Bersererker (3.5 Barbarian Variant)

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God_of_Awesome
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Bersererker (3.5 Barbarian Variant)

Post by God_of_Awesome »

Allignment: Any nonchaotic

Has same Starting Age, Gold, Hit Die, BAB and Skill Points as Barbarian.

Has all of Barbarian's class skills except Handle Animal. Instead has Bluff.

Has Barbarian's Rage and all related abilities except Indomitable Will.

Gains Endurance as Bonus Feat at 2nd level, and Diehard at 5th. Gains Danger Sense at 3rd level and Will Power at 14th, described below. Has all of Barbarian's epic feat except Chaotic Rage, which is replaced with Focused Rage, explained below.

Danger Sense
Starting at 3rd level, a berserker gains a +1 bonus on Reflex saves made to avoid unseen foes, a +1 dodge bonus to AC against attacks made by unseen foe and cannot be caught flat-footed. These bonuses rise by +1 every three berserker levels thereafter (6th, 9th, 12th, 15th, and 18th level). Danger sense bonuses gained from multiple classes stack.

Will Power
While in a rage, a berserker of 14th level or higher may add his Will save bonus to his attack rolls. This bonus stacks with all other modifiers.

Focused Rage (Epic)
Prerequisites: Rage 5/day, lawful alignment.
Any weapon the character wields while in a rage is treated as an axiomatic weapon (it is lawful-aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability does not stack with similar abilities.
Blicero
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Post by Blicero »

I'm sorry, but what exactly does this variant accomplish?

Why do we need a lawful barbarian, especially when it's almost identical to the chaotic barbarian (that shouldn't even need to be chaotic in the first place)?
Last edited by Blicero on Sat Aug 22, 2009 4:53 pm, edited 1 time in total.
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Judging__Eagle
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Post by Judging__Eagle »

Hardly a god, definitely not awesome.

The class in question is.... not very good either. Nor is the Epic feat. "Per Day" mechanics have long ago been demonstrated as being terrible.

At-Will, Per Encounter, Per Scene, Per Act, and Per Adventure are much better ways to structure a Creature's abilities. Usually At-Will, and Per Encounter are the best ways to do things.
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Crissa
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Post by Crissa »

3.5 doesn't support that without sweeping changes, JE.

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Judging__Eagle
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Post by Judging__Eagle »

Warlocks, Pactbinders. Both are 3.5 Classes, both are mediocre

One uses at-will, the other uses 1/5 Rounds. The same mechanics can easily be applied to other character classes. Yes, it is a bit of a wide change; but most things on a "counter" can easily be changed to one of those 5 time schedules.

Class Abilities you want used often - At-will

Wands - At-will

Spells per Day - Per Act/Per Scene

3/Day Magic Items - Per Scene

Other magic Items- At-Will or Per Act

Scrolls, 1-Shot Items - Per Adventure, or Consumed as used
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