Berserker Sphere

Base Abilities
Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the following abilities:

Berserking

As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

See Adrenaline talents, below, for alternative benefits to gaining temporary hit points while berserking.

Wiki Note: Temporary hit points from different sources stack. This means you can use Berserking and still benefit from other sources of temporary hit points.

Brutal Strike

As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.

Each brutal strike may be modified by a single (exertion) talent.

Berserker Talents(15)

Advancing Carnage

Whenever you make a melee attack using the attack action, you may choose to take a -2 penalty on all attack rolls made that round. If your attack hits, you may make an additional attack as a free action against a creature that is adjacent to the first and also within your reach. If this additional attack hits, you may make another additional attack against a new target adjacent to the struck target. You may continue attacking targets adjacent to your most recent struck target as long as you still have a valid target for this ability, but you cannot attack the same creature twice. The number of additional attacks made with this ability cannot exceed 1/2 your base attack bonus (minimum 1).

You can take this talent a second time, allowing you to take a single 5-ft. step as a free action after making an attack when using this ability. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional attack(s) as long as it meets all the other prerequisites. Your movement with this talent cannot exceed your move speed. Associated Feats: Cleave, Great Cleave, Cleave Through when taken twice.

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Barbaric Throw [Apoc]

You can use brutal strike with thrown weapons. Additionally, throwing two-handed weapons no longer takes a full-round action, instead taking the same time as any other thrown weapon attack. When you expend your martial focus as part of a brutal strike, you can treat any melee weapon wielded by you that you’re proficient with as a thrown weapon with a range increment of 10 feet for that action. Associated Feats: Throw Anything, Two-Handed Thrower

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Beat Down

When you inflict the battered condition with a brutal strike, the condition lasts for an additional number of rounds equal to your practitioner modifier (minimum 1).

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Bloody Counter

As an immediate action, when a creature targets you with a melee attack, before the attack roll is made you may allow the attack to automatically strike you (although the roll is still made to determine if the attack threatens a critical hit). After the damage is determined, you may make a brutal strike targeting that creature as a free action that may be taken even when it isn’t your turn, if it is in range. If the creature attacking you is battered, you may resolve your attack action prior to their attack being resolved.

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Break Dancing [Jester's HB]

After making a sunder attempt, you may attempt an Acrobatics or Perform (dance) check as a swift action with a DC equal to the target of your sunder’s CMD. If you succeed, you may move up to half your speed. This movement does not provoke attacks of opportunity. If you succeed at this check by 10 or more, your sweet moves restore your martial focus.

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Deathless

As long as you have martial focus, the number of hit points you can be reduced to below 0 without dying is doubled and you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this talent, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than twice your Constitution score, you immediately die. Associated Feat: Diehard.

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Decapitate

You do not provoke attacks of opportunity when delivering a coup de grace. As long as you have martial focus, you may deliver a coup de grace as a standard action.

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Extended Exertion

You may increase the time required to use brutal strike to a full-round action to apply two (exertion) talents to it. This attack still counts as an attack action.

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Greater Sunder

You gain a +1 competence bonus to your sunder combat maneuver checks, as well as to your CMD vs. that maneuver. For every 4 points of base attack bonus you have, this bonus increases by +1. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Sunder feats. Associated Feat: Improved Sunder.

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Monumental Might (utility) [LotS]

Add your base attack bonus to the Appraise and Sense Motive DCs required to evaluate your prowess or sense your emotions (new universal skill use from Spheres of Guile) and to opposed Bluff and Intimidate checks made to resist such attempts.

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Reaper’s Momentum

As long as you have martial focus, whenever you reduce a creature to 0 hit points or fewer with a melee or thrown weapon attack, you may immediately make a bonus attack against another creature with a melee or thrown weapon. If you are capable of drawing a weapon as a free action, you may draw such a weapon as part of making this attack. You may only make one extra attack per round with this talent, increasing by 1 time per round at 7 base attack bonus and 14 base attack bonus. Associated Feat: Cleaving Finish.

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Sanguine Invigoration

As long as you have martial focus, whenever you reduce a creature to 0 hit points or fewer with a melee or thrown weapon attack, you gain temporary hit points equal to your base attack bonus for 1 round. The creature must have a CR of at least half your character level (rounded down, minimum 1/2). These temporary hit points stack with those granted by the base sphere. Whenever this ability would be triggered, you may expend your martial focus as an immediate action to remove the fatigued condition, or lessen the exhausted condition to fatigued.

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Savage

Whenever you reduce a creature to 0 hit points or less with a melee or thrown weapon attack, you may spend an immediate action to regain martial focus. The creature must have a CR of at least half your character level (rounded down, minimum 1/2).

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Shatter Earth

You may attack the ground around you with a savage blow. You may make a brutal strike against the corner of a square within your reach as a full-round action. You may reduce this to a standard action by expending martial focus. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor’s hardness, you cause a 5 ft. radius, 10 ft. cone, or 15 ft. line (your choice) to become difficult terrain. Radius’ increase by 5 ft. per 10 base attack bonus, cones by 5 ft. per 5 base attack bonus, and lines by 10 ft. per 5 base attack bonus. A square can be cleared as a standard action (provoking an attack of opportunity) or repaired with a spell or effect such as the mending spell or the repair ability of the Creation sphere to no longer be difficult terrain.

Creatures within the affected area become battered for 1 round. If a creature is already battered, it must make a Reflex save or be knocked prone.

If your attack is enough to destroy the floor, you may activate the Shrapnel talent, if you possess it. If the floor has a set thickness (for example, attacking the floor on a building’s second story), destroying the floor eliminates the targeted area, opening a hole. If attacking a floor with no set thickness (for example, the ground outside), treat the floor as being 1 ft. thick when determining its hp, and if destroyed, the difficult terrain cannot be cleared away unless the ground is repaired. You may choose to leave the floor at 1 hit point instead of destroying it.

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Sword Eater (stance) [Youxia HB]

While in this stance, when a creature targets you with a manufactured melee weapon attack, you may attempt to sunder the weapon used to make the attack as an attack of opportunity after it resolves. If the creature attacking you is battered, you may resolve your sunder attempt prior to their attack being resolved.

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Adrenaline Talents(7)

Absolute Determination (adrenaline) [Alienist HB]

No doubt stops your onslaught. You gain a +1 bonus on saving throws against mind-affecting effects and the DC to Intimidate you, increasing by +1 for every 6 base attack bonus you possess. Whenever you would attempt a save against a mind-affecting effect, you may roll twice, taking the better result.

