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Slightly Different Barb. Class
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<blockquote data-quote="Spatzimaus" data-source="post: 473524" data-attributes="member: 3051"><p>Very nice. I came up with something similar, based on the old "An Alternate Rage" thread Jeph posted a while back. Less powerful, more flexible, it's the Build-A-Rage(tm) system!</p><p></p><p>Basically, the Berserker (we renamed the class since it's more of a fighting style than a cultural thing IMC) picks abilities from 4 tables as they go along.</p><p>The "Rage" (inability to concentrate or cast spells) is inherent to the concept, IMO, so no matter what you choose you always have that drawback. You're going into a trance, letting your primal nature take over your conscious mind.</p><p></p><p>A: +2 STR, CON, DEX, Fort, Ref, or Will</p><p>B: Evasion, +10' move, Hardness 1, Flurry of Blows, Uncanny Dodge, +2 round duration, or +1 temporary HP per level</p><p>C: +2 to attack rolls, +2 to weapon damage rolls, +2 Dodge AC, +1 to all saves</p><p>and, the drawbacks:</p><p>D: -2 to STR, DEX, CON, AC, attack rolls, -3 to Fort, Ref, or Will, Fatigued for the rest of the encounter, Cannot move, duration decreased by 3 rounds, take (1d6+character level) subdual damage at the end</p><p>All numerical bonuses are Trance bonuses unless listed otherwise. They only stack with Trance bonuses from the same ability, and only the entries in group A can be taken multiple times (so you could take +2 STR several times). All rage-like abilities, like the Dwarven Defender's Defensive Stance, now are of this type also.</p><p></p><p>Anyway, at level 1 you pick 3 from A and 2 from D.</p><p>At 3, add one from A</p><p>At 6 and 9, add one from A or B</p><p>At 12 and 15, add one from A or B, OR remove one from D</p><p>At 18, add one from A, B, or C, OR remove one from D</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 473524, member: 3051"] Very nice. I came up with something similar, based on the old "An Alternate Rage" thread Jeph posted a while back. Less powerful, more flexible, it's the Build-A-Rage(tm) system! Basically, the Berserker (we renamed the class since it's more of a fighting style than a cultural thing IMC) picks abilities from 4 tables as they go along. The "Rage" (inability to concentrate or cast spells) is inherent to the concept, IMO, so no matter what you choose you always have that drawback. You're going into a trance, letting your primal nature take over your conscious mind. A: +2 STR, CON, DEX, Fort, Ref, or Will B: Evasion, +10' move, Hardness 1, Flurry of Blows, Uncanny Dodge, +2 round duration, or +1 temporary HP per level C: +2 to attack rolls, +2 to weapon damage rolls, +2 Dodge AC, +1 to all saves and, the drawbacks: D: -2 to STR, DEX, CON, AC, attack rolls, -3 to Fort, Ref, or Will, Fatigued for the rest of the encounter, Cannot move, duration decreased by 3 rounds, take (1d6+character level) subdual damage at the end All numerical bonuses are Trance bonuses unless listed otherwise. They only stack with Trance bonuses from the same ability, and only the entries in group A can be taken multiple times (so you could take +2 STR several times). All rage-like abilities, like the Dwarven Defender's Defensive Stance, now are of this type also. Anyway, at level 1 you pick 3 from A and 2 from D. At 3, add one from A At 6 and 9, add one from A or B At 12 and 15, add one from A or B, OR remove one from D At 18, add one from A, B, or C, OR remove one from D [/QUOTE]
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