Frenzied Berserker+Exotic Weapon Master+ Barbarian= broken?

I played a FB character in an epic campiagn and was quite successful. The build I went with was this: [sblock]
Code:
Name: Obsidian
Class: Barbarian 3/ Fighter 2/ Warforged Juggernaunt 5/ 
     Frenzied Berserker 10  / War Hulk 1
Age: ??
Race: Warforged           Height: 10' 0"
Size: Large (Huge)        Weight: 4545 lbs
Gender: Male 		  Eyes: Purple
Alignment: Chaotic Neutral Hair: None
Deity: Gir'Kuek           Skin: Black & Purple
Domians: War, Choas, Strength 

Class & Racial Traits:
Barbarian & Fighter       Character Level
Rage 3/day (16 rounds)    Feats: 7
Uncanny Dodge             Ability Increases: 5
Fast Movement             Epic Feats: 1
Illiteracy
Feats: 2

Warforged Juggernaunt
Imunnities: Critical Hits, All mind affects and
abilities (good & bad), Non-leathal Damage, death & 
necormancy effects, ability drain & damage, poison, 
sleep effects, paralysis, disease, nausea, fatigue, 
exhaustion, sickened, healing subschool
Expert Bull Rush: +5 Bullrush
Superior Bull Rush: +2d8+3d6+19 damage on bullrush
Powerful & Greater Powerful Charge: (+3d6)
Armor Spikes: 2d6
Reserved: -5 Bluff, Diplomacy, Gather Info, Sense Motive
Extended Charge: +5' to charge
Charge Bonus: +4 Charge Attack

Frenzied Berserker
Greater Frenzy 5/day (16 rounds)
Inspire Frenzy 3/day
Supreme Power Attack (-1/+4)
Diehard, Supreme Cleave, Deathless Frenzy, Tireless Frenzy

War Hulk
No Time to Think
Strength Ability Boost: +2

Str: 36/50 (+20)  Level: 21     XP: 
Dex: 14 (+2)      BAB: +18(+1)  HP: 331 [373] (19d12+2d10+189) [Rage]
Con: 24/28 (+9)   Grapple: +47  Dmg Red: 7/Adam [5/Adam = 150hp]
Int: 10 (+0)      Speed: 25'    Spell Res: -
Wis: 5  (-3)      Init: +4      Spell Save: - 
Cha: 4  (-3)      ACP: -6       Spell Fail: 50%

       Base Armor Shld  Dex Size Nat Misc Total
Armor:  10   +13   +7   +1   -1  +0  +0    30 (24 Rage & Frenzy)
Touch: 13    Flat-Footed: 12

      Base Mod Misc Total
Fort:  17  +9   +6   +32/+34 (Rage)
Ref:   5   +2   +6   +13
Will:  5   +9   +8   +18/+22 (Rage)

Armor              Bonus Dex ACP ASF  Weight  Cost
H. Shield +5        +7    -   -1 15%    -lbs  49,270gp
- Animated
Adam Full Pate +5   +13   +1  -5 35%    -lbs  115,000gp
- Proof Against Transmutation
- *Quickness (+5ft)
- *Magic Eating: When successful save vs spell, regain HP's equal to spell's level 

Weapon         Attack           Damage      Critical Range Weight Cost  
Granite   +44/44/39/34/29    3d8+35 (+2d6)     x3      -   20lbs  200,000gp
    +5 Huge Starmetal Holy Maul of Wraithful Healing
      -Starmetal: +1d6 vs Outsiders (Like Adam qualities)
      -Wriathfu Healing: Channels 1/2 of damage dealt as positive energy back to wielder
 **Power Attack: -1/+4 (-2 Att or more gains +2 Dam)
 **Charge Bonus: +4 Charge Attack & +5' to Speed
 **Powerful & Greater Powerful Charge: +3d6
 **Heedless Charge: On Charge, can assign PA attack pentalty to AC instead

