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| Green Elven Vampire11-27-07, 09:36 PM | Dwarven Batterager Within the ranks of the many dwarven fighters, defenders, clerics and the like, there are (arguably) elite fighters known as Batteragers. These dwarven men (as there are no known records of any dwarven women becoming Battleragers) are fanatical fighters and bodyguards for their clan leaders. Brash, loud and prone to berserker rages in the heat of battle, these fighters wield their bladed armor with no thought for their own safety. For all their skill and endurance in combat, Battleragers are not well liked among the ranks of their dwarf compatriots. Their arrogance, gusto, bloodlust, and odor (a Battlerager who cleans his armor and bathes is considered a myth) have resulted in only a meager amount of recruits over the years. Consequently, the ranks of Battleragers have always been small. Prospective applicants undergo arduous training, which centers around the management of pain and the strengthening of endurance. Trainees are often seen running headlong into sturdy wood or iron doors, punching stone walls, and wrestling for hours at a time. Regardless of how they behave (or smell), Battleragers are a force to be reckoned with on (and off) the battlefield. Hit die: d10 Requirements To qualify to become a Battlerager, the character must fulfill all of the following criteria: Alignment: Any non-lawful, good alignment. Race: Dwarf only. Base Attack Bonus: +8 Feats: Dirty Fighting, Great Fortitude, Power Attack, and Toughness. Intimidate: 4 ranks Knowledge (Nobility and Royalty): 4 ranks. Equipment: Masterwork Spiked armor (see below) Class Penalties: -2 to Charisma. The Battlerager's demeanor, attitude and smell strongly count against him in his dealings with others (not that he cares). Skill Penalties: When wearing typical Battlerager armor, the character suffers a rank penalty of -10 to the Move Silently skill (Battlerager armor squeaks and grinds loudly). Class Skills The Battlerager?s class skills (and the key ability for each skill) are: Climb (Str), Bluff (Cha), Intimidate (Cha), Knowledge (Nobility/Royalty) (Int), Climb (Str), Craft (Armor) (Int), Innuendo (Wis), Spot (Wis), and Wilderness Lore (Underground) (Wis). See Chapter 4: Skills in the Player?s Handbook for skill descriptions. Skill points at Each Level: 2 + Intelligence modifier. Base Attack Bonus: As a fighter. Saves: As a fighter. Ability Table 1----Damage reduction 10/+1, Bonus feat 2----Expert Grappler, Battlerager Frenzy 3----Gutbuster Lunge, Fast Movement 4----Damage Reduction 10/+2 5----Close Quarters Fighting 6----Armor Expert, Bonus feat 7----Damage Reduction 10/+3 8----Resist Poison/Alcohol 9----Improved Gutbuster Lunge 10---Damage Reduction 10/+4 Class Features Weapon and Armor Proficiency: All Battleragers are proficient with all types of armor, but not with shields. They are also proficient with the bladed gauntlet and spiked helmet (seen below). Their armor is either designed or enchanted to deal damage in close quarters combat. Improved Initiative or Improved Bull Rush: At level 1, the character chooses either feat and receives it for free. The other feat may be chosen at the next appropriate level. Battlerager Frenzy: The key ability of the battlerager is to charge headlong into enemy ranks without thought for personal safety. As the Battlerager takes damage it sends him into a rage, allowing him to deal more damage with each blow, as well take more punishment. At 2nd level the Battlerager gains the ability to go into a rage after taking 10 points of damage. This frenzy grants a +2 str, +2 con and +1 bonus to Will saves, but incurs a -2 AC penalty. This frenzy lasts for 3 rounds + new constitution modifier. After the end of the frenzy the Battlerager is winded and suffers a -2 str and -2 dex and cannot run or charge until the encounter has ended. After the duration of the frenzy has expired the Battlerager does not go into another frenzy during that encounter. At fourth level the Battlerager's may go into an even greater rage after sustaining 20 more points of damage after the first frenzy. This second frenzy grants an additional +2 str, +2 con, and +1 Will save bonus, for a total of +4 str, +4 con, and +2 Will saves. This new constitution will affect the duration of the frenzy, adding another round. The Battlerager can not go through both levels of frenzy from a single blow (by taking 30 points of damage or more); he may only go up one level of frenzy for any one blow. At level 6 a third level of frenzy is reachable after sustaining 30 points of damage after the second frenzy, raising strength and constitution by 2 points and Will saves by 1, for a total of +6 str, +6 con, and +3 to Will saves. Another level is available at level 8, for a total bonus of +8 str, +8 con, and +4 Will saves. And another level is attained at level 10, for +10 str, +10 con, and +5 Will saves. Gutbuster Lunge: The Battleragers are trained in how to inflict the most damage possible with a wild advance. A Battlerager, after gaining the Gutbuster Lunge ability, may decide to deal double (an additional multiplier) damage on a charge attack, in addition he may travel at triple his speed instead of double. However, by doing this, he incurs 1d6 subdual damage. Expert Grappler: Battleragers are experts at grappling with opponents and get a +2 competence check when attempting to grab, hold, and to maintain a grapple. Grappling as a battlerager is unique in that the armor is covered with spikes, ridges and