In addition, you may expend martial focus as an immediate action to attempt a save against a mind-affecting effect (using the effect’s original DC) or reduce your current level of fear by 1 step (panicked to frightened, frightened to shaken, shaken to not affected by a fear effect). You may only attempt a new save against a specific mind-affecting effect (for example, a specific instance of charm) once per day.

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Dreadnought (adrenaline) [Conq. HB]

You are inevitable. You gain a +1 bonus on saving throws and to your CMD against effects that would slow or impair your movement (such as entangled, grappled, paralyzed, staggered, or other similar effects), increasing by +1 for every 4 base attack bonus you possess. Whenever you would attempt a save against an effect that would slow or immobilize you, you may roll twice, taking the better result.

In addition, once per round, you may expend martial focus as an immediate action to attempt a save against an effect which has slowed or impaired your movement, or make a combat maneuver or other appropriate check to escape a grapple, Lancer impale, or other similar effect.

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Executioner (adrenaline) [Conq. HB]

You must expend martial focus each round you start berserking to use this talent. Once per round, you may choose to roll an attack roll twice, taking the better result. You must decide to use this before the roll is made. You may use this talent an additional time each round for every 10 base attack bonus you possess.

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Juggernaut (adrenaline) [Conq. HB]

You barrel across the cluttered battlefield more easily than others. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. When using the charge action, you do not take a penalty to your AC and increase the bonus on attack rolls and bull rush combat maneuvers at the end of a charge by 1, increasing by +1 for every 10 base attack bonus you possess.

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Marauder (adrenaline) [Conq. HB]

Your body pushes itself further, allowing you to move faster than you normally could. You gain a +5 feet circumstance bonus on all forms of movement (such as land, climb, burrow, fly, or swim), increasing by +5 feet for every 4 points of base attack bonus you have. In addition, you gain a competence bonus on all Acrobatics, Climb, Fly, and Swim checks equal to half your base attack bonus (minimum 1).

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Promethean (adrenaline) [RW HB]

You are no stranger to the elements you walk through. Each time you use this adrenaline, choose acid, cold, electricity, fire, or sonic. You gain energy resistance equal to 5 + 1/2 your base attack bonus against the chosen energy type. This energy resistance stacks with other forms of energy resistance. If you expend your martial focus when you start berserking using this talent, increase the energy resistance granted to 10 + your base attack bonus.

Whenever the energy resistance granted by this (adrenaline) would prevent or reduce energy damage you take, you may spend an immediate action to regain martial focus.

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Specter (adrenaline) [Conq. HB]

You close in on foes with an unnerving alacrity. You must expend martial focus each round you start berserking to use this talent. At the start of your turn, you may designate one foe within 20 feet that is not adjacent to you, increasing by +5 feet for every 4 points of base attack bonus you possess. Your movement does not provoke attacks of opportunity from that foe as long as you end your movement adjacent to that foe. In addition, you gain a +2 dodge bonus to your AC against all attacks of opportunity that you provoke, not just against those that are caused when you move out of or within a threatened area, increasing by +1 for every 4 points of base attack bonus you possess.

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Exertion Talents(12)

Agonizing Bruise (exertion) [DRS]

Source: Diamond Spheres: Erudition & Esoterica

For as long as the creature damaged by your brutal strike remains battered, the creature gains a weakness against the same damage type of the weapon that dealt the brutal strike (or one of them if it dealt multiple types of damage, chosen when you use this ability) equal to 2 + 1 per 3 points of base attack bonus you possess. This is a pain effect.

+ Rule Reminder—Damage Weakness
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Bell-Ringer (exertion)

Creature damaged by your brutal strike take a -1 penalty on concentration checks and Will saves for as long as the creature is battered. This penalty increases by -1 at base attack bonus +4 and every 4 points of base attack bonus thereafter. This penalty does not stack with other uses of the same talent.

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Bone-Breaker (exertion)

The creature damaged by your brutal strike takes a -1 penalty on all attack and damage rolls for as long as it is battered. This penalty increases by -1 for every 4 points of base attack bonus you possess. Multiple uses of this talent do not stack.

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Breakdown Beatdown (exertion) [LG]

Source: Arcforge Players Compendium

Items damaged by your brutal strike become disrupted for as long as a creature would become battered by the brutal strike. While disrupted, the item’s electronic or magical components cannot be activated, although constant effects remain in place (for example, a character would still benefit from the bonuses to AC granted by their armor, but could not activate enhancements such as determination or armor upgrades such as a forcepack. A disrupted vehicle or mech cannot be made to move or act, its controls locking up for the duration of the effect. The disrupted condition can be removed from a piece of equipment with a standard action.

At base attack bonus +10, the time required to remove the disrupted condition increases from a standard action to a full-round action.

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Cast-Crusher (exertion) [LG]

Source: Arcforge Players Compendium

Creatures damaged by your brutal strike take a -1 penalty on caster level for as long as the creature is battered. This penalty increases by -1 at base attack bonus +4 and every 4 points of base attack bonus thereafter. This penalty does not stack with other uses of the same talent.

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Flesh Carver (exertion) [Conq. HB]

Your weapons rend through flesh, sinew, and bone alike. The creature damaged by your brutal strike has their damage reduction reduced by an amount equal to 1/2 your base attack bonus (minimum 1). This reduction lasts for as long as the target has the battered condition. This reduction does not stack with itself.

The benefits of this talent are halved (minimum 1) when applied to damage reduction that cannot be overcome or is overcome only by epic weapons (such as DR 3/– or DR 20/epic).

Special: If you possess mythic ranks, the benefits of this talent are no longer halved against DR/epic.

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Heart Crusher (exertion) [CrimDan]

The creature damaged by your brutal strike suffers a -1 penalty on all Fortitude saves for as long as the creature is battered. This penalty increases by -1 for every 4 points of base attack bonus you possess. This penalty does not stack with other uses of the same talent. If the target was battered when struck, they additionally reduce all temporary hit points and healing they receive by 50% for as long as they are battered (Will negates). This does not affect healing gained from fast healing or regeneration.

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Heavy Swing (exertion)

Creature damaged by your brutal strike must succeed on a Fortitude save or be staggered for 1 round plus 1 round per 4 base attack bonus. If the target is battered, it is instead staggered for 1 round on a successful save, or dazed for 1 round then staggered as normal on a failed save. If the target failed the Fortitude save, for the duration of the staggered condition, it also counts the damage from the attack as ongoing damage for the purpose of concentration checks. Creatures immune to the dazed condition are instead staggered for the round they would have been dazed.

