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Some viera embrace the wild side, bringing out their inner beast during combat. These individuals live for battle, and they hone both their bodies and their fighting techniques to make the best use of their natural athletic advantages. Facing a frenzied, berserking bunny head-on is an act best left to either the supremely confident or the foolish and short-lived.

The mist rabbit is an archetype of the berserker class, available only to viera berserkers.

Archetype Main Ability Scores:
The mist rabbit mainly focuses on STR/DEX for martial combat and STR, CON and CHA for their class features.

Archetype Feature Replacements:
1st – Fast MovementRage Forms. 4th – Rage Power. 6th – Rage Power. 8th – Rage Power. 10th – Rage Power. 12th – Rage Power. 14th – Rage Power. 16th – Rage Power. 18th – Rage Power. 20th – Rage Power.

Leaping Lepus (Ex)

At 1st level, a mist rabbit’s natural physique synergizes with her intensive physical training to such a degree that it allows her to leap astounding and nearly supernatural distances. The mist rabbit adds her berserker levels to all Acrobatic skill checks for jumping. A mist rabbit’s ability to jump with her Acrobatic checks is treated as though she got a running start and has the Run feat, regardless of whether or not she gets a running start. In addition, the mist rabbit may jump as part of a charge action allowing her to ignore difficult terrain for the distance she jumps. A mist rabbit’s maximum jump distance is 2x her base speed, as if charging, instead of being limited by her normal base speed (30-foot land speed = 60-foot jump maximum).

Beginning at 4th level, the DC multiplier for a high jump is reduced by 1, making it a multiplier of 3 rather than 4. This reduction improves by 1 every seven mist rabbit levels; multiplier of 2 at 11th level, and multiplier of 1 at 18th level. A mist rabbit using this ability does not provoke an attack of opportunity unless she passes through a square that is threatened by a flying creature that she is not attacking directly or jumping while adjacent to an enemy creature. If a mist rabbit is hit in this manner, she falls to the ground prone in the square in front of the creature.

This ability replaces fast movement.

Rage Forms (Ex)

At 1st level, a mist rabbit adds the following rage form to her list of available rage forms.

Rabbit Rage (Ex): While raging, the mist rabbit is treated as though she had the Improved Unarmed Strike feat and the monk Martial Arts feature. Additionally, as a move action before a melee attack or as part of a charge, the mist rabbit may make an Acrobatics check to jump with a DC equal to her target’s CMD. The DC increases by +2 for each size category larger than the mist rabbit. If the mist rabbit beats the DC, depending on her Acrobatics roll, she moves forward to make the jump and gains a +1 dodge bonus to AC for one round, a +1 circumstance bonus on that attack roll, and deals an extra 1d6 points of damage on that attack. In addition, for every five the mist rabbit beats the DC, she gains an additional +1 bonus to her AC and the attack roll, and deals an additional 1d6 damage. This bonus and the number of extra dice cannot exceed the mist rabbit’s level. This additional damage is not multiplied on a critical hit or any class feature that multiplies damage. This ability requires that the mist rabbit move a certain distance and so cannot be combined with a 5-foot step.

This ability modifies rage forms.

Rage Powers (Ex)

The mist rabbit’s unique physique and rage form both allow for the following rage powers:

Mist Arc (Ex): While raging in the rabbit rage form, the mist rabbit can deliver a devastating axe kick as an additional attack at her highest BAB; if she does so, each attack is made at a -2 penalty. The kick’s damage is determined using the Small, Medium, or Large Monk Unarmed Damage table from the monk’s Martial Arts feature. Prerequisite: The mist rabbit must be at least 6th level to select this rage power.

Mist Fall (Ex): While raging in any rage form, the mist rabbit becomes skilled at diving through the air after a high jump and absorbing the impact of the long fall. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The mist rabbit’s ability to absorb her fall improves with her mist rabbit level, allowing her another 10ft every 2 levels after 4th, until at 20th level she can fall any distance without harm. In addition, one enemy of her choice in or adjacent to the square in which she lands takes damage as though the enemy itself had fallen a distance equal to the mist rabbit’s jump height; it may make a Reflex save with a DC of 10 + the mist rabbit’s Dexterity modifier to take half damage. This damage stacks with the additional damage resulting from the mist rabbit’s Acrobatics check made when jumping while in the rabbit rage form. Prerequisite: The mist rabbit must be at least 4th level to select this rage power.

Mist Ring (Ex): While raging in the rabbit rage form, the mist rabbit may make a sweeping cartwheel kick against all adjacent enemies as a standard action once per round. The kick’s damage is determined using the Small, Medium, or Large Monk Unarmed Damage table from the monk’s Martial Arts feature, but is treated as though it were one tier lower (ex: a 10th level mist rabbit using this attack would deal 1d8 damage to each enemy instead of 1d10). In addition, each enemy hit must make a Fortitude save with a DC of 10 + the mist rabbit’s Strength modifier; any enemy that fails the check is knocked prone. Prerequisite: The mist rabbit must be at least 10th level to select this rage power.

Mist Rush (Ex): While raging in the rabbit rage form, the mist rabbit may make both a single melee attack and a bull rush maneuver during a charge, instead of choosing one or the other; if she does this, the melee attack is made first, followed by the bull rush maneuver. Prerequisite: The mist rabbit must be at least 8th level to select this rage power.

These abilities may replace rage powers.