Equipment                   Cost / Weight
Strength Tome +4          (110,000gp / -lbs) [USED]
Permanant Enlarge         (4,000 gp / -lbs)  [USED]
Iuon Stone (Pale Green)   (30,000gp / -lbs)
*Iron Ward Diamond        (18,000gp / -lbs) [x3]    Stackable DR5/50hps
*Crystal of Life Drinking (18,000gp / -lbs) [x3]    Regain 5 hps per hit for 50
Read Magic & Comp. Lang.  (5,200gp / -lbs)  [Head]
Traker Mask               (18,000gp / -lbs) [Eyes]  Gives Scent ability
*Heartseeking Amulet      (3,000gp / -lbs)  [Neck]  3/day Melee attack counts as touch attack
Cloak of Displ., Minor    (24,000gp / -lbs) [Back]  Continous 20% miss chance
Vest of Resistance +5     (50,000gp / -lbs) [Chest]
*Belt of Battle           (12,000gp / -lbs) [Waist] Use charges to gain extra actions
*Strongarm Armbands of    (13,100gp / -lbs) [Arms]  Gives Powerful Build
     Might                                          +2 PA damage when >-2 attack is taken
*Skirmisher Boots         (6,800gp / -lbs)  [Feet]  2/day move >10' gain 1 extra attack
Gloves of Gaint Str +6    (36,000gp / -lbs) [Hands]
Freedom of Movement       (40,000gp / -lbs) [Ring 1]
Ring of Health +6         (36,000gp / -lbs) [Ring 2]

*Magic Item Compendium

Total Gold Spent: 759,770
Total Gold Remaining: 230

Current Capacity: Light (200)
Carry Capacity: Light: 0 – 12800 Med.: 12,801 – 25,600 Heavy: 25,601 – 38,400 
                     Lift: 76,800 Drag: 192,000
Languages: All

Feats: (9) Epic (1)
Adamantine Armor, Cleave, Extra Rage, Power Attack, Improved Bullrush
Destructive Rage, Intimidating Rage, Endurance, Steadfast Determination
Shock Trooper

Skill Points: 50 Max Ranks: 23
Skills                Abil Ranks Mod Misc Total
Climb                 Str   14   +20  -6   28
Intimidate            Cha   23   -3        20
Jump                  Str   15   +20  -1   34
[/sblock] Never failed a frenzy check and was immune to mind effects, allowing him to be able to play nice with other players. Wraithful Healing (a 3.0 source) allowed him to hit and keep on trucking. Not completely immune to everything, but immune to a lot of things. The highlight is that it is playable with other characters.

-Blood
 

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Bloodweaver1 said:
I played a FB character in an epic campiagn and was quite successful. The build I went with was this: [sblock]
Code:
Name: Obsidian
Class: Barbarian 3/ Fighter 2/ Warforged Juggernaunt 5/ 
     Frenzied Berserker 10  / War Hulk 1
Age: ??
Race: Warforged           Height: 10' 0"
Size: Large (Huge)        Weight: 4545 lbs
Gender: Male 		  Eyes: Purple
Alignment: Chaotic Neutral Hair: None
Deity: Gir'Kuek           Skin: Black & Purple
Domians: War, Choas, Strength 

Class & Racial Traits:
Barbarian & Fighter       Character Level
Rage 3/day (16 rounds)    Feats: 7
Uncanny Dodge             Ability Increases: 5
Fast Movement             Epic Feats: 1
Illiteracy
Feats: 2

Warforged Juggernaunt
Imunnities: Critical Hits, All mind affects and
abilities (good & bad), Non-leathal Damage, death & 
necormancy effects, ability drain & damage, poison, 
sleep effects, paralysis, disease, nausea, fatigue, 
exhaustion, sickened, healing subschool
Expert Bull Rush: +5 Bullrush
Superior Bull Rush: +2d8+3d6+19 damage on bullrush
Powerful & Greater Powerful Charge: (+3d6)
Armor Spikes: 2d6
Reserved: -5 Bluff, Diplomacy, Gather Info, Sense Motive
Extended Charge: +5' to charge
Charge Bonus: +4 Charge Attack

