Berzerker

“I embrace the darkness within. It makes me strong. My fury is my guide, and I will meet victory... or oblivion.” - Hanniah Sharptooth, queen of viscera
You were born amidst the towering arctic mountains, axe and spear in hand. From an early age you displayed unmatched ferocity and an unyielding spirit, but there was also a darkness about you. Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demons.
You are known and feared for your unstoppable blood rages. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.
Berzerker Tracks
Exile. Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.
Fearless. You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.
Juggernaut. Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.
Rage. By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage, but also makes you easier to hit in your blind fury.
Branded. Harker's Guide to Vampire Hunting. You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power.
Core Subclass Tracks
Berzerker Entry Talent
After gaining the Berzerker Entry talent, you can take talents from any of the Berzerker subclass tracks. After gaining the Berzerker Entry talent, you can also gain Primal Aspect Specialization Talents
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Berzerker Entry | Character Level 2 | When you take this entry talent, you gain the following benefits.
Blood Rage. Gain one special Rage AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so. You regain this AP at the start of each of your turns, but it cannot carry over like normal AP. You can only have one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. Ferocious. Gain the Ferocious ability.
|
Class Entry, Berzerker |
Exile Track
Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Marked | Berzerker Entry | You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:
|
Berzerker, Exile |
| Drunken Fighter | Marked | If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but suffer 1 TD. | Berzerker, Exile |
| Throw Anything | Drunken Fighter | Improvised thrown weapons cost you 1 fewer AP to use (min 1) and deal 1d6 damage. | Berzerker, Exile |
| Brutality | Drunken Fighter | Gain +1 TA when attacking a creature that is Frightened or Prone. | Berzerker, Exile |
| Another Swig | Drunken Fighter | When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) for 0 AP. | Berzerker, Exile |
| Drunken Stagger | Drunken Fighter | While the effects of Drunken Fighter are active, the first time you move on each turn you do not trigger reactive actions. | Berzerker, Exile |
| Drunken Fist | Drunken Fighter | Gain the Drunken Fist ability.
|
Berzerker, Exile |
| Hidden Dagger | Drunken Fighter | Gain +1 Sneak Attack die and the Sneak Attack ability, if you did not already have it. Your Sneak Attack die is 1d6.
You may still use Sneak Attack if Drunken Fighter is your only source of TD. |
Berzerker, Exile |
| "Cowards!" | Drunken Fighter | Whenever your Ferocious ability is active, deal +1 damage on weapon attacks per Frightened ally that you can see, to a maximum equal to your CHA. | Berzerker, Exile |
| Fighting Dirty | Drunken Fighter | When you are Flanking, you can apply +1 TA to your Maneuvers. | Berzerker, Exile |
| Brawling | Drunken Fighter | Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6, max 1d12). If you did not have an unarmed damage die, it becomes 1d4. | Berzerker, Exile |
| Beast Companion | Exile 6 | You gain a special bond with a creature. This creature can be ML 2 or lower and must have the beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.
When your companion reaches 0 HP, it falls Unconscious rather than dying, and will return to full health upon Taking a Rest. |
Berzerker, Exile |
| Regain Honor | Beast Companion
Incompatible: Defiance |
Your mark becomes a badge of honor, an emblem of your path to restoring your name. Gain the Regain Honor ability.
|
Berzerker, Exile |
| Companion Boon | Beast Companion | Your beast companion’s max HP increases by your CHA. | Berzerker, Exile |
| Companion Boon II | Companion Boon | Whenever you and your companion are within 5 ft of each other, you both gain +1 TA on your attacks. | Berzerker, Exile |
| Companion Boon III | Companion Boon II | Your beast companion adds +1⁄2 your CHA to its attack rolls. | Berzerker, Exile |
| Drunken Resilience | Exile 7 | You gain Resist Toxic +5 and Immune Common Poisons. | Berzerker, Exile |
| Steady Fist | Drunken Fist, Exile 7 | Drunken Fist becomes Steady Fist and no longer requires imbibing to use. | Berzerker, Exile |
| Steady Fist II | Steady Fist | You now gain +2 damage per -1 to hit from Steady Fist. | Berzerker, Exile |
| Restored Honor | Regain Honor, Exile 14 | Through endless tribulation you have emerged victorious, your honor restored. Your name and force of character are an inspiring presence to behold.
