Dwarven Battlerager Prestige Class (P.E.A.C.H) rm

4 posts / 0 new
Last post
I have been talking over this prestige class (and am playing it) with my gaming group. Im only level one so if it isnt all that balanced we do intend to fix it. Also, if any of you have read the drizzit series you should be familiar with this class : P . So i did some internet searching and scrounging of templets (i hate the one in the races of faerun book) and this is what i came up with. Feel free to leave constructive criticism.


Dwarven Batterager
________________
Within the ranks of the many dwarven fighters, defenders, clerics and the like, there are (arguably) elite fighters known as Batteragers. These dwarven men (as there are no known records of any dwarven women becoming Battleragers) are fanatical fighters and bodyguards for their clan leaders. Brash, loud and prone to berserker rages in the heat of battle, these fighters wield their bladed armor with no thought for their own safety.
For all their skill and endurance in combat, Battleragers are not well liked among the ranks of their dwarf compatriots. Their arrogance, gusto, bloodlust, and odor (a Battlerager who cleans his armor and bathes is considered a myth) have resulted in only a meager amount of recruits over the years. Consequently, the ranks of Battleragers have always been small.
Prospective applicants undergo arduous training, which centers around the management of pain and the strengthening of endurance. Trainees are often seen running headlong into sturdy wood or iron doors, punching stone walls, and wrestling for hours at a time. Regardless of how they behave (or smell), Battleragers are a force to be reckoned with on (and off) the battlefield.
Hit die: d12
Requirements:
To qualify to become a Battlerager, the character must fulfill all of the following criteria:
Alignment: Any non-lawful
Race: Dwarf only
Base Attack Bonus: +6
Feats: Improved Grapple, and Endurance, Earths Embrace
Skills: Intimidate 4 ranks
Special: Rage/Frenzy class ability.
Equipment: Masterwork Spiked armor
Class Penalties: -2 to Charisma. The Battlerager's demeanor, attitude and smell strongly count against him in his dealings with others (not that he cares).
Class Skills
The Battlerager’s class skills (and the key ability for each skill) are: Intimidate (Cha), Climb (Str), Craft (Int), Listen (Wis), Spot (Wis), Survival (Wis) and, Jump (str). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill points at Each Level: 2 + Intelligence modifier.
Base Attack Bonus: As a fighter.
Saves: As a fighter.
Ability Table
1----Armor Expert, Battlerager Frenzy 1/day
2----Expert Grappler, Fast Movement
3---- Battlerager Frenzy 2/day
4---- Gutbuster Lunge
5----Improved Grab, Battlerager Frenzy 3/day
6----Thick Headed
7----Damage Reduction 5/-, Battlerager Frenzy 4/day
8----Resist Poison/Alcohol, Greater Battlerager frenzy
9----Tireless Battlerager Frenzy, Battlerager Frenzy 5/day
10---Damage Reduction 10/-, Magic Resistance
Class Features:
Weapon and Armor Proficiency: All Battleragers are proficient with all types of armor, but not with shields. Their armor is either designed or enchanted to deal damage in close quarters combat.
Armor Expert: Adventuring in his spiked armor has toughened the battlerager to the point that he no longer suffers the usual penalties for sleeping in his armor. Also grants the Dwarven Armor Proficiency Feat.
Battlerager Frenzy: A Battlerager can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the Battlerager’s Constitution modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have. At 1st level, the character can enter a frenzy once per day. Thereafter, he gains one additional use per day of this ability for every two Battlerager levels he acquires (but he can’t use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, he can do it only during his turn, not in response to another’s action. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells, drink potions, activate magic items, or read scrolls. He can use any feat he has except Combat Expertise, item creation feats, or metamagic feats. During a frenzy, the Battlerager must attack those he perceives as foes to the best of her ability. Should he run out of enemies before her frenzy expires, his rampage continues. He must then attack the nearest corpse (determine randomly if several potential corpses are equidistant) and mutilate that opponent without regard to health (the target’s or his own). When a frenzy ends, the Battlerager is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of the rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Expert Grappler: Battleragers are experts at grappling with opponents and get a +2 competence check to his grapple modifier. Also, opponents trying to escape a grapple with a battlerager take normal damage from the armor, whether or not an escape is successful, as a result of their own movement.

Fast Movement: The Battlerager can move an addtional +5ft. while wearing his heavy battle armor and an extra 10ft. while wearing light or medium armor, or while wearing no armor.

Gutbuster Lunge: The Battleragers are trained in how to inflict the most damage possible with a wild advance. A Battlerager, after gaining the Gutbuster Lunge ability, may decide to deal double damage on a charge attack, in addition he may travel at triple his speed instead of double. However, by doing this, he incurs 1d6 subdual damage.

Improved Grab : If a Battlerager with this special attack hits with a melee weapon it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A Battlerager’s Improved Grab ability works on all creatures of the same size category or smaller. A Battlerager does not get the ability to hold his opponents.

Thick Headed (Ex): Beginning at 6th level, a Battlerager knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character’s Constitution bonus is higher. The Battlerager loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the Battlerager would still be considered flat-footed.

Damage Reduction: At 7th level a battlerager gains the ability to shrug off some amount of injury from each blow or attack. Subtract 5 from the damage the battlerager takes each time he is dealt damage from a weapon or a natural attack. At 10th level (and every three levels thereafter), this damage reduction rises by 5 points. Damage reduction can reduce damage to 0 but not below 0.
Resistance to Poisons, Alcohol: Battleragers train in the art of drinking to the point that they are better able to stomach strong tonics and even resist the effects of poisons. The result is a +2 save vs poisons and the effects of drunkenness or similar effects.
Greater Battlerager Frenzy: Starting at 8th level, the character’s bonus to Strength during a frenzy becomes +10 instead of +6.

Tireless Battlerager Frenzy: A 10th-level a Battlerager no longer becomes fatigued after a frenzy, though he still takes the nonlethal damage for each round it lasts.

Magic Resistance: At reaching 10th level a Battleragers gains a +2 bonus on saving throws against spells and spell-like effects. A battleragers innate dwarvish Resistance to magic is honed to the point a Battlerager can shrug of all but the toughest of spells.
Did not realize there was a prestige class folder. Anyone know how i move this there or if its possible. Or a way i can delete and re-post on appropriate forum.

~Flyingwarpig
Just repost there an wait for this thread to die.

Also, is there any chance that you could clean up the post a little? Like, using Bolding or Italics? and that big block of text for Battlerager Fury. I never read those, and I'm sure I'm not alone on that.
Please... please use the class format thingie....

Found Here... to do up your class... It might be a small gripe, but your class will be more readable then....