A Pair of Barbarian Prestige Classes and a new feat

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A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

I'm trying to make my favorite character under tome rules, problem is, he has two brb PrCs, and the rage rules don't quite work right anymore, so the classes are a bit screwed up in tome, so here are updates.

Berserk
The Berserk is a warrior of the frozen north known for throwing on a shirt of animal skin and loosing his mind in a battle fury. In time, these icy warriors start to become the animal whose hide they wear.

Requirements
BAB: +5
Proficiencies: Battleaxes, longswords, and/or warhammers; medium armor & shields.

Hit Dice: d12
BAB: Full
Saves: Good Fort
Class Skills: Balance, Climb, Hide, Intimidate, Jump, Kn. Nature, Listen, Move Silently, Sense Motive, Spot, Swim, and Survival.
Skill Points: 4+Int Mod

1 Battle Fury, Combat Movement +5', Bestial Magic
2 Fury Dice +1d6
3 Berker's Totem, Combat Movement +10'
4 Fury Dice +2d6
5 Combat Movement +15', Berserk Combat Style
6 Fury Dice +3d6
7 Combat Movement +20', Beast Form
8 Fury Dice +4d6
9 Combat Movement +25'
10 Fury Dice +5d6 (capstone)


Weapon and Armour Proficiencies:
Berserks are proficient with simple weapons, martial weapons, light armor, medium armor and with shields.
Battle Fury:
When doing melee damage to a foe or being struck by a foe, a Berserk may choose to enter a Battle Fury as an immediate action. While in a Battle Fury, a Berserk gains a +4 morale bonus to hit and damage in melee combat and may apply any Fury Dice he has to his melee damage rolls. He also gains a +4 to saves, a -2 to AC, and he gains DR X/– with ”X” being equal to half his Berserk level +2 (rounded down). This DR stacks with DR from the Barbarian class. For example, a 1st level Berserk has DR 3/– while in a Battle Fury and a 10th level Berserk has DR 7/– while in a Battle Fury. While in a Battle Fury, a Berserk may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. He cannot use the Expertise attack option, item creation, metamagic or skill feats tied to skills requiring concentration and patience. While in a fury, a Berserk attacks any and every being that moves, including undead and constructs, that they can see. Berserks will continue attacking a given foe until the foe or the berserk dies, the berserk becomes incapacitated, or the fury ends. If subject to an attack by another being, the Berserk may freely choose whether to continue attacking the first target, or to switch to the other.
In order to avoid attacking a friend or innocent bystander, the berserk must make a will save (DC 15 + the number of rounds already spent in a fury). Battle Fury lasts until he has neither struck an enemy for five consecutive rounds nor suffered damage from an enemy for five consecutive rounds. The Berserk may not voluntarily end his fury, and if no moving beings remain, the berserk will randomly attack walls, rocks, trees, doors, corpses, etc.


Berker's Totem:
A Berserk has a totem animal which guides him and eventually the Berserk becomes more like it.
  • Brown Bear: The Berserk gains the Professional Luddite feat and a bonus to melee damage equal to class level. Berserks that choose the Brown Bear as their totem are often known as Bearsarks.
  • Eagle: The Berserk gains the Sharp-Eyed feat and a bonus to Spot checks equal to class level. Berserks who choose the Eagle as their totem are often known as Harriers.
  • Raven: The Berserk gains the Ghost Step feat and a bonus to Move Silently checks equal to class level. Berserks who choose the Raven as their totem are often called Raveners.
  • Wolf: While in a Battle Fury the Berserk gains the Track feat and a bonus to survival checks made to track creatures equal to class level. Berserks who choose the Wolf as their totem are often known as Trackers.
Combat Movement:
While in a Fury, a Berserk moves faster in combat, and may add his Combat Movement to his speed when he takes a move action to move.
Berserk Combat School:
A Berserk gains the feat Combat School in regards to Battle Axes, Longswords and Warhammers. If he already has the feat for these weapons, he may select three additional weapons.
Fury Dice:
While in a Fury, a Berserk may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats, but are counted as Rage Dice for such purposes.
Beast Form:
At third level, a Berserk begins to take on traits of it's totem animal. These traits are as follows:
  • Brown Bear: The Bearsark gains two claw attacks that each do 1d8 damage, and a +6 totemic bonus to strength.
  • Eagle: The Harrier gains a Bite attack that deals 1d4 damage, a +4 totemic bonus to dex, and a flight speed equal to triple their combat movement bonus, average manueverability.
  • Raven: The Ravener gains death knell, usuable as a spell like ability a number of times per day equal to half class level, caster level equal to class level, and a flight speed equal to their combat movement bonus, average manueverability.
  • Wolf: The Tracker gains the scent and Trip abilities of a wolf, as well as a bite attack that deals 1d6 damage.
The Berserk also begins to take on physical traits of their totem animal which become more overt at each level until they seem to be hybrids of animal and man at tenth. These traits can be suppressed with a DC 20 Will Save.
Bestial Magic:
Each of the totems has it's own meaning in the mythos of the barbaric peoples that create Berserks, and at 6th level the Berserk becomes able to tap into this magic while not in a fury. The berserk casts spells spontaneously and knows all spells of it's totems for each level it is able to cast. A Berserk's spells per day are set forth in the following table:

