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4e: First try at a Berserker/Barbarian type
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<blockquote data-quote="Doc Eldritch" data-source="post: 4314532" data-attributes="member: 68817"><p>This is something I came up with after talking to an old player who was wanting some kind of quasi barbarian/berserker type to play in 4e. While not a barbarian per, se, if you took the right skills as trained skills, it can come somewhat close. The set up is designed to be used with most any class, being a Feat and power, then a Paragon Path. Fighters and Rangers probably get the most use out of it though. Let me know what you think!</p><p></p><p>New Feat</p><p><strong>Rage</strong></p><p> Prerequisites: Con 13, Level 3+</p><p> Benefit: You gain the Howling Rage encounter power in exchange for an Encounter Power you already know.</p><p></p><p><strong>Howling Rage</strong> Feat Power</p><p><em>You work yourself into a murderous frenzy, gnashing your teeth and howling for the enemy's blood!</em></p><p>Encounter * Martial</p><p>Standard Action</p><p>Target: Self</p><p>Effect: By spending a Healing Surge, you gain a +2 bonus to attack rolls, damage rolls, and Strength checks, as well as a +2 bonus to Will Defense, and a number of Temporary Hit Points equal to twice your level. However, you take a -2 penalty on Armor Class and Reflex Defense. While raging, you can not make ranged attacks, delay, ready an action, or use total defense, and must either engage an enemy or move to be adjacent to an enemy on every round after you activate this power, or the rage ends.</p><p>At level 11, this becomes only a Move action to activate and the bonuses increase to +3.</p><p>At 21st level, the bonuses increase to +4</p><p>You can end this power as a Minor Action</p><p></p><p></p><p><span style="font-size: 18px"><strong>Frenzied Berserker</strong></span></p><p><em>“Gwaaaaaa!”</em></p><p> Prerequisite: Howling Rage power, Con 15+</p><p>Frenzied Berserkers charge into the fray, with little thought to their own well being or even any sort of tactical thinking. Their view on a target is “If I can see it and reach it, I can kill it.” A frenzied berserker can sustain wounds that would cow a less being, and can even keep going with wounds that would kill most people.</p><p></p><p><strong>Frenzied Berserker Path Features</strong></p><p> Raging Blows (11th level): When you spend an action point to take an extra action, you gain Resist: 5 to all damage for the rest of the encounter.</p><p> First to the Fight (11th level): While raging, you gain +2 speed</p><p> Die! Die! Die! (16th level): While raging, you may add your Con bonus to all damage done.</p><p></p><p><strong>Frenzied Berserker Powers</strong></p><p><strong>Rending Strike</strong> Frenzied Berserker Attack 11</p><p> Your blows are so savage that the foe's wounds bleed after each one.</p><p> Encounter*Martial, Reliable,Weapon</p><p> Standard Action Melee Weapon</p><p> Target: One Creature</p><p> Attack: Strength +2 vs AC</p><p> Hit: 2[W] + Strength Modifier, and the target begins to bleed for [Strength Modifier] ongoing damage (save at -1 ends)</p><p></p><p><strong>It's Not Over! </strong> Frenzied Berserker Utility 12</p><p> Even mortal wounds can not stop you from killing your foe.</p><p> Daily*Martial</p><p> Special,Reaction Personal</p><p> Trigger: You are dropped to 0 or fewer HP</p><p> Effect: At the end of the round when you have been dropped to 0 or fewer HP, you may immediately spend 2 Healing Surges and regain Hit Points equal to ¼ your total HP. If you do not have 2 Healing Surges left, you can not use this power.</p><p></p><p><strong>You're Coming With Me!</strong> Frenzied Berserker Attack 20</p><p> With complete disregard for your own well being, you perform a mighty attack on your foe.</p><p> Daily*Martial,Weapon</p><p> Standard Action Melee Weapon</p><p> Target: One Creature</p><p> Attack: Strength + Special (see below) vs AC</p><p> Hit: 6[W] + Strength Modifier + Special (see below), and the target is dazed (save ends).</p><p> Miss: Half damage</p><p> Special: When you declare this attack, before you roll, subtract from your AC an amount between a minimum of 4 and a maximum of 10. This penalty to AC lasts until the end of the encounter. The amount you subtract is used as a bonus for this power's attack roll and damage roll.</p></blockquote><p></p>
