Berserker: My modified Barbarian with some variety [Archive] - Wizards Community

Post/Author/DateTimePost
Xeviat-DM

02-24-05, 06:20 PM
After seeing the Whirling Frenzy rage varient in Unearthed Arcana, I got to thinking about the Barbarian and my campaign setting. You can find a link in my signature to more information about my setting (you should probably read the following posts: Ability Scores (http://boards1.wizards.com/showthread.php?p=5443386#post5443386) and Chakra System (http://boards1.wizards.com/showthread.php?p=5443398#post5443398) to fully understand the class; it can be easily modified to fit the standard PHB rules, and I'll make a follow-up post to list the neccessary modifications), but to make it short, all creatures possess energy centers called Chakras in their bodies. These centers draw in elemental energy from the world around one's self, and uses this energy to power many of one's bodily functions. These centers grow in strength in relation to the way your body develops (or some would say the other way around; either way they have a direct corillation). For most non-spellcasters, this is as far as one would care about one's chakras.

The berserker is different. Where the Fighter and Knight pride themselves on their technique, and their training to ignore passion and focus on skill, the berserker fights with a primal, passionate love of battle. By releasing their inhibitions, they have the ability to flare their focused chakra's energy, granting them incredible increases to their abilities.

The name switch was done because they are not inherrently Barbaric; many come from "civilized" lands but are simply more intuned toward the explosive passions of battle. And without further delay, here it is:

BERSERKER
Alignment: Any non-lawful.
Hit Die: d12

Class Skills
The berserker's class skills (and the key ability for each skill) are as follows: The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the berserker.
Proficiencies: First level berserkers gain proficiency in all simple weapons and select 4 additional proficiency feats. Only first level characters gain these feats.
Chakra Focus: At first level, a berserker must select a chakra focus. This chakra must be kept at maximum level at all times; a berserker who levels up and does not maximize their focused chakra becomes an Ex-Berserker until their focused chakra is again maximized. Once selected, a berserker’s chakra focus cannot be changed.
Fast Movement (Ex): (As PHB)
Unleash Chakra (Ex): A berserker can draw additional energy from their focused chakra a number of times per day, granting them incredible ability for a period of time. The nature of the benefits granted by unleash chakra are determined by the berserker’s focused chakra. A berserker must select either their Air, Earth, Fire, or Water chakras; berserkers of a race with an elemental affinity (elf, dwarf, goblin, orc) or an elemental subtype must select from their own element.
While unleashing, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. An unleashed chakra remains active for a number of rounds equal to 3 + the character’s Constitution modifier (determined after improvements, if any). A berserker may prematurely end their unleashing. At the end of the unleashing, the berserker loses the unleash chakra modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, -2 penalty to Agility, can’t charge or run) for the duration of the current encounter (unless they are a 17th-level berserker, at which point this limitation no longer applies; see below).
A berserker can unleash their chakra only once per encounter. At 1st level they can use their unleash chakra ability once per day. At 4th level and every four levels thereafter, they can use it one additional time per day.
Based on the chakra they focused upon, berserkers gain the following bonuses while unleashing their chakra:
Burning Rage: In a rage, a berserker temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a –2 penalty to Armor Class. The increase in Constitution increases the berserker’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) Burning rage is tied to the berserker's Fire chakra.
Defensive Stance: In a stance, a berserker temporarily gains a +4 bonus to Constitution, a +2 bonus to Strength, a +2 morale bonus to all saving throws, and a +4 dodge bonus to AC. While in a stance, a berserker cannot move from their space, and must resist all overrun attempts. In addition to being unable to use Charisma-, Dexterity-, or Intelligence-based skills while in their stance (except for Intimidate), they also cannot use Agility-based skills. Defensive stance is tied to the berserker's Earth chakra.
Flowing Dance: While dancing, a berserker temporarily gains a +4 bonus to Dexterity and a +4 bonus to Agility. The dance allows the berserker to move their full speed and still take a full attack action, except that they must move at least 5 feet between each attack. This movement still provokes attacks of opportunity, though they can tumble normally to avoid this. Berserkers can use the Combat Expertise feat while in a dance. Flowing dance is tied to the berserker's Water chakra.
Whirling Frenzy: In a frenzy, a berserker temporarily gains a +4 bonus to Strength and a +4 bonus to Agility. They also gain the ability to make an extra attack per round at their highest attack bonus, but all attacks made suffer a -2 penalty to their attack rolls. Whirling frenzy is tied to the berserker's Air chakra.
Uncanny Dodge (Ex): (As PHB)
Trap Sense (Ex): (As PHB)
Improved Uncanny Dodge (Ex): (As PHB)
Damage Reduction (Ex): (As PHB)
Improved Unleash Chakra: At 11th level, the bonuses granted by a berserker’s unleash chakra ability increase as follows:
Burning Rage: The berserker’s bonus to Strength and Constitution increase to +6, and their bonus on Will saves increase to +3. The penalty to AC remains -2.
Defensive Stance: The berserker’s bonus to Constitution and AC increases to +6, and their bonus on saving throws increases to +3. Their bonus to Strength remains +2.
Flowing Dance: The berserker’s bonus to Dexterity and Agility increases to +6.
Whirling Frenzy: The berserker’s bonus to Strength and Agility increase to +6.
Enhanced Unleash Chakra: At 14th level, the berserker gains an additional benefit while unleashing their chakra. These benefits are as follows:
Burning Rage: The berserker gains a +4 bonus on Will saving throws to resist enchantment spells and other mind affecting effects. This bonus stacks with all other bonuses, including the rage's morale bonus to Will saves.
Defensive Stance: The berserker is now able to take a five foot adjustment once per round while in their stance.
Flowing Dance: The berserker gains the benefit of the Cleave feat while in their dance, and they can choose not to take a five foot step before making the additional attack. If the berserker already possesses the Cleave feat, they gain the benefits of the Great Cleave feat. If they already have the Great Cleave feat, they gain no further benefit.
Whirling Frenzy: The berserker gains the Evasion ability (as a rogue) while in their frenzy. If the berserker already possesses the Evasion ability, they gain the Improved Evasion ability (as a rogue). If they already have the Improved Evasion ability, then they gain no further benefit.
Greater Unleash Chakra: At 20th level, the bonuses granted by a berserker’s unleash chakra ability increase as follows:
Burning Rage: The berserker’s bonus to Strength and Constitution increase to +8, and their bonus on Will saves increase to +4. The penalty to AC remains -2.
Defensive Stance: The berserker’s bonus to Constitution and AC increases to +8, and their bonus on Strength and saving throws increases to +4.
Flowing Dance: The berserker’s bonus to Dexterity and Agility increases to +8.
Whirling Frenzy: The berserker’s bonus to Strength and Agility increase to +8.

