Maxximilius
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In the pure tradition of the Revisited series trying to fix awesome concepts suffering from less-awesome executions ; and following the revisited Ragechemist, Titan Mauler, Crossbowman, Gun Tank, Holy Gun and Trapper, here comes a quick patch for the Wild Rager !
Become an angry(er), scary(er) meat grinder. Run recklessly in combat, and don't offer your terrified foes any respite until blood clouds your sight and your body finally just gives up on you. "Damadge Reduxion" is for sissies !
Become... a Wild Rager !
Unleashed Rage (Ex)
A wild rager’s rage functions as normal like a barbarian's or barbarian archetype's rage, except for the following.
While raging, a wild rager suffers a -4 penalty to AC and benefits from an additional +2 bonus on saves against mind-affecting effects and to Intimidate checks. She is mentally unable to fight defensively, retreat, use the total defense action or use rage powers that increase her AC ; but she regains one daily round of rage whenever she puts unconscious or kills a creature with at least half her hit dice. In addition, the wild rager gains a +1 bonus to attack and damage rolls against any creature attacking her, or putting unconscious an ally within 30 feet with at least as much hit dice as herself - this bonus lasts for one round, and doesn't stack with itself.
Finally, once per day, if the wild rager should be staggered or put unconscious due to negative hit points, she may choose to be blinded instead and rage up to a maximum number of rounds equal to her Charisma modifier (minimum 1) ; at which point she becomes exhausted, falls unconscious and starts dying as normal.
Wild Fighting (Ex)
At 2nd level, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action while raging can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and to AC.
This ability replaces uncanny dodge.
Rage Conversion (Ex)
At 5th level, a wild rager who fails a saving throw against any mind-affecting effect can attempt a single new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused for one round.
This ability replaces improved uncanny dodge.
Hope you'll like it !
Maxximilius
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Well, if you have to give up on the Invulnerable Rager, it should at least be worth it offensively speaking. It's not something I would use, but I could see myself suggesting it to a player who wants to play a wild berserker without handwaving completely the archetype.
You may still snap and inflict accidental friendly fire when you are blinded by rage or succeed at a second saving throw against mind-affecting powers, so the fluff is kept. But now, you don't risk losing the character's control to the DM each round, and you aren't a better Wild Rager if you just take a two-level dip rather than going full class... like it is currently the case and was for the Holy Gun.