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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 mist rabbit 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. 2nd – Rage Power, Uncanny Dodge. 6th – Rage Power. 10th – Rage Power. 14th – Rage Power. 18th – Rage Power.

Leaping Lepus (Ex)

At 1st level, a mist rabbit trains for years in the ability to leap astounding and even supernatural distances. The mist rabbit adds her mist rabbit 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. The mist rabbit may long jump as part of a move action or charge action, allowing her to ignore difficult terrain for the distance she jumps. The mist rabbit uses her jump’s Acrobatics check to resolve against all opponents CMD while long jumping or high jumping through threatened squares, but takes the +10 to DC for moving at full speed while doing so.

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). Starting at 3rd level and for every 3rd level thereafter, the mist rabbit further increases her maximum jump distance by an additional 10 feet.

Should the mist rabbit utilize any of her base speed for movement on her turn, subtract that distance from her maximum jump distance to determine the distance she has left to jump.

This ability replaces fast movement.

Martial Arts (Ex)

At 1st level, the mist rabbit gains Improved Unarmed Strike as a bonus feat. Mist rabbits are highly trained in fighting unarmed, giving them considerable advantages when doing so. The mist rabbit’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the mist rabbit may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for the mist rabbit striking unarmed. A mist rabbit may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually the mist rabbit’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A mist rabbit also deals more damage with her unarmed strikes than a normal person would, as shown on the table below. The unarmed damage values listed on that table are for Medium mist rabbits. A Small mist rabbit deals less damage than the amount given there with her unarmed attacks, while a Large mist rabbit deals more damage; see the following table. A mist rabbit’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Table: Martial Arts Unarmed Damage

LevelDamage (Small)Damage (Medium)Damage (Large)
1st – 3rd1d41d61d8
4th – 7th1d61d82d6
8th – 11th1d81d102d8
12th – 15th1d102d63d6
16th – 19th2d62d83d8
20th+2d82d104d8

This ability replaces rage forms.

Deadly Jumper (Ex)

At 2nd level, a mist rabbit has learned the technique of utilizing the impact of her jump attacks to devastate her enemies. She is granted an extra amount of damage on specific types of attacks (see below) equal to 1d6 + an additional 1d6 for every two mist rabbit levels attained after 1st. Any additional damage gained from this ability is not multiplied on a critical hit or any class feature that multiplies damage. The mist rabbit benefits from Deadly Jumper damage when making the following types of attacks with an unarmed strike:

Long Jump Attack: After traveling at least 10 feet during a long jump (whether as part of a charge attack, or move action) towards a target she successfully hits with an attack, the mist rabbit deals normal damage + her Deadly Jumper damage to that target.

High Jump Attack: After traveling at least 10 feet during a high jump (whether as part of a charge attack, or move action) towards a target she successfully hits with an attack, the mist rabbit deals normal damage + her Deadly Lancer damage to that target. Additionally, for every 10 feet of altitude the mist rabbit achieves with her high jump, she may move an additional 5 feet horizontally from her starting location (simulating a diagonal high jump) towards a target that she would be able to attack.

Dive Attack: As a full-round action, the mist rabbit may perform a high jump to make a dive attack. If she is already airborne at the start of her turn due to flight or some other form of movement, she may also make a dive attack from her current altitude as a full-round action.

For every 10 feet of altitude the mist rabbit possesses, her dive attack gains an additional 5 feet of horizontal range. The mist rabbit can make an attack against a target that is within this range and below her altitude (this cannot be substituted as a combat maneuver), receiving a +1 circumstance attack bonus for every 10 feet of altitude difference between her and the target. If the attack hits, the mist rabbit deals normal damage + her Deadly Jumper damage + an additional 1d6 of damage for every 10 feet of altitude difference. The total amount of extra damage dice and attack bonus gained from Deadly Lancer is capped by the mist rabbit’s berserker level (ex: a 5th level mist rabbit cannot exceed a +5 attack bonus and 5d6 points of extra damage from Deadly Lancer).

After a successful dive attack, the mist rabbit lands into an open square within 10 feet of her target, suffering falling damage (if any) equal to the altitude difference subtracted from the mist rabbit’s starting altitude. If there is no open square available to land in within this distance, the mist rabbit lands prone in an open square that is closest to her target, suffering half of the distance she dove in falling damage.

If the dive attack misses, the mist rabbit lands in the nearest eligible square as if she charged on foot and takes full falling damage. Treat the mist rabbit’s starting altitude as the point from which she fell for the purposes of calculating falling damage (1d6 points of damage per 10 feet fallen, to a maximum of 20d6). The mist rabbit cannot use the Fly skill to negate this falling damage.

Any movement that is part of a dive attack does not provoke attacks of opportunity. Any distance traveled that is part of a dive attack does not contribute to the mist rabbit’s maximum jump distance.

This ability replaces a rage power gained at 2nd, 6th, 10th, 14th, and 18th levels.

Rage Powers (Ex)

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

Mist Arc (Ex): While raging, 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 mist rabbit’s Martial Arts feature. Prerequisite: The mist rabbit must be at least 6th level to select this rage power.

Mist Fall (Ex): While raging, 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, 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 mist rabbit’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, 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.

Super Jump (Ex)

At 2nd level, the mist rabbit can empower her jump to send her soaring, emulating the ability to fly. By activating this ability at the start of her jump as a free action, the mist rabbit lowers the Acrobatics high jump DC multiplier from 4 to 1 for that jump (ex: a high jump of 20 feet would be lowered from an Acrobatics DC of 80 to an Acrobatics DC of 20). Additionally, the mist rabbit receives a +10 bonus to Acrobatics for that jump. The mist rabbit suffers no falling damage for the vertical distance she high jumps when using this ability.

The mist rabbit can use this ability a number of times per day equal to her berserker level, and no more than once per round.

This ability replaces uncanny dodge.

Uncanny Dodge (Ex)

At 5th level, a mist rabbit gains the ability to react to danger before her senses would normally allow him to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A mist rabbit with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

This ability replaces improved uncanny dodge.