|
Berzerker, Exile, Capstone |
| Defiance | Beast Companion
Incompatible: Regain Honor |
Your Drunken Fighter talent deals +2 damage. | Berzerker, Exile |
| Throw Anything II | Throw Anything, Exile 7 | You gain +20 ft range with improvised thrown weapons and the damage becomes 1d8. | Berzerker, Exile |
| Hidden Dagger II | Hidden Dagger, Exile 7 | Gain +1 Sneak Attack die. | Berzerker, Exile |
| Drunken Ferocity | Exile 7 | Ferocious is no longer 2/Rest. Instead, whenever you have imbibed in the past hour, you are under the effects of Ferocious. | Berzerker, Exile |
| Scrapping | Exile 7 | You gain two Maneuvers of your choice from the Pugilist’s Maneuver list. You can use these Pugilist’s Maneuvers 2/Recoup. | Berzerker, Exile |
| Drag | Beast Companion | Your companion gains a special maneuver: Drag.
|
Berzerker, Exile |
| Refresh | Exile 7 | If you are Bleeding, Burning, Chilled, or Dazed, you may roll 1d6 every time you imbibe. If you roll a 5 or 6, the condition is removed. | Berzerker, Exile |
| Utterly Independent | Exile 14, Defiance | Your exile has led you to a life of fierce and complete independence from all others. Urban legends might follow you as you face down grave threats on your own.
You gain Immune Charmed and Immune Enthralled.
|
Berzerker, Exile, Capstone |
Fearless Track
You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.

| Talent | PreReq | Description | Tag |
|---|---|---|---|
| Ferocious II | Berzerker Entry | Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.
Ferocious becomes 3/Rest. |
Berzerker, Fearless |
| Seeing Red | Ferocious II
Incompatible: Stoic |
Gain +2 Skill Points that you can spend on any skills with the STR or END tag.
You are considered Bloodied at 3⁄4 your max HP. |
Berzerker, Fearless |
| Blood Will Flow | Seeing Red | While you are Bloodied, deal +1d12 damage on a crit. | Berzerker, Fearless |
| Stoic | Ferocious II
Incompatible: Seeing Red |
Gain +2 Skill Points that you can spend on any skills with the STR or END tag.
You are considered Bloodied at 1⁄4 your max HP. |
Berzerker, Fearless |
| Unflappable | Stoic | You can trigger your Ferocious ability when you would gain the Shaken condition, granting you Immune Frightened and Immune Shaken for the duration. | Berzerker, Fearless |
| Ferocious III | Fearless 3 | Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.
Ferocious becomes 4/Rest. |
Berzerker, Fearless |
| Seeing Red II | Ferocious III, Blood Will Flow | If your Ferocious ability is active and you are Bloodied, deal +2 damage on your attacks. | Berzerker, Fearless |
| Blood Will Flow II | Seeing Red II | While you are Bloodied, your crit range increases by +1. | Berzerker, Fearless |
| Frenzy | Blood Will Flow II | Gain the Frenzy ability.
|
Berzerker, Fearless |
| Stoic II | Ferocious III, Unflappable | Choose REF, FORT, ANT, or LOG. While you are not Bloodied, WILL and your selection increase by +1. | Berzerker, Fearless |
| Unflappable II | Stoic II | You can trigger your Ferocious ability when you would become Demoralized, granting you Immune Frightened, Immune Shaken, and Immune Demoralized for the duration. | Berzerker, Fearless |
| Never Retreat | Unflappable II | When you are not Bloodied, you are Grounded and cannot be knocked Prone or moved against your will. | Berzerker, Fearless |
| Ferocious IV | Fearless 7 | Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.
If you have no uses of Ferocious remaining, you now regain one use on a Recoup. |
Berzerker, Fearless |
| Seeing Red III | Ferocious IV, Frenzy | Gain +2 Skill Points that you can spend on any skills with the DEX or END tag.
While Ferocious, you may use your FORT in place of your LOG. |
Berzerker, Fearless |
| Blood Will Flow III | Seeing Red III | Blood Will Flow II becomes: While you are Bloodied, your crit range increases by +2. | Berzerker, Fearless |
| Frenzy II | Blood Will Flow II | Gain +1 FORT.
Frenzy becomes 3/Rest. |
Berzerker, Fearless |
| Stoic III | Ferocious IV, Never Retreat | Gain +2 Skill Points that you can spend on any skills with the AWR or CHA tag.