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Leg-Smasher (exertion)

Creature damaged by your brutal strike take a -1 penalty on AC and Reflex saves for as long as the creature is battered. This penalty increases by -1 at base attack bonus +4 and every 4 points of base attack bonus thereafter. This penalty does not stack with other uses of the same talent.

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Mage Masher (exertion)

Whenever you destroy a magic wand, staff, rod, scroll, or similar magic item held by an enemy with a sunder attempt as part of a brutal strike, if the item is destroyed, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point. When targeting a battered creature, you may roll the sunder check twice and take the best result. In addition, you gain a competence bonus equal to 1/2 your base attack bonus on any Reflex saving throws made as a result of the item’s destruction (such as when destroying a staff of power).

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Shieldbreaker (exertion)

When you make a sunder attempt against a piece of armor, a shield, or a manufactured weapon with a brutal strike, you may ignore a number of points of the item’s hardness equal to your base attack bonus. If the item is destroyed, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point. When targeting a battered creature, you may roll the sunder check twice and take the best result.

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Shrapnel (exertion)

When you attack an unattended object with a brutal strike, if you destroy the object, you may send fragments of it flying in a cone dealing damage to any creature in an area based on its size. Small or smaller objects create a 10 ft. cone and the size of the cone increases by 5 ft. for every size category above Small. This shrapnel does 1d6 points of bludgeoning, piercing, and slashing damage dealt by the same material or materials that the object was primarily composed of. This damage increases by 1d6 at +3 base attack bonus and every 2 points of base attack bonus thereafter. The damage also increases by 1d6 for every 5 points of hardness the object possessed, to a maximum increase of 10d6 additional damage. Creatures that take damage are also battered. A Reflex save halves this damage and prevents the battered condition. A battered creature must roll twice and take the worse result on their Reflex save.

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Legendary Talents(10)

Alter Terrain

Prerequisites:Berserker sphere, Shatter Earth, base attack bonus +7.

Prerequisites: Berserker sphere, Shatter Earth, base attack bonus +7.

When using the Shatter Earth talent, if you deal enough damage to reduce the ground to 0 hp, you may create a 5 ft. deep hole in the ground in the affected squares. If you so choose, you may also raise the terrain by 5 ft. in all squares adjacent to the affected squares. Targets standing in spaces that become a 5 ft hole must pass a Reflex save or fall prone.

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Atavism (adrenaline) [Apoc]

Prerequisites:Berserker sphere (berserking).

Source: Spheres Apocrypha: The Inheritor and Improved Atavism Heritages

Errata: Originally printed in The Conqueror’s Handbook, the Atavism (adrenaline) allows characters to channel their latent primordial or primal heritage. This release updates the Atavism (adrenaline) by introducing heritages, a creature type with associated benefits when using this talent, while adjusting some of the interactions the talent originally offered. The new text for the Atavism talent reads as follows:

Prerequisites: Berserker sphere (berserking).

Your berserking calls to your ancestral heritage or primal nature. Choose one heritage creature type (see Table: Atavism Heritages). While using this (adrenaline), you are treated as having your heritage’s creature type in addition to your original creature type whenever it would be advantageous (such as a non-humanoid using the humanoid heritage to be affected by an enlarge person spell).

In addition, you gain a morale bonus equal to your practitioner modifier on checks made with one of your heritage’s associated skills, choosing one associated skill each time you use this talent.

See Table: Atavism Heritages for more details. When you stop using this talent, all effects which could not target or affect your normal creature type or subtype end immediately (including instantaneous effects).

Special: You may take this talent multiple times, each time choosing a new heritage. You may only use one heritage at a time.

Table: Atavism Heritages
Heritage Creature Type Heritage Associated Skills Suggested Heritage Thematics
Aberration Acrobatics, Climb, Fly, or Swim Aboleth, naga, otyugh
Animal Handle Animal or Survival Bear, lion, snake
Construct Disable Device or Knowledge (engineering) Android, golem, robot
Dragon Intimidate or Fly Dragon, linnorm, wyvern
Fey Bluff or Knowledge (nature) Dryad, norn, sprite
Humanoid Diplomacy or Ride Human, giant
Magical beast Survival or Stealth Hydra, phoenix
Monstrous humanoid Perception or Survival Harpy, lamia, minotaur
Ooze Climb or Escape Artist Artist Slime, mold, shoggoth
Outsider Sense Motive or Spellcraft Angel, elemental, rakshasa
Plant Perception or Stealth Ghoran, treant
Undead Intimidate or Sense Motive Ghoul, vampire, wight
Vermin Acrobatics or Stealth Ant, crab, rat
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Flaming Ríastrad [High. HB]

Prerequisites:Berserker sphere.

Prerequisite: Berserker sphere.

You are not subject to fatigue or exhaustion that is the result of taking damage from environmental heat. In addition, while berserking or using the rage class feature, your body puts off an aura of heat affecting all creatures and objects within reach (including yourself). Each round that you continue berserking or raging, the heat severity level in the affected area increases by 1 step (maximum heat severity 4 + 1 step per 7 points of base attack bonus). Any round that you are not berserking or raging, the heat severity level in the affected area decreases by 1 step, until it has reached normal heat levels. For the purpose of control weather, you are considered to have a magic skill bonus equal to your base attack bonus.

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Genie’s Wrath (exertion) [RW HB]

Prerequisites:Berserker sphere, Elemental Might, base attack bonus +5.

Prerequisites: Berserker sphere, Elemental Might, base attack bonus +5.

You gain the following (exertion) options which may only be used when you use the Elemental Might feat to change your brutal strike’s additional damage to energy damage. Each (exertion) may only be chosen with the matching chosen energy type:

  • Djinn’s Crackling Blow (electricity): Your brutal strike violently channels electricity through the target’s body, jolting their body. A creature damaged by your brutal strike must succeed at a Fortitude save or drop all held items (as though stunned). If the target of your brutal strike was battered before being damaged by your brutal strike, the target also provokes an attack of opportunity from you and your allies.
  • Efreeti’s Arcing Flame (fire): Your brutal strike is a destructive whirl of brilliant flames and smoldering ash. After successfully damaging a creature with your brutal strike, you may choose any number of creatures within your threatened area other than the initial target to also suffer your brutal strike’s additional damage (Reflex half). If the target of your brutal strike was battered before being damaged by your brutal strike, the target must succeed at a Reflex save or be blinded for 1 round.
  • Marid’s Whirlpool Strike (cold): Your brutal strike envelops the target in swirling, frigid water. A creature damaged by your brutal strike treats other creatures as though they had partial concealment (20% miss chance) for as long as the creature is battered. If the target of your brutal strike was battered before being damaged by your brutal strike, you may move the target into any unoccupied square inside your threatened area (Reflex negates). This movement does not provoke an attack of opportunity and is treated as a reposition combat maneuver performed as a free action. This movement may place the target into a dangerous space (including into the air).
  • Shaitan’s Eroding Assault (acid): Your brutal strike is a resolute blow which shakes the target’s foundation. A creature damaged by your brutal strike treats any enemy’s threatened area as difficult terrain for as long as the creature is battered. Damage dealt by a brutal strike augmented with this (exertion) ignores an amount of hardness equal to your base attack bonus. If the target of your brutal strike was battered before being damaged by your brutal strike, your brutal strike also ignores an amount of damage reduction equal to your base attack bonus.

