Berserkers abhor the training and control of most warriors, and instead let brute force and sheer anger carry them to victory.
Berserker is an archetype of Warrior
Weapon and Armour Proficiencies
Berserkers are proficient only with simple weapons and all weapons from the axes, hammers, and tribal weapon groups (Including exotic weapons). Berserkers are proficient only with light and medium armour and not with any shields.
This modifies the warrior's standard weapon and armour proficiencies.
Rage Training (Ex)
Choose one of the following weapon groups: Axes, Hammers, Natural, or Tribal. Berserkers gain the benefits of weapon training with that weapon group.
This ability modifies Weapon Training.
Rage (Ex)
A berserker can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a berserker can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained by spells like guardian's endurance, do not increase the total number of rounds that a berserker can rage per day. A berserker can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. A berserker may take the Extra Advance feat to gain additional rounds of rage.
While in rage, a berserker gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the berserker enters a rage again within 1 minute of her previous rage. While in rage, a warrior cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. If wielding a two-handed weapon or a one-handed weapon in two hands, the berserker increases their bonus to melee and thrown weapon damage rolls by 50%.
A berserker can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A berserker cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a berserker falls unconscious, her rage immediately ends.
Rage counts as Advance for the purposes of class abilities.
This ability replaces Advance.
Rage Technique
Also at 2nd level, the berserker’s rage can begin to be used in new ways. At 2nd level, a berserker gains a rage technique. She gains another rage technique for every two levels of warrior attained after 2nd level. A warrior gains the benefits of rage techniques only while raging, and some of these techniques require the berserker to take an action first. Unless otherwise noted, a berserker cannot select an individual technique more than once. Some of the following rage techniques are stances. Activating a stance rage technique is a move action. A berserker can’t have more than one stance rage technique active at a time. If she activates a stance rage technique while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the berserker’s turn as a free action; otherwise, it lasts until the rage ends.
Rage Techniques can be found here.
This ability replaces Warrior Talents.
Flexible Rage (Ex)
At 3rd level, berserkers lack the ability to tactically adapt to situations in the same way as normal warriors. However, the fury of a berserker allows them unparalleled access to the techniques of rage.
Whenever the berserker enters a rage, she may choose to gain the benefits of a rage technique she doesn’t possess. This effect lasts for the duration of the rage. The berserker must meet all the power’s prerequisites. She may use this ability a number of times per day equal to 3 + half his warrior level. If a rage technique has a daily use limitation (such as Renewed Vigor), any uses of that rage technique while using this ability count toward that rage technique’s daily limit.
At 9th level, a berserker can use this ability to gain the benefit of two rage techniques at the same time when she enters a rage. She may use one of these rage techniques to meet a prerequisite of the second rage technique. Each individual rage technique selected counts toward his daily uses of this ability.
At 13th level, a berserker can use this ability to gain the benefit of three rage techniques at the same time. She may use one of the rage techniques to meet a prerequisite of the second and third rage techniques, and use the second rage technique to meet a prerequisite of the third rage technique. Each individual rage technique selected counts toward his daily uses of this ability.
At 20th level, a berserker can use this ability to gain the benefit of any number of rage techniques when she enters a rage. Each rage technique selected counts toward his daily uses of this ability.
The berserker may take the Extra Martial Flexibility feat to gain additional uses of Flexible Rage.
This ability replaces the warrior's Bonus Combat Feats.
Second Skin (Ex)
A berserker does not gain the ability to move at full speed in heavy armour at 7th level, but increases their land speed by 10ft while not wearing heavy armour.
This ability modifies Second Skin.
Berserk Mind (Ex)
At 4th level, the Berserker is immune to the Berserk status effect, and while raging any creature that attempts to read his mind or otherwise control his actions must make a fortitude saving throw (DC 10 + Strength modifier + ½ warrior level) or become nauseated for 1 round, due to the ferocity with which their mind reacts to the intrusion.
This ability replaces Battle Reading.
Furious Impact (Ex)
At 5th level, the berserker puts more power into their strike, putting no thought into defense or survival. As part of a melee or thrown weapon attack action, the berserker can choose to take a -4 penalty to AC for 1 round. If they do, they gain a +6 bonus to damage and all creatures adjacent to the target (other than the berserker) take half of the total damage before DR or resistances.
At 11th level, the berserker can use this ability on the first attack in a full-attack and also anytime they would apply Vital Strike or any feats with it as a prerequisite to an attack, following the same limitations.
This ability replaces Warfares.
Savagery (Ex)
At 6th level, the berserker increases the critical threat range for all weapons in the weapon group she chose by 1. This stacks with other threat range increases but is applied after any effects that would multiply the range.
This ability replaces Secondary Training.
Violence is the Question (Ex)
At 8th level, while raging the berserker may spend a round of rage as a swift action to gain the ability to ignore an amount of damage reduction and hardness equal to their level for a number of rounds equal to their Constitution modifier. Once this duration is over, the berserker’s rage automatically ends unless ended sooner.
This ability replaces Soldier or Savage.
Brutality (Ex)
At 9th level, the berserker’s focus on their chosen weapons grows more violent. While raging, she increases the bonus damage from their Strength modifier by half again for weapons in their chosen weapon group (Two-handed weapons deal 2x Str modifier, one-handed weapons deal 1.5x Str modifier, etc).
This ability replaces Holmgang.
Greater Rage
At 11th level, when a berserker enters rage, a berserker’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die, whilst the penalty to AC increases to -3.
This ability replaces Improved Warfare.
Cunning Savagery (Ex)
At 12th level, the berserker is immune to the Confused condition, and the duration of the nauseated condition from Berserk Mind is increased to 1d4 rounds, and if the save is successful the creature is still sickened for 1 round.
This ability replaces Skilled Reading.
…And the Answer is Yes (Ex)
At 14th level, the berserker no longer automatically ends their rage after Violence is the Question’s duration is over, but must wait 1 minute between the end of the duration and activating it again. If they spend an additional round of rage when activating Violence is the Question, they may ignore this time limit.
This ability replaces Improved Soldier or Savage.
Extreme Brutality (Ex)
At 16th level, the berserker's single-mindedness when it comes to weapons of sheer brutality deepens. While raging, she increases the critical multiplier of any weapon from their chosen weapon group by 1, to a maximum of 5x. Additionally, if the berserker threatens a critical, but it doesn't confirm, she may roll for damage twice and take the better result.
This ability replaces Greater Warfare.
Mighty Rage (Ex)
At 17th level, when a berserker enters rage, a berserker’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +6. In addition, the amount of temporary hit points gained when entering a rage increases to 6 per Hit Die, whilst the penalty to AC increases to -4.
This ability replaces Devastating Blow.
Tireless Rage (Ex)
Starting at 17th level, a berserker no longer becomes fatigued at the end of their rage. However, if they should enter their rage within 1 minute of their previous rage, they do not gain the temporary hit points.
This ability replaces Tireless Advance.