barbs, which inflict normal damage rather than subdual damage. Attack rolls to inflict damage are done with a -2 penalty, rather than the normal -4. Also, opponents trying to escape a grapple with a battlerager take normal damage from the armor, whether or not an escape is successful, as a result of their own movement. Fast Movement: The Battlerager can move an addtional +5ft. while wearing his heavy battle armor and an extra 10ft. while wearing light or medium armor, or while wearing no armor. Close-Quarters Fighting: The battlerager receives this feat for free. If he already possesses this feat, he adds +2 to damage dealt for purposes of this feat only. Armor Expert: Adventuring in his spiked armor has toughened the battlerager to the point that he no longer suffers the usual penalties for sleeping in his armor. Damage Reduction: Beginning at 1st level and every 3 levels thereafter, the Battlerager is able to shrug off some damage dealt by opponents. At 1st level damage reduction is 10/+1. At 4th it increases to 10/+2, etc. Resistance to Poisons, Alcohol: Battleragers train in the art of drinking to the point that they are better able to stomach strong tonics and even resist the effects of poisons. The result is a +2 save vs poisons and the effects of drunkenness or similar effects. Improved Gutbuster Lunge: On a successful charge attack (Gutbuster lunge), the battlerager knocks his opponent down and immediately gets an attack of opportunity against that opponent, receiving a +4 strike bonus against the prone target. This attack may be a grapple attempt or a standard strike. |
| Jab110212-04-07, 02:51 AM | I commend you. I love your idea. The 3.5 or 3.0 class (not sure what addition the book is) is pretty good but yours is a improvement that makes sense. On the other hand some of the ablities like gutbuster lunge can be remedy'd by getting a horned helm (out of one of the FR books...newer I believe). It allows you to do X2 dmg. keep pluggin away though man nice work. |
| The_Shaman12-04-07, 11:02 AM | I don't have anything against the RoF one, but yours is an interesting idea as well.Some comments - respect or ignore as you see fit. - Idea: their role in society is a little strange. If I were a dwarven lord and I was looking for elite guards, I would prefer them as disciplines as possible - especially when it comes to battle. Their abilities make them a decidedly offensive force, as well. - alignment: I don't see what mandates good alignment, really - if anything, the flavor text points towards CN battleragers as the most likely sort. Non-lawful should be enough of a limitation. - prerequisites: I really don't think knowledge (N&R) has anything to do with it, really - at most, retain it as a class skill. If a fighter in the guard of a dwarven lord doesn't get it as a class skill, why should a battlerager? Also, consider swapping endurance for toughness: much of their training and abilities seems geared towards resistance not only to physical blows, but also long-term strains (wrestling, nonlethal damage). Eventually, the armor expert ability will allow them to sleep in any armor without penalty, so it all dovetails nicely. - DR: instead of getting the entire amount at once and then improving only the usefulness of the DR, consider making the number before the slash lower at first - i.e. have them start at 5/+1, 5/+2, 10/+3, etc. I'm not really a fan of giving high-level damage reduction to humanoids, but it's your call. Anyway, good luck. Let us know how it turns out. |
| Green Elven Vampire12-08-07, 12:31 AM | I don't have anything against the RoF one, but yours is an interesting idea as well.Some comments - respect or ignore as you see fit. - Idea: their role in society is a little strange. If I were a dwarven lord and I was looking for elite guards, I would prefer them as disciplines as possible - especially when it comes to battle. Their abilities make them a decidedly offensive force, as well. - alignment: I don't see what mandates good alignment, really - if anything, the flavor text points towards CN battleragers as the most likely sort. Non-lawful should be enough of a limitation. - prerequisites: I really don't think knowledge (N&R) has anything to do with it, really - at most, retain it as a class skill. If a fighter in the guard of a dwarven lord doesn't get it as a class skill, why should a battlerager? Also, consider swapping endurance for toughness: much of their training and abilities seems geared towards resistance not only to physical blows, but also long-term strains (wrestling, nonlethal damage). Eventually, the armor expert ability will allow them to sleep in any armor without penalty, so it all dovetails nicely. - DR: instead of getting the entire amount at once and then improving only the usefulness of the DR, consider making the number before the slash lower at first - i.e. have them start at 5/+1, 5/+2, 10/+3, etc. I'm not really a fan of giving high-level damage reduction to humanoids, but it's your call. Anyway, good luck. Let us know how it turns out. I really like your ideas Shaman. I think I'm going to use some of them when I have the chance to incorporate them into the class features. |
| Ianten_Silverblade12-19-07, 10:33 PM | I like how ya did this but could you think about revising the old Battlerager prestige class as well? I've got a deep dwarf who wants to be a two-handed large-sized magical maul wielding raging force of death and not a specialist in armor or wrestling. Dunno if that's possible or not with WotC's copyright crap and stuff. |