BERSERKER
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Chakra Focus, Fast movement, Unleash Chakra 1/day
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Unleash Chakra 2/day
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6 +5 +2 +2 Trap sense +2
7th +7 +5 +2 +2 Damage reduction 1/—
8th +8 +6 +2 +2 Unleash Chakra 3/day
9th +9 +6 +3 +3 Trap sense +3
10th +10 +7 +3 +3 Damage reduction 2/—
11th +11 +7 +3 +3 Improved Unleash Chakra
12th +12 +8 +4 +4 Unleash Chakra 4/day, trap sense +4
13th +13 +8 +4 +4 Damage reduction 3/—
14th +14 +9 +4 +4 Enhanced Unleash Chakra
15th +15 +9 +5 +5 Trap sense +5
16th +16 +10 +5 +5 Damage reduction 4/—, Unleash Chakra 5/day
17th +17 +10 +5 +5 Tireless rage
18th +18 +11 +6 +6 Trap sense +6
19th +19 +11 +6 +6 Damage reduction 5/—
20th +20 +12 +6 +6 Greater Unleash Chakra, Unleash Chakra 6/day
Charles the druid

02-24-05, 07:49 PM
Not muchof a difference, a barbarian with different rage options, alhough the new name is better
Crashy75

02-24-05, 09:19 PM
Definitly a better name. A beserker can be from anywhere while a barbarian is a primitive type (or brings that to mind) I like the extra options. Hey X. I noticed you put the agility stuff here. I've noticed one doesn't get many replies on the class boards when using modified rules. I'd use standard 3.5. Definitly keep the fluff text.
Xeviat-DM

02-24-05, 09:50 PM
Yeah yeah Crashy, I know nobody appreciates my alternate rules. Hahaha.