Stoic II becomes +3 to your WILL and chosen defense. |
Berzerker, Fearless |
| Unflappable III | Stoic III | You can trigger your Ferocious ability when you would become Charmed, granting you Immune Frightened, Immune Shaken, and Immune Demoralized, and Immune Charmed for the duration | Berzerker, Fearless |
| Never Retreat II | Unflappable III | Gain the Iron Advance ability.
|
Berzerker, Fearless |
| Ferocious V | Fearless 11 | Gain +4 Skill Points that you can spend on any skills with the END or AWR tag.
If you have no uses of Ferocious remaining, you now regain one use when you Catch your Breath. |
Berzerker, Fearless |
| Horrifying Frenzy | Ferocious V, Frenzy II | Gain the Horrifying Frenzy ability.
|
Berzerker, Fearless |
| Savage Frenzy | Horifying Frenzy | Gain the Savage Frenzy ability.
|
Berzerker, Fearless |
| Stoic IV | Ferocious V, Never Retreat II | When you are not Bloodied all of your physical and mental defenses increase by +1. | Berserker, Fearless |
| Never Retreat III | Stoic IV | Gain the Iron Reave ability.
|
Berserker, Fearless |
| Unstoppable Ferocity | Fearless 14 | Having stared down the jaws of death myriad times, you finally reach your snapping point.
Gain Unstoppable Ferocity and Undying Ferocity. When you reach 0 HP, you may activate Unstoppable Ferocity for 0 Reactive AP.
If you are Ferocious while Unstoppable Ferocity is active, you may activate Undying Ferocity. After you use Undying Ferocity, you permanently lose all of your talents in the Fearless track and lose Ferocious. You do not gain replacement talents.
|
Berserker, Fearless, Capstone |
Juggernaut Track
Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Juggernaut | Berzerker Entry | Gain the Juggernaut ability.
|
Berzerker, Juggernaut |
| Hardy | Juggernaut | Gain the Hardy specialization talent. | Berzerker, Juggernaut |
| Elemental Inurement | Hardy
Incompatible: Staunch Resistance |
Juggernaut now also gives you Absorb Elemental +3. | Berzerker, Juggernaut |
| Ardent Assault | Elemental Inurement | When you are not Bloodied, deal +2 damage on melee attacks. | Berzerker, Juggernaut |
| Staunch Resistance | Hardy
Incompatible: Elemental Inurement |
While your Juggernaut ability is active, increase your Absorb values by +2. | Berzerker, Juggernaut |
| Shrug It Off | Staunch Resistance | Gain the Shrug it Off ability.
|
Berzerker, Juggernaut |
| Endure | Juggernaut 4 | Gain the Endure ability.
|
Berzerker, Juggernaut |
| Juggernaut II | Endure | Gain +4 Skill Points that you can spend on any skills with the END tag.
Juggernaut becomes 1⁄2 END/Rest. |
Berzerker, Juggernaut |
| Juggernaut III | Juggernaut II | While your Juggernaut ability is active, increase your Absorb values by +2. | Berzerker, Juggernaut |
| Energy Inurement | Juggernaut III, Ardent Assault | Juggernaut now also gives you Absorb Energy +3. | Berzerker, Juggernaut |
| Citadel of Stamina | Energy Inurement | Gain +2 FORT. | Berzerker, Juggernaut |
| Staunch Resistance II | Juggernaut III, Shrug It Off | While your Juggernaut ability is active, increase your Absorb values by +2. | Berzerker, Juggernaut |
| Battle-Ready | Staunch Resistance II | When you Recoup, you may remove +1 Death Point. | Berzerker, Juggernaut |
| Endure II | Juggernaut 9 | Gain +4 Skill Points that you can spend on any skills with the END tag.
Endure becomes 3/Rest. |
Berzerker, Juggernaut |
| Hardy II | Endure II | Gain the Hardy II specialization talent. | Berzerker, Juggernaut |
| Ardent Assault II | Hardy II, Citadel of Stamina | Gain +2 Skill Points that you can spend on any skills with the STR tag.
When you are not Bloodied, gain +1 to FORT. |
Berzerker, Juggernaut |
| Shrug It Off II | Hardy II, Battle-Ready | Shrug It Off becomes 2/Recoup. | Berzerker, Juggernaut |
| Endure III | Juggernaut 12 | Gain +4 Skill Points that you can spend on any skills with the END tag.
