Berserker Pr (Critical Hit Prc, PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
DJ0408

04-27-08, 06:18 PM
Just as a side note, this berserker was inspired by Fire Emblem berserkers who receive massive bonuses to their critical hits, and I wanted to make a PrC that would benefit barbarians a little more...



Berserker

"You just can't understand how good it feels to slice into the first fighter of the day..."- Kreel Damerr, Berserker

A berserker is a powerful warrior, who reduces his enemies to nothing. His ability to strike mortal blows against his enemies is legendary. Leaping into the fray, a berserker can dissuade even the strongest of enemies to attack with his sheer presence. Powerful berserkers can even critical foes that would otherwise be immune, using brute force and determination to edge out their defenses

BECOMING A BERSERKER

ENTRY REQUIREMENTS
To qualify to become a Berserker a character must fulfill all the following criteria:
Alignment: Any Non-Lawful
Base Attack Bonus: +5
Skills: Concentration (Con) 3 ranks, Jump (Str) 7 ranks
Feats: Power Attack, Cleave
Special: Must have downed 3 or more foes in one battle through physical combat (In this context, “downing a foe” counts as bringing its HP below 0, you need not kill it) and have struck a critical hit against one



Class Skills: Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (War) (Int), Spot (Wis), Survival (Wis)
Skills Points at Each Level : 4 + Int

Hit Dice: d12



Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Rage 1/day, Critical Timing
2 +2 +3 +3 +0 Wild Swing
3 +3 +3 +3 +1 Deadly Strike
4 +4 +4 +4 +1 Rage 2/day
5 +5 +4 +4 +1 Critical Advantage
6 +6 +5 +5 +2 Terrifying Fighter
7 +7 +5 +5 +2 Rage 3/day,
8 +8 +6 +6 +2 DR 10/Magic
9 +9 +7 +7 +3 Enhance Whetstone
10 +10 +7 +7 +3 Rage 4/day, Savage Striker

Weapon Proficiencies: Berserker gains no new weapon or armor proficiencies.

CLASS FEATURES
Rage (Ex): A berserker can fly into a rage to improve his combat abilities. This ability functions as the Barbarian class feature and, as such, prevents the berserker from using his class features (except Terrifying Fighter). If you already have the Rage ability from any class, this ability adds one to the number of times you may rage per day. Berserkers gain extra rage usages every 3 levels after first (1, 4, 7, 10)

Critical Timing (Ex): A berserker is able to re-roll a critical threat attempt once per day. For example, if you roll a natural 20 on your “to-hit” roll, and fail the confirmation roll, you may choose to re-roll the confirmation roll, with no penalty to the “to-hit” roll.

Wild Swing (Ex): Wild swing allows the berserker to make an extra attack on any enemy adjacent to him after making a full-round attack. This extra attack is made using your lowest attack value from your full-round attack. This attack may be used in conjunction with the “Cleave” or “Great Cleave” feats, if the requirements to use them are met; however, it may not be used more than once per round. You may NOT use this ability against the enemy you initiated the full-round attack against. If no enemies are adjacent to the berserker, he may not use this ability, even if he has reach.


Deadly Strike (Ex): A berserker may increase the critical multiplier of his weapon one step on a critical hit, (Character Level/5) times per day. This takes a 2x on critical weapon to a 3x, a 3x on critical weapon to a 4x, etc.

Critical Advantage (Ex): If a berserker would get a bonus to hit due to a tactical advantage (high ground fighting low ground, flanking, etc) against a foe, the berserker gains an extra usage of critical timing against that foe. This may be used only once on against each foe in battle.

Terrifying Fighter (Ex): The berserker may choose up to (Level/3) opponents in battle. These “chosen opponents” need not be in the same encounter, and may be split up as desired. However, the number of chosen opponents may not exceed (Level/3) opponents per day. Each opponent selected attempts a DC 15 Will save. Those that fail the save avoid combat with the berserker and take -1 on all checks against him. Those that make the save suffer no ill effects. If a berserker is raging when he uses this ability, the Will Save DC becomes 20 instead of 15.

Damage Reduction (Ex): The berserker can impressively shrug off blows. The berserker may ignore 10 points of incoming damage. This damage reduction may be bypassed by any form of magical damage. Damage from magical items does NOT count as bypassing the berserkers DR. Only damage from spells may bypass this DR.

