Many berserkers come from the halls of civilized society. They are fighting men who have tapped into a burning rage in their souls. They bear the trappings of cultured men, but they're just as barbaric as tribesmen from the wilderness.
From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them berserkers or barbarians and suspect them of mayhem, impiety, and atrocities. These 'berserkers', however, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proven their cunning, resourcefulness, persistence, and mercilessness.

Adventures: Adventuring is the best chance berserkers have of finding a place in civilized society. They're not well-suited to the monotony of guard duty or other mundane tasks. Berserkers also have no trouble with the dangers, the uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies. They have a noted distaste for that which they consider unnatural, including undead, demons, and devils.

Characteristics: The berserker is an excellent warrior whose combat prowess comes from his powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.

Alignment: Berserkers are rarely, if ever, lawful. They may be honorable, but at heart they are wild. They may cover this in a veneer of civilized behavior, but they quickly shed that veneer and become thoughtlessly destructive in a rage.

Religion: Some berserkers distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship. Others devote themselves to powerful patrons, such as Vantileer, Elladonna, or the Eighteen. A berserker is capable of fierce devotion to his god.

Background: Though the stereotype is a wild man from the fringes of civilization, berserkers are just as commonly fighting men from the hearts of cities as they are fearsome barbarians.

Races: Berserkers are most common among humans, Manitorns, and goblinoids. All three races have a tendency towards hot blood and a penchant for violence. Least common are gnome or halfling berserkers, as those races don't often indulge in a screaming blood frenzy.

Other Classes: Berserkers get along best with other martial classes, though they can often butt heads with the more disciplined fighters, paladins, and monks. A berserker from the wilds would have a lot in common with a ranger and druid, though neither class often shares the berserker's fondness for screaming blood frenzies. They are often superstitiously afraid of spellcasters, and for good reason.

Game Rule Information
Berserkers have the following game statistics.
Abilities: Strength and Constitution are the berserker's two most important ability scores.
Alignment: Any.
Hit Die: d12.
Starting Gold: 4d4x10 (100 gp)
Starting Age: Simple.
Experience: Simple.

Class Skills
The berserker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Level: 4 + Int modifier


Level
Base Attack Bonus
Defense
Bonus
Rep
Bonus
Fort
Save
Ref
Save
Will
Save
Class Features
1st
+1
+2
+0
+2
+0
+2
Fast movement, rage
2nd
+2
+2
+1
+3
+0
+3
Bonus feat, uncanny dodge
3rd
+3
+3
+1
+3
+1
+3
Strong back
4th
+4
+3
+2
+4
+1
+4
Bonus feat
5th
+5
+3
+2
+4
+1
+4
Improved uncanny dodge
6th
+6/+1
+4
+3
+5
+2
+5
Bonus feat
7th
+7/+2
+4
+3
+5
+2
+5
Damage reduction 3/-
8th
+8/+3
+4
+4
+6
+2
+6
Bonus feat
9th
+9/+4
+5
+4
+6
+3
+6
Warcry
10th
+10/+5
+5
+5
+7
+3
+7
Bonus feat, damage reduction 6/-
11th
+11/+6/+1
+5
+5
+7
+3
+7
Greater rage
12th
+12/+7/+2
+6
+6
+8
+4
+8
Bonus feat
13th
+13/+8/+3
+6
+6
+8
+4
+8
Damage reduction 9/-
14th
+14/+9/+4
+6
+7
+9
+4
+9
Bonus feat, indomitable will
15th
+15/+10/+5
+7
+7
+9
+5
+9
Mighty warcry
16th
+16/+11/+6/+1
+7
+8
+10
+5
+10
Bonus feat, damage reduction 12/-
17th
+17/+12/+7/+2
+7
+8
+10
+5
+10
Tireless rage
18th
+18/+13/+8/+3
+8
+9
+11
+6
+11
Bonus feat
19th
+19/+14/+9/+4
+8
+9
+11
+6
+11
Damage reduction 15/-
20th
+20/+15/+10/+5
+8
+10
+12
+6
+12
Bonus feat, mighty rage

Class Features

All of the following are class features of the berserker base class.
Starting Feats: Berserkers receive Basic Weapon Proficiency and seven bonus feats at 1st level.

Fast Movement (Ex): A berserker's land speed is faster than the norm for his 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 berserker's speed because of any load carried or armor worn. For example, a human berserker has a speed of 40 feet rather than 30 feet when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet.

Rage (Ex): A berserker can fly into a screaming blood frenzy by spending an action point. In a rage, a berserker gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.
The increase in Constitution increases the berserker's vitality points by 2 points per level, but these vitality points go away at the end of the rage when his Constitution score drops back to normal. While raging, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A berserker may prematurely end his rage. At the end of the rage, the berserker loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level berserker, at which point this limitation no longer applies; see below).
A berserker can fly into a rage once per encounter. Entering a rage takes no time itself, but a berserker can only do it during his action, not in response to someone else's action.

Bonus Feats: At every even-numbered level, the berserker gains a bonus feat chosen from the following list: (LIST)

Uncanny Dodge (Ex): At 2nd level, a berserker gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a berserker has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Strong Back: A 3rd-level berserker has can carry heavier loads than normal through both conditioning and learning how to properly pack a ruck. He increases his carry capacity by +50%.

Improved Uncanny Dodge (Ex): At 5th level and higher, a berserker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the berserker by flanking him, unless the attacker has at least four more levels than the berserker does.

Damage Reduction (Ex): At 7th level, a berserker gains the ability to shrug off some amount of injury from each blow or attack that deals damage to his wound points. Subtract 3 from the damage the berserker takes each time he is dealt wound point damage from a weapon or natural attack. At 10th level, and every three levels thereafter (13th, 16th, and 19th level) this damage reduction raises by 3 points. Damage reduction can reduce damage to 0 but not below 0.

Warcry (Ex): At 9th level, the berserker can let loose a howl of bloodlust and fury whenever he enters a rage or charges an opponent. This warcry invigorates and motivates him, granting him an extra attack action that round.

Greater Rage (Ex): At 11th level, a berserker's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The AC penalty remains at -2.

Indomitable Will (Ex): While in a rage, a berserker of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Mighty Warcry (Ex): At 15th level, the berserker's warcry is mighty indeed. Opponents within 30 feet of him must make a Will save opposed to his Intimidate check or be shaken for one round afterwards (-2 attack rolls, AC, saving throws, and skill checks).

Tireless Rage (Ex): At 17th level and higher, a berserker no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex): At 20th level, a berserker's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The AC penalty remains at -2.