To avoid using the alternate ability score rules, here are the changes one would need to make:

Unleash Chakra: You cannot use any Dexterity-, Intelligence-, or Chairsma-based skills while unleashing your chakra accept the following: Balance, Escape Artist, Intimidate, Ride, and Tumble.
Defensive Stance: You cannot use *any* Dexterity-based skills while in your stance.
Flowing Dance: You gain a +4 bonus to Dexterity and Strength while in your dance. Improved Unleash Chakra boosts this to +6 and Greater Unleash Chakra boosts this to +8.
Whirling Frenzy: You gain a +4 bonus to Strength, and a +2 bonus to AC and Reflex saves. This increases to +6 to Str and +3 to AC and Reflex saves with Improved Unleash Chakra, and to Str +8 and AC and Reflex +4 with Greater Unleash Chakra.

Flowing Dance is the tougher one to deal with, it actually ends up different.

I know that my Berserker isn't really different from the Barbarian; all I did was gave 4 choices for their "rage" and removed iliteracy, but it was a necessary change to get the class to fit my setting.
Xeviat-DM

03-07-05, 03:50 AM
:bump:
Nephlite

03-07-05, 10:23 AM
:bump:


ABILITY SCORES

Dexterity has been split to Dexterity and Agility. Strength has lost it's application towards melee to hit. All three mental ability scores apply to spell casting for all classes.

STRENGTH (STR)
Strength measures your character's muscle and physical power. Strength also limits the amount of equipment your character can carry. You apply your character's Strength modifier to:
• Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character's Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
• Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
• Strength checks (for breaking down doors and the like).

DEXTERITY (DEX)
Dexterity measures hand-eye coordination, and balance. You apply your character's Dexterity modifier to:
• Melee attack rolls.
• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
• Balance, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, and Use Rope checks. These are the skills that have Dexterity as their key ability.

AGILITY (AGI)
Agility measures your flexability and reflexes. You apply your character's Agility modifier to:
• Armor Class (AC), provided that the character can react to the attack.
• Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
• Initiative checks, to determine who acts first in a round.
• Escape Artist, Tumble checks. These are the skills that have Agility as their key ability.

CONSTITUTION (CON)
Constitution represents your character's health and stamina. You apply your character's Constitution modifier to:
• Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
• Fortitude saving throws, for resisting death, poison, and similar threats.
• Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.
If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.

INTELLIGENCE (INT)
Intelligence determines how well your character learns and reasons. This ability is important for wizards and druids because it affects how powerful their spells can be. It's also important for any character who wants to have a wide assortment of skills. Because Intelligence is tied to knowledge and spellcraft checks, it is important for all spellcasters as well. You apply your character's Intelligence modifier to:
• The number of languages your character knows at the start of the game.
• The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
• Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability. An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3. The minimum Intelligence score needed to cast a druid or wizard spell is 10 + the spell's level.

WISDOM (WIS)
Wisdom describes a character's willpower, common sense, perception, intuition, and mental and spiritual health. While Intelligence represents one's ability to analyze information, Wisdom represents being in tune with and aware of one's surroundings. Wisdom is the most important ability for psions because it affects how powerful their spells can be. Every creature has a Wisdom score. You apply your character's Wisdom modifier to:
• Each roll of a Mana Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 mana point each time they advance in level).
• Will saving throws (for negating the effect of charm person and other spells).
• Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.
The minimum Wisdom score needed to cast a psion spell is 10 + the spell's level.

CHARISMA (CHA)
Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Wisdom is the most important ability for clerics and sorcerers because it affects how powerful their spells can be. Every creature has a Charisma score. You apply your character's Charisma modifier to:
• Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
• Checks that represent attempts to influence others.
• Turning checks to hold spirits at bay, or for a spirit to resist being held at bay.
• Spell DCs. The formula to determine a spell's difficulty check is 10 + the spell's level + caster's charisma modifier. The minimum Charisma score needed to cast a cleric or sorcerer spell is 10 + the spell's level.


So in your games there are seven ability scores?
So do you use point buy or or rolling for stats?
Because point buy would need to by upped if you used that.(not enough points)

So Dexterity controls both melee and ranged attacks.
Str is just damage and gear capacity.

AGILITY is Armor Class (AC), Reflex saving throws, and Initiative checks.

And Cha is important for all casters?
Xeviat-DM

03-07-05, 02:17 PM
Yes, rolling, I know, yes, sort of (strength has movement related skills, grapple checks, and other less used combat maneuvers), yes, that's right.

I did offer changes for those who use the standard system (which I assume is the vast majority of gamers).
Gilean

06-21-05, 07:31 AM
Well, I do still prefer Szatany's Ultimate barbarian. This isn't bad, though.