Frenzied Berserker
Greater Frenzy 5/day (16 rounds)
Inspire Frenzy 3/day
Supreme Power Attack (-1/+4)
Diehard, Supreme Cleave, Deathless Frenzy, Tireless Frenzy

War Hulk
No Time to Think
Strength Ability Boost: +2

Str: 36/50 (+20)  Level: 21     XP: 
Dex: 14 (+2)      BAB: +18(+1)  HP: 331 [373] (19d12+2d10+189) [Rage]
Con: 24/28 (+9)   Grapple: +47  Dmg Red: 7/Adam [5/Adam = 150hp]
Int: 10 (+0)      Speed: 25'    Spell Res: -
Wis: 5  (-3)      Init: +4      Spell Save: - 
Cha: 4  (-3)      ACP: -6       Spell Fail: 50%

       Base Armor Shld  Dex Size Nat Misc Total
Armor:  10   +13   +7   +1   -1  +0  +0    30 (24 Rage & Frenzy)
Touch: 13    Flat-Footed: 12

      Base Mod Misc Total
Fort:  17  +9   +6   +32/+34 (Rage)
Ref:   5   +2   +6   +13
Will:  5   +9   +8   +18/+22 (Rage)

Armor              Bonus Dex ACP ASF  Weight  Cost
H. Shield +5        +7    -   -1 15%    -lbs  49,270gp
- Animated
Adam Full Pate +5   +13   +1  -5 35%    -lbs  115,000gp
- Proof Against Transmutation
- *Quickness (+5ft)
- *Magic Eating: When successful save vs spell, regain HP's equal to spell's level 

Weapon         Attack           Damage      Critical Range Weight Cost  
Granite   +44/44/39/34/29    3d8+35 (+2d6)     x3      -   20lbs  200,000gp
    +5 Huge Starmetal Holy Maul of Wraithful Healing
      -Starmetal: +1d6 vs Outsiders (Like Adam qualities)
      -Wriathfu Healing: Channels 1/2 of damage dealt as positive energy back to wielder
 **Power Attack: -1/+4 (-2 Att or more gains +2 Dam)
 **Charge Bonus: +4 Charge Attack & +5' to Speed
 **Powerful & Greater Powerful Charge: +3d6
 **Heedless Charge: On Charge, can assign PA attack pentalty to AC instead

Equipment                   Cost / Weight
Strength Tome +4          (110,000gp / -lbs) [USED]
Permanant Enlarge         (4,000 gp / -lbs)  [USED]
Iuon Stone (Pale Green)   (30,000gp / -lbs)
*Iron Ward Diamond        (18,000gp / -lbs) [x3]    Stackable DR5/50hps
*Crystal of Life Drinking (18,000gp / -lbs) [x3]    Regain 5 hps per hit for 50
Read Magic & Comp. Lang.  (5,200gp / -lbs)  [Head]
Traker Mask               (18,000gp / -lbs) [Eyes]  Gives Scent ability
*Heartseeking Amulet      (3,000gp / -lbs)  [Neck]  3/day Melee attack counts as touch attack
Cloak of Displ., Minor    (24,000gp / -lbs) [Back]  Continous 20% miss chance
Vest of Resistance +5     (50,000gp / -lbs) [Chest]
*Belt of Battle           (12,000gp / -lbs) [Waist] Use charges to gain extra actions
*Strongarm Armbands of    (13,100gp / -lbs) [Arms]  Gives Powerful Build
     Might                                          +2 PA damage when >-2 attack is taken
*Skirmisher Boots         (6,800gp / -lbs)  [Feet]  2/day move >10' gain 1 extra attack
Gloves of Gaint Str +6    (36,000gp / -lbs) [Hands]
Freedom of Movement       (40,000gp / -lbs) [Ring 1]
Ring of Health +6         (36,000gp / -lbs) [Ring 2]

