A rage-mage that sucks less: Berzerker-Magus
Posted: Tue Mar 13, 2007 1:50 pm
Someone on the WoTC boards had the nerve to state that a Barbarian 5/Wizard 5/Rage Mage 1 build was good since it was simple.
I showed him how a Barbarian 1/Wizard 4/Fighter 1/Spell Sword 1/Eldritch Knight 4 was a 'bit' more effective.
He wasn't initially convinced and stated that the above character had.... a ridculous spell failure rate, and worse combat ability since it had better casting.
Of course I had to correct him about the bits of, you know, having better saves, more HP, better BaB, better spell casting and yeah, better everything, heck, it can even have more rages/day if you so wanted.
As well as mentioning that a +1 Twilight Mithral Breastplate and a +1 Light Fortification Mithral Sheild are a better option to get over Bracers of armour or casting Mage Armour and Shield (with a caster lvl 5, he won't be tapping into greater mage armour for a while).
His response was that it was two PrCs.
Which got me thinking and I wrote this up:
the thread: http://boards1.wizards.com/showthread.p ... rker-Magus[/b]
Wizards who do battle with blade and sheild are rare, those who do so while in the throes of a battle-rage are rarer still. However, among some barbarian tribes those who meld battle-lust with powerful magic are seen as champions among their people as they can cut down enemies with their weapons and cast powerful spells that change the course of a battle.
Pre-requisites:
Proficiencies: Must be not suffer non-proficiency penalties with a weapon that you own a masterwork or better version of.
Must be proficient in any armour.
Spells: Must be able to cast 2nd level spells
Base Attack Bonus: +4
Skills: Knowledge (Arcana) 6 Ranks
Special: Must have killed something without using your magic at all and only using your martial combat ability.
Special: Must be able to Rage, Frenzy or similar ability.
Hit Dice: D10
BaB: (Good, as Fighter)
Saves: Fort (Good), Reflex (Poor), Will (Good)
Skill Points per level: 4 + Int Mod
Skills: The Berzerker-Magus' class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Jump (Str), Knowledge (All taken individually) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Swim (Str).
1 Reduce ASF 10%, Blade of the Magus; Continuted Spell Casting Progression
2 Berzerker, Bonus Feat
3
4 Spell-Fueled Rage,
5
6 Induce Rage,
7
8 Clarity of the Berzerker,
9
10 Mass Spell-Fueled Rage +1 Arcane Spellcasting Caster Level
Armour and Weapon Proficencies: The Berzerker-Magus gains no additional armour or weapon profienciencies.
If you are using Race of War: The Berzerker-Magus learns weapons the same as a character with Martial Weapon Proficiency, even if they don't have it; a week of practice and a DC 10 Intelligence check adds any weapon to the character's list of proficient weapons. Note: the Berzerker Magus doesn't gain martial weapon profiency, they simply count as having it with regards to training in a new weapons use.
Reduce Spell Failure(Ex): At 1st level, the Berzerker-Magus reduces their total Arcane Spell Failure by 10% while wearing armour and sheilds that they are proficient with and wielding any weapon that they do not suffer non-profiency penalties with.
Blade of the Magus (ex): At 1st level, the Berzerker-Magus is able to can use hands with weapons in them to perform somatic components. So long as they are wielding any weapon that they do not suffer non-profiency penalties with said weapon, they may make somatic gestures with the wielded weapons instead of with their hands.
Spellcasting: At first level, and every level following, the Berzerker-Magus gains a new level of spellcasting as if they had gone up a level in a previously selected arcane spellcasting class. If the character has more than one spellcasting class, the character must select which arcane spellcasting class will benefit from these increases at first level and once made this selection cannot be changed.
He however gains no other benefit that they would have normally gained, such as turning/rebuking undead, more or new invocations, bonus feats or imporvments to their familiar.
Bonus Feat: At 2nd level the Berzerker-Magus gains a bonus feat. This may be any feat that a Wizard or Fighter gains as a bonus feat as well as any feat that has Rage as a pre-requisite. The Berzerker-Magus must have the pre-requisites to gain this feat however.
Berzerker(Ex): At 2nd level, a Berzerker-Magus taps into the core of his fighting ability, his unsatiable battle-lust. The Berzerker-Magus progresses his Rage or Frenzy or other related ability as if they had taken an other level of their previous class that granted the ability. Thus a level 2 Barbarian/Level 3 Wizard/Level 5 Berzerker-Magus counts as a 7th level barbarian with regards to the effects of his Rage and how many times he can rage per day.