Berserk Spells/day
Level12345
121---
232---
3321--
4432--
54321-
644321
744322
844432
944433
1044443

A Berserk's spell list depends upon their Totem. The Bear is known as a creature of both healing and destruction and thus learns spells of both themes. The Bearsark's spellcasting ability is Wisdom. The Eagle is a glorious winged fighter, and learns spells to enhance this role. The Harrier's spellcasting ability is Charisma. The Raven is a creature of magic and death, thus the Ravener can scry past, present and future and reach into the grave to pull forth power. The Ravener's spellcasting ability is Intelligence. The Wolf is a creature known for strength, ferocity, and protection, the Tracker can gain reach into his ancestry and receive the strength of the honored dead, and protect his community. The Tracker's spellcasting ability is Wisdom.

Berserk Spell List
1st-
Bearsark
Claws of the Bear, Cure Light Wounds, Endure Elements, Enlarge Person, Hideshield (as Nightshield, manifests as a bear hide covering target), Hold Person, Magic Fang, Snowshoes
Harrier
Charm Animal, Colour Spray, Enlarge Person, Feather Fall, Hawkeye, Nimbus of Light, Protection From (X), Spontaneous Search
Ravener
Cloudburst, Doom, Detect Undead, Ebon Eyes, Feather Fall, Identify, Read Magic, Spirit Raven (as Spirit Worm, manifests as an immaterial raven which pecks at the target's eyes)
Tracker
Alarm, Bless, Conviction, Deathwatch, Detect Snares and Pits, Hide from Animals, Nerveskitter, Obscuring Mist,
All
Beast Claws, Beastland Ferocity, Calm Animals, Enrage Animal, Ironguts, Speak With Animals

2nd-
Bearsark
Bull's Strength, Bear's Endurence, Cure Moderate Wounds, Frost Breath, Gust of Wind, Mountain Stance, Shatter
Harrier
Blur, Body Blades, Daze Monster, Heroism, Infernal Wound, Phantom Foe, Wind Wall
Ravener
Command Undead, Death Armour, Detect Thoughts, Iron Silence, Scare, See Invisibility, Shroud of Undeath
Tracker
Cat's Grace, Phantasmal Assailants, Quick March, Scent, Shield Other, Snare, Wind Wall
All
Create Magic Tattoo, Critical Strike, Embrace the Wild, Jagged Tooth, Nature's Favour

3rd
Bearsark
Claws of Darkness, Corona of Cold, Cure Serious Wounds, Dolorous Blow, Remove Blindness/Deafness
Harrier
Capricious Zephyr, Dominate Animal, Resonating Bolt, Reverse Arrows, Steeldance
Ravener
Animate Dead, Bestow Curse, Deeper Darkness, Enervation, Invisibility Purge,
Tracker
Bite of the Werewolf, Forestfold, Mark of the Hunter, Safe Clearing, Smell of Fear, Speak with Dead
All
Heroism, Junglerazer, Keen Edge/Weapon of Impact, Manyjaws, Thunderous Roar

4th
Bearsark
Break Enchantment, Cure Critical Wounds, Ice Storm, Neutralize Poison, Restoration, Shout
Harrier Arc of Lightning, Eye of the Hurricane, Flame Strike, Greater Wings of Air, Magic Circle, Quillfire (razor sharp feathers)
Ravener
Contagious Touch, Enervation, Fear, Lay of the Land, Miasma of Entropy, Scrying
Tracker
Commune With Nature, Hound of Doom, Jaws of the Wolf, Moonbolt, Sheltered Vitality, Starvation
All
Sharptooth, Shout, Superior Magic Fang, Wind at Back