If you have no uses of Endure remaining, you now regain one use on a Recoup. |
Berzerker, Juggernaut |
| Juggernaut IV | Endure III | You no longer need Reactive AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest. | Berzerker, Juggernaut |
| Unstoppable Juggernaut | Juggernaut 14 | You have a reputation of being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.
The final attribute cap for your END increases from 12 to 14. When your END is 14, gain +1 max HP per character level. Gain the Back in the Fight ability.
|
Berzerker, Juggernaut, Capstone |
Rage Track
By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage, but also makes you easier to hit in your blind fury.

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Blood Rage II | Berkzerker Entry | Gain the Fury ability.
|
Berzerker, Rage |
| Furious Blows | Blood Rage II
Incompatible: Death Defier |
Attacks made with Fury deal +2 damage. | Berzerker, Rage |
| Furious Blows II | Furious Blows | While Bloodied, attacks made with Fury deal +2 damage. | Berzerker, Rage |
| Death Defier | Blood Rage II
Incompatible: Furious Blows |
When attacking with Fury, gain +X to attack and damage where X = your current Death Points. | Berzerker, Rage |
| Death Drop | Death Defier | Gain the Death Drop ability.
|
Berzerker, Rage |
| Blood Rage III | Rage 3 | While using Fury, your crit range increases by +1. | Berzerker, Rage |
| Blood Rage IV | Blood Rage III | Gain +1 Rage AP. | Berzerker, Rage |
| Bloodlust | Blood Rage IV, Furious Blows II | When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.
|
Berzerker, Rage |
| Furious Smash | Bloodlust | Gain the Berzerk Smash ability.
|
Berzerker, Rage |
| Death Drop II | Blood Rage IV, Death Drop | You may now use Death Drop when you start your turn Bloodied. | Berzerker, Rage |
| Death Defier II | Death Drop II | Gain the Cling to Life ability.
|
Berzerker, Rage |
| Blood Rage V | Rage 7 | When Bloodied, when you crit with Fury regain 1d6 HP. | Berzerker, Rage |
| Blood Rage VI | Blood Rage V | Gain +1 Rage AP. | Berzerker, Rage |
| Bloodlust II | Blood Rage VI, Furious Smash | Gain a special attack against creatures damaged by your Bloodlust ability.
|
Berzerker, Rage |
| Furious Smash II | Bloodlust II | Gain the Furious Smash ability.
|
Berzerker, Rage |
| Bloodlust III | Furious Smash II | If you are Blooded, when you crit with Fury gain +1 AP. | Berzerker, Rage |
| Death Defier III | Blood Rage VI, Death Defier II | When you finish Taking a Rest, you may gain +1 Death Point. | Berzerker, Rage |
| Death Defier IV | Death Defier III | When you Recoup, you may choose not to remove a Death Point. | Berzerker, Rage |
| Death Drop III | Death Defier IV | Gain +4 Skill Points that you can spend on any skills with the STR tag.
Death Drop becomes 2/Recoup. |
Berzerker, Rage |
| Blood Rage VII | Rage 12 | While using Fury, your crit range increases by +1. | Berzerker, Rage |
| Blood Rage VIII | Blood Rage VII | Gain +4 Skill Points that you can spend on any skills with the STR, DEX, or END tag.
When you crit with Fury, regain additional HP equal to your END. |
Berzerker, Rage |
| Blood Rampage | Blood Rage VIII | You are feared the world over as a warrior of legend, and none wish to cross steel with you. Gain the Blood Rampage ability.
|
Berzerker, Rage, Capstone |
*Updated to v1.2
Additional Subclass Tracks

Branded Track
Source: Harker's Guide to Vampire Hunting
You have a magic brand on your body that rejects any attempts to heal or remove it, even through magic. This brand has given you strange abilities, such as the ability to see into the spiritual world or to witness ghosts that others might not notice. Furthermore, your brand occasionally bursts forth into ghostly light, filling you with otherworldly power.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Blood Rage II**This is the same as Blood Rage II in the Rage Track | Berzerker Entry | You have a brand on your body that magically reappears whenever you magically heal it, cut it off, or otherwise try to remove it.
