Be Assured that every time the Blood Lust takes you, that you or
your opponent will die.
Common blessing of the barbarian tribes to the young
warriors.
Some of the berserkers fall a little too far into their rage.
Controlled anger and fury turns to near madness. Ragers are
dangerous to both their enemies and their allies
Requirements
Alignment: any
chaotic
Base Attack Bonus: +6
Feats:
Cleave, Power
Attack, any one feat that requires the ability to rage or frenzy as a
prerequisite
Other: Ability to Rage.
Hit Dice:
d12
Class Skills:
Skill points at each level: 2+ Intelligence modifier
Climb (Str); Intimidate (Cha); Jump (Str); Swim (Str); Tumble
(Dex)
Shipbound
 | Weapon and Armor Proficiencies: The
Rager gains no additional weapon or armor proficiencies. |
 | Extreme Rage: The rage entered by a
Rager is more ferocious and dangerous that that of a normal Berserker. The
bonus gained to Strength and Constitution is 2 higher than they normally
would be for the Rager. The penalty to armor class is doubled. Although the
rage lasts for the same amount of time, the Rager must make a Concentration
check at DC30 minus the number of rounds that he has been raging to end the
rage. This can be attempted as a free action every round. While raging, the
Rager must attack something or someone every round. Because the stress of
the extreme rage is so great, the Rager takes 2 points of subdual damage for
every round that he is raging. All other effects of a normal rage apply. |
 | Furious Rage: When the Rager is
using a full round action to attack while he is raging, he gains an
additional attack at his highest attack bonus. This ability cannot be used
with other effects that grant an additional attack, such as a Haste spell. |
 | Additional Rage: The Rager may go
into a rage one additional time per day. |
 | Diehard: The Rager gains the
Diehard feat, even if he does not meet the standard prerequisites for the
feat. |
 | Supreme Cleave: The Rager can take
a 5-foot step once per round in between using the Cleave or Great Cleave
feats. |
 | Fight Beyond Death: While raging,
the Rager can only be killed by massive damage or by a spell such as
Disintegrate or Slay Living. When the rage ends, if the Rager is below -10
hit points, he dies. |
 | Improved Power Attack: When the
Rager uses the power attack feat, he gains 1.5 times the bonus. For example;
if the Rager takes a -4 penalty to hit, they gain a +6 to damage. If the
Rager would already get 1.5 times the bonus for any reason, the bonus
increases to 2 times. If the Rager would already get 2 times the bonus for
any reason, the bonus increases to 2.5 times. It never goes higher than 2.5
times the bonus. |
 | Inspire Rage: Whenever the Rager is
raging, everyone within ten feet must make a willpower saving throw at a DC
equal to the Rager’s total level plus his charisma modifier. Failure means
that the being enters a rage which is equivalent to that of a normal
Berserker. The only difference is that the effected being cannot voluntarily
stop the rage. Once a being has successfully resisted the rage, they do not
have to make another save for the rest of the day. They may however,
voluntarily give in to the rage at a later time while the Rager is raging.
This is a supernatural mind-effecting ability. |
 | Greatest Rage: The Rager adds
another 2 to his Strength and Constitution while raging. |
 | Supreme Power Attack: When the
Rager uses the power attack feat, he gains 2 times the bonus. For example;
if the Rager takes a -4 penalty to hit, they gain a +8 to damage. If the
Rager would already get 2 times the bonus for any reason, the bonus
increases to 2.5 times. If the Rager would already get 2.5 times the bonus
for any reason, the bonus increases to 3 times. It never goes higher than 3
times the bonus.
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