Enhance Whetstone (Ex): The berserker crafts a magical whetstone using any rock or whetstone he has. He may do this once per day. The whetstone appears no different than a normal whetstone and displays no magical properties. It may sharpen any blade normally, however, only the berserker who enhanced it may use it properly. The berserker may use the whetstone to give his blade the “keen” ability for a consecutive 30 minutes/day. “Keen” applied in this way stacks with the spell “Keen Edge” and the feat “Improved Critical”.

Savage Striker (Ex): The berserker may partially overcome a creature’s immunity to critical hits by making a DC 15 Concentration check. If the berserker fails this check, he may attempt again with a DC 15 + 5n Concentration check, where n is the number of previous attempts against this target. Any critical hit made against a creature that was formerly has the damage cut in half, before multipliers. For example, a 2d6 x3 weapon would do 1d6 x3.


Playing a Berserker
A berserker is not simply a big brute. He knows how to gain an advantage in combat and can survive very well on his own. Many berserkers travel in adventuring groups because most adventurers will have a hard time saying “No” to the scary man who asked them if he could join.

Combat: During combat, a berserker may either rage away and destroy his enemies or pick them apart with critical blows. If raging is the plan, the Berserker will rage, use “Terrifying Fighter” and then pummel away. If critical hits are the flavor of the day, then the berserker will attempt to gain tactical advantage to use “critical advantage” and destroy the enemy with the critical hit.

Berserkers in the World
”Well you see, lad, you can give any man a vorpal blade, and he’ll be terrifying. But, BUT, if you give it to your Berserker friend, you’ve created a whole new type of monster”- Graham Trafinger, speaking to his grandson about his adventuring days
Berserkers enjoy daily life as any other member of society would. He’s simply a little bigger, a little scarier, and a little more of an outcast. It’s only during battle that most people will turn tail and flee at the sight of him.

Notable Berserkers: Kreel Dameer, an evil human berserker, once fought in arena duels for profit. His record of one-hundred and three matches is still untouched to this day. He had the unfortunate habit of decapitating his foes and kicking around the severed heads while the crowd cheered. He was finally killed after falling down a flight of stairs and having his vorpal battleaxe sever HIS head. The head was auctioned off for the astounding amount of 3000 platinum and is currently mounted on the wall of a summer home near Thay.
Yseth Anotiir, a elven berserker, once used his natural ability to land devastating hits to rend the wings from a young red dragon that was terrorizing the town he was in. The dragon, thoroughly shocked, was then gutted without hesitation, and Yseth went on to fashion himself a fine cape from the wings.

Organizations: Berserkers, being naturally prone to chaotic bouts, have a hard time forming organizations, however, in the far North, berserkers will often be appointed leaders of raids against villages.

NPC Reaction
Most people will stereotype the berserker as “another crude warrior” who “is gonna solve our problem by smashing it to death”. While this is fundamentally true, not a single person will be forward enough to say that to a berserkers face. However, they will gladly shake and stir when confronted by the berserker, often causing them to be less than useful when trying to glean information from them.
Khatoblepas

05-06-08, 04:46 AM
BECOMING A BERSERKER

ENTRY REQUIREMENTS
To qualify to become a Berserker a character must fulfill all the following criteria:
Alignment: Any Non-Lawful
Base Attack Bonus: +5
Skills: Concentration (Con) 3 ranks, Jump (Str) 7 ranks
Feats: Power Attack, Cleave
Special: Must have downed 3 or more foes in one battle through physical combat (In this context, “downing a foe” counts as bringing its HP below 0, you need not kill it) and have struck a critical hit against one

Looks good so far.



Class Skills: Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (War) (Int), Spot (Wis), Survival (Wis)
Skills Points at Each Level : 4 + Int

Hit Dice: d12
Where is Jump? You have it in prereq but not in class skills? Also: Knowledge (War)?


Rage (Ex): A berserker can fly into a rage to improve his combat abilities. This ability functions as the Barbarian class feature and, as such, prevents the berserker from using his class features (except Terrifying Fighter). If you already have the Rage ability from any class, this ability adds one to the number of times you may rage per day. Berserkers gain extra rage usages every 3 levels after first (1, 4, 7, 10)

A barbarian who can't use his class features while raging. Joy.

Critical Timing (Ex): A berserker is able to re-roll a critical threat attempt once per day. For example, if you roll a natural 20 on your “to-hit” roll, and fail the confirmation roll, you may choose to re-roll the confirmation roll, with no penalty to the “to-hit” roll.
Are we rerolling confirmation rolls or attack rolls? Clarify.

