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 Berserker, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle.

- Hit Die: d12.

- Proficiencies: Frenzied Berserkers gain no weapon or armor proficiencies.

- Skill Points: 2 + Int Modifier.

- Attack Base: High.


Alignment: Non-lawful

Base Attack Bonus: +6.

Feats: Cleave, Great Cleave, Power Attack.



1: Frenzy -Grants +3 to attack and damage (+4 at 8), +1 attack, reduces AC -4, takes 2 blood damage per round, useable once per day.

2: Toughness

3: Frenzy - Can be used twice a day.

5: Frenzy - Can be used three times a day.

Improved Power Attack - Increases damage by +10, but gives a -10 attack penalty.

6: Inspire Frenzy - Causes friendly party members within a 10 ft radius to enter a frenzy.

7: Frenzy - Four uses a day.

8: Frenzy is now +4

9: Frenzy - Five uses a day.

Class Skills: Discipline, Heal, Lore, Parry, Intimidate, Craft Armour/Weapon.

Epic Frenzied Berserker:

Few mortal beings can surpass the destructive capabilities of the epic frenzied berserker.

- Hit Die: d12

- Skill Points: 2 + Int Modifier.

Bonus Feats: The epic Frenzied Berserker gains a bonus feat every three levels.

Special: Gains an additional Frenzy usage every 2 levels.

Epic Frenzied Berserker Bonus Feats List:

Armour Skin, Damage Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Overwhelming Critical, Terrifying Rage, Thundering Rage, Extend Rage.

Class Abilities:


Type of Feat: Class Specific

Prerequisite: Frenzied Berserker Level 1

Specifics: Upon entering a frenzy the Frenzied Berserker gains +3 to attack and damage (+4 at level 8 ) and an additional attack per round, but receives -4 AC and 2 blood damage per round. The frenzy lasts 5 + Constitution modifier rounds.

NB: Does not stack with Rage.

Use: Selected.

End Frenzy:

Type of Feat: Class Specific

Prerequisite: Frenzied Berserker Level 1

Specifics: Upon activation the player makes a Will Save DC 20. If they pass they will save, then frenzy is ended.

Use: Automatic.

Inspire Frenzy:

Type of Feat: Class Specific

Prerequisite: Frenzied Berserker Level 6

Specifics: While frenzying, a Frenzied Berserker may choose to inspire her allies into a frenzy. When used, all party members within 10 ft enters a frenzy. The duration for them is 5 + their Constitution modifier + the half the Frenzied Berserker's level.

Use: Selected. Uses up a Frenzy usage.