New PrC: Dreaming Beserker (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
calprinicus

04-27-07, 11:44 PM
be as brutal as needed

idea: When in rage you fall unconscious and summon a 'dream' of yourself. This 'dream fights for him. This would replicate someone falling unconscious after remember a traumatic moment and his dreams comes alive to "relieve" the trauma. He also screams and shouts while unconscious and shakes his opponents.

Requirements:
Base Attack Bonus: +6
Skills: Intimidation + 8,
Feats: Iron Will
Special: Rage as a class ability
Special: you must have gone through a very traumatic time during your life that would scare you mentally. able to fall asleep.
HD: d12

skills = same as barbarian.


Level BAB Fort Ref Will Abilities
1 +1 +2 +0 +2 bad dreams,
2 +2 +3 +0 +3 screams of terror +1
3 +3 +3 +1 +3 abrupt sleep, sleep walk
4 +4 +4 +1 +4 Rage +1/day
5 +5 +4 +1 +4 Night horror,screams of terror +2
6 +6 +5 +2 +5 Deep sleep.
7 +7 +5 +2 +5
8 +8 +6 +2 +6 screams of terror +3
9 +9 +6 +3 +6 Rage +2/day
10 +10 +7 +3 +7 Nightmare


=====Abilities=====



bad dreams:
At first level, when a dreaming berserker enters a rage, he instantaneously falls unconscious and prone and creates a perfect copy of himself called a 'dream', This dream is a copy of the player as he would be when in rage. This includes all equipment, conditions, weapons, and other effects. The dreaming berserker controls the 'dream'. The dream can form anywhere within 25 feet of the dreaming berserker, but the dreaming berserker must have seen that area before entering rage. The dream cannot leave 50ft of the dreaming berserker and doesn't need line of sight of effect to each other. If the dreams leaves the 50ft radius the dream disappears and the berserker wakes up. The dream is considered an incorporeal creature (see below) and has the traits of an incorporeal creature, though it cannot be healed. All lethal damage received by the 'dream' affects the dreaming berserker as though he was also damaged. If the dreaming berserker takes damage, the 'dream' does not take damage. Any spell that is cast on the dreaming berserker while asleep will not be passed on the 'dream'. The 'dream' can not be effected by mind-effecting abilities. (think of the 'dream' and the dreaming berserker as two different creature but the only thing that is transfered is lethal damage (not nonlethal) from the 'dream to the dreaming berserker , and the 'dream' is a copy of the berserker at the time he starts the rage with the stats of the dreaming berserker as if in rage.)
the dreaming berserker gains the benefits from raging (A.K.A the Str and con modifier and the other effects.) while falling unconscious.
If the dreaming berserker dies, the 'dream' disappears. If the 'dream' dies, the dreaming berserker also dies if they fail a Fortitude save (DC 25). The dream dies when it reaches 0 hp, not -10.
Any loud noise or other effect that would normally wake a person also wakes the dreaming berserker, ending their rage. such as a thunderstone or other deafening sound.
All normal penalties occur to the dreaming berserker in regard to the end of a rage as well as waking up prone.

screams of terror:
at second level, while in rage you can let out screams from your unconscious player. these screams last for 1 round as a free action (casted only once during your turn, but sounds reverbiates the area for the remainer of the round until the begining of your next turn). These screams are considered as if casting fear and effect all creatures(friend or foe), in 30ft radius(except the 'dream'). The scream cannot wake the unconscious dreaming berserker. This ability increases by one every three levels, until level 8 where it is maxed at 3 times per rage.

abrupt sleep:
the berserker may go into rage after falling asleep from a spell or spell like ability. This counts as one of your rages per day. You cannot enter rage after a spell or spell-like ability that causes sleep if you have no more rages for that day. If you end your rage and the duration of the spell has not ended you remain asleep. You may also enter this effect if your sleeping from normal effects.

Sleep walk:
at 3rd level: The beserker no longer falls prone while he goes into rage. instead he stands still and is suspended in his square. further more he takes a -5 check penelty to resist a bull rush, charge,disarm, sunder, grapple, and trip. as well as uneffected by feint attemps. During his turn the dreaming beserker can make one move action. he can only move equal to half his speed rounded up. and no longer wakes up prone after the rage.

rage:
adds one more rage per day to your total count. these stack with any you would have gained during your other classes.

