A Frenzied (Friendly) Berserker Build [Archive] - Wizards Community

Post/Author/DateTimePost
mercury529

01-02-07, 12:33 AM
After reading the recent thread that suggested using Moment of Perfect Mind to automatically succeed on will saves to end the frenzy (something that ultimately we ruled against as it requires a concentration check), I got an idea about a Berserker build.

While the concentration restriction applies to a frenzy, it does not apply to the save to resist going into the frenzy.

The build is also designed to be the "Friendly Berserker", a berserker who exclusively uses nonlethal weapons (most often using the merciful property). This helps to minimize the threat to the party even with failed Will saves.

Here is the lead in to my build:

Human
Warblade 2/Barb 2/Fighter 2

Feats:
1) Iron Will
1) Cumbersome Will (SS)
3) Intimidating Rage (CW)
5) Power Attack
6) Cleave
6) Destructive Rage (CW)

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With a +2 to wisdom, +2 to will from Rage, +2 Iron Will, +6 from Cumbersome Will, you need a 8 or better to pass the save at 7th level. This is certainly far from optimal. This can be accounted for in one of two ways. The first way is to use gold to purchase a cloak of resistance +4 (16000gp) or if your DM allows it a cloak of resistance that only provides will for less cost and higher bonus. The second way is simply to allow it to happen. Since the build deals nonlethal damage, the ramifications of a failed Will save are lessened significantly.

The FB levels can be delayed a few levels if these Will saves are a larger issue (especially if starting before level 10). Taking 2 more levels of barb provides +1 Will and an extra rage. Taking 2 more levels of Warblade provides +1 Will and more Maneuvers/Stances. Taking 1 level of barb and 1 level of Warblade provides +2 Will. Delaying it also greatly increases the amount of gold available to buy good Will Save items.

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The Moment of Perfect Mind Maneuver gives a berserker significantly more control. If a berserker takes damage, he can choose as a swift action to make his Will save instead with a concentration check (negating the chance of an automatic failure). By investing in a relatively inexpensive concentration boosting item (bonus squared * 100 gp), concentration checks to avoid going into a frenzy (DC 10 + Damage) can be significantly easier to make. This gives the berserker a lot more control over when he is going to go into frenzy This provides additional safety and makes it harder for an enemy to try to hide and attack to trigger a frenzy.

The biggest weakness is that the same turn MoPM is used, you cannot use another swift action to regain your maneuvers. So if you are under attack, you may still be vulnerable and unable to use MoPM the next turn. The worst case scenario is you take some defensive action to minimize the chance of taking damage. If you succeed, the next turn you will be able to replenish your maneuvers. Every other turn, MoPM would be available.

Best case scenario you talk to your DM. You house rule allowing multiple instances of the same maneuver to be readied. This is 3 uses before needing to replenish manuevers at Warblade level 2 (and since you know how much damage you took, you can decide if it's worthwhile to roll a Will save instead of a concentration check in order to replenish used maneuvers).

Another house rule that might be slightly useful is to allow MoPM to last a round. If it did, you could use it on the turn you took damage to make the next Will save use the concentration. Then on the next turn you could get the maneuver back. After that it would still be every other save could be concentration based, but it buys 2 rounds off the bat that are concentration checks.

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The nonlethal damage component makes the friendly berserker a lot safer than a normal berserker even when Will saves are failed. Using Refreshment from BoED (cleric/bard 3), you can heal all targets in a 20 ft radius of ALL nonlethal damage (thanks to Zaxter for that info). This could come in handy for those instances where the saves are failed.

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Additional advantages of the build include stances. There are 3 particularly good stances as I see them. Punishing Stance is a brutal damage dealing stance that lets you deal 1d6 more damage in melee for -2 to AC (obviously AC is not a huge concern to a Berserker). Hunters Sense gives Scent to the Berserker. This is a great way to allow a Berserker to pursue invisible or hidden enemies. Bolstering Voice gives a +2 to Will saves to all allies (this is only good if allies includes the Berserker, which it very possibly does not).

Other maneuvers are useful. Sudden Leap grants a swift action jump (synergizes well with Leap Attack... would this even allow a full round attack after a leap attack? If your DM allows it, this is brutal). Steel Wind allows you to attack two opponents with one standard action. Charging Minotaur grants a bonus to a bullrush charge: 2d6+Str bludgeoning damage in addition to pushing them back without requring you to move with them (great for sending a creature flying off a ledge).

Additional feats to consider would be Shock Trooper (CW - Improved Bull Rush Prereq), Weapon Focus, and Leap Attack (CA). The Warblade would allow you to modify any Weapon Focus/Specialization/Crit feat as well should you decide to change your weapon type. If flaws are opened, I think Endurance->Steadfast Determination is a very good option as well.

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If anyone sees solid ways to improve the build, I would love to hear them. I do not think it is optimized, but I think it has a lot of potential.
mercury529

01-02-07, 12:15 PM
There is another interesting RP variant of the Berserker. With the nonlethal exclusive damage use, a character with the feats available could go the Sacred Vow-> Vow of Non Violence-> Vow of Peace route.

While this route is probably best suited for RP reasons, it comes with a few nice bonuses.

First Vow of Peace offers a nice +6 to AC. Since AC is not a primary concern for a Berserker, this is not a huge boost, but certainly it does not hurt.

Secondly, it allows for the very cool effect of manufactured weapons breaking if they fail a fort save 10 + 1/2 Char Level + Con Modifier. That is a great image. The berserker charges into battle and attempts to strike him, result in the weapons shattering against him.

Lastly, with a little DM consideration, you might be able to adapt the Calm Emotions Aura slightly. I do not think it is a stretch to say that it can affect the character who emits the aura if they choose for it to. I also think it is not too extreme to allow the Calm Emotions effect (on a purposefully failed Will save) to automatically stop the character from going into a frenzy when they take damage. The calm emotions would allow the character to control himself better. If the character were then able to supress the ability, he could go into a righteous frenzy. For me, this makes for a very flavorful character. It is a being who is given a great deal of buried power. He has mastered his ability to bury its effects, but every once in a while, when the time is right, he lets his righteous rage emerge and incapacitates his foes with furious attacks.