Manbearcat
Legend
I mentioned this in another thread. Its not fiddly, is thematic for a great weapon wielding berserker, and provides design space for tactical synergy with other abilities. The only drawback is that some people have a low threshold for tactical depth and the word aura seem to freak some people out as well, presumably because its not "natural language" (which I find to be a disadvantage when conveying mechanical concepts):
Some form of Aura 1 would fit the bill thematically and tactically for a Berserker Fighter. If they load it into the (mega) feat system it could have some heft to it as well. Something that works as a catch-22 control mechanism would fit the bill (move away and eat on OA or stay in range and eat a Berserker effect on a failed save):
Aura 1 (melee range, 5 ft, whatever): Any enemy that ends its turn adjacent to the Berserker must succeed at a successful Dexterity Saving Throw or take damage equal to the Berserker's Strength modifier.
This would encourage mobility and tactical decision-making for both the GM and PC. GWF Defender PC builds could have tactical control power plays that involve keeping enemies adjacent to you (through delivering mobility-inhibiting status effects, immediate actions riders triggered by your OAs which prevent enemy movement, et al).