This talent and the (exertion) options are supernatural abilities.

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Relentless Carnage [LG]

Prerequisites:Berserker sphere (Advancing Carnage x2), base attack bonus +10.

Source: Arcforge Players Compendium

Prerequisites: Berserker sphere (Advancing Carnage x2), base attack bonus +10.

When you use Advancing Carnage, additional targets do not need to be adjacent to each other and the maximum number of additional attacks made with this ability increases to your base attack bonus (minimum 1).

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Rift Strike

Prerequisites:Berserker sphere, base attack bonus +11.

Prerequisites: Berserker sphere, base attack bonus +11.

You unleash a powerful roar and swing a weapon with such extreme ferocity that you tear the very fabric of space and time, opening up a rift to another location. As a full-round action that provokes attacks of opportunity, you open up a rift to another location which may be as distant as 100 miles per point of base attack bonus you possess. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three points of base attack bonus you possess. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You must have some clear idea of the location and layout of the destination; if you have not been to the desired destination before you do not arrive at the exact location, instead creating a rift to a location within 1d20 miles of the desired point.

You are exhausted for 1 hour after using this ability, and are fatigued as normal thereafter. You incur these penalties even if you are immune to the exhausted and fatigued conditions, and the exhausted condition cannot be removed before its duration is up. You may attempt to use this ability while exhausted or fatigued, but doing so incurs a 50% chance that the ability fails to work; regardless of whether you succeed at this attempt, you suffer 1d6 points of Constitution damage and the duration of the exhausted condition caused by using this ability is doubled. This is a supernatural effect.

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Rift Strike, Universal [RW HB]

Prerequisites:Berserker sphere (Rift Strike (legendary)), base attack bonus +17.

Prerequisites: Berserker sphere (Rift Strike (legendary)), base attack bonus +17.

You may expend your martial focus whenever you use your Berserker sphere Rift Strike talent. If you do, your Rift Strike’s maximum range becomes unlimited, allowing you to even teleport between planets, and may be used for interplanar travel, allowing you to teleport to alternate dimensions or planes. You must know the plane or planet you are trying to reach, as well as where within or on that planet you would like to appear.

If you do not know a specific location to appear on that plane or planet, you may still use Rift Strike to travel there, but you may appear anywhere on that plane.

You may not use this talent to travel between a plane or planet if you are fatigued or exhausted.

Note: A private or secret plane or demiplane may not be traveled to using this talent unless you possess permission from the plane’s creator or owner, an appropriate tuning fork or key, or other object which anchors or strongly originates from that plane (subject to GM discretion).

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Ruinous Tread

Prerequisites:Berserker sphere, Shatter Earth.

Prerequisites: Berserker sphere, Shatter Earth.

You may choose to break the ground as you move. Whenever you leave a square, you may choose to make that square difficult terrain. Your base attack bonus must be greater than the hardness of the surface to use this ability. This difficult terrain remains until it is cleared as a standard action (clearing 1 square within the creature’s reach, provoking an attack of opportunity) or repaired with a spell or effect such as the mending spell or the repair ability of the Creation sphere.

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Spell Sunder (exertion)

Prerequisites:Berserker sphere, base attack bonus +6.

Prerequisites: Berserker sphere, base attack bonus +6.

You may attempt to sunder an ongoing spell effect by succeeding at a special sunder combat maneuver attempt. For any effect that is not already on a creature, you must make a sunder combat maneuver attempt against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, you must succeed at a normal sunder combat maneuver against the creature’s CMD +5, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceeded the CMD by 5 to 9. If you exceed the CMD by 10 or more, the effect is dispelled.

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Warp Spasm [High. HB]

Prerequisites:Berserker sphere, base attack bonus +5.

Prerequisites: Berserker sphere, base attack bonus +5.

While berserking or using the rage class feature, your anatomy becomes aberrant and horrid, making it difficult, if not impossible, to be affected by critical hits or precision damage. There is a 25% chance that you negate any critical hits or precision damage used against you. At +10 base attack bonus and every 5 base attack bonus thereafter, the percentage increases by 25% (maximum 100%).

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Berserker Sphere Feats11

Adrenaline-Fueled Frenzy (Combat) [BTH]

Prerequisites:Berserker sphere (any (adrenaline) talent), Duelist sphere (Bloodied Shark’s Frenzy), base attack bonus +3

The shark’s frenzy turns to a churning rage.

Prerequisites: Berserker sphere (any (adrenaline) talent), Duelist sphere (Bloodied Shark’s Frenzy), base attack bonus +3.

Benefit: Whenever you enter a blood frenzy using the Bloodied Shark’s Frenzy talent, you may also gain the benefits of one (adrenaline) talent you possess for the blood frenzy’s duration. If an (adrenaline) talent requires you to expend your martial focus to use each round, you do not need to expend martial focus when first entering a blood frenzy, but must expend martial focus at the start of each subsequent round to gain the benefits of that (adrenaline).

Special: When you successfully make a brutal strike special attack action and deal bleed damage with that attack, you may expend your martial focus as a free action to enter a blood frenzy.

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Arcane Carnage (Champion, Combat)

Prerequisites:Berserker sphere (Advancing Carnage), Spell Attack, casting class feature; any talent with the strike descriptor

Prerequisites: Berserker sphere (Advancing Carnage), Spell Attack, casting class feature; any talent with the strike descriptor

Benefit: When using the Spell Attack feat as a standard action and taking the -2 penalty to use Advancing Carnage, you may spend an additional spell point or increase the casting time of the sphere effect to a full-round action. The sphere effect applies to each creature (to a maximum of 2 + 1 per 2 caster levels) that you damage as part of the initial attack and the additional attacks granted by Advancing Carnage. If the sphere effect requires concentration, all instances initiated as part of one action count as a single effect for the purpose of concentrating on them.