If the ability came from the creature's race (such as an Awakened Wolverine or Badger who took Wizardly training and then took levels in this class), they instead progress as if their racial hit dice and their Berzerker-Magus level are added when determining the effects of their Rage off of the all Barbarian classes Rage progression.
The Berzerker-Magus however gains no other benefits other than increased power in their Rage or Frenzy ability. They do not gain any Fast Healing, New Transformation-forms or other class abilities that are not more powerful Rages or more Rages per day.
Spell-Fueled Rage(Su): At 4th level, the Berzerker-Magus can use consume his own magic in order to improve his fighting ability. As a free action the Berzerker-Magus can take may expend any arcane spell that they have prepared or any spontanteous arcane spell slot that they have in order to empower their battle fury. The Berzerker-Magus gains a bonus to attack and damage rolls equal to the level of the spell expended. Only one spell per round may be expended in this manner.
This bonus lasts until the Rage ends and the bonus cannot exceed the highest level spell that the Berzerker-Magus can cast.
[Note: this keeps people from dumping useless 1st level spells to gain a bonus to hit and damage that's greater than their highest lvl spell, or dumping their highest level spell if they need to put something down fast]
Induce Rage (Su): At 6th level a Berzerker-Magus is able to infect his allies with the destructive tendancies that teem in his mind. As a swift action, the Berzerker-Magus expends a prepared spell or an unused spontantoues arcane spell slot in order to grant a number of allies equal to the level of the spell expended the effects of Rage equivalent to the bonuses that a Berzerker-Magus gains when raging themself. These Rage-granted bonuses stack with any already existing Rage bonuses that an Berzerker-Maguses ally may already have. No character no character may be affected by more than one Induce Rage effect at any time.
Clarity of the Berzerker(Ex): At 8th level the Berzerker-Magus has learned that even in the middle of their rage that they have a heightened sense of awareness that allows them to cast spells as if they were calm and relaxed. The Berzerker-Magus can cast one spell per point of their Spellcasting Stat Modifier while raging for the duration of any rage.
Thus a Wizard/Barbarian/Berzerker-Magus with an intelligence of 20 (+5) may cast up to 5 spells if he is raging, per rage.
During the casting of these spells, the Save DCs change to 10 + 1/2 Hit Dice + Constitutin Modifier or the normal save DC, whichever is greater.
Lead the war party (Su): At 10th level the Berzerker-Magus is able to grant any allies affected by his Induce Rage ability the same bonus that he gains from his Spell-Fueled Rage. In addition, the Berzerker-Magus may choose to affect his allies affected with their Induce Rage ability with any spells that the Berzerker-Magus casts via his Clarity of the Berzerker ability, even if they cannot normally be targeted by those spells.
--------------------------
Now, it's just one class, but it's actually stronger than the build I presented. Whatever, anyone using this class over something else probably needs the power this class presents.
Why? b/c you need at least 5th lvl in a casting build, meaning your combat ability is going to suffer, hard. Plus the high BaB requirement means that you've got at least two to three Full-BaB levels, meaning that you'll always be behind the curve on new spell levels compared to a full caster.
Giving out full BaB (10/10) and nearly full casting (9/10), two good saves and some rage-linked abilities that 1) make your rages still remain potent, 2) allow you to burn magic to make your rage more powerful in combat (albeit, the to-hit bonus is the good thing, but it doesn't grant you new attacks; the bonus damage becomes useless but it's easier to do a 1-for-1 bonus instead of something that scaled, plus your own rage should cover that) 3) The ability to help your other party members rage (but only getting half of what you get, but that's still pretty good imo), 4) The ability to cast some magic while raging, that is a bit more powerful since you're probably suffering from MAD so adding str and int mods to a spell DC will bring the spells you cast to have a DC similar to what a normal wizard would have and finally 5)The ability to buff out your allies with spells that you cast, even Personal or Touch range spells.
Really, though, someone with 5 wizard levels and 2 levels of Barbarian and a level of fighter needs all of the boosts that they can get to make sure that they're on par with something like... the level 8 rogue or ranger.
[/quote]
Ecsef for helping me loosen the armour restrictions; restrict the Clarity of the Berzerker ability; but I ignored his advice to drop the hit dice to D8's or lower the 3rd spell level requirement.
