ok here is a very modified alternative, whit more mystic ancestral power:
Requisite: Str and Con
xp to level 2: 2600xp
Hit dice: 1d6
Fighting 2 (1000xp)
4 Tradeoffs: armor unrestricted to forbidden (+600xp)
2 Trade off weapons from unrestricted to narrow (+300xp)
(in this case axes and hammers, given the relation between the sacred berserkers and the dwarfs in my setting)
Hit dice 1 (500xp)
Thievery 1 (200xp)(3 custom powers)
Powers:
Flesh-runes (3 powers)
Savage resilience
Divine blessing
Totem (as shaman)
2 powers for a power at level 2, one at level 4 and one at level 9
1 power for one power at level 6 and one at level 8
Level 2: Battle trance (meditative trance, re-flavored as being possessed by your warrior ancestors)
Level 4: Swift Sword Once per day
Level 6:
Power of the stones, once per day, takes a turn to cast. Divine and personal only version of giants strength:
Giants strength
Self
1 turn per level
Divine
Total
80
0,5
0,8
1,25
40
Level 8:
Summon Einherjars (custom spell) once per week.
Summoning
1d4 creatures
14 HD
Only one monster
Special abilities.1
One turn per level
Divine
Total
100
1
0,7
1
0,6
1,2
50,4
The Einherjar are the ancestors warrior spirits, The Einherjar summoned by this spell are the most powerful and greatest warriors of your tribe. they have flesh runes reducing all non magical damage by 3 points per dice and give it 6 AC. It will came naked and armed with a set of hammers and axes +2 (one in each hand and one two handed). Given the sacred status Einherjar they are not technically undead.
Proficiencies:
Animal husbandry, Animal training, Beast Friendship, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (force back, knock down, overrun, wrestling), Command, Dungeon Bashing, Endurance, Fighting Style, Intimidation, Land surveying, Leadership, Mountaineering, Military Strategy, Naturalism, Passing Without Trace, Precise Shooting, Prophecy, Riding, Running, Skirmishing, Survival, Weapon Focus, goblin-slayer.