[QUOTE="Doc Eldritch, post: 4314532, member: 68817"] This is something I came up with after talking to an old player who was wanting some kind of quasi barbarian/berserker type to play in 4e. While not a barbarian per, se, if you took the right skills as trained skills, it can come somewhat close. The set up is designed to be used with most any class, being a Feat and power, then a Paragon Path. Fighters and Rangers probably get the most use out of it though. Let me know what you think! New Feat [B]Rage[/B] Prerequisites: Con 13, Level 3+ Benefit: You gain the Howling Rage encounter power in exchange for an Encounter Power you already know. [B]Howling Rage[/B] Feat Power [I]You work yourself into a murderous frenzy, gnashing your teeth and howling for the enemy's blood![/I] Encounter * Martial Standard Action Target: Self Effect: By spending a Healing Surge, you gain a +2 bonus to attack rolls, damage rolls, and Strength checks, as well as a +2 bonus to Will Defense, and a number of Temporary Hit Points equal to twice your level. However, you take a -2 penalty on Armor Class and Reflex Defense. While raging, you can not make ranged attacks, delay, ready an action, or use total defense, and must either engage an enemy or move to be adjacent to an enemy on every round after you activate this power, or the rage ends. At level 11, this becomes only a Move action to activate and the bonuses increase to +3. At 21st level, the bonuses increase to +4 You can end this power as a Minor Action [SIZE=5][B]Frenzied Berserker[/B][/SIZE] [I]“Gwaaaaaa!”[/I] Prerequisite: Howling Rage power, Con 15+ Frenzied Berserkers charge into the fray, with little thought to their own well being or even any sort of tactical thinking. Their view on a target is “If I can see it and reach it, I can kill it.” A frenzied berserker can sustain wounds that would cow a less being, and can even keep going with wounds that would kill most people. [B]Frenzied Berserker Path Features[/B] Raging Blows (11th level): When you spend an action point to take an extra action, you gain Resist: 5 to all damage for the rest of the encounter. First to the Fight (11th level): While raging, you gain +2 speed Die! Die! Die! (16th level): While raging, you may add your Con bonus to all damage done. [B]Frenzied Berserker Powers[/B] [B]Rending Strike[/B] Frenzied Berserker Attack 11 Your blows are so savage that the foe's wounds bleed after each one. Encounter*Martial, Reliable,Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength +2 vs AC Hit: 2[W] + Strength Modifier, and the target begins to bleed for [Strength Modifier] ongoing damage (save at -1 ends) [B]It's Not Over! [/B] Frenzied Berserker Utility 12 Even mortal wounds can not stop you from killing your foe. Daily*Martial Special,Reaction Personal Trigger: You are dropped to 0 or fewer HP Effect: At the end of the round when you have been dropped to 0 or fewer HP, you may immediately spend 2 Healing Surges and regain Hit Points equal to ¼ your total HP. If you do not have 2 Healing Surges left, you can not use this power. [B]You're Coming With Me![/B] Frenzied Berserker Attack 20 With complete disregard for your own well being, you perform a mighty attack on your foe. Daily*Martial,Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength + Special (see below) vs AC Hit: 6[W] + Strength Modifier + Special (see below), and the target is dazed (save ends). Miss: Half damage Special: When you declare this attack, before you roll, subtract from your AC an amount between a minimum of 4 and a maximum of 10. This penalty to AC lasts until the end of the encounter. The amount you subtract is used as a bonus for this power's attack roll and damage roll. [/QUOTE]
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