| Kain Darkwind |
| 3 people marked this as a favorite. |
Berserker
While all barbarians have rage burning within their soul, some find they are unable to control the white hot anger and whistle jaunty tunes while they crush friend and foe alike.
Frenzy (Ex): A berserker calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can frenzy for 2 additional rounds. Temporary increases to Constitution do not increase the total number of rounds that a berserker can frenzy per day. A berserker can enter frenzy as a free action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a frenzy, a berserker gains a +6 morale bonus to her Strength. If she makes a full attack, she can make an additional attack at her highest bonus. (Not cumulative with effects such as haste or speed weapons.) In addition, she takes a –2 penalty to Armor Class and suffers 2 nonlethal damage per round. While frenzied, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
During a frenzy, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of foes while in a frenzy, her rampage continues. She must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health. (The target's or her own.)
A berserker can end her frenzy as a free action by making a Will save (DC 10+1/2 berserker's level+rounds of remaining frenzy) and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the frenzy. A berserker cannot willingly enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a berserker falls unconscious, her frenzy immediately ends.
A berserker who takes damage immediately enters a frenzy. Entering a frenzy unwillingly can be prevented with a Will save (DC 10 + damage).
This ability replaces rage. A berserker can use rage powers while in a frenzy.
Inspire Frenzy (Ex): At 3rd level, a berserker can inspire frenzy an ally while she herself is frenzied. As a standard action, a single willing ally within 30 ft. of her can gain the benefits and disadvantages of her frenzy. The berserker uses an additional round of frenzy while inspiring a frenzy in another. In addition, the frenzied ally must make their own Will save to come out of the frenzy, or continue draining rounds of frenzy from the berserker. At 6th level, and every three levels after, the berserker can inspire frenzy in an additional ally. This ability replaces trap sense.
Greater Frenzy (Ex): At 11th level, the berserker gains a +8 bonus to Strength, can make an additional attack in a full round at her second highest bonus and suffers 3 nonlethal damage per round while in a frenzy. This ability replaces greater rage.
Deathless Frenzy (Ex): At 14th level, a berserker does not suffer negative effects for falling below 0 hit points while in a frenzy. She still accumulates damage, and when her frenzy ends, suffers all appropriate effects. A berserker reduced to negative hit points equal to twice her Constitution score can no longer gain the benefits of healing. This ability replaces indomitable will.
Tireless Frenzy (Ex): At 17th level, a berserker is no longer fatigued after a frenzy ends, although she continues to take nonlethal damage per round while frenzied. This ability replaces tireless rage.
Mighty Frenzy (Ex): At 20th level, the berserker gains a +10 bonus to Strength, can make two additional attacks in a full round at her highest bonus and suffers 4 nonlethal damage per round while in a frenzy. This ability replaces mighty rage.
Notes The intent of the additional attacks is for a berserker to gain +x attack with frenzy, +x/+x-5 with greater frenzy, and +x/+x with mighty frenzy. If that can be worded better to convey said intent, I would appreciate it.
| SmiloDan RPG Superstar 2012 Top 32 |
Looks good. Great, even.
I'm not sure about the increase in non-lethal damage per round for Greater and Mighty Frenzy.
And it probably wouldn't be earth-shattering to just give them 2 extra attacks at 11th at their highest attack bonus, and maybe 3 at 20th level. Monks get a whole bunch of extra attacks when they flurry, and they aren't limited to times per day. Granted flurry is Full BAB-2, not Full BAB with Strength bonuses, but still.
| Kain Darkwind |
I am definitely using this for a FrB I've been longing to convert. This is a much more GM-friendly version, with way more balance. One question, though: Can I use the 'moment of clarity' rage power during my frenzy to keep from attacking allies?
Personally, I do not feel that a frenzied berserker ought to take that particular rage power. However, I would say yes. It only lasts 1 round, however, and it isn't the same as stopping the frenzy.
Also, I changed the way cooling off from a frenzy works.
"A berserker can end her frenzy as a free action by making a Will save (DC 10+1/2 berserker's level + Str modifier) and is fatigued after frenzy for a number of rounds equal to 2 times the number of rounds spent in the frenzy. If a berserker fails this Will save, she frenzies on for 1 minute, the duration of which does not count against her rounds of frenzy per day, and is exhausted for a number of minutes equal to the number of rounds spent in the frenzy."
| Sam McLean |
Sam McLean wrote:I am definitely using this for a FrB I've been longing to convert. This is a much more GM-friendly version, with way more balance. One question, though: Can I use the 'moment of clarity' rage power during my frenzy to keep from attacking allies?Personally, I do not feel that a frenzied berserker ought to take that particular rage power. However, I would say yes. It only lasts 1 round, however, and it isn't the same as stopping the frenzy.
The reason I cite 'moment of clarity' is because I want this guy to have a "Friendly Berserker" feel. Eventually, after multi-classing into a 'paladin of freedom' and 'cavalier of the griffon', I am going to have him take levels in Holy Vindicator. Laughing at his enemies, stigmata flowing while chanting battle hymns, lost in the ecstasy of granting his foes the ultimate freedom...death.
| Kain Darkwind |
Kain Darkwind wrote:The reason I cite 'moment of clarity' is because I want this guy to have a "Friendly Berserker" feel. Eventually, after multi-classing into a 'paladin of freedom' and 'cavalier of the griffon', I am going to have him take levels in Holy Vindicator. Laughing at his enemies, stigmata flowing while chanting battle hymns, lost in the ecstasy of granting his foes the ultimate freedom...death.Sam McLean wrote:I am definitely using this for a FrB I've been longing to convert. This is a much more GM-friendly version, with way more balance. One question, though: Can I use the 'moment of clarity' rage power during my frenzy to keep from attacking allies?Personally, I do not feel that a frenzied berserker ought to take that particular rage power. However, I would say yes. It only lasts 1 round, however, and it isn't the same as stopping the frenzy.
Whatever works for your concept, dude. I personally feel that most of the advantages of this archetype are balanced against the risk of turning on your friends after combat, and that also goes a long ways towards the general flavor of the archetype. A 'friendly rager' seems to me to be the normal barbarian class. But that's my impression, not yours and if what you are doing is working for you, go for it.