BERSERK

This take on a Berserker class divorces them from being uncivilized “barbarians” and instead emphasizes their role as opponents of oppression.

Human Berserker

Requisites: Strength & Constitution
Special Abilities: Fearless, Fury of Power, Fury of Speed, Resist Cold and Fire, Unarmored Defense.
Restrictions and Weaknesses: Armor and Weapon Restrictions, Battle Madness
Hit Dice: d12 per Level, until 9th. Add 4 Hit Points per Level thereafter.
Alignment: Chaotic
Starting Age: 16+d4
Starting Language(s): Western Common.
Alternate Ability Generation: Str: 10+d8 | Int: 3d6 | Wis: 3d6 | Dex: 3d6 | Con: 10+d8 | Cha: 3d6

Typical Starting Equipment:

  • Shield. (Wooden, with bite marks all along the top edge.)
  • Horned helmet.
  • Spiked leather arm bracers.
  • Battle Axe, Broadsword, or War Hammer.
  • Dagger.
  • Backpack.
  • Bear or wolf skin cape.
  • Leather pants.
  • High boots.
  • Pouch of body paint.
  • 6 torches.
  • 50’ of hemp rope.
  • Tinderbox (with flint and steel).
  • Sharpening stone.
  • Rags (for cleaning weapons and personal hygiene)
  • Sphagnum moss (for dressing wounds).
  • 1 Wineskin (filled with strong beer).
  • 1 bag of medicinal herbs and mushrooms.
  • 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
  • 2d10 gp.

Berserkers are Human warriors who unleash their inner fury to fight at a seemingly superhuman level. What Paladins are to the powers of Light, and the Fianna are to the powers of Life, Berserkers are to the powers of Chance.

The Berserkers of Panzoasia
Although the Immortals of Good are generally credited with freeing the Five Peoples from the Reign of the Monsters, it was actually the Berserkers who broke the power of the Bogeymen. Trained by the original Clerics of Chance, the first Berserkers sailed their longships from the Citadel of Chaos to wreak havoc on the occupied coasts of the Ultimate West. It was raiding Berserkers who founded the democracy of Tinsano in Ombratia – and modern Berserker bands continue to function democratically. The successful return of the Great Arks would not have been possible had the Berserkers not already ravaged the coastal strongholds of the Bogeymen.

The Berserkers of Panzoasia are named for their practice of creating “sarks”, or shirts, made from strips of fur ripped from still-living Bugbears. “Bugbear-sarkers” eventually become the Common word Berserker. It is also said that before the coming of the Berserkers, there was no way to express “I am afraid” in the Hobgoblin language. Now, Hobgoblins use the phrase “As if I faced a Berserker”!

Despite the instrumental role they once played in freeing the Five Peoples, it is now illegal to be a Berserker in most of the Ultimate West – although these laws tend not to be enforced in places that border one of the persisting enclaves of Monsters. The Berserkers still live – sometimes as outlaws, and sometimes as heroes. And they still protect the Citadel of Chaos against constants raids from the oppressive forces of Law.

Fearless

Berserkers are Immune to all Fear-based spells and effects, magical or mundane.

Fury of Power (Once per Day)

The Berserker selects one visible characteristic of their opponent(s). They enjoy a +2 on Attack Rolls thereafter, until all visible things with selected characteristic are dead or destroyed. The Berserker can do nothing but attack until selected enemies are destroyed, and will even attack friends who have the selected characteristic. Fury of Power can be used concurrently with Fury of Speed.

Fury of Speed (Once per Day)

The Berserker selects one visible characteristic of their opponent(s). They make two attacks per Round thereafter, until all visible things with selected characteristic are dead or destroyed. The Berserker can do nothing but attack until selected enemies are destroyed, and will even attack friends who have the selected characteristic. Fury of Speed can be used concurrently with Fury of Power.

Resist Cold and Fire

Berserkers enjoy a +1 on all Saving Throws against Cold and Fire from any source. Also, all damage from Cold and Fire is reduced by 1 point per die.