*Magic Item Compendium

Total Gold Spent: 759,770
Total Gold Remaining: 230

Current Capacity: Light (200)
Carry Capacity: Light: 0 – 12800 Med.: 12,801 – 25,600 Heavy: 25,601 – 38,400 
                     Lift: 76,800 Drag: 192,000
Languages: All

Feats: (9) Epic (1)
Adamantine Armor, Cleave, Extra Rage, Power Attack, Improved Bullrush
Destructive Rage, Intimidating Rage, Endurance, Steadfast Determination
Shock Trooper

Skill Points: 50 Max Ranks: 23
Skills                Abil Ranks Mod Misc Total
Climb                 Str   14   +20  -6   28
Intimidate            Cha   23   -3        20
Jump                  Str   15   +20  -1   34
[/sblock] Never failed a frenzy check and was immune to mind effects, allowing him to be able to play nice with other players. Wraithful Healing (a 3.0 source) allowed him to hit and keep on trucking. Not completely immune to everything, but immune to a lot of things. The highlight is that it is playable with other characters.

-Blood
After a quick glance, the build appears to, while in Frenzy, be immune to pretty much everything in the game except Dispel Magic-type effects, which, among other things, make it lose all PrC abilities and become unable to wield its weapon due to the loss of permanent Enlarge (and possibly also dispels the Ring of FoM or the Armour to allow hampering spells or Disintegration).

Is Wrathful Healing something like a +7 equivalent epic enhancement? Seems like it should be, but who knows with 3.0. Using Permanencied spells to qualify for a feat or PrC seems a poor option, though, even if the GM allows it. They're just so likely to be dispelled, even by accident.
 

My intent with the build was to make it party friendly. I agree that having spells as the foundation for feats and/or PrCs is not the strongest way to go, but that was the only way that I could find in making the character playable in parties.

I do thank you though for the kind words of the build. I was always skeptical on how solid of a build it was. Also I think Wraith Healing was a +3 weapon enchantment in Sword and Fist.


-Blood
 

I still find it funny that it was stated that a level 10 rogue couldn't do that much damage with sneak attack.

This is the break down.

Race: Half Orc
Class: Rogue
Level: 10

STR: 26 (+8 Bonus) (20 Base, Belt of Giant Strength +4, +2 Level Bonuses)

Feats: Two-Weapon Fighting, Improved Two-Weapon Fighting

Sneak Attack Bonus: 5d6

Weapons: Short Sword +1, Short Sword +1

Attacks/Round: 4

Assume all attacks landing, all attacks gaining sneak attack bonus, and maximum damage.

Single Round of Attacks

First attack (MH): 6d6+9
Second Attack (OH): 6d6+5
Third Attack (MH): 6d6+9
Fourth Attack (OH): 6d6+5

Total Damage: damage 172

And if we do 1 level of barbarian and 9 levels of rogue the total damage shoots up to 178.

EDIT: Changed the weapons to +1 weapons vs +3 weapons to be equal with the OP sense he used a single +3 weapon. I also included the value of the swords themselves which was not included in my original calculation.
 
Last edited:

VanRichten said:
I still find it funny that it was stated that a level 10 rogue couldn't do that much damage with sneak attack.

Lies, all lies. Nothing can do more damage that a two-hand power attacking barbarian.

:-p
 

Make the following changes to the above rogue:

Feats: Martial Weapon Proficiency: Greatsword, Power Attack

Weapon: Greatsword +3

Assume all attacks include 5 points put into power attack, all attacks hit, and all attacks are sneak attacks.

First Attack: 7d6 + 25
Second Attack: 7d6 + 25

Total Damage: 134

If one level of barbarian is included total damage is 140.
 

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