5th
Bearsark Cone of Cold, Mantle of the Icy Soul, Mass Cure Light Wounds, Panacea, Stone Skin
Harrier Ball Lightning, Blistering Radiance, Call Lightning Storm, Chain of Lightning, Quill Blast
Ravener Blight, False Vision, Mass Contagion, Summon Undead 5, Unhallow
Tracker Aura of Evasion (but for all Reflex saves), Hidden Lodge, Moonbow, Righteous Wrath of the Faithful, Spiritwall
All
Animal Growth, Death Ward, Lesser Ironguard, Foreststalker's Transformation (as Nightstalker's Transformation), Zone of Respite
Frenzied Berserker
The Frenzied Berserker is a warrior that goes far beyond the rage of the barbarian and the fury of a Berserk. They live for the pure thrill of battle and completely loose themselves, dancing a storm of death across the land until they drop from exhaustion. Eventually, not even death can stop a Frenzied Berserker in it's war dance, and, much to the terror of the land itself, only once it tires can such a monster fall.

Requirements
Alignment: Any Non-good, Non-Lawful; the Frenzied Berserker's war dance is too savage for any good or lawful creature to allow themselves to fall to it.
BAB: +6
Feats: Hordebreaker, Terrifying Anger

Hit Dice: d12
BAB: Full
Skills: Good Fort
Class Skills: Balance, Climb, Hide, Intimidate, Jump, Kn. Nature, Listen, Move Silently, Sense Motive, Spot, Swim, and Survival.
Skill Points: 4+Int Mod

1 War Dance, Diehard, Fast Healing, War Dance Dice +1d6
2 War Dance Dice +2d6, Evasion
3 Inspire War Dance, War Dance Dice +3d6
4 War Dance Dice +3d6, Mettle
5 Deathless War Dance, War Dance Dice +5d6
6 War Dance Dice +6d6, Improved Evasion
7 War Dance Dice +7d6, Improved Power Attack
8 War Dance Dice +8d6, Improved Mettle
9 War Dance Dice +9d6, Supreme Power Attack
10 War Dance Dice +10d6, Tireless War Dance


