My Guts from Berkserk build


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I know this has been done literally half a dozen times but I wanted to weigh in with my own idea for how to make Guts from Berserk.

Note that I'm going for more statistical accuracy for combat strength than full accuracy.

Also level is not included because I don't have a complete build just an overall idea and some third party stuff is included

Mythic Champion

Race: Human

Class: Two-Handed fighter https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-figh ter-archetypes/two-handed-fighter/ with Variant Multiclassing: Barbarian to get access to rage

Official Feats: Power Attack, Cleave, Great Cleave, Cleaving Finish, Improved Cleaving Finish, toughness, endurance, diehard, weapon focus/spec/gfocus/gspec/improved critical Greatsword, Raging Vitality, Furious Focus

Third Party Feats: Lighten Weapon (Greatsword) https://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/combat-feats-3r d-party-kobold-press/lighten-weapon-combat/

Drawbacks: One-Arm, One-Eye, Betrayed

Mythic Feats: Power Attack, Improved Critical (greatsword), weapon focus (greatsword), weapon specialization (greatsword) (one more I can't think of)

Equipment: Primitive Cybernetic arm w/ integrated weapons: Culverin and repeating Crossbow, can't be used on it's own (one-arm penalties apply) but built in "locked gauntlet" feature allows the use of two-handed weapons as though the user had two arms

Sticky bombs (120gp): These variant Cold Iron Pellet Grenades https://www.d20pfsrd.com/equipment/weapons/alchemical-weapons/#TOC-Pellet-G renade are covered in spikes. These weapons can be thrown at a specific target instead of a square or intersection; if they hit a target's normal AC they deal 1d3 points of piercing damage but if they at least hit a tiny or larger target's touch AC then they stick to their target and explode at the start of the thrower's next turn. These weapons can be removed with a DC 15 Dexterity check by a medium or smaller target but a large or larger target is unable to remove them before they explode.

Dragonslayer: Large Adamantine Greatsword: enchantments: +5, impact, evil outsider bane, ghost touch, Furious

Greater Artifact, (Cursed) Berserker Armor: This +5 Admantine Full Plate Armor grants the wearer a +6 enhancement bonus to Strength and Constitution and the Diehard Feat; if the wearer already possesses the Diehard Feat then they can stay alive and active until their negative HP is Equal to double their Con Score. If the wearer of this armor drops to negative hit points then they must attempt a DC 25 will save (too low?) or automatically enter a rage identical to the Barbarian's Rage; if they wearer already has the barbarian rage class feature then they get their Will Save bonus vs mind-affecting effects on this save (indomitable will also applies as this is an enchantment effect). When the wearer of this armor enters rage (whether voluntarily, as a result of this armor's effect or the "Rage" spell) they do not use up rage rounds if they are in negative hit points; if they are at negative hitpoints then they may act normally instead of disabled (taking a full round of actions) but take 1 point of damage per round regardless of the actions they take. The wearer must make a DC 30 Will Save to end the rage unless they are knocked unconscious or run out of rage rounds; they receive a +10 bonus to this save if they are out of combat. When raging, any limbs broken or otherwise disabled (but not amputated) are automatically re-set and ready to use on the following round, these effects return as soon as the rage ends. If the wearer already possesses the Rage class feature then their level of rage increases another "step": normal rage to greater rage, greater rage to mighty rage and if the wearer has the "mighty rage" class feature then their bonuses increase to +10 to strength and Con and +5 to will saves. Every time the wearer enters rage (whether voluntarily, as a result of this armor's effect or the "Rage" spell) they must make a DC 30 will save or shift one "step" towards the Chaotic Evil alignment, first to Chaos then to Evil; if the wearer possesses the "rage" class feature then they receive their Will Saving Throw bonus and "Indomitable Will" bonus on this save (only at the base, not the armor's "enhanced" version). This armor cannot be removed without Remove Curse or Break Enchantment (DC 30 to succeed). Unlike most greater artifacts the Berserker Armor can be damaged and sundered (even gaining the broken condition) but not destroyed through such attempts; if the armor is damaged in any way it automatically repairs itself at a rate of 5 hit points per round.

Flavor: Forged by dwarves, the Berserker Armor is a legendary suit of armor that will let the wearer fight until all their bones are broken and their last drop of blood is spilled. However to forge such an armor imbued it with a sense of evil purpose: the armor loves to fight but without the ability to move of its own volition it instead drives its wearer on to fight longer and longer no matter what state they are in and will not allow itself to be removed, literally pinning itself to the wearer and driving them on to greater acts of slaughter the longer it is worn.

Destruction: if worn by a lawful good mortal that does not enter rage for 1 year and successfully resists 100 attempts the armor makes to force rage, then the armor dissolves into a rusted mess.

Any thoughts? I've just never seen this attempt made to describe his weapons and armor as well as a build.

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