Author Topic: [3.5/PF] The War-Frenzy [Base Class]  (Read 42009 times)

Offline Agita

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[3.5/PF] The War-Frenzy [Base Class]
« on: June 10, 2012, 07:06:18 PM »
Yet another Agita-veekie collaboration. This class was spawned from a number of ideas for fixing or replacing the Barbarian class. It is the result of a few months of brainstorming and work, and intended to replace the Barbarian wholesale.
The base class is complete, but the Madness and Beast Totem abilities are very modular. The presented three Madnesses and five Totems are about a third of the material we have, but we will be posting the rest gradually both to encourage ongoing commentary and to avoid flooding the thread right away with way too much material at once. Some references to Madnesses not presented yet are left in the material as teasers.
The War-Frenzy is written for D&D 3.5 but with Pathfinder compatibility in mind. Conversion notes can be found in post 5.

Index

Without further ado:
« Last Edit: December 12, 2012, 11:02:23 AM by Agita »
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Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #1 on: June 10, 2012, 07:06:28 PM »
War-Frenzy


Source: https://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/stf/78
   
"Take this! My love! My anger! And all of my sorrow! HRAARGHH!"
-Domon, war-frenzy of Fury

Every man alive knows the rush of emotion, the single moments in which nothing else seems to matter but oneself and the object of one's love, hate, or fear. To some cultures, these are the moments of exaltation, temporary shards of enlightenment in which everything is seen clearly, unobstructed by stray thoughts. In others, this purity of passion speaks of the divine, the sacred war-fury bestowed by the gods to their chosen. As with all things, there are those who take this to its extreme: warriors who intentionally work themselves into prolonged trances of such pristine emotion, a state of mind so intensely focused that all other thought processes are filtered through the looking-glass of the emotion in question.
To anyone else, such a state of mind is nothing but inconceivable madness. To the War-Frenzy, it is the most sublime enlightenment possible, an emotion of such strength that it actually physically and mentally empowers them far beyond the bounds of humanity.

MAKING A WAR-FRENZY
War-Frenzies are, without exception, larger than life. They live and breathe their passion, leaving observers dumbfounded at their intensity and conviction. Each War-Frenzy internalizes an emotion, fanning it to tremendous  heights, sufficient to seize the hearts and souls of their friends and foes alike. As warriors, they are natural field leaders, taking the fight to the enemy, with primal ferocity overruling strategies.
The War-Frenzy traditionally comes from cultures which glorify such fits of passion, most frequently from primitive cultures, but also as devotees of gods of war, fury and passion alike. Indeed, many particularly devoted knights also count War-Frenzies among their number. No formal training is required, only dedication, for the burning passions and terrors they rouse lie in the heart of every man and beast.
Abilities: The War-Frenzy is primarily a martial character, and thus has Strength or Dexterity as their primary ability score, depending on their choice of fighting style, as encouraged by their particular type of madness. Secondary ability scores are divided between Constitution and Charisma.
Constitution is important for hit points, as in addition to being likely to recieve damage as a frontliner, terminating a trance inflicts subdual damage upon the War-Frenzy, which makes it more convenient if they can avoid knocking themselves out.
Charisma, on the other hand, governs the War-Frenzy's save DCs, as well as their significant social skill access.
Races: Any. War-Frenzies infrequently stem from more straitlaced cultures, but anyone can tap into the madness within.
Alignment: Any, except those embracing the Madness of Chaos can't be Lawful, and Chaotic characters cannot choose the Madness of Order.
Starting Gold: 5d4x10(125 gp)
Starting Age: As Barbarian.

Class Skills
The War-Frenzy's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (all) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d12



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+0Madness I
2nd+2+3+0+0Damage Reduction
3rd+3+4+1+1Beast Totem I
4th+4+4+1+1Hardy
5th+5+4+1+1Madness II
6th+6/+1+5+2+2Uncanny Dodge
7th+7/+2+5+2+2Beast Totem II
8th+8/+3+6+2+2Share Madness
9th+9/+4+6+3+3Madness III
10th+10/+5+7+3+3Mettle
11th+11/+6/+1+7+3+3Beast Totem III
12th+12/+7/+2+8+4+4Pure Mind
13th+13/+8/+3+8+4+4Madness IV
14th+14/+9/+4+9+4+4Improved Uncanny Dodge
15th+15/+10/+5+9+5+5Beast Totem IV
16th+16/+11/+6/+1+10+5+5Sanguine Vitality
17th+17/+12/+7/+2+10+5+5Madness V
18th+18/+13/+8/+3+11+6+6Desperate Surge
19th+19/+14/+9/+4+11+6+6Beast Totem V
20th+20/+15/+10/+5+12+6+6True Clarity

Weapon and Armor Proficiencies: The War-Frenzy is proficient with all simple and martial weapons, as well as light armor, medium armor and shields.
He is also proficient with one exotic weapon, exotic armor, exotic shield or improvised weapons. If he chooses improvised weapons, he never takes a nonproficiency penalty for using any improvised weapon.
His choice of additional proficiency is made at his first level of War-Frenzy, and cannot be changed.