Carthaz Godfoot for helping me tighten up the wording of Blade of the Magus and Endovior for giving me some better wording.
I showed him how a Barbarian 1/Wizard 4/Fighter 1/Spell Sword 1/Eldritch Knight 4 was a 'bit' more effective.
He wasn't initially convinced and stated that the above character had.... a ridculous spell failure rate, and worse combat ability since it had better casting.
Of course I had to correct him about the bits of, you know, having better saves, more HP, better BaB, better spell casting and yeah, better everything, heck, it can even have more rages/day if you so wanted.
As well as mentioning that a +1 Twilight Mithral Breastplate and a +1 Light Fortification Mithral Sheild are a better option to get over Bracers of armour or casting Mage Armour and Shield (with a caster lvl 5, he won't be tapping into greater mage armour for a while).
His response was that it was two PrCs.
Which got me thinking and I wrote this up:
the thread: http://boards1.wizards.com/showthread.p ... rker-Magus[/b]
Wizards who do battle with blade and sheild are rare, those who do so while in the throes of a battle-rage are rarer still. However, among some barbarian tribes those who meld battle-lust with powerful magic are seen as champions among their people as they can cut down enemies with their weapons and cast powerful spells that change the course of a battle.
Pre-requisites:
Proficiencies: Must be not suffer non-proficiency penalties with a weapon that you own a masterwork or better version of.
Must be proficient in any armour.
Spells: Must be able to cast 2nd level spells
Base Attack Bonus: +4
Skills: Knowledge (Arcana) 6 Ranks
Special: Must have killed something without using your magic at all and only using your martial combat ability.
Special: Must be able to Rage, Frenzy or similar ability.
Hit Dice: D10
BaB: (Good, as Fighter)
Saves: Fort (Good), Reflex (Poor), Will (Good)
Skill Points per level: 4 + Int Mod
Skills: The Berzerker-Magus' class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Jump (Str), Knowledge (All taken individually) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Swim (Str).
1 Reduce ASF 10%, Blade of the Magus; Continuted Spell Casting Progression
2 Berzerker, Bonus Feat
3
4 Spell-Fueled Rage,
5
6 Induce Rage,
7
8 Clarity of the Berzerker,
9
10 Mass Spell-Fueled Rage +1 Arcane Spellcasting Caster Level
Armour and Weapon Proficencies: The Berzerker-Magus gains no additional armour or weapon profienciencies.
If you are using Race of War: The Berzerker-Magus learns weapons the same as a character with Martial Weapon Proficiency, even if they don't have it; a week of practice and a DC 10 Intelligence check adds any weapon to the character's list of proficient weapons. Note: the Berzerker Magus doesn't gain martial weapon profiency, they simply count as having it with regards to training in a new weapons use.
Reduce Spell Failure(Ex): At 1st level, the Berzerker-Magus reduces their total Arcane Spell Failure by 10% while wearing armour and sheilds that they are proficient with and wielding any weapon that they do not suffer non-profiency penalties with.
Blade of the Magus (ex): At 1st level, the Berzerker-Magus is able to can use hands with weapons in them to perform somatic components. So long as they are wielding any weapon that they do not suffer non-profiency penalties with said weapon, they may make somatic gestures with the wielded weapons instead of with their hands.
Spellcasting: At first level, and every level following, the Berzerker-Magus gains a new level of spellcasting as if they had gone up a level in a previously selected arcane spellcasting class. If the character has more than one spellcasting class, the character must select which arcane spellcasting class will benefit from these increases at first level and once made this selection cannot be changed.
He however gains no other benefit that they would have normally gained, such as turning/rebuking undead, more or new invocations, bonus feats or imporvments to their familiar.
Bonus Feat: At 2nd level the Berzerker-Magus gains a bonus feat. This may be any feat that a Wizard or Fighter gains as a bonus feat as well as any feat that has Rage as a pre-requisite. The Berzerker-Magus must have the pre-requisites to gain this feat however.
Berzerker(Ex): At 2nd level, a Berzerker-Magus taps into the core of his fighting ability, his unsatiable battle-lust. The Berzerker-Magus progresses his Rage or Frenzy or other related ability as if they had taken an other level of their previous class that granted the ability. Thus a level 2 Barbarian/Level 3 Wizard/Level 5 Berzerker-Magus counts as a 7th level barbarian with regards to the effects of his Rage and how many times he can rage per day.