Night Horror:
while raging, you also gain another attack at your highest Base attack bonus, but all attacks take a -2 to attack bonus. The 'dream' gains 10ft to it's total speed. The 'dream' can now move as far as 70ft from the dreaming beserker without ending the rage, and can be formed 35ft from the dreaming berserker.

Deep Sleep
You are no longer effect by loud noises while sleeping from raging. This effects all sleep the of the player.

Nightmare:
while raging, the version of yourself is one size larger than you in a normal state(this doesn't stack with other effects like enlarge person). This effects all armor and weapons. The 'dream' gains another 10ft of speed to its total. The 'dream' can now move as far as 90ft from the dreaming beserker without ending the rage, and can be formed 45ft from the dreaming berserker.

INCORPOREAL TRAITS FOR 'DREAM' (please note that these rules have been modified and are not the offical incorporeal rules from WoTC):
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures.

Still working out the kinks , need some help any input greatly appreciated.
P.S. i know I don't have the best grammar. And will be updating as comments come in.
SD

04-28-07, 02:10 AM
Dear Lord.
be as brutal as needed

Requirments:
Base Attack Bonus: +6.
Skills: Intimidate 8 ranks.
Feats: Iron Will.
Special: Rage as a class ability.
Special: The character must have suffered a sufficiently traumatic experience.


Level BAB Fort Ref Will Abilities
1 +1 +2 +0 +2 Bad dreams,
2 +2 +3 +0 +3 Screams of terror +1
3 +3 +3 +1 +3
4 +4 +4 +1 +4 Rage +1/day
5 +5 +4 +1 +4 Night horror, screams of terror +2
6 +6 +5 +2 +5 Deep sleep
7 +7 +5 +2 +5
8 +8 +6 +2 +6 Screams of terror +3
9 +9 +6 +3 +6 Rage +1/day
10 +10 +7 +3 +7 Nightmare


Class Features

All the following are Class Features of the dreaming berserker prestige class.

Weapon and Armor Proficiency: Dreaming berserkers gain no proficiency with any weapon or armor.

Bad Dreams (Ex): When a dreaming berserker enters a rage, he instantaneously falls unconscious and creates a perfect copy of himself as he would be when in rage. This copy can form anywhere around within 30 feet of the dreaming berserker, but the dreaming berserker must have seen that area before entering rage. The copy is considered an incorporeal creature and has the traits of an incorporeal creature, though it cannot be healed. All damage received by the copy affects the dreaming berserker as though he was also damaged. If the dreaming berserker takes damage, the copy does not take damage as well.

If the dreaming berserker dies, the copy disappears. If the copy dies, the dreaming berserker also dies if they fail a Fortitude save (DC 30 - the dreaming berserker's Constitution modifier). This Fortitude save DC changes at 5th level (to 25 - the dreaming berserker's Constitution modifier) and again at 10th level (to 20 - the dreaming berserker's Constitution modifier).

Any loud noise or other effect that would normally wake a person also wakes the dreaming berserker, ending their rage.

All normal penalties occur to the dreaming berserker in regard to the end of a rage.

Screams of Terror (Su): Beginning at 2nd level, while raging the dreaming berserker can let out screams from their unconscious form. This ability functions like the spell fear and affects all creatures within a 30-foot radius. A dreaming berserker can only use this ability a certain number of times per day as indicated on the table.

Rage +1/Day (Ex): When a dreaming berserker attains 4th level, then number of times per day that he can enter a state of rage increases by one. At 9th level, the number of rages per day increases by one again.

Night Horror (Ex): Beginning at 5th level, while raging the dreaming berserker gains one extra attack per round. The attack is at his highest base attack bonus, but each attack he makes in that round (the extra one and the normal ones) takes a -2 penalty. He must use the full attack action to use this ability.
if the version of yourself dies you must succeed in a fortitude save DC = 25 - constitution modifier.

Deep Sleep (Ex): Beginning at 6th level, the dreaming berserker is no longer affected by effects that would wake him while raging. This ability only functions when he is raging and does not affect normal sleep.

Nightmare (Su): Beginning at 10th level, the copy made by a raging dreaming berserker gains space and reach as though it was one size category larger than the dreaming berserker.
The dreaming berserker also gains the ability to rend. If he hits an opponent with two attacks in a round, he automatically deals damage equal to 2d6 plus 1 1/2 times the character's Strength modifier.The first thing I noted when arranging this like a real prestige class is that there isn't any Hit Dice or class skill list, though you'll probably be fine just copying the barbarian on both counts.