Madness: As a swift action, a war-frenzy can work themselves into a trance that lasts until the end of the encounter if activated during an encounter, or for a number of minutes equal to her class level if activated outside of an encounter. At first level, choose one of the Madness types outlined below and in post 3; this choice cannot be changed later. While in a trance, the character gains access to all the bonuses and abilities appropriate to her Madness and level, but the intense focus of emotion necessary for entering and maintaining a trance prevents her from readying actions or delaying her turn  (she can still make attacks of opportunity as normal). A trance can be ended at any point as a free action. At the end of any trance, the character takes nonlethal damage equal to her character level.
As a swift action, the war-frenzy can force her madness to surge out of control for one round. While in this state, referred to as a surge, all numerical bonuses the first-level Madness ability grants (such as bonuses to attack rolls or bonus attacks of opportunity, but not benefits of feats) are doubled. At the start of her next turn after entering a surge, the trance ends, and she suffers additional drawbacks (typically in the form of conditions), the effects of which are detailed in the individual Madness entries. These apply regardless of whether the trance ended normally at the start of the character's turn or was ended prematurely, voluntarily or involuntarily. Conditions acquired this way are self-inflicted and cannot be prevented by any means, not even immunity, though they can be cured as normal.

The available Madnesses are detailed in post 3 (http://www.minmaxboards.com/index.php?topic=5550.msg80188#msg80188). They are Desire, Despair, Duty, Fear, Fury, and Joy.

Damage Reduction (Ex): At level 2, a war-frenzy gains damage reduction 2/-.

Beast Totem: At level 3, choose a Totem from the list of Totems outlined below and in post 4. At the appropriate levels, the character gains the abilities granted by the totem.

The available Totems are detailed in post 4 (http://www.minmaxboards.com/index.php?topic=5550.msg80189#msg80189). They are Cat's Eye, Dragon, Horned Beast, Land Titan, Little Trickster, Pack Hunter, Storm Runner, and Winged Death.

Hardy (Ex): At level 4, a war-frenzy gains a +4 natural armor bonus to AC. This stacks with any extant natural armor she may have.

Uncanny Dodge (Ex): At 6th level, a war-frenzy gains Uncanny Dodge, as the barbarian class feature.

Share Madness (Su): At 8th level, a war-frenzy gains the ability to mentally share her trance with her allies. While in a trance, willing allies within 30 feet of her gain half the numerical bonuses she gets from her first-level Madness ability as morale bonuses. At the end of the trance, affected allies take nonlethal damage equal to their respective hit dice. If the war-frenzy enters a surge, affected allies may choose to enter a surge as well, doubling the bonuses they gain just as she does, but if they do, they suffer the drawbacks as well when the trance ends. Allies that choose to not have their bonuses doubled lose those bonuses at the end of the trance as normal, but do not suffer from the drawbacks.

Mettle (Ex): At level 10, the war-frenzy gains the Mettle ability, as the crusader class feature.

Pure Mind (Ex): Starting at level 12, a war-frenzy gains a second chance against any enchantment spell that would affect her, as the rogue special ability Slippery Mind.

Improved Uncanny Dodge (Ex): At level 14, a war-frenzy gains the Improved Uncanny Dodge ability, as the barbarian class feature.

Sanguine Vitality (Ex): Starting at level 16, the war-frenzy counts every minute in which she does not engage in strenuous activity as a full night's rest for purposes of healing hit point and ability damage and may recover one temporary negative level per minute without need for a Fort save. For purposes of this ability, strenuous activity is defined as any action that would cause a Disabled character to lose a hit point (including any standard action and some lesser actions). If the character actually rests (defined as sleeping or else refraining from any moderately demanding activity), she instead treats each minute as a full day of complete bed rest and may recover two negative levels per minute.

Desperate Surge (Ex): Once per day, when she would die or be reduced to -1 hit points or less, a war-frenzy of 18th level or higher can heal herself as if a Revivify spell and a Heal spell with caster level equal to her HD had been cast on her as