
travis heb |
The following is my breakdown of a Frenzied Berzerker.
*Please discuss the following*
Frenzied Berzerker (and Power Attack iterations)
Requirements- +7BAB, Power Attack, Cleave (Destructive and Intimidating Rage)
BAB|Fort|Ref|Will|Special
1 1 2 0 0 Frenzy 1/day, Diehard
2 2 3 0 0 Supreme Cleave (a single 5ft. step when cleaving)
3 3 3 1 1 Frenzy 2/day
4 4 4 1 1 Deathless Frenzy
5 5 4 1 1 Frenzy 3/day, Imp. Pwr. Atk
6 6 5 2 2 Inspire Frenzy 1/day
7 7 5 2 2 Frenzy 4/day
8 8 6 2 2 Greater Frenzy, Inspire Frenzy 2/day
9 9 6 3 3 Frenzy 5/day
10 10 7 3 3 Inspire Frenzy 3/day, Tireless Frenzy, Supreme Pwr. Atk.
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Frenzy- +6 Str, -4AC, Extra Attack at highest BAB, -2non-lethal dmg/rnd of frenzy. Fatigued afterwards.
Deathless Frenzy- go below -0 hp w/o penalty. When Frenzy ends, die as normal (if at or below Con. score). Doesn't prevent death from massive dmg/spell effects.
Imp. Pwr. Atk.- 1-1(2) -> 1-2(3)
Greater Frenzy- +10 Str
Tireless Frenzy- no fatigue after Frenzy.
Supreme Pwr. Atk- 1-2(3) -> 1-3(4)
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*Conversion to Pathfinder*
*Add the following to keep in-line w/ the idea of "something each level"
Lvl3-Add Str. mod. to Indimidate/bluff skill checks
Lvl5-Add [Backswing?] 2xStr to 2hnders (instead of 'Improved Power Attack')
Lvl7-Intimidate 1 enemy/rnd as a free action when in Frenzy.
Lvl9-Gruesome Revelry (Fearsome Display) 3/day- After making a killing blow you can cause fear in enemies that can see you and the fallen enemy. DC= 10+1/2 Class Lvl + Str. mod. (Barbarian lvl's count towards this to help keep DC reasonable with other/similar abilities)
Lvl10-Replace 'Supreme Power Attack' with Greater Power attack as implemented in the 2-handed Fighter variant in APG.
*Frenzy- duration converted to Rnds/Day= Con. mod. +6 for 1st lvl. and +3rnds/lvl after (I increased rnds/day to keep uses in-line w/ increased frenzy progression compared to rage progression-For FB Lvls above 10, additional rnds/day goes to 2/Lvl like a barbarian). Fatigue lasts #rnds spent in frenzy/x2 (same as rage penalty), couples penalty from other sources (ie- if already fatigued->exhausted).
*A possible breakdown of the Power Attack [progression] chain*
*Greater Pwr. Atk- 1-2|1 Main|Off-Hnd. wpn. & 1-3 Two-Hnd. wpn. goes to 1-3|2 Main|Off-Hnd wpn. & 1-5 Two-Hnd wpn. ---This keeps the additional damage in-line with the original idea behind it. For the Main Hand, dmg increases from +12 to +18, an increase of 6 damage at lvl 20, or +1 every 4 lvls. For the off-hand, it goes from 1-1 to 1-2, an increase from +6 to +12 damage or +1 every 4 lvls. For a 2-Hnd. wpn it goes from 1-3 to 1-5, an increase of +18 to +30 damage, or +2 every 4 lvl's. I used these numbers to keep the design of only using whole numbers instead of 1/2 increments.
Type Ratio Total dmg. increase
(Average(Hi/Low) "Damage dice" equivalent)
Basic Power Attack
Main 1->2 +12
hand (3d6+1)
Off 1->1 +6
hand (2d6-1)
Two- 1->3 +18
hand (5d6)
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With Supreme Power Attack as implied(not exact) in 3.5 converted to PF.(Keeps the damage ratios equal between Main-hnd|Off-hnd vs. Two-hnd but not, the difference gained for Main-hnd vs. Main-hnd|Off-hnd)
(additional difference)
Main 1->3 +18 (+6)
hand (5d6)
Off 1->2 +12 (+6)
hand (3d6+1)
Two- 1->5 +30 (+12)
hand (8d6+2)
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Alternate version keeping Main hand as the base increase. (Not proposed due to non-whole numbers for Off-hnd/Two-hnd)
Main 1->3 +18 (+6)
hand (5d6)
Off 1->1.5 +9 (+3)
hand (2d6+2)
Two- 1->4.5 +27 (+9)
hand (8d6-1)
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Version as implemented in APG for 2-Handed Fighter variant. (A strict doubling is not proposed due to damage balance concerns but, it keeps damage difference the same across the board, with whole numbers and, if damage could otherwise be balanced, this would be the best/clearest type of power attack progression)
Main 1->4 +24 (+12)
hand (7d6-1)
Off 1->2 +12 (+6)
hand (3d6+1)
Two- 1->6 +36 (+18)
hand (10d6+1)
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Summary Comparison
Frenzied Berzerker gains
*****
Frenzy->Greater|Tireless|Deathless Frenzy (+10str, -2AC, -2subdual dmg/rnd of Frenzy, Additional extra attack at Highest BAB)
Imp. Pwr. Atk. (however they implemented it for the 2hnd fighter variant)
Supreme Pwr. Atk. (choose whichever option above best fits)
Lvl3-Add Str. mod. to Indimidate/bluff skill checks
Lvl5-Add [Backswing?] 2xStr to 2hnders (normal=1.5xstr bonus to damage round down)
Lvl7-Intimidate (per skill) 1 enemy/rnd as a free action while in Frenzy.
Lvl9-Gruesome Revelry (Fearsome Display) 3/day- After making a killing blow you can cause fear in enemies that can see you and the fallen enemy. DC= 10+1/2 Class Lvl + Str. mod. (Barbarian lvl's count towards this)
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Loses
DR 3/- thru 5/- (additional +3/- DR)
7 Rage Powers
Trap sense +3-+5
10 lvls of Uncanny Dodge
Indomitable Will.
Greater->Mighty Tireless Rage and 20rnds of rage.

Dork Lord |

*Wonders if this class would be anywhere near as broken as it was in 3.5 with how Power Attack works in PF*
Seriously though... a Charging, Leaping Barbarian/Frenzied Berserker was absolutely -sick- in 3.5.
As for Frenzy, I never liked it because it's a mechanic that gives a chance that a PC will attack (and probably kill) another PC. Can we just change that aspect of it and treat it more like normal Rage?

travis heb |
*Wonders if this class would be anywhere near as broken as it was in 3.5 with how Power Attack works in PF*
Seriously though... a Charging, Leaping Barbarian/Frenzied Berserker was absolutely -sick- in 3.5.
As for Frenzy, I never liked it because it's a mechanic that gives a chance that a PC will attack (and probably kill) another PC. Can we just change that aspect of it and treat it more like normal Rage?
I really don't see why not. It's already penalized with subdual damage/round, as well as [initially] fatigue when it ends, I tend to agree with you that it [having to make a will-save to end, which means losing the save eventually] is an ugly left-over. I had tried for as close to a direct conversion as possible just to get one of my favorite 3.5e prestige classes for use with Pathfinder (which I just discovered recently).