Gain the Fury ability. Whenever you use Fury, your brand bursts into flames that cause no mechanical harm to you or any other creature or object. This results in searing psychic pain, but your resolve allows you to make this mechanically negligible.
|
Berzerker, Branded, Rage |
| Eternal Mark | Blood Rage II | You are harder than ever to kill. The number of Death Points it takes to kill you increases by +2. Whenever you receive any kind of healing aside from Catching your Breath, Recouping, or Taking a Rest, make a DC 12 LUCK check. On a fail, you do not gain any HP from the healing, but gain any secondary benefits. | Berzerker, Branded |
| Soul Brand | Eternal Mark | Your soul is permanently scarred.
You can never be resurrected. Gain the Branded Retaliation ability.
|
Berzerker, Branded |
| Soul Brand II | Soul Brand | When you use Branded Retaliation, if you have any Death Points, then your crit range increases by +2 for your reactive attack. | Berzerker, Branded |
| Spirit Sight | Eternal Mark | You are haunted by ephemeral sightings of ghosts and demons. While your Ferocious or Fury abilities are active, you gain Spirit Sight.
|
Berzerker, Branded |
| Spirit Sight II | Spirit Sight | You also gain Spirit Sight whenever you are Bloodied. | Berzerker, Branded |
| Shademarked | Branded 4 | Gain the Shademarked ability.
|
Berzerker, Branded |
| Blood Circle | Shademarked | When using a melee weapon, you may make a special attack: Blood Circle.
|
Berzerker, Branded |
| Burning Brand | Branded 6 | You may burn away your fear. Gain the Burning Brand ability.
|
Berzerker, Branded |
| Greatweapon | Shademarked | You may channel the mystical power of your brand into a specific weapon. That weapon must have the two-handed or unwieldy tag.
When you Take a Rest, you may imbue this weapon with the power of your brand. It becomes your Greatweapon. You may make a weapon that is already magical your Greatweapon, provided that it has the two-handed or unwieldy tag. Your Greatweapon is unbelievably large, gaining +5 ft reach and becoming unusable in combat by anyone other than you. It also has runic detailing on the blade that closely resembles your brand. You may only have one such weapon at a time. If you imbue your brand to create a new Greatweapon, your first one magically reverts to its normal, mundane form. Deal +2 damage on all hits with your Greatweapon. Your Greatweapon counts as magical and costs 5 Essence (plus its normal Essence, if you turned a magical weapon into your Greatweapon). |
Berzerker, Branded |
| Scourging Resolve | Branded 6 | Gain the Scourging Resolve ability.
|
Berzerker, Branded |
| Supernatural Brand | Burning Brand or Scourging Resolve | Gain the Marked, Ferocious II, or Juggernaut talent. Your brand bursts into flame when you use any ability that you gained from this selection. | Berzerker, Branded |
| Shademarked II | Blood Rage II | Gain the Shadesummoner ability.
|
Berzerker, Branded |
| Soul Brand III | Shademarked II, Soul Brand II | Gain +4 Skill Points that you may spend on any skills with the END tag.
|
Berzerker, Branded |
| Blood Circle II | Branded 10, Blood Circle | When you attack with your Blood Circle ability, you may choose to take the damage yourself. If you do, then gain +1 TA, and even on a miss, a creature takes 1⁄2 damage. | Berzerker, Branded |
| Spirit Sight III | Shademarked II, Spirit Sight II | Gain +4 Skill Points that you may spend on any skills with the AWR tag.
You also gain Spirit Sight whenever you have 1 or more Death Points. |
Berzerker, Branded |
| Greatweapon II | Branded 10, Greatweapon | Whenever you kill a creature with your Greatweapon, you may calculate any damage left over after you killed it. Apply that damage to another creature within your Greatweapon’s reach. | Berzerker, Branded |
| Essence Drink | Blood Circle II or Greatweapon II | Gain the Essence Drink ability.
Your brand glows whenever you have Shield HP in this way. |
Berzerker, Branded |
| Blood Circle III | Essence Drink, Blood Circle II | Blood Circle’s radius increases from 5 ft to the reach of the weapon you use to make the attack. | Berzerker, Branded |
| Greatweapon III | Essence Drink, Greatweapon II | Gain the Cleaving Swipe ability.
|
Berzerker, Branded |
| Eternal Mark II | Branded 13 | Increase the number of Death Points it takes to kill you by +1⁄2 your END. The LUCK DC to gain HP from healing abilities increases to 15. | Berzerker, Branded |
| Scouring Shockwave | Eternal Mark II | You can slam your weapon into the ground, causing psychic fire to radiate out from you. Gain the following attack.
|
Berzerker, Branded, Capstone |