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Still pretty raw and unbalanced... WIP.
Primitive Berserkers
Primitive Berserkers were the ancestors of the these days barbarians. Living in a world much more violent and wild, the only way they find to survive was become much more violent and resilient yet.
These primitives learn to avoid blows and toughen up their skin while gained power from their truly primitive natures. They are hardened by wild and untainted existence far from the pathetic softness of so-called civilization. The only acceptable life is through the glory of combat, over the corpse of the weak, feeling the hedonistic pleasure from battles wounds and blood taste.
While enrage, they enter in a violent, explosive and assassin frenzy that often take the lifes of enemies and friends without distinction.
Role: Primitive Bersekers are the epitome of destruction, their lives means nothing if not are in the top of their enemies bodies. They do not merge well with civilization and its cultures. Most of them are alone, not because she chose, but because her frenzy soon or later will vanish with friends as well.
Alignment: Any chaotic
Hit Die: d12
Starting Wealth: 1d6 × 10 gp (average 35gp.) she do not begins with any outfits.
Class Skills
The primitive berserker’s class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int), Perception(Wis), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Weapon and Armor Proficiency
Primitive berserker are not proficient with armors and shield of any kind. She is proficient with the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling and spear.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Primitiveness
A true primitive berserker cannot read or write.
She refuse to learn the skills: Craft (except for Weapons), Disable Device, Knowledge: Engineer, Perform (which needs instruments other than Drums), Profession, Spellcraft and Use Magical Device.
Her superstition about such things leads her to refuse to ever learn to read or write, those skills, to use any armor or shield, or how to operate any technological device even if she multiclasses into other classes.
Becoming non-chaotic or learning any of this implies of lost all the abilities due the lost of her primitive spirit and Primitive Attack will become the combat feat Power Attack.
Primal Defense (Ex)
While wearing no armor, the primitive berserker gains an armor bonus equal to her Constitution modifier (minimum 0).
Frenzy (Ex)
A primitive berserker calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a primitive berserker can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. Temporary increases to Constitution do not increase the total number of rounds that a berserker can frenzy per day. A berserker can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a frenzy, a primitive berserker gains a +6 morale bonus to her Strength. If she makes a full attack, she can make an additional attack at her highest bonus. (Not cumulative with effects such as haste or speed weapons.) In addition, she takes a –4 penalty to Armor Class. While frenzied, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During a frenzy, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of foes while in a frenzy, her rampage continues. She must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health. (The target's or her own.)
A berserker can end her frenzy as a free action by making a Will save (DC 10+1/2 primitive berserker's level + rounds of remaining frenzy) and is fatigued after rage for a number of rounds equal to 4 times the number of rounds spent in the frenzy. A berserker cannot willingly enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a berserker falls unconscious, her frenzy immediately ends.
A primitive berserker who takes damage immediately enters a frenzy. Entering a frenzy unwillingly can be prevented with a Will save (DC 10 + damage).
This ability count as rage and replaces any rage from others sources. A primitive berserker can use primal powers while in a frenzy.
Primitive Attack
At 2nd level, a primitive berserker receives Primitive Attack feat that functions exactly as Power Attack, but it will look more furious and wild. After level 6 will scale while used in frenzy.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Besides that Primitive Attack evolves as primitive berserker go deeply in her ways:
Improved Primitive Attack: At the 6th level, while in frenzy the bonus of damage will be +3 for every penalty -1 on attack, before any increasing or halving.
Greater Primitive Attack: At the 12th level, while in frenzy the bonus of damage will be +4 for every penalty -1 on attack.
Supreme Primitive Attack: At the 18th, while in frenzy the bonus of damage will be +5 for every penalty -1 on attack.
Regenerate (Su)
At 2nd level, a primitive berserker gains fast healing 1 while frenzy and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level.
Naked Courage (Ex)
At 3rd level, the primitive berserker gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd.
Deathless Frenzy (Ex)
At 4th level, the primitive berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at negative hit points. Even if reduced to negative hit points equal to her Constitution or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from spell effects such as slay living or disintegrate.
Scarred Flesh (Ex)
At 5th level, whenever a critical hit or sneak attack is scored on the primitive berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.
Primal powers (Ex)
As a primitive berserker gains levels, she learns to use her frenzy in new ways. Starting at 6nd level, a primitive berserker gains a primal power. She gains another primal power at 12th, 16th and 20th . A primitive berserker gains the benefits of primal powers only while frenzying, and some of these powers require the primitive berserker to take an action first. Unless otherwise noted, a primitive berserker cannot select an individual power more than once. Primal power works exactly and count as rage power.
Any primitive berserker who meets the powers’ prerequisites can select and use primal powers. Totem primal powers grant powers related to a theme. A primitive berserker cannot select from more than one group of totem primal powers; for example, a primitive berserker who selects a beast totem primal power cannot later choose to gain any of the dragon totem primal powers (any primal power with “dragon totem” in its title).
Natural Toughness (Ex)
At 7th level, the primitive berserker gains a +1 natural armor bonus to AC when wearing no armor or shields. This bonus increases by +1 for every three levels beyond 7th.
Inspire Frenzy (Ex)
At the 8th level, a primitive berserker can inspire frenzy in her allies while she herself is frenzied. She chooses to use this ability as part of entering in frenzy, all willing allies within 10 feet of her gain the benefits and the disadvantages of Frenzy as they active this ability for themselves. Affected allies will frenzy as long as the primitive berserker remains on frenzy, regardless of whether they remain within 10 feet of her.
Greater Frenzy (Ex)
At 11th level, the primitive berserker gains a +8 morale bonus to her Strength, instead +6.
Leap Attack (Ex)
At 14th level, the primitive berserker can attempt a leaping charge while frenzying.
When charging, determine the distance from your target at which you wish to begin your leap. The total distance of the leap planned plus the amount moved before the leap cannot be more than the distance you could normally move when charging (typically double your base movement).
Once the planned distance has been determined, make an Acrobatics check for leaping as normal. If the check is not successful, the leap fails, but you can continue moving forward, making your charge as normal. If the check is successful, for every 10 feet leaped, add +1 to any damage dealt by the charge. Thus a 10 foot leap would result in +1 damage, 20 feet in +2, 30 feet in +3 and so on. If using Primitive Power Attack, adds this on his bonus instead, before multiplying by 50% for two handed weapons.
All leaps must be calculated in multiples of 10 and a leap with a result between such a multiple must be rounded down, so that a 15 foot leap would only count as 10 feet for the purpose of calculating the damage bonus.
Tireless Frenzy (Ex)
Starting at 17th level, a primitive berserker can enter in frenzy while fatigued or exhausted.
Mighty Frenzy (Ex)
At 20th level, the primitive berserker gains a +10 morale bonus to her Strength, instead +8.

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