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| Master_Vega10-16-07, 01:04 AM | "Ender's anger was cold, and he could use it. Bonzo's was hot, so it used him." - Ender's Game. So I'm looking for a feat that fits my barbarian2/swashbuckler1 character (I liked the concept of a fencer barbarian. It seems humorous to me. :P) The normal "roar and rampage"-style rage works will for when he's in the middle of a skirmish, but in single combat I want him to have a way to inflict heavy damage without "losing it". Particularly I want to be able to use Bluff for feinting, Knowledge (tactics) for catching onto an enemy's strategy, and perhaps some other benefit that would make it worth taking the feat (if this stuff isn't already worth it). Are there any feats like this (I read about a Cold Rage feat from Frostburn, but it didn't seem to be what I wanted), or something similar? Thanks! |
| Dracomorph10-16-07, 02:18 AM | That feat just gives you the cold subtype while raging. I think an alternative class feature might suit you better. I think this character could use the Whirling Frenzy variant from UA(pg. 66). It gives you a better AC, but you don't get the con or will boost, and you can flurry while raging. It may be in the SRD, but I'm not sure. Hope that helps. |
| Enaloindir10-16-07, 02:54 AM | I think this might be a nice ability for a barbarian/fencer... You might even persuade your DM to let your character use bluff instead of intimidate. ;) Enaloindir Cityscape web enhancement (http://www.wizards.com/default.asp?x=dnd/we/20070228a) Ferocity Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack. Class: Barbarian. Level: 1st. Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will. Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet). He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check. While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he 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. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely. The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive). Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves. In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.) Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2. Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8. |
| Kouk10-16-07, 07:04 AM | Is "Knowledge(Tactics)" some sort of house-rule skill your group is using, or do you mean something else? If you totally want to keep your head, there is always Power Attack. There are Combat Form Feats in the PHB2, but they are pretty weak. |
| Master_Vega10-16-07, 07:38 PM | That feat just gives you the cold subtype while raging. I think an alternative class feature might suit you better. I think this character could use the Whirling Frenzy variant from UA(pg. 66). It gives you a better AC, but you don't get the con or will boost, and you can flurry while raging. It may be in the SRD, but I'm not sure. Hope that helps. I'm not sure my GM has UA, but I'll check. Thanks! I think this might be a nice ability for a barbarian/fencer... You might even persuade your DM to let your character use bluff instead of intimidate. ;) Enaloindir That does seem to fit the character a lot better than the normal rage... I'll have to print it out and show it to the GM. Nice find. Is "Knowledge(Tactics)" some sort of house-rule skill your group is using, or do you mean something else? If you totally want to keep your head, there is always Power Attack. There are Combat Form Feats in the PHB2, but they are pretty weak. Knowledge (Tactics) is actually a skill from D20 Modern that my GM allows in D&D. A good check will give you insight into your opponent (or opponents)'s strategy. A check can also be rolled to see if your character can think of something effective (after which the GM tells you what the "something" is.) Power attack might work for the character... It'd be hilarious to see a fencer cleave, too. |
| Enaloindir10-17-07, 02:22 AM | I'm not sure my GM has UA, but I'll check. Thanks! The whirling frenzy rage variant is detailed in the SRD (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedClasses.html). Enaloindir |