Unarmored Defense

A Berserker has a Base Armor Class of 7 [12].

  • A Berserker’s Base AC improves by one point at 3rd, 5th, 7th, 9th, 11th, and 13th Level.

Armor and Weapon Restrictions

A Berserker may use a shield, wear a helmet, and wear arm bracers, but can employ no other armor. They may not use missile weapons when in a Fury (of Power or Speed).

Battle Madness

If a Berserker is in a Fury (of Power or Speed), they cannot speak, run away, or take any other action but to attack (or move to attack). Allies will be attacked if they share the characteristic targeted by the Fury. Berserkers are known to bite the top of their shields as the Battle Madness takes hold.

Destiny at 9th Level

At 9th Level a Berserker will attract a band of 3d6 1st Level Berserker followers.
If your character builds a stronghold, they will also attract a Chaotic Cleric of Level 3, 4, or 5, and the place will thereafter become a Safe House for the Friends of Chance.

Destiny at 14th Level

At 14th Level your character attracts a Horde of 100+d20 1st Level Berserkers.
The Horde is in addition to the band of Berserkers attracted at 9th Level.

Note: Since Destinies are decided and administered by the Archons of Law, many Barbarians choose to actively resist theirs in the name of Free Will – and will strongly encourage their compatriots to do the same!

Human Berserker Advancement Table

Exp. Points (Hours played)

Exp.

Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Base AC

0

1

Berserk Warrior

1d12

19 [0]

7 [12]

3,000 (20 hours)

2

Veteran Berserker

2d12

18 [+1]

7 [12]

6,000 (32 hours)

3

Berserk Raider

3d12

17 [+2]

6 [13]

11,000 (44 hours)

4

Berserk Hero / Berserk Heroine

4d12

16 [+3]

6 [13]

20,000 (56 hours)

5

Berserk Marauder

5d12

15 [+4]

5 [14]

40,000 (68 hours)

6

Berserk Avenger

6d12

14 [+5]

5 [14]

80,000 (80 hours)

7

Berserker Champion

7d12

13 [+6]

4 [15]

140,000 (92 hours)

8

Son of Fury / Daughter of Fury

8d12

12 [+7]

4 [15]

260,000 (104 hours)

9

Berserker Warlord

9d12

11 [+8]

3 [16]

360,000 (116 hours)

10

Berserker Warlord

9d12+4

10 [+9]

3 [16]

480,000 (128 hours)

11

Berserker Warlord

9d12+8

9 [+10]

2 [17]

600,000 (140 hours)

12

Berserker Warlord

9d12+12

8 [+11]

2 [17]

720,000 (152 hours)

13

Berserker Warlord

9d12+16

7 [+12]

1 [18]

840,000 (164 hours)

14

Champion of Chaos

9d12+20

6 [+13]

1 [18]

Human Berserker Saving Throws

Level

Poison / Death Ray

Wands / Psionics*

Paralysis / Petrification

Dragon Breath / Explosives / Firearms*

Spell /Staff / Rod*

1

13

14

15

12

16

2 – 3

12

13

14

11

15

4 – 5

11

12

13

10

14

6 – 7

10

11

12

9

13

8 – 9

9

10

11

8

12

10 –11

8

9

10

7

11

12 – 13

7

8

9

6

10

14

6

7

8

5

9

* +1 Bonus on roll against Fire and Cold attacks.

 

Permutations and Variations of the Human Berserker

DWARVEN BERSERKER
Special Abilities: Fearless, Darkvision (as Dwarven Dungeoneer), Fury of Power, Fury of Speed, Resist Poison (as Dwarven Dungeoneer)
Restrictions and Weaknesses: Armor and Weapon Restrictions, Battle Madness
Benefits 9th Level: As Human Berserker
Destiny at 14th Level: As Human Berserker
Special: Dwarven Berserkers are as feared by “normal” Dwarves, but may be called upon when particularly powerful armies of Bogeymen threaten a Dwarven settlement. Note that Dwarven Berserkers move at the same speed as a Human.