These barbarian warriors practice the art of the berserkergang, or battle trance. This state imparts great strength and fearlessness in battle, but makes it difficult to distinguish friend from foe.
The prime requisites for a berserker are Strength and Constitution. A berserker character whose Strength or Constitution score is 13 or higher will receive a 5% bonus on earned experience. Berserkers whose Strength and Constitution scores are 13 or higher will receive a 10% bonus to earned experience.
RESTRICTIONS: Berserkers use eight-sided dice (d8) to determine their hit points. They may use any type of weapon or shield, but they may not wear any armor more protective than leather.
SPECIAL ABILITIES: A berserker enters the berserkergang by spending a full round working himself up into frenzy. (Starting at 4th level the berserker may enter the trance state instantly.) In this state, he gains +2 to hit and damage, 2 additional hit points per hit die (which are lost when the frenzy ends), +1 to individual initiative and a 10’ bonus to his movement rate. However, he suffers a +2 penalty to AC, and he may take no actions when not in melee other than moving into melee. If a berserker engaged in melee finds that he has no opponents left but is in melee range of an ally, he must save vs. spells or attack an adjacent ally; this save may be repeated each round until it succeeds. Terminating the berserkergang before combat ends also requires a successful save vs. spells. Upon leaving the battle trance, the berserker is fatigued for the next hour, suffering a -2 penalty to hit and damage and a +2 penalty to AC.
SAVING THROWS: As dwarves.
ATTACK PROGRESSION: As fighters.
ADVANCEMENT: As per the fighter advancement table.
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NOTE: The author recommends that any group which restricts PC-on-PC conflict should not use the Berserker class, as it may be seen as a tool for evading such restrictions.