Weapon and Armour Proficiencies:
Frenzied Berserkers gain no proficiency in weapons or armour.
War Dance:
When doing melee damage to a foe or being struck by a foe, a Frenzied Berserker may choose to enter a War Dance as an immediate action. While in a War Dance, a Frenzied Berserker gains a +6 morale bonus to hit and damage in melee combat and may apply any War Dance Dice he has to his melee damage rolls. The Frenzied Berserker gains a single additional attack at his highest BAB whenever he makes a full attack action. He also gains a +6 to saves, a -4 to AC, and he gains DR X/– with ”X” being equal to half his Frenzied Berserker level +2 (rounded down). This DR stacks with DR from the Barbarian class. For example, a 1st level Frenzied Berserker has DR 3/– while in a War Dance and a 10th level Frenzied Berserker has DR 7/– while in a War Dance. Every three rounds spent in a War Dance deals one point of temporary Con drain to the Frenzied Berserker. This drain, and only this drain, begins to heal immediately at a rate of two points per hour spent unconscious, and the Frenzied Berserker will remain unconscious until his Con score is fully restored or he is awoken. If the Frenzied Berserker is awoken prematurely, he will stop healing and will begin healing again during his next period of rest at a rate of two points per three hours.
While in a War Dance, a Frenzied Berserker may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. He cannot use the Expertise attack option, item creation, metamagic or skill feats tied to skills requiring concentration and patience. While in a War Dance, a Frenzied Berserker attacks any and every being that moves, including undead and constructs, that they can see. Frenzied Berserkers will continue attacking a given foe until the foe or the Frenzied Berserker dies, the Frenzied Berserker becomes incapacitated, or the War Dance ends. If subject to an attack by another being, the Frenzied Berserker may freely choose whether to continue attacking the first target, or to switch to the other.
A War Dance lasts until the Frenzied Berserker has neither struck an enemy for five consecutive rounds nor suffered damage from an enemy for five consecutive rounds. The Frenzied Berserker may not voluntarily end his War Dance, and if no moving beings remain, the Frenzied Berserker will randomly attack walls, rocks, trees, doors, corpses, etc until it ends.
Diehard:
A Frenzied Berserker gains the Diehard feat regardless of whether or not they meet the prerequisites.
Fast Healing:
A Frenzied Berserker has Fast Healing equal to half their class level, rounded up.
War Dance Dice:
While in a War Dance, a Frenzied Berserker may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus and War Dance. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats, but are counted as Rage Dice for such purposes.
Evasion:
As the rogue ability of the same name. This ability also applies to Barbarians using Sidestep Harm.
Inspire War Dance:
Beginning at third level, a Frenzied Berserker can inspire allies to join him in his War Dance. While he is in a War Dance, he may use this ability, doing so causes all willing allies within 10' of him to gain the same benefits and disadvantages as if they had that ability themselves. The Allies also gain a number of rage dice equal to their Con Modifier. An ally's War Dance lasts for a number of rounds equal to 3+their con modifier before entering the frenzy regardless of whether or not they remain within 10' of the Frenzied Berserker. This is a mind effecting ability usable twice a day.
Mettle:
As the ability Evasion for Will saves. This ability also functions for barbarians using Battle Hardened.
Deathless War Dance:
At 5th level the Frenzied Berserker can spurn death and unconsciouness while in a War Dance. As long as his War Dance continues, he is not treated as disabled at 0 hp, dying at -1 to -9 hp, or dead at -10 and below. The Frenzied Berserker still falls unconscious at 0 Con. At this point the effects of of his wounds apply normally if they have been left unhealed. This ability does prevent death from massive damage, but not from spells such as disintegration.
Improved Evasion:
As the rogue ability of the same name, also applies to barbarians using Sidestep Harm.
Improved Power Attack:
When a Frenzied Berserker uses the power attack option, he gains a +5 bonus to his melee damage for every -2 penalty he takes on his melee attack rolls.
Improved Mettle:
As the ability Improved Evasion for Will saves. This ability also functions for barbarians using Battle Hardened.
Supreme Power Attack:
When a Frenzied Berserker uses the power attack option, he gains a +3 bonus to his melee damage for every -1 penalty he takes on his melee attack rolls.
Tireless War Dance:
The Frenzied Berserker no longer falls unconscious at the end of their War Dance. They immediately end their War Dance and begin healing. For each ten hp they heal with their Fast Healing, they also regain one point of constitution lost while in their War Dance.
New Feat: Terrifying Anger[Rage]
You have tapped into the power of the depths of rage, and you have learned how to beat people in the face with this power. This is a rage feat that scales to you rage, battle fury or war dance dice.
Initial Effect: You enter your rage as a free action.
1d6: While in a Rage, Battle Fury or War Dance, you designate a single foe within 30' of you that you can attempt to demoralize as a free action. A foe that you successfully demoralize remains shaken as long as you continue to rage, or whatever.
3d6: While Raging, in a Battle Fury or War Dance you gain a +8 bonus to all strength checks made to break down doors or break objects, including damage to constructs.
6d6: While Raging, or in a Battle Fury or Frenzy, you are treated as one size category larger for the purposes of weilding weapons, carrying load and grapple checks.
9d6: While Raging, or whatever, you gain the ability Frightful Presence as set forth in the Monster Manual.


I need feedback on all of it, especially balance and the fury/war dance abilities.
Last edited by Prak on Fri Aug 05, 2011 10:46 am, edited 6 times in total.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Judging__Eagle »

One thing that I noticed immediately is that you aren't giving out new abilities every level for the Berzerk.

I have to actually read the class though.

Okay, pretty cool, you may want to give new abilities based on your initially chosen totem.

The treatment that you gave to the [Rage] feat of needing rage Dice is actually something I'll steal to Edit a feat that someone in my gaming group made up.

He pretty much called it the "Rage" feat, as it combines a bunch of crappy Complete Fighter feats and has them scale (Scary Rage, Destructive Rage and some other crap I forget, nevermind, I grabbed the char sheets on the weekend so I have them in the gym bag that I lug all of my drawing stuff, binders and portable hard drive around with)

The original feat

Raging Destroyer [Rage]

Pre-Requisite: Rage Ability

Benefit: Your Morale Bonus to hit and damage while raging increase by 2

+1: Intimidating rage - While Raging, you gain a +4 to intimidate checks and checks against intimidation. As a free action, you may attempt to demoralise any opponent within 30 feet once per round (Intimidate PHB 76). Any creature successfully demoralised remains shaken until the duration of your rage

+6 Destructive Rage - While Raging you gain a +6 bonus on any attack rolls to damage or destroy an object

+11 Forceful Rage - While raging, you may make a single...

yadda yadda yadda

If he wants to use it, I'll be tweaking it some.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by josephbt »

furry dice?
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by CalibronXXX »

Fuzzy Dice.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by JonSetanta »

That Rage feat scaling with the amount of Rage dice is a nice touch.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by the_taken »

sigma999 at [unixtime wrote:1196719267[/unixtime]]That Rage feat scaling with the amount of Rage dice is a nice touch.

