I was brainstorming a few weeks ago about how to make Frenzied Berserker a more fun class to play, without all the broken (literally :p) abilities. Here's the brainstorming's results:
Requirements
Base Attack Bonus: +6
Alignment: Any non-lawful
Feats: Cleave, Great Cleave, Power Attack
Class Features
Hit Die: d12
Proficiencies: None
Skill points: 2 + Int modifier
Class skills: Intimidate, Taunt, Survival, Parry
Base attack bonus: High
Saves:
Fortitude - High
Reflex - Low
Will - Low
Levels
Toughness, Frenzy
Supreme Cleave
Devastating Charge
Steadfast Determination
Enhanced Power Attack
Inspire Frenzy
Mass Devastating Charge
Deathless Frenzy
Greater Frenzy
Tireless Frenzy
Remade feat: Frenzy
A 1st-level Frenzied Berserker gains the ability to enter Frenzy, a wild state of mind which enhances his combat abilities. Frenzy is an instantly activated ability that grants a +3 bonus to attack and physical damage, to suceed or resist Knockdown, Disarm and Grapple checks, alongside a single extra attack at the character's highest attack bonus (this does not stack with haste or other effects that add an additional attack). The effects lasts for 3 + Constitution modifier rounds (Extend Rage feat extends the duration by 5 rounds), after which the Frenzied Berserker is fatigued for 5 rounds, suffering -2 to his attack, damage, armor class, and -10% movement penalties. The ability is on a cooldown of 5 rounds after the buff ends, meaning that the Berserker may re-enter Frenzy again after he/she is no longer fatigued.
"To cause the same amount of destruction as the fearsome Berserkers, one needs only let the beast within out of it's cage."
New feat: Devastating Charge
A 3rd-level Frenzied Berserker gains the ability to enter combat with a powerful charge, collecting his/her momentum into a devastating attack. Devastating Charge is an instantly activated ability which greatly improves the character's movement speed, and enhanced the first attack he/she makes during the charge. While under the effects of the Charge, the character moves as if under the effects of the Expeditious Retreat spell until the end of his next round (the same duration they scripted for True Strike) and if he manages to connect his charge by making his first attack a hit, the attack gains a +2 to hit and bonus physical damage equal to his/her Freziend Berserker levels + Strength modifier, whilst cancelling the charge's movement buff. If the first strike is a miss, the bonus damage is not applied and the charge is cancelled. This ability is on a cooldown of 2 rounds, reduced to one round if the character's charge attack was succesful.
"When the Berserker charges, lines will be crippled."
Remade feat: Inspire Frenzy
A 6th-level Frenzied Berserker gains the ability to let out of an unnatural warcry that can inspire his non-lawful allies to enter a lesser form of Frenzy. Inspire Frenzy is an instantly cast ability that grants all non-lawful party members the bonuses of the Frenzy buff for 3 rounds, and applies 1 round fatigue penalty afterwards. These bonuses do not apply to the Berserker. This ability is on a cooldown of 15 rounds.
"As the Berserker forms a sea of blood around him, he becomes a source of inspiration to his fellow warriors. When he lets out his mighty warcry, that inspiration manifests as a savage onslaught."
New feat: Mass Devastating Charge
A 7th-level Frenzied Berserker gains the fearsome ability to lead his allies into one massive, thunderous charge. Mass Devastating Charge is an instantly cast ability that grants the bonuses of Devastating Charge to the Berserker and all allies within a collosal radius,the difference being that his allies only his gain his Frenzied Berserker levels as bonus damage. This ability is on a 20 round cooldown.
"When the entire warband charges, armies shatter and break."
Remade feat: Deathless Frenzy
By 8th-level, the Frenzied Berserker becomes so engaged in the thrills of combat, that he/she literally cannot be stopped during his Frenzy. Deathless Frenzy is a passive ability that does not allow the Berserker to drop under 1 hitpoint whilst under the effect of Frenzy.Instant-Death abilites may still outright kill him.
"Reports claim that an orcish berserker fought for minutes, even after having seven arrows sticking out of his chest and an axe planted in his left shoulder."
Remade feat: Greater Frenzy
At 9th-level, the Frenzied Berserker unlocks his full potential. Frenzy now grants a +5 bonus to attack and physical damage, to suceed or resist Knockdown, Disarm and Grapple checks, alongside two extra attacks at the character's highest attack bonus (this does not stack with haste or other effects that add an additional attack). The improved effects lasts for 6 + Constitution modifier rounds (Extend Rage feat extends the duration by 5 rounds), after which the Frenzied Berserker is fatigued for 5 rounds, suffering -2 to his attack, damage, armor class, and -10% movement penalties. The ability remains on a cooldown of 5 rounds after the buff ends, meaning that the Berserker may re-enter Frenzy again after he/she is no longer fatigued.
"Some say that being addicted to the adrenaline of war is an easy way to die quick... the Berserker begs to disagree."
New feat: Tireless Frenzy
At 10-th level, the Frenzied Beserker can never tire of battle, and thus, receives no fatigue penalty after his Frenzy ends. Additionally, the cooldown between Frenzies is reduced to 2 rounds.
-- Edited by Tomekk on Wednesday 6th of March 2013 05:16:35 PM
Without being super familiar with the Frenzied Berserker, I still know that its a pretty effective fighter class. Its one of those recognized options for the optimized fighter powerbuild. So I guess I'm wondering what your specific motivation is in wanting to tweak it (not that the tweaks suggested don't sound cool).
-- Edited by MimiFearthegn on Thursday 7th of March 2013 03:29:32 PM
Because it's a class with it's namesake feature being completely worthless and ****: basically all Frenzy does is damage you, remove what precious little AC you have and put a big kill me sign above your head. Inspire Frenzy does the same to the entire party! Deathless Frenzy does exactly the opposite of what it should do, etc. What I suggest is making that name sake feature useful, give the class a reliable means of starting the fight and surviving, whilst letting his fellow warriors join the fray fully with his buffs.
FYI, compared to PnP, the Power Attack modifier was nerfed from x2/x3 to x1.5/x2 and charges usually grant way more damage... so let's not get into an argument about powerbuilding. :P
So, understand that this is mainly in the realm of "what if" since remaking classes, especially in the name of "balance" is firmly at the bottom of the list, but what about taking the focus off of particular fighter classes and putting it on giving fighters combat moves? This came to mind with the mention of "charge". There's no particular reason why PnP charge (and similar 'moves') can't be free fighter feats. It seems to me that while certain things about frenzied beserker are annoying, our likelihood of using it extensively is rather low given the at-some-point implementation of Kaedrin's, so something a little more widely useable might be better.
Well, the damages that the berserker sustain could be toned down to 2 pts or entirely removed I think, and well I'd like the idea the berserker could attack its own friends, it was made possible back in NWN 1, maybe a confusion effect ?
Tireless frenzy is now selectable with the Kaedrin, so its not a big issue and works for barbarians as well.
The question I ask is... does anyone uses this class on his main character ? The only char that has berserker levels I know is Kazuko and she's an NPC now.