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Alternate Barbarian/Berserker Rages: Need Help!
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<blockquote data-quote="Spatzimaus" data-source="post: 3112850" data-attributes="member: 3051"><p>Okay, found it. Here goes:</p><p></p><p><strong>TRANCE</strong></p><p>The Berserker’s key ability, often called “Rage” or “Trance”, is the ability to drop his mind to an instinctual level during combat, tapping into his more primal natures to increase effectiveness. Each Berserker has a distinctive trance, developed over time into a unique fighting style. Berserkers in primitive societies tend to refer to their trances by a totem animal whose personality or fighting style mirrors their style.</p><p></p><p>At first level, the Berserker chooses one Major Drawback, two Minor Drawbacks, and three of the Bonus abilities on A list. These define his individual trance. Trances last 3 rounds plus your Constitution modifier, and are entered as a Free Action. If the Trance increases your Constitution, this increases its duration as well. The Berserker may go into a Trance once per day at class level 1, and one additional trance per four class levels (2 trances per day at 4th, 3 at 8th, 4 at 12th, 5 at 16th, 6 at 20th).</p><p></p><p>At every odd level (3rd, 5th, etc.) level, the Berserker chooses one of the following:</p><p>1> Add one Bonus ability from Table A</p><p>2> Upgrade a Bonus ability to one on a higher table (A -> B, B -> C)</p><p>3> Remove a Minor Drawback. Note that the Major Drawback you select can never be removed, and a Minor Drawback cannot be removed before class level 10.</p><p></p><p>Only abilities in table A may be selected multiple times, and this cannot be done at level 1. All numerical bonuses are “trance” bonuses. Trances do not stack with each other, although taking the same ability multiple times in a single trance does stack. Even when abilities do not overlap, no one may be in multiple trances at the same time.</p><p></p><p>You cannot select a Bonus that offsets one of your Drawbacks in any way. (For example, if you take the "cannot move" Major or the "1/2 movement" Minor, you can't later take the "+10' movement" or "gain a Move Action" Bonuses.) Likewise, you cannot select a Minor Drawback that penalizes something already penalized by your Major Drawback.</p><p></p><p><strong>Major Drawbacks</strong></p><p>Cannot move (including any skills requiring movement; see the Dwarven Defender)</p><p>Cannot concentrate (see PHB Barbarian)</p><p>Cannot take offensive actions (attacks or offensive spells)</p><p>Cannot defend (all attack rolls hit the Berserker unless a natural 1 is rolled)</p><p>Cannot save (fail all saving throws)</p><p></p><p><strong>Minor Drawbacks</strong></p><p>-2 STR</p><p>-2 DEX</p><p>-2 CON</p><p>-1 to all saves</p><p>-2 AC</p><p>-2 to all attack rolls</p><p>1/2 base movement speed</p><p>Take (1d6 + character level) Subdual damage when Trance ends</p><p>Fatigued for remainder of encounter once Trance ends</p><p>Trance duration decreased by 3 rounds</p><p>Requires Standard Action to enter Trance</p><p>Cannot voluntarily end Trance</p><p></p><p><strong>Bonuses</strong></p><p><em>Table A</em></p><p>+2 STR</p><p>+2 DEX</p><p>+2 CON</p><p>+2 Fortitude</p><p>+2 Reflex</p><p>+2 Will</p><p>+10' base movement</p><p>Low-Light Vision x2 (if you already have, increase by x1)</p><p>Darkvision 30’ (if you already have, increase by 30’)</p><p></p><p><em>Table B</em></p><p>+2 to INT, WIS, and CHA</p><p>+3 Natural Armor AC</p><p>+2 to all skill checks</p><p>DR 3/-</p><p>Trance duration doubles</p><p>Gain an extra Move Action each round</p><p>Flurry of Blows (On a Full Attack, take –2 to all attacks to gain one extra melee attack at your full BAB)</p><p>Elemental resistance 5 (all elements)</p><p>Add two Temporary Hit Points per class level at start of Trance</p><p>Re-roll any one die</p><p>Minor Scent (as Scent, but 1/3rd range, +5 DC, and can't localize a target to a specific square)</p><p>May go into Trance an extra number of times per day equal to CHA modifier</p><p>Evasion (increases to Improved Evasion if you already have Evasion)</p><p>Mettle of Fortitude (as Evasion, but for Fortitude)</p><p>Mettle of Will (as Evasion, but for Will)</p><p></p><p><em>Table C</em></p><p>Automatically succeed at any one skill check, ability check, attack roll, or saving throw</p><p>Weapons deal max base damage</p><p>+4 to any one stat or save, selected at the time the Trance is activated and at the start of each round. (If CON is selected, it does not extend the Trance's duration.)