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Bruinous Temper (Champion)

Prerequisites:Bear sphere, Berserker sphere, Bear sphere caster level 5th

Prerequisites: Bear sphere, Berserker sphere, Bear sphere caster level 5th.

Benefit: While you are under the effects of the bear spirit, a creature battered by your brutal strike takes a -1 penalty to their AC and saving throws against your Bear sphere abilities. You may spend a spell point to gain the benefits of one (adrenaline) talent you possess as though it were a (bearacteristic) for the duration of the bear spirit. An (adrenaline) talent used this way must be one that does not require you to expend martial focus at the start of your turn to use.

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Brutal Shatter (Combat) [SM—]

Prerequisites:Berserker Sphere

Source: Baron's Otherworldly Citadel

Prerequisites: Berserker Sphere

Benefits: Whenever you would attempt to sunder an object as a swift action or attack of opportunity, you may spend martial focus to make the sunder attempt a brutal strike.

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Desperate Focus (Combat) [Apoc]

Prerequisites:Berserker sphere (Deathless)

Source: Spheres Apocrypha: Radiant and Righteous

Prerequisites: Berserker sphere (Deathless).

Benefit: Once per round while berserking and below 0 hit points, you may use the benefits of a class feature, combat talent, feat, or other ability which requires you to expend your martial focus without expending your martial focus.

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Furious Flare (Champion) [Apoc]

Prerequisites:Berserker sphere, Destruction sphere (any (blast type) talent)

Source: Spheres Apocrypha: Radiant and Righteous

Prerequisites: Berserker sphere, Destruction sphere (any (blast type) talent).

Benefit: When you use your brutal strike ability and expend your martial focus to deal additional damage, you may turn this additional damage into an energy type matching a (blast type) talent you possess. This brutal strike does not carry any added effects of the blast type, such as conditions or effects with saving throws. If you choose a (blast type) talent that deals force damage, reduce the additional damage by half. This is a supernatural effect.

Effects which allow you to ignore points in damage reduction or hardness also allow you to ignore an equal amount in points in a target’s energy resistance for the benefits of this feat. This stacks with any class feature, feat, or talent that allows you to ignore points in a target’s energy resistance.

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Improved Atavism [Apoc]

Prerequisites:Berserker sphere (Atavism (adrenaline)), base attack bonus +3

Source: Spheres Apocrypha: The Inheritor and Improved Atavism Heritages

Your powers are long known with stories untold. You have unlocked more of your latent bloodline’s potentials, harnessing the might of those who stood before you.

Prerequisites: Berserker sphere (Atavism (adrenaline)), base attack bonus +3.

Benefit: While benefiting from the Atavism (adrenaline) talent, you gain two additional abilities associated with your heritage you are benefiting from (see Table: Improved Atavism). Abilities granted by this feat are individually noted to be exceptional (Ex) or supernatural (Su).

Calculate the effects of abilities granted by this feat with your effective Berserker sphere base attack bonus (including adjustments from effects like a conscript’s sphere specialization or the Combat Sphere Specialization feat). If an ability granted by this feat would require a saving throw, the DC is equal to your Berserker sphere DC (10 + 1/2 base attack bonus + practitioner modifier).

Table: Improved Atavism

Heritage Creature Type Heritage Ability 1 Heritage Ability 2
Aberration Beyond Understanding (Su): Whenever another creature uses an ability to gain information about you (such as a Knowledge check, the Scout sphere scout ability, Divination sphere divine sphere effect, detect alignment or discern lies spell, or other similar effect), that creature must succeed at a Will save or the ability’s target changes to another creature within medium range (100 feet + 10 feet per base attack bonus), chosen at random. The creature is not aware their ability targeted another creature but may make inferences based on the results (such as being told a human has weaknesses similar to a clockwork robot in the room). Abilities which would bypass a misdirection spell or similar effect also bypass this ability.

You are aware of creatures who have failed their saving throw against this effect, and for the next 24 hours you gain an insight bonus on attack and damage rolls against creatures who have failed their saving throw against this effect equal to +1 + 1 per 5 base attack bonus.
Slip Between The Fabric (Su): Whenever you successfully make an attack action or attack of opportunity against a creature, you may teleport 5 feet into an unoccupied space. You must have line of sight to that space to teleport into it. For every 10 base attack bonus you possess, increase the distance you can teleport with this effect by +5 feet. Teleporting more than 5 feet with this effect is taxing and may only be done a number of times each round equal to 1/2 your practitioner modifier (minimum 1).

In addition, whenever you take a 5-foot step, you may instead teleport 5 feet. This allows you to take a 5-foot step into difficult terrain.
Animal Instincts (Ex): If you would be caught flat-footed or lose your Dexterity bonus to AC for any reason, you may expend your martial focus as an immediate action. If you do, you cannot be caught flat-footed or lose your Dexterity bonus to AC for any reason until the start of your next turn. This can allow you to remove the penalties from being feinted in combat and may be used in response to an attack roll or effect targeting you while you would be flat-footed or be denied your Dexterity bonus to AC. If you possess uncanny dodge, such as the rogue class feature, you do not need to expend your martial focus to use this ability.

Mythic Note: If an effect from a mythic source would cause you to become flat-footed or lose your Dexterity bonus to AC, you do not negate that effect unless you are also mythic.
Feral Offense (Ex): Once per round you may declare an attack to be either a precise or feral attack. You must use this ability before the attack roll is made.

If you choose to make a precise attack, you may roll twice on your attack roll, taking the better result.

If you choose to make a feral attack, your attack gains one of the following:
* Fell: Your attack gains the trip universal monster ability, allowing you to trip as a free action that does not provoke an attack of opportunity if you successfully hit with the attack.
* Howl: If you successfully hit with the attack, you may attempt an Intimidate check to demoralize the target of your attack as a free action.
* Tear: Your attack deals an additional amount of bleed damage equal to your practitioner modifier (minimum 1).
Construct Golem Blood (Su): You gain a morale bonus on saving throws made to resist magical effects (e.g. spells, supernatural abilities, spell-like abilities) equal to +1 + 1 per 6 base attack bonus. You gain this bonus even if you could not normally benefit from a morale bonus (such as having immunity to mind-affecting effects). You cannot be a willing target of any spell or magic sphere effect and must attempt saving throws to resist all spells or magic sphere effects, even those cast by your allies, except your own. Overclock (Ex): You may expend your martial focus as a free action to overclock your body for 2 rounds + 1 round per 10 base attack bonus. While overclocked you gain the following benefits:
* +10 feet bonus to all modes of movement you possess + 5 per 5 base attack bonus.
* Your weapon attacks deal an additional 1d4 damage + 1d4 per 5 base attack bonus that is half electricity and half fire damage.
* Whenever you make a successful attack action, you may make one extra attack as a swift action.