Also of note: at not point does the PrC say that the copy of the berserker is controlled by him, or in fact is anything besides an inanimate object. I assume it is, but this should be explicitly stated. Is it subject to mind-affecting effects because it doesn't have a mind, or do those transfer to the berserker? That is, can the copy be charmed? If either the berserker or the copy is hit with an effect that does not deal hit point damage (ray of enfeeblement, teleportation, cure spells), how does this affect the other? Is there a range limitation on the copy's actions? Does it retain any of the berserker's equipment or buffs (bull's strength)? As an incorporeal creature with a Strength score, the copy makes touch attacks, but what damage does it deal? Does the unconscious berserker stay in rage (thus gaining extra hit points, etc.) while unconscious, or does only the copy gain those abilities (except for increased Strength)? You basically need an answer for everything that could possibly happen to either the berserker or the copy, whether intentional (movement) or unintentional (inhaled poisons).

Can elves, not subject to sleep effects, or constructs, not subject to sleep, gain the benefits of this class? What about creatures that are already incorporeal? Of the changes I made to the class to match existing effects or say what I thought you meant, how many were actually correct?

Look at how published prestige classes are written, how they phrase things and what they cover when they describe new, fancy powers. You have your function hammered out, but you need form.
calprinicus

04-28-07, 02:41 AM
Thanks for your comments. I have updated the main after receiving this input to clarify the areas mentioned above. Thanks again
neilthrun

04-29-07, 08:29 PM
You've got some spelling problems, I'd iron those out. Copy it into a word processor and spell check it.

as for the class, its a radically cool idea. I really enjoy it. I'm not sure the rend attack is needed. Also this prestige class could provide a bonus to dream and sleep based spells like, sleep, deep slumber and nightmare. Or it could give a penalty, as the barbarian is more suceptable to dream magic.

Having to make the fort save at 30-con modifier is weird. You're already adding your con modifier to your for save, so essentially your getting to add it twice now. Is there a good reason for that? A raging barbarian will already have a good fort save as it is. Also, as the barbarian gains levels, his fort save will keep increasing, making the lowered save at higher levels not very important. Perhaps just a static 30 or 20 would be better.
calprinicus

04-29-07, 11:22 PM
OMG I put the post #1 through a word processor and HOLY sh't i couldn't believe all the errors. I fixed most of them and updated the post. thanks for your help.
Thrincold

04-30-07, 12:11 PM
So, you fall asleep, I Coup De Grace you, your double disappears, I win. Just one flaw. Change the "sleep" mechanic into more of a fugue state. You are still standing, but you are a drooling blank-eyed statue. You can still defend yourself with nothing but basic capacity. That way, I can't just tumble or Diminsion door past your allies and double, then kill you with one well placed full round action.

My one question is, since you take all lethal damage that your double does, why a DC 25 fort save to avoid death? If it takes enough damage to die, you would have as well. I know there are a few instances where you could be healed and it wouldn't transfer to your double, but 9 out of 10 times, I think you'd be at -10 as would your double.

Is your double destroyed at 0 hp, or can it go to -10? Being a construct or illusion, it should be gone at 0 hp, which saves your avoid death mechanic, but robs you of the ability to have those last 10 hp to try and stabalize.

With it being incorporeal, it will have trouble with AC, attack, and other things. You need to spell out some of its abilities as an incorporeal creature, VS. your normal form.

Overall I like it, but some minor refinements could really make this class shine.
calprinicus

04-30-07, 04:06 PM
thanks for your comments I completely agree with the coup de grace, it would seem a like a level one character has a chance to kill a significantly higher level barbarian. I added sleep walking when the dreaming beserker gains level three of the PrC (like he is starting to control his powers instead of starting right off with it). my friend also mentioned add range after time. I started to think this PrC as a little overpowered so I took off rend and I also realized it would only work for unarmed combat(oops). at level 5 and 10 and added more range instead. Thanks for picking up on all my flaws really apreciate it.

The reason there is the fort save after the 'dream' dies is the idea that if you die in your dream you die in real life, though some hold this untrue (like me) I still go with it. also I'm kinda testing this PrC in my local campaign as a NPC with the other PC characters and it seems that my friends heal me instead of the 'dream' that cannot be healed, and I normally have more life than when the dream before the dream dies. I guess I forgot to mention that the 'dream' dies at 0hp and not -10 so i added that in, so if noone heals you, you will still have a chance to stabilize if you pass the save.