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Berserker
There are those people who choose to live the vast majority of their lives in a remote region of the world. They can be found among small tribal villages in various climates. Extreme conditions force them to hone combat and wilderness survival skills. Some train more extensively than others, thereby becoming renowned for their foul tempers and incredible endurance. Over time, some of these men develop insane ferocity and have proudly (and appropriately) named themselves berserkers.


Prime Requisite: Strength
Minimum Score: A Berserker must have a Constitution of 13 or higher.
Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18.
Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hit points per level, Constitution adjustments no longer apply.
Maximum Level: 36
Armor: Chainmail and leather; shields allowed.
Weapons: Any except black jack, lance, pike, blowgun, and whip.

Special Abilities:
  1. A berserker successfully forages on a dice roll of 1 to 4 on 1d6 in any terrain or climate.
  2. A berserker is permitted to have his/her hit points reduced to -16 (instead of -10) before dying.
  3. When a berserker's hit points have been reduced to below 25% of his maximum hit points (round down), he/she receives a bonus of +1 to all damage rolls in melee combat.
Other Details:
Berserkers use the fighter experience, thaco, saving throw, and weapon mastery charts.


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