While you are overclocked, you must use your berserking ability with the Atavism (adrenaline) for your construct heritage each round otherwise overclock’s duration immediately ends. If you overclock while benefiting from this effect, the duration stacks.

When overclock’s duration ends, you are fatigued for 1 minute for each round you were overclocked, or exhausted for 1 hour if you are already fatigued by this effect. Fatigue and exhaustion from this ability bypass any immunity you may possess.
Dragon Draconic Heir (Su): Choose a single dragon type (see the sorcerer’s draconic bloodline for examples, Pathfinder Roleplaying Game Core Rulebook). Once chosen, this cannot be changed.

You gain energy resistance equal to your base attack bonus against your dragon’s energy type which stacks with all other forms of energy resistance you possess. If you select a dragon aligned with a physical damage type (e.g. an etheric esoteric dragon with bludgeoning damage), you instead gain damage reduction against that damage type equal to 1/2 your base attack bonus (minimum 1) which stacks with all other forms of damage reduction you possess.
Dragon’s Fury (Su): Whenever you successfully make an attack action, you may unleash your draconic power to create a 15-foot cone-shaped burst of energy. The cone originates from the struck target; the cone’s base includes the struck target’s square. Creatures in the cone’s area of effect take energy damage equal to 1d6 + your base attack bonus (Reflex half). The energy damage dealt is the same as your dragon’s energy type chosen for the draconic heir ability. You must wait at least 1d4 rounds between uses of this ability but may expend martial focus as a free action to ready this ability immediately.
Fey Fey Trickster (Ex): You reduce the action required to feint a creature by 1 step (standard to move, move to swift; minimum swift action). This reduction stacks with the Improved Feint feat, Fencing sphere Fast Feint talent, or other similar effects which reduce the action required to feint.

Whenever you successfully feint a creature, that creature is “bewildered” for 1d4 rounds. You do not provoke attacks of opportunity for moving through a bewildered creature’s threatened area. If you would perform an action that would provoke an attack of opportunity, you may expend your martial focus as a free action that can be taken even when it is not your turn. If you do, that action does not provoke an attack of opportunity from any bewildered creatures (but otherwise provokes normally).

The bewildered condition can be removed by any ability or effect which could remove the battered condition.

Note: Abilities which grant you the ability to feint as part of another action (Dual Wielding sphere Cunning Combo) or through a specific ability (Illusion sphere Mage Feint) do not have their action required reduced by this ability.
Fairy Dust Strike (Su): Whenever you successfully make an attack action against a creature, you gain concealment (20% miss chance) against that creature until the end of your next turn. The miss chance from this concealment increases by 5% for every 3 points of base attack bonus you possess; at 50% miss chance or higher, this is treated as total concealment. This concealment is an illusion effect.
Humanoid Aura of Kings (Su): You gain a 30-foot aura. Once per round, if another ally inside this aura would roll a saving throw, you may allow that ally to use your saving throw bonus instead. You must use this ability before the roll is made. Lead The Way (Ex): Whenever you successfully make an attack action against a creature, that creature is marked until the end of your next turn. You and your allies gain a circumstance bonus on attack rolls against creatures marked with this ability equal to +1 + 1 per 10 base attack bonus.

Alternatively, you may spend a standard action to mark one creature you can see. The bonuses against a target marked this way increase by +1.

Whenever an ally attacks a creature marked by this ability, you may expend your martial focus as an immediate action to allow that ally to roll twice on their attack roll, taking the better result. You must use this ability before the first attack roll is made.
Magical Beast Creature of Myth (Su): You add 1/2 your base attack bonus (minimum 1) to the DC of any skill check made against you (such as to Intimidate you, feint you in combat, use the Scout sphere scout ability against you).

In addition, you gain an insight bonus equal to 1/4 your base attack bonus (minimum 1) on opposed skill checks you attempt (such as your Stealth check to hide opposed by other creatures’ Perception). You do not gain this bonus on opposed skill checks made to foil another creature’s check (such as your Perception check made to foil an opponent’s Stealth check).
Rending Fang (Ex): You gain a unique rending attack which may only be used as part of this ability. This rending attack deals damage using one natural weapon, unarmed strike, or manufactured weapon you wield plus 1-1/2 times your practitioner modifier (replacing your Strength modifier or other ability score used when dealing damage with this weapon). You may make this rending attack with a ranged weapon.

Once per round, whenever you confirm a critical hit or a creature fails a saving throw against a combat sphere effect used as part of an attack action made with a natural weapon, unarmed strike, or manufactured weapon (such as the Berserker sphere Heavy Swing (exertion), Dual Wielding sphere Dizzying Combination, etc.), you may use your rending attack against that creature as a free action that can be taken even when it is not your turn.
Monstrous Humanoid Superiority (Su): You gain an insight bonus on saving throws made to resist any effect originating from a creature that does not possess your base creature type equal to +1 + 1 per 7 base attack bonus (e.g. resisting an extraordinary effect from a construct, where your base creature type is humanoid). Monstrous Power (Ex): Damage you deal ignores an amount of damage reduction, energy resistance, or hardness the target possesses equal to 1/2 your base attack bonus (minimum 1).

You may expend your martial focus as a free action to briefly surge with strength, gaining a size bonus to your Strength and Dexterity for 1 round equal to +2 + 2 per 5 base attack bonus. You may only use this ability once every 1d4 + 1 rounds.
Ooze Adaptive Absorption (Su): After you take hit point damage of any kind, you gain damage reduction (DR/adamantine) or energy resistance equal to 1/2 your base attack bonus (minimum 1) against that type of damage until the end of your next turn. This stacks with any other damage reduction or energy resistance you may possess.

This ability can provide damage reduction or energy resistance against unusual damage types (such as force, negative, or untyped energy damage). For the purposes of this ability, damage reduction and energy resistance are both referred to as “absorption”. Physical attacks which deal multiple damage types simultaneously (such as a bite natural attack) bypass the damage reduction granted by this ability if you do not possess damage reduction against each damage type dealt by the attack.

You may maintain up to 2 types of absorption + 1 absorption for every 10 base attack bonus you possess. If you would gain a new absorption while already maintaining the maximum number of absorptions, you may choose one absorption to replace, or choose to not gain the new absorption.

If an attack deals multiple damage types, choose only one type of damage to gain absorption against. For example, if you take damage from an attack dealing piercing, slashing, and fire damage, you choose only one of those damage types to gain absorption against.