Wild Swing (Ex): Wild swing allows the berserker to make an extra attack on any enemy adjacent to him after making a full-round attack. This extra attack is made using your lowest attack value from your full-round attack. This attack may be used in conjunction with the “Cleave” or “Great Cleave” feats, if the requirements to use them are met; however, it may not be used more than once per round. You may NOT use this ability against the enemy you initiated the full-round attack against. If no enemies are adjacent to the berserker, he may not use this ability, even if he has reach.
This ability just gets weaker and weaker. (BAB - 5), please.

Deadly Strike (Ex): A berserker may increase the critical multiplier of his weapon one step on a critical hit, (Character Level/5) times per day. This takes a 2x on critical weapon to a 3x, a 3x on critical weapon to a 4x, etc.
How long does this last?


Critical Advantage (Ex): If a berserker would get a bonus to hit due to a tactical advantage (high ground fighting low ground, flanking, etc) against a foe, the berserker gains an extra usage of critical timing against that foe. This may be used only once on against each foe in battle.
Okay.

Terrifying Fighter (Ex): The berserker may choose up to (Level/3) opponents in battle. These “chosen opponents” need not be in the same encounter, and may be split up as desired. However, the number of chosen opponents may not exceed (Level/3) opponents per day. Each opponent selected attempts a DC 15 Will save. Those that fail the save avoid combat with the berserker and take -1 on all checks against him. Those that make the save suffer no ill effects. If a berserker is raging when he uses this ability, the Will Save DC becomes 20 instead of 15.

Confusingly worded, DC doesn't scale, sucks.

Damage Reduction (Ex): The berserker can impressively shrug off blows. The berserker may ignore 10 points of incoming damage. This damage reduction may be bypassed by any form of magical damage. Damage from magical items does NOT count as bypassing the berserkers DR. Only damage from spells may bypass this DR.
Damage from spells automatically bypass DR. Is this DR10/-?

Enhance Whetstone (Ex): The berserker crafts a magical whetstone using any rock or whetstone he has. He may do this once per day. The whetstone appears no different than a normal whetstone and displays no magical properties. It may sharpen any blade normally, however, only the berserker who enhanced it may use it properly. The berserker may use the whetstone to give his blade the “keen” ability for a consecutive 30 minutes/day. “Keen” applied in this way stacks with the spell “Keen Edge” and the feat “Improved Critical”.
Okay.

Savage Striker (Ex): The berserker may partially overcome a creature’s immunity to critical hits by making a DC 15 Concentration check. If the berserker fails this check, he may attempt again with a DC 15 + 5n Concentration check, where n is the number of previous attempts against this target. Any critical hit made against a creature that was formerly has the damage cut in half, before multipliers. For example, a 2d6 x3 weapon would do 1d6 x3.
How long does this last? Why are x2 crit weapons so nerfed in this respect? (their damage is halved... and then doubled!) Joy.

Needs rules clarification. Also, critical hits only happen 1/20th of the time. 1/4 if you max out threat range. Not worth wasting 10 levels on.
Mattybee

05-06-08, 12:53 PM
Why would a berserker (who has the rage class feature) be focusing on critical hits (which strike me as something involving precision rather than "BIG SMASHY")?
DraconiumX

05-09-08, 06:35 PM
Yeah, Rage + Timing = Not a whole lot of sense.
So, this class pretty much allows a Fighter to become a critical-hit machine barbarian?
Also, in addition to Khatoblepas' evaluation, so the only way the Berserker can use his critical-hit madness is when he is not in a rage? When he is not using the ability his class is named for? It doesnt make too much sense...like a mage not being able to cast spells for an Archmage class...or something...well, I lost that analogy.
But, anyways, though it is a little confusing in the specifics of the abilities, it's not too bad, though the magical whetstone doesnt seem to fit too well in the whole scheme...
DJ0408

05-10-08, 09:51 PM
I see what you mean by some of the comments. I'll have to think about how to change some of those skills to make them better, Khatoblepas. I really appreciate the in-depth break-down.

And I focused on critical hits because in the Fire Emblem series, a Berserker gain a +20% ( I believe it was) bonus to critical hit % at his promotion. So he's this massive mountain of a guy with a huge battle-axe just destroying things left and right by critting them into oblivion.

But, I really appreciate all the responses. I'll think it over... :)