If the ability came from the creature's race (such as an Awakened Wolverine or Badger who took Wizardly training and then took levels in this class), they instead progress as if their racial hit dice and their Berzerker-Magus level are added when determining the effects of their Rage off of the all Barbarian classes Rage progression.
The Berzerker-Magus however gains no other benefits other than increased power in their Rage or Frenzy ability. They do not gain any Fast Healing, New Transformation-forms or other class abilities that are not more powerful Rages or more Rages per day.
Spell-Fueled Rage(Su): At 4th level, the Berzerker-Magus can use consume his own magic in order to improve his fighting ability. As a free action the Berzerker-Magus can take may expend any arcane spell that they have prepared or any spontanteous arcane spell slot that they have in order to empower their battle fury. The Berzerker-Magus gains a bonus to attack and damage rolls equal to the level of the spell expended. Only one spell per round may be expended in this manner.
This bonus lasts until the Rage ends and the bonus cannot exceed the highest level spell that the Berzerker-Magus can cast.
[Note: this keeps people from dumping useless 1st level spells to gain a bonus to hit and damage that's greater than their highest lvl spell, or dumping their highest level spell if they need to put something down fast]
Induce Rage (Su): At 6th level a Berzerker-Magus is able to infect his allies with the destructive tendancies that teem in his mind. As a swift action, the Berzerker-Magus expends a prepared spell or an unused spontantoues arcane spell slot in order to grant a number of allies equal to the level of the spell expended the effects of Rage equivalent to the bonuses that a Berzerker-Magus gains when raging themself. These Rage-granted bonuses stack with any already existing Rage bonuses that an Berzerker-Maguses ally may already have. No character no character may be affected by more than one Induce Rage effect at any time.
Clarity of the Berzerker(Ex): At 8th level the Berzerker-Magus has learned that even in the middle of their rage that they have a heightened sense of awareness that allows them to cast spells as if they were calm and relaxed. The Berzerker-Magus can cast one spell per point of their Spellcasting Stat Modifier while raging for the duration of any rage.
Thus a Wizard/Barbarian/Berzerker-Magus with an intelligence of 20 (+5) may cast up to 5 spells if he is raging, per rage.
During the casting of these spells, the Save DCs change to 10 + 1/2 Hit Dice + Constitutin Modifier or the normal save DC, whichever is greater.
Lead the war party (Su): At 10th level the Berzerker-Magus is able to grant any allies affected by his Induce Rage ability the same bonus that he gains from his Spell-Fueled Rage. In addition, the Berzerker-Magus may choose to affect his allies affected with their Induce Rage ability with any spells that the Berzerker-Magus casts via his Clarity of the Berzerker ability, even if they cannot normally be targeted by those spells.
--------------------------
Now, it's just one class, but it's actually stronger than the build I presented. Whatever, anyone using this class over something else probably needs the power this class presents.
Why? b/c you need at least 5th lvl in a casting build, meaning your combat ability is going to suffer, hard. Plus the high BaB requirement means that you've got at least two to three Full-BaB levels, meaning that you'll always be behind the curve on new spell levels compared to a full caster.
Giving out full BaB (10/10) and nearly full casting (9/10), two good saves and some rage-linked abilities that 1) make your rages still remain potent, 2) allow you to burn magic to make your rage more powerful in combat (albeit, the to-hit bonus is the good thing, but it doesn't grant you new attacks; the bonus damage becomes useless but it's easier to do a 1-for-1 bonus instead of something that scaled, plus your own rage should cover that) 3) The ability to help your other party members rage (but only getting half of what you get, but that's still pretty good imo), 4) The ability to cast some magic while raging, that is a bit more powerful since you're probably suffering from MAD so adding str and int mods to a spell DC will bring the spells you cast to have a DC similar to what a normal wizard would have and finally 5)The ability to buff out your allies with spells that you cast, even Personal or Touch range spells.
Really, though, someone with 5 wizard levels and 2 levels of Barbarian and a level of fighter needs all of the boosts that they can get to make sure that they're on par with something like... the level 8 rogue or ranger.
[/quote]
Ecsef for helping me loosen the armour restrictions; restrict the Clarity of the Berzerker ability; but I ignored his advice to drop the hit dice to D8's or lower the 3rd spell level requirement.
Carthaz Godfoot for helping me tighten up the wording of Blade of the Magus and Endovior for giving me some better wording.