Werd.

I also advise adding a 12d6 ability. Like, say an aura of fear while in a Rage/Fury/Dance?

Aura of terror
Irrelevant damage type added
save or die (fort save vs STR mod + 1/2 Lvl + 10)
Deathless ability
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

Thanks Sig, any suggestions for more form abilities? The real difficulty is in differentiating the eagle and raven, but I think making the eagle more combat oriented and the raven more death oriented works nicely.

Glad to see people like the Rage Feat, I do actually like the fear affect idea, but I think I like Frightful Presence for it better, more fitting a Brb than an Aura of fear...

why a 12 die ability, though? I've already got it spaced out at about 2nd, 6th, 12th, and 18th level, exactly that for a Brb, but prob. some leeway for Berserks and FBs. I didn't think the feat scaling to anything was right.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Surgo »

IIRC, Supreme Power Attack is already granted to everyone by default in Races of War.

Do rage dice from the Barbarian stack with fury dice / war dance dice? Do fury dice and war dance dice stack with each other?
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Bigode »

I liked the rage dice-scaling feat too - in concept - but there's a problem: Tome scaling feats work on numbers that are rigidly predictable - a warrior's BAB, anyone's skill max ranks, and a full caster's max spell level. Rage dice explicitly isn't, as it breaks with a multiclassed character without the expected dice amount, and breaks worse with a frenzied berserker with double the normal amount. Using it as written's pretty much counter to the philosophy behind scaling feats; sorry for not having a better alternative right now. :(
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

Surgo at [unixtime wrote:1196727061[/unixtime]]IIRC, Supreme Power Attack is already granted to everyone by default in Races of War.

whoops... I need to pay more attention... I'll fix it.

Do rage dice from the Barbarian stack with fury dice / war dance dice? Do fury dice and war dance dice stack with each other?

Well, it could really go either way, and I'm not sure if either would be unbalanced...

bigode wrote:I liked the rage dice-scaling feat too - in concept - but there's a problem: Tome scaling feats work on numbers that are rigidly predictable - a warrior's BAB, anyone's skill max ranks, and a full caster's max spell level. Rage dice explicitly isn't, as it breaks with a multiclassed character without the expected dice amount, and breaks worse with a frenzied berserker with double the normal amount. Using it as written's pretty much counter to the philosophy behind scaling feats; sorry for not having a better alternative right now.

Well, is there any compelling reason to not break with tradition?
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by JonSetanta »

Bigode's point is that if one multiclasses, the scaling stops, since the Rage dice cease to build.
In contrast, BAB stacks no matter what class.

Sorry I can't think of any suggestions right now for your ragery but I'll come up with something soon!
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Surgo »

By a back of the envelope look, I think it's a bit weak to make Battle Fury dice not stack, and a bit too much to make War Dance dice stack.

Why not just call them both Rage dice, give the Frenzied Berserker a normal barbarian progression, and let them stack? That would make the [Rage] feats work out fine and scale correctly too. It would also give a reason to come in to these classes from a Barbarian instead of a Samurai or something.

I'm also a good bit leery of the !Lawful requirement for Frenzied Berserker. Haven't we already established that Law/Chaos mean basically nothing?
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by JonSetanta »

Surgo, it seems his intent is to supply a class compatible with both classic 3.5e and Tome games, which I try to as well but there are some things that need tweaking when going between.
For instance, while it has Power Attack (or had), in 3.5e you must possess it to gain benefit as (by that system) it doesn't come with your Happy Meal (tm)
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

sigma999 at [unixtime wrote:1196749391[/unixtime]]Bigode's point is that if one multiclasses, the scaling stops, since the Rage dice cease to build.
In contrast, BAB stacks no matter what class.

Sorry I can't think of any suggestions right now for your ragery but I'll come up with something soon!

actually, I did say that fury and war dance dice stack with rage dice for prestige classes and feats.