If you use your berserking ability with the Atavism (adrenaline) for your ooze heritage, you retain each absorption you have gained from this ability for an additional round.
Oozemolded Armaments (Su): Any weapon you wield gains the greater transformative special ability. You may activate this greater transformative special ability once per round a free action while using your berserking ability with the Atavism (adrenaline) for your ooze heritage. Any round you are not using the Atavism (adrenaline) for your ooze heritage, any weapons transformed with this ability return to their normal form. Natural attacks, unarmed strikes, and ammunition (such as shuriken) cannot be transformed into other weapon types, and you cannot transform weapons into natural attacks, unarmed strikes, or ammunition.

In addition, you can treat any weapon transformed by this ability as though it were still the original weapon for any feats, effects, or abilities you have that specifically apply to that type of weapon (such as Weapon Focus, fighter’s weapon training, warpriest’s sacred weapon, or faithful shepherd cleric’s divine guidance divine work). For example, a battleaxe transformed into a spear would still be treated as a battleaxe for the Weapon Focus feat, weapon training for axes, or as your deity’s favored weapon despite being a different type of weapon, in addition to being treated as a spear and having the properties of a spear. Feats, effects and abilities cannot apply to a transformed weapon more than once (possessing Weapon Focus for the base weapon and the new form would not grant benefits twice). You cannot use abilities that require a specific type of weapon if the transformed weapon’s current form does not support it.
Outsider Planar Heritor (Su): Choose a single outsider subtype or specific outsider (subject to GM discretion). Once chosen, this cannot be changed. From your chosen outsider subtype, select a number of defensive abilities your outsider type possesses equal to your practitioner modifier (minimum 1). If you could choose more options than your outsider subtype possesses, you may choose additional options your outsider type does not possess (subject to GM discretion). These selections are made when you first gain this feat and may be changed after 8 hours of rest.

You do not gain the selected defensive abilities. Instead, whenever you attempt a saving throw against an effect with a descriptor that would be mitigated, resisted, or ignored by a selected defensive ability, you may roll twice, taking the better result.

Note: Defensive abilities include resistance, immunity, and saving throw bonuses (ex. acid resistance, petrification immunity, +2 vs. poison). If a defensive ability grants benefits against a creature type, alignment, or other open ended effect, you do not gain any benefits against that effect unless it is a descriptor or condition. For example, choosing “evil” would allow you to roll twice against effects with the evil descriptor, not any effect from an evil source.
Planar Pressure (Su): Any damage you deal is treated as being aligned damage for the purposes of overcoming damage reduction, regeneration, and other abilities. These alignment types are determined by the chosen outsider’s alignments for the planar heritor ability (ex. a chosen outsider being a devil would grant evil and lawful). If the outsider chosen for the planar heritor ability is true neutral, you may expend your martial focus as a free action to choose a single alignment for this ability for a number of rounds equal to your practitioner modifier (minimum 1).

In addition, opponents treat each square within 5 feet + 5 feet per 10 base attack bonus of you as difficult terrain.
Plant Blossoming Barrier (Su): Whenever you take hit point damage, reduce the amount of damage taken by the number of blossoms you have. Then, if you are still damaged by the effect, you gain 1 blossom for every 3 base attack bonus you possess. You may only have a number of blossoms equal to 3 + 1/2 your base attack bonus at any time, and you lose all blossoms at the start of your turn. Unlike damage reduction, damage prevented by this ability cannot be bypassed. Punishing Brambles (Su): Whenever you successfully make an attack action, the target is entangled for 1 round + 1 round for every 3 base attack bonus you possess (Reflex negates). If a target entangled by this ability fails their saving throw against this ability again, the entangled condition’s duration stacks. A target entangled by this ability can attempt to remove the entangled condition as a move action that does not provoke attacks of opportunity by attempting a Reflex saving throw, Escape Artist check, or Strength ability check with a DC equal to this ability’s DC. Alternatively, the entangling mass of brambles and vines can be cut away as a standard action, or as a move action by another creature.

In addition, after a target entangled by this ability makes an attack roll or casts a non-harmless spell that targets you or includes you in its effect, the target takes piercing damage equal to your practitioner modifier (minimum 1) and must succeed at a Reflex saving throw or fall prone. A target that successfully avoids falling prone cannot be knocked prone by this ability until the start of their next turn.
Undead Thief Of Life (Su): You are healed by both positive and negative energy effects if they could heal a living or undead creature. You take damage from positive or negative energy effects normally if it could not heal a living or undead creature (such as a cleric’s channel negative energy to harm or a Destruction sphere Nether Blast dealing negative energy damage).

Whenever an opponent within 30 feet of you receives any amount of healing (except fast healing or regeneration), you also heal an amount equal to half the healing received unless that opponent succeeds at a Will saving throw. If multiple opponents would be healed simultaneously by the same effect, you only receive healing once from this ability even if multiple opponents fail their saving throw.
Lash Of The Pale Court (Su): Whenever you successfully make an attack action against a creature, that creature is marked with a necrotic scar. Necrotic scars last until the end of your next turn; whenever you mark a creature with a necrotic scar, refresh the duration of each active necrotic scar. A creature with a necrotic scar is referred to as a “scarred creature” by this ability. Necrotic scars from different sources are tracked separately. Abilities and effects which refer to scarred creatures or necrotic scars are limited to necrotic scars you have created, not necrotic scars from any source.

Scarred creatures suffer negative energy damage equal to your practitioner modifier at the start of their turn (to a maximum of your base attack bonus). If a scarred creature possesses necrotic scars from multiple sources, they only suffer this damage once.

You may expend your martial focus as an immediate action to end any number of active necrotic scars, causing each scarred creature to take negative energy damage equal to 1d6 + 1d6 per 5 base attack bonus (Fortitude half). For each necrotic scar ended this way, the saving throw DC increases by +1.

If a scarred creature would be marked by you an additional time, you may target 1 unmarked creature + 1 additional unmarked creature per 10 base attack bonus within close range of the creature (25 feet + 5 feet per 2 base attack bonus), marking them with a necrotic scar until the end of your next turn.

Negative energy damage from this ability cannot heal undead creatures.
Vermin Vermin Heart (Ex): You gain a natural armor bonus that stacks with other sources of natural armor equal to +1 + 1 per 5 base attack bonus. In addition, you reduce any damage taken from a swarm by 1/2 your base attack bonus (minimum 1). Whenever you would attempt a saving throw against a swarm’s abilities, you roll twice and take the better result. Swarmblade (Ex): Your weapon attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any; damage reduction applies as normal).

In addition, whenever you successfully make an attack action against a non-swarm creature, that creature gains infested wounds (Fortitude negates). Whenever a creature with infested wounds attempts to take a standard or full-round action, they suffer untyped damage equal to your practitioner modifier + 1/2 your base attack bonus (minimum 1). This counts as taking damage when casting a spell for the purpose of concentration checks. This is treated as a swarm’s distraction ability for the purposes of immunities. Creatures immune to effects which require a Fortitude save are not immune to this ability, but instead gain a +4 bonus on their saving throw to resist the effects (such as constructs and undead).

A creature with infested wounds can end this effect by either receiving healing greater than or equal to the infesting attack’s damage or by spending a move action. The effects of infested wounds do not stack; if a creature would gain infested wounds more than once, use the strongest instance of infested wounds to determine how much healing is required to remove the effect and how much damage is inflicted.
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Light’s Lasting Fury (Champion) [Apoc]

Prerequisites:Berserker sphere (Deathless), Life sphere, Light sphere

Source: Spheres Apocrypha: Radiant and Righteous

Deep from within, there is a light that fills you, and you show the world that death is owed nothing.

Prerequisites: Berserker sphere (Deathless), Life sphere, Light sphere.

Benefit: When berserking, you may shed light out to 5 feet. You may spend a spell point to instead shed light as a torch for 1 minute. When berserking while you are below 0 hit points and shedding light with the benefit of this feat, you may forgo the benefits of berserking to instead invigorate yourself and allies within the range of this light.

While you are below 0 hit points and acting as disabled, you do not take damage for performing a standard action (or actions typically deemed strenuous).

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Primal Dancer (Champion, Dual Sphere) [DRS]

Prerequisites:Perform (dance) 3 ranks, Performance sphere ((dance) package); either the Berserker sphere or Destruction sphere (one (blast type) talent that deals energy damage or Energy Aura talent)

Source: Diamond Spheres: Harmony & Discord

Prerequisite: Perform (dance) 3 ranks, Performance sphere ((dance) package); either the Berserker sphere or Destruction sphere (one (blast type) talent that deals energy damage or Energy Aura talent).

Benefit: You gain the following abilities based on the spheres you possess:

  • Energy Veil (dance) (Destruction sphere, Performance sphere): As part of starting this dance, you must spend 1 spell point. All dancers gain access to a pool of energy absorption equal to 5 x your operative modifier, applying to any energy damage type that you can deal with a (blast type) talent you possess. Energy absorption functions as energy resistance, except that the amount of damage resisted reduces the total value of the energy absorption from the pool before applying any energy resistance the target may already possess. Whenever the dance is maintained, this absorption is replenished.
    Special: If you possess the Energy Aura talent, you can start a dance as part of the action to use the Energy Aura talent. If you start the energy veil dance as part of using the Energy Aura talent, the absorption granted by the dance only absorbs energy damage types the Energy Aura is created with (i.e. the selected (blast type) talents).
  • Primal Rhythm (dance) (Berserker sphere, Performance sphere): You must be berserking to start this dance. All dancers gain the benefits (and penalties) of your berserking ability, except that such benefits and penalties are halved (this halving is after any calculations made) and use your statistics if more beneficial. This includes sharing the effects of (adrenaline) talents you may benefit from, the True Rage feat, and other class features and abilities, but not any personal reductions to penalties that you benefit from. This dance shares the current benefits (and penalties) of your berserking to other dancers each round (i.e. changing from one (adrenaline) to another the next round would change the effects of this dance).
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Raging Lucidity (Champion) [SM—]

Prerequisites:Body Control Sphere; Berserker Sphere or one of bloodrage, rage, or raging song class feature

Source: Baron’s Secluded Library

Prerequisites: Body Control Sphere; Berserker Sphere or one of bloodrage, rage, or raging song class feature.

Benefit: As long as you have a meditation active, you do not suffer a penalty to AC from using berserking, bloodrage, rage, or raging song.

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True Rage (combat) [Conq. HB]

Prerequisites:Berserker sphere (any (adrenaline) talent), base attack bonus +6

Your mastery over adrenaline walks hand in hand with anger.

Prerequisites: Berserker sphere (any (adrenaline) talent), base attack bonus +6.

Benefit: When berserking, when you choose to benefit from an (adrenaline) talent, you do not lose the temporary hit points granted by the base berserking ability. This does not allow you to benefit from two (adrenaline) talents at the same time.

Normal: When berserking, a creature who chooses to benefit from an (adrenaline) talent does not gain the temporary hit points from the base berserking ability.

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Archetypes Utilizing Berserker3

Berserker (Barbarian)

ArchetypeBarbarian

Berserkers are fierce warriors, possessed of implacable strength.

Wikidot PageExpand features

Darkness Defender (Sentinel)

ArchetypeSentinel

Darkness Defenders trade their ability to avoid blows for strength enduring them, eventually learning to get stronger when hit.

Wikidot PageExpand features

Skaldic Poet (Skald)

ArchetypeSkald

These skalds, known commonly as skaldic poets, make up for their lack of magic with their unrelenting bravery and strength, in addition to their ability to instill these qualities to their allies.

Wikidot PageExpand features

Berserker Sphere Drawbacks(7)

Adrenaline Junkie [Conq. HB]

You do not gain the brutal strike ability. You must take an (adrenaline) talent with this drawback.

Incompatible: Unbattered, Weakling.

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Fatal Strike [SA:MD]

You do not gain the brutal strike ability and cannot select (exertion) talents or other talents that rely on brutal strike. You gain Decapitate with this drawback.

Incompatible: Adrenaline Junkie, Unbattered, Weakling.

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Ruinous Rage [SA:MD2]

You do not gain the brutal strike ability and cannot select (exertion) talents or other talents that rely on brutal strike. You gain Greater Sunder with this drawback.

Incompatible: Adrenaline Junkie, Fatal Strike, Unbattered, Weakling.

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Savage Offense [SA:MD2]

You do not gain the berserking ability and cannot select (adrenaline) talents or other talents that rely on berserk. You gain Savage with this drawback.

Incompatible: Adrenaline Junkie, Undying.

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Unbattered

Your brutal strikes do not inflict the battered conditions on foes. You gain Sanguine Invigoration with this drawback.

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Undying [SA:MD]

You do not gain the berserking ability and cannot select (adrenaline) talents or other talents that rely on berserking. You gain Deathless with this drawback.

Incompatible: Adrenaline Junkie.

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Weakling

You cannot expend focus to increase the damage of your brutal strikes. You gain Extended Exertion with this drawback.

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