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Obly99

Hero
I guess Obly, my issue is that this class and several others can't really be used in a standard PF/ 3.5 campaign. I playtest all my stuff against the base classes presented in the book to make sure they're usable and balanced. I could just make some super class that gets double fighter attack bonus, barbarian rage, magic like a wizard, cleric and druid simultaneously and rogue powers but I don't as I want people to actually be able to use these in game. I can't imagine anyone wanting to play a base barbarian or fighter when a class like the one presented above exists in play.

I feel like if you want to make a super class thread, you should just make a super class thread.

Not saying don't post your stuff here a lot of it is really cool, and I always comment on it when it is, but a bunch of classes are just super funking overpowered and can't be used.
I really didn't want to create a super class in the slightest but just convert the old Frenzied Berserker into a barbarian archetype. One of my players plays this archetype. Until Unstoppable Berserksgangr unlocked we didn't notice any particular problems (but all of them were highly optimized).
 

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I really didn't want to create a super class in the slightest but just convert the old Frenzied Berserker into a barbarian archetype. One of my players plays this archetype. Until Unstoppable Berserksgangr unlocked we didn't notice any particular problems (but all of them were highly optimized).
I think the class is cool as shiit with the exception of how those two abilities feed off of one another. The minus infinity hp thing, that's from the original Raging Berserker right?

I just think without there being a clear way to stop them or beat them, it gets kinda out of whack. Like the Kenseijin class I made has tons of extra health to the point of at 20th level having well over a thousand heath easily, but a vorpal blade or death effect can off them immediately. Likewise with their being stuck to using a single weapon type, they're very easy to outmaneuver and cheap shot to death which was an intentional flaw with the class to allow a fighter, mage or any other standard class to theoretically beat them.

I'd just say walk back the immunity to death effects, give them a resistance to the effects, or immune specific types of effects. The main way I see someone beating this class is just to blind them and run and let them just die, which I suppose is a fair tactic, but still, just seems pretty unclear. Idk.
 
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Obly99

Hero
I think the class is cool as naughty word with the exception of how those two abilities feed off of one another. The minus infinity hp thing, that's from the original Raging Berserker right?
Yes "Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate."
 



Yes "Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate."
But this version can't die from massive damage right? Massive Damage being a roll vs Death when taking more than 50 damage from a single attack.
 


Obly99

Hero
But this version can't die from massive damage right? Massive Damage being a roll vs Death when taking more than 50 damage from a single attack.
Massive Damage (Optional Rule): If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.
In Path its an optional rule and a DC 15 is worthless for a Barbarian at that level
 



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