By a back of the envelope look, I think it's a bit weak to make Battle Fury dice not stack, and a bit too much to make War Dance dice stack

Why not just call them both Rage dice, give the Frenzied Berserker a normal barbarian progression, and let them stack? That would make the [Rage] feats work out fine and scale correctly too. It would also give a reason to come in to these classes from a Barbarian instead of a Samurai or something..

well, the idea, at least in my mind, is for the character to rage, fury, and war dance all at the same time.

I'm also a good bit leery of the !Lawful requirement for Frenzied Berserker. Haven't we already established that Law/Chaos mean basically nothing?

I have trouble believing a lawful or good creature would be willing to take a class that throws everything and the kitchen sink to the wind and embraces the fact that they very well may kill their friends, especially as they have no way to avoid it as the berserk does. At the very least, law and chaos seem to mean "way too much restraint" and "not quite enough restraint".
Last edited by Prak on Thu Nov 20, 2008 12:06 pm, edited 1 time in total.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by JonSetanta »

Here's some totem ideas:
Crocodile or Snake (grapple, yo)
Jackal (wolf variant? Egypt, n all)
Lion, Leopard, Tiger (functionally same)
Shark, or Orca (Inuit! lulz)
Raven (as Eagle but weaker, good Spot, faster)

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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

sigma999 at [unixtime wrote:1196809863[/unixtime]]Here's some totem ideas:
Crocodile or Snake (grapple, yo)
Jackal (wolf variant? Egypt, n all)
Lion, Leopard, Tiger (functionally same)
Shark, or Orca (Inuit! lulz)
Raven (as Eagle but weaker, good Spot, faster)


ok, I'll see about that, they could be interesting, and I've already got Raven(Ravener)
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Catharz »

The feats should be skill feats keyed to Intimidate.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by JonSetanta »

No way! BAB dood. All the way. Can't see Ragers as being anything but the best BAB advancement, even if they dabble in spellcasting (a Berzerking Warlock-like PrC?)

Heh.. I just noticed today, a bunch of my thread-ideas in this section are just... ghost town. Guess it's not as interesting as Barbarians haha
Ah well, they are there in case anyone is interested.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

well, the barbarian has no prcs in tome, while everyone else seems to have at least one...
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Judging__Eagle »

I think that my problem with the Berserk is that it's far too front-loaded and doesn't have enough abilities to make you want to stick around for every level.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

true, well, I could push the totem back, making it come in about 4th level, maybe?
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Judging__Eagle »

I'm not really sure.

I think the question here is, what is this PrC supposed to do?

Be a divergent path for a core Barbarian?

If so, what do you give up to take levels of this class?

So, at levels 6 through 15; what do you get by taking levels in Berserk that the RoW barb gets instead?

Seriously, both should be equally good.

A person should only ever PrC to get a 'different' specialization for their character, not more or less power.

That's partly why RoW and Dung work so well; the PrCs are not power-ups, they're equally effective as going a straight 20 levels in a base class.

As a result a players choice is completely removed from power and it's flavour or a needed option that does most of the deciding.

Which is why I made a barbarian that picked up Great Fortitude and had Con as his highest stat. He needed that as much as possible, since he was always blitzing in every fight, so he took ricokulous damage.

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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Prak »

Good Point. Originally, when I was playing Baragos in 3.5, I took the Frenzied Berserker and Berserk classes for the "rage but different" stuffthat would stack to increase str and give him more uses of "rage" per day. None of that's in tome, however, one could conceivably create a divergent Barb PrC that essentially hulks out...
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by JonSetanta »

Yay
IMO all Rage effects should stack. Any PrCs would expand on pre-existing Rage ability from the Barbarian (or similar) base class.
None of this Frenzy shit.
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Re: A Pair of Barbarian Prestige Classes and a new feat

Post by Judging__Eagle »

A new PrC has to have replacement levels for a class that already exists. You can't give out feats unless the class is getting feats at those levels.

If a class is getting abilities, and a PrC gives a feat; that feat better be as good as the ability that you lost.

If not, you're not really making a class that is an optional path.

You might be better served to write each of the animal rage classes as seperate PrCs.

The spell lists for some have single spells as 'theirs'; which is something that I don't really like, since an other list at the same level has 5.

I'd have rage be a pre-req; you advance as if you had continued taking levels of your previous raging class; if you didn't have a raging class but could rage, you now rage as a barbarian equal to your racial hit dice + "animalistic rager" levels.

I'd give their spells and animal form at 1st lvl. Spread everything else out on levels that don't give rage dice.

Just some ideas.
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