Barbarian (Berserker)

CLASS TRAITS

Role: Defender and Striker. Your skill and experience make you good at defending others, but when your rage surfaces, you become an aggressive attacker.
Power Source: Martial and Primal.
Key Abilities: Strength, Dexterity

Armor Proficiencies: Cloth, leather, hide; light shields.
Weapon Proficiencies: Simple melee, military melee.
Bonus to Defense: +2 Fortitude.

Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 8+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis).

Class features: Berserker Fury, Defender Aura, Heartland, Poised Defender, Vengeful Guardian.

On the edge of civilization, far beyond the comfortable life within cities and towns, tribes of barbarian peoples maintain a simple yet primitive existence. Life for these people is not easy, and it is made more difficult because fey crossings commonly appear in their lands. As children, tribe members are taught about the perils of crossing into the Feywild, and about the monsters that emerge from that realm with malicious intent. Faced with this constant danger, the barbarians continually fight to maintain their way of life.
    Some among them have fought so hard for so long that they know little other than violence as a means of protecting their tribes. These individuals, prone to rage that transforms them into whirling forces of destruction, are known as berserkers. Most berserkers are skilled warriors with keen survival instincts. When their ire is stoked, however, much of that experience and discipline is replaced by an animal fury unmatched among other warriors.
    If fury and aggressiveness was all that berserkers had to protect them from harm, they would eventually tire and be overcome by their enemies. When the berserkers’ unbridled rage overtakes them, they become beacons of the spirit world, and their rage sounds like a gong calling to the primal spirits. Those spirits are drawn to such strong emotion, and are able to inhabit berserkers during their rages, protecting them against harm. The spirits also lend their energy to the berserkers, allowing them to perform incredible, even supernatural, feats.
    It is not just barbarians in the mortal world who become berserkers. Within the Feywild are many savage warriors, and that bright realm is a place where warriors who are as mercurial as the berserker fit right in. Many berserkers are found among the lycanthrope tribes of the Brokenstone Vale, others are among the elves who still dwell in the forests of the Feywild, and yet others can be found anywhere civilization has not yet encroached upon.

BARBARIAN (BERSERKER) CLASS FEATURES



Level 1:

BERSERKER FURY
When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
     Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
     Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
     Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

DEFENDER AURA
You gain the defender aura power.

Fighter Utility Defender Aura

You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.

At-Will        Aura
Minor Action      Personal

Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.


HEARTLAND
You choose one of the following terrain types that best represents your heartland and gain its benefit.

Arid Desert
While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex.
    At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Frozen Land
You gain a +1 bonus to Fortitude and Will.
    At 4th level, you gain resist 5 cold. The resistance increases to 10 at 14th level and 15 at 24th level.

Temperate Land
While you are wielding a one-handed weapon and using a shield, you gain a +2 bonus to the damage rolls of any weapon attack you make with that weapon.
    At 4th level, you gain a +1 bonus to speed while charging.    

POISED DEFENDER
While your defender aura is active and you’re not wearing heavy armor, you gain a +2 bonus to AC.

VENGEFUL GUARDIAN
You gain the vengeful guardian power.

Barbarian Attack Vengeful Guardian

Your nearby enemies learn the hard way that it is unwise to ignore you.

At-Will        Martial
Opportunity Action      Personal

Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours, without targeting you or an ally who has an active defender aura.

Effect: You make a melee basic attack against the triggering enemy and deal 1d8 extra damage to it.
    Level 11: 2d8 extra damage.
    Level 21: 3d8 extra damage. On a miss, the attack deals half damage to the triggering enemy.


Published in Heroes of the Feywild, page(s) 42.