Frenzied Berserker

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The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses - it is the thrill of combat that draws her. For the frenzied barbarian, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle.

Along the wild borderlands and in the evil kingdoms of the world, frenzied berserkers often lead warbands that include a variety of character types - and even other frenzied berserkers. Some such groups turn to banditry and brigandage; others serve as specialized mercenaries. Whatever their origin, such warbands naturally gravitate toward situations of instability and conflict, because wars and civil strife are their bread and butter. Indeed, the coming of a frenzied berserker is the most obvious herald of troubled times.

Wiki Page under editing. This class is getting a major update and this page may be different from what is currently in game.


Alignment: Any Non-Lawful

Base Attack Bonus: +6

Feats: Power Attack, Cleave, Intimidating Rage

Hit Die: d12

Proficiencies: Frenzied Berserkers gain no additional proficiencies

Skill Points: 2 + INT

Class Skills: Craft, Discipline, Heal, Intimidate, Knowledge (Engineering, Geography, Planes, Psionic, Religion), Listen, Parry, Profession (all but Bookkeeper, Sailor and Scribe), Wilderness Lore

Lvl BAB Fort Ref Will Special
1st +1 +2 +0 +0 Berserk Slam, Rage
2nd +2 +3 +0 +0 Berserker Roar
3rd +3 +3 +1 +1 Bloodletting
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Improved Power Attack
6th +6/+1 +5 +2 +2 Frenzy
7th +7/+2 +5 +2 +2 Bonus Feat
8th +8/+3 +6 +2 +2 Inspire Frenzy
9th +9/+4 +6 +3 +3 Bonus Feat
10th +10/+5 +7 +3 +3 Die Hard


Frenzied Berserker now has a new secondary resource, RAGE. Rage is gained when a frenzy berserker hits a target with a melee attack. Rage is increased by 2 on a miss, 5 on a hit with a one handed melee weapon, and 8 on a hit with a two handed melee weapon up to a maximum of 100 rage.

Berserk Slam

The frenzied berserker slams their enemy with a powerful blow, dealing d6 damage per level. The attack fuels their bloodlust, granting 20 rage if their opponent is struck. This ability is a free-action touch attack on a 10 round cooldown.

Berserker Roar

The frenzied berserker may let out a loud roar that may demoralize his opponents. Rage Cost - 15. Free Action. Will Save vs 10 + Frenzied Level + Strength Modifier(Not stopped by mind immunity). On a failed Will save, all enemies in a large area around the Frenzied Barbarian suffer 20% more physical damage for 5 rounds. This effect does not stack.


You have a tenacity of will that supports you even when things look bleak. A frenzied berserker fights harder and more tenaciously the worse the fight is going for them. Passive Ability. As a frenzied berserker gets lower and lower health, their combat prowess increases.

Damage: +1 Damage for every 5% missing HP, up to +10.

Move Speed: +1% move speed per missing HP%. (Caps at 50% unless you have 3 monk levels)

Regeneration: +1 Regen per round for every 5% missing HP, up to +10 regen/round.

Attack Bonus: +1 AB per every 10% missing HP, up to +5.


The frenzied berserker craves the ecstasy of combat and the intoxicating thrill of bloodshed above all else. In their growing state of mania, they harm themself for 20% of their max HP and then heal 6% of their max HP every round over 5 rounds. Bloodletting cannot be used if it would instead kill the berserker. This ability is a free action on a 60-second cooldown.

Inspire Frenzy

The frenzied berserker inspires their allies to greater heights than they thought possible. Rage Cost - 15. Full Round Action. The frenzied berserker shouts, granting themselves and their allies in a large area +1 attack per round and 5% immunity to physical damage. Free action. This effect lasts for 60 seconds. This effect does not stack.


The Berserker works themselves into a terrible fury, rendering them nearly immune to all but the most powerful strikes and allowing them to wallow in the bloodbath of combat. Rage Cost - 85. Free Action. Cooldown: 18 seconds. While frenzied the berserker gains +1d10 Slashing Damage, +5 AB, +1 attack per round, +10% immunity to all physical and elemental damage (reduced to 5% for the remainder of the cooldown after Frenzy ends), and will heal themselves for 3% of their max HP whenever they damage an enemy. Last but not least they are immortal for the first three seconds of their frenzy. At the end of frenzy any damage you would have taken below 1 HP is dealt to you, this damage is lethal. The effects of frenzy stack with those from any rage ability the character may have. Frenzy lasts for 6 seconds, or 9 seconds with the Empowered Frenzy feat. (Also the VFX lights you on fire. It's entirely cosmetic but rad a.f.)

Bonus Feats

Blinded by Battle: When the frenzied berserker is the victim of a critical hit, they regenerate 1% of their HP per second for 9 seconds.

You Miss the Ones You Don't Hit: Misses now earn an additional rage.

Intimidating Frenzy: Activating Frenzy now deals damage equal to two times your intimidate skill and strength modifier to nearby enemies. This ability has square root scaling based on target count and a save based on your strength for players.

Empowered Frenzy: Frenzy now lasts for an additional 3 seconds.

Sundering Blows: Hitting an enemy with an attack causes them to take 1% additional physical damage for 30 seconds, stacking up to 10 times.

Sweeping Strikes

Great Cleave