</p><p>Can interrupt Trance and continue at a later point during the same encounter</p><p></p><p>------------------</p><p></p><p>Effectively, you get 12 A's by level 20, trading 2:1 for B's or 3:1 for C's. Since the A's stack with themselves, you can make a really nice Trance just by piling those up (imagine +24 STR!), but generally speaking you're better off mixing in a few expensive abilities in. Some of the B's could, in theory, be cut in half and moved to A, but we didn't want people stacking some of them too far.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3112850, member: 3051"] Okay, found it. Here goes: [b]TRANCE[/b] The Berserker’s key ability, often called “Rage” or “Trance”, is the ability to drop his mind to an instinctual level during combat, tapping into his more primal natures to increase effectiveness. Each Berserker has a distinctive trance, developed over time into a unique fighting style. Berserkers in primitive societies tend to refer to their trances by a totem animal whose personality or fighting style mirrors their style. At first level, the Berserker chooses one Major Drawback, two Minor Drawbacks, and three of the Bonus abilities on A list. These define his individual trance. Trances last 3 rounds plus your Constitution modifier, and are entered as a Free Action. If the Trance increases your Constitution, this increases its duration as well. The Berserker may go into a Trance once per day at class level 1, and one additional trance per four class levels (2 trances per day at 4th, 3 at 8th, 4 at 12th, 5 at 16th, 6 at 20th). At every odd level (3rd, 5th, etc.) level, the Berserker chooses one of the following: 1> Add one Bonus ability from Table A 2> Upgrade a Bonus ability to one on a higher table (A -> B, B -> C) 3> Remove a Minor Drawback. Note that the Major Drawback you select can never be removed, and a Minor Drawback cannot be removed before class level 10. Only abilities in table A may be selected multiple times, and this cannot be done at level 1. All numerical bonuses are “trance” bonuses. Trances do not stack with each other, although taking the same ability multiple times in a single trance does stack. Even when abilities do not overlap, no one may be in multiple trances at the same time. You cannot select a Bonus that offsets one of your Drawbacks in any way. (For example, if you take the "cannot move" Major or the "1/2 movement" Minor, you can't later take the "+10' movement" or "gain a Move Action" Bonuses.) Likewise, you cannot select a Minor Drawback that penalizes something already penalized by your Major Drawback. [b]Major Drawbacks[/b] Cannot move (including any skills requiring movement; see the Dwarven Defender) Cannot concentrate (see PHB Barbarian) Cannot take offensive actions (attacks or offensive spells) Cannot defend (all attack rolls hit the Berserker unless a natural 1 is rolled) Cannot save (fail all saving throws) [b]Minor Drawbacks[/b] -2 STR -2 DEX -2 CON -1 to all saves -2 AC -2 to all attack rolls 1/2 base movement speed Take (1d6 + character level) Subdual damage when Trance ends Fatigued for remainder of encounter once Trance ends Trance duration decreased by 3 rounds Requires Standard Action to enter Trance Cannot voluntarily end Trance [b]Bonuses[/b] [i]Table A[/i] +2 STR +2 DEX +2 CON +2 Fortitude +2 Reflex +2 Will +10' base movement Low-Light Vision x2 (if you already have, increase by x1) Darkvision 30’ (if you already have, increase by 30’) [i]Table B[/i] +2 to INT, WIS, and CHA +3 Natural Armor AC +2 to all skill checks DR 3/- Trance duration doubles Gain an extra Move Action each round Flurry of Blows (On a Full Attack, take –2 to all attacks to gain one extra melee attack at your full BAB) Elemental resistance 5 (all elements) Add two Temporary Hit Points per class level at start of Trance Re-roll any one die Minor Scent (as Scent, but 1/3rd range, +5 DC, and can't localize a target to a specific square) May go into Trance an extra number of times per day equal to CHA modifier Evasion (increases to Improved Evasion if you already have Evasion) Mettle of Fortitude (as Evasion, but for Fortitude) Mettle of Will (as Evasion, but for Will) [i]Table C[/i] Automatically succeed at any one skill check, ability check, attack roll, or saving throw Weapons deal max base damage +4 to any one stat or save, selected at the time the Trance is activated and at the start of each round. (If CON is selected, it does not extend the Trance's duration.) Can interrupt Trance and continue at a later point during the same encounter ------------------ Effectively, you get 12 A's by level 20, trading 2:1 for B's or 3:1 for C's. Since the A's stack with themselves, you can make a really nice Trance just by piling those up (imagine +24 STR!), but generally speaking you're better off mixing in a few expensive abilities in. Some of the B's could, in theory, be cut in half and moved to A, but we didn't want people stacking some of them too far. [/QUOTE]
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