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| runestar06-23-07, 10:41 AM | I was reading the barb berserker strength feature a while ago and it intrigued me...I am interested in barb alternatives as I am a little sick of the current PHB barb (nothing against its design, I am just looking for something different) BERSERKER STRENGTH The decision of when to rage is one of the toughest faced by a barbarian. Selecting the berserker strength class feature in place of rage removes the need for this often complicated tactical decision, replacing it with an automatically activated boost to your combat prowess and durability. In short, when the going gets tough, you get tougher. Level: 1st. Replaces: If you select this class feature, you do not gain rage (or any later improvements to that class feature). Benefit: Whenever your current hit point total is below 5 x your barbarian level, your berserker strength automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/--, and a -2 penalty to your AC. The damage reduction granted by berserker strength stacks with any similar kind of damage reduction. There is no limit to the number of times per day your berserker strength can activate. While berserker strength is active, you have the same limitation on actions as a barbarian in rage (PH 25). You cannot voluntarily end your berserker strength, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current hit points above the threshold. At 11th level (or if you would gain the greater rage class feature from any class), your berserker strength improves instead. The bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/-- (or your existing damage reduction of the same kind improves by 3). At 20th level (or if you would gain the mighty rage class feature from any class), your berserker strength instead improves again. The bonus to your Strength score improves to +8, your bonus on saves improves to +4, and you gain damage reduction 4/-- (or your existing damage reduction of the same kind improves by 4). Any effect that would normally apply only during your rage applies whenever your berserker strength is active. First things first, yes, I copied it from the PHB2 except on the wotc website, and no, I am not guilty of plagiarism or violation of any wotc forum rules.:P Has anyone tried this rage variant? It appears less versatile, since I cannot directly control when and as you rage. And at 1st lv, a barb can readily take extra rage, allowing him to rage 3/day, which is roughly the number of encounters a 1st lv party is expected to face. And I must admit that I am not that enthusiastic about letting my hp dip to such a low threshold, much less keep it there just to maintain the rage. Reminds me somewhat of playing Evil Leona in KOF2002, where you had to lose half your remaining life to access her. However, I am attracted to the potentially unlimited number of uses it offers, but I am unsure how useful that actually is, given the /day encounter system which dnd endorses. So has anyone actually tried this feature? How were your experiences? Thoughts? Opinions?:) As always, thanks in advance for your input.:) |
| Gideon_Gideonson06-23-07, 10:46 AM | I for one never liked it, as you're just ASKING for a power word, kill. But if you really want to go for it, consider a vicious weapon to drain your hp faster. I'd advise against it though...given the 4/encounter/day thing (which most DMs do NOT follow, but still...), Extra Rage should be more than enough at low levels, where you're killing most things by simple damage, and at High levels you should have enough rages that it doesn't really matter. |
| Pentagram06-23-07, 12:05 PM | You could always build your Barbarian with an 8 Constitution, the Quick trait and the Frail flaw, which will you give you a continual berserker strength from 4th level and up (as long as you go full Barbarian and use fixed hit points). That would translate into a d6 Hit Die per level (or a d8 and a -1 Con modifier), +4 Strength, +2 on saves (only +1 on Fort saves due to -1 Con penalty), DR 2/-, -2 AC, +10 ft. movement speed, +3 hp, and a bonus feat. Of your class skills, you wouldn't be able to use Craft or Handle Animal, you can't use the Combat Experties feat, and you can't use magic items with command words. At 11th level your Strength increases by +2, you gain +1 on all saves, and your DR increase by +1/-. This happens again at 20th level. Is it worth it? Might be a good idea to keep a Amulet of Health nearby in case you want to lose your strength... |