Intimidating rage dd 3 5
An adrenaline-filled junkie who cares only about the next foe before him. He uses the raw emotions within him, calling upon them as he goes forth into battle.
20 1 Good Good Good Poor Other Other Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil Anger. This raw potential can be found in virtually anyone, but only a few can bring that anger forth and use it to aid them in their battle.
This damage rises by 1d6 every two levels afterwards.
He also gains a 1d6 damage bonus to all other attacks (not derived from his BAB) at third level, which increases by another 1d6 every six levels after that.
They may be common among certain human or dwarf cultures as well. Class Skills (4 Int modifier per level, ×4 at 1st level) Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) All of the following are class features of the Berserker.
Races which prefer less direct means of beating down opponents, such as gnomes, halflings, and most elves, rarely become berserkers. Though some might call a raging berserker "wild" or "feral," the potential for such fury is not restricted by alignment. Weapon and Armor Proficiency: Berserkers are proficient with all simple and martial weapons.
He doesn't just close with monsters and attack them in melee; he charges into battle and chases down any who try to flee.
The berserker channels pure rage into ferocious power.
At fifth level and every four levels afterwards, the berserker gains one of the abilities listed below.
These may only be activated while in a rage, are performed as a standard action unless otherwise listed, and any save required is equal to 10 one-half character level Strength modifier.
Thus, if a 6th level berserker with Improved Two-Weapon Fighting would have four attacks at 6/ 6/ 1/ 1 (before bonuses or penalties from high Strength or two-weapon fighting), he would add the 3d6 damage from Rage to his first and third attacks, since those are the ones that are derived from his BAB, and 1d6 damage to the second and fourth attacks.
(Ex): The berserker's strength grants him power that far exceeds that of normal men, allowing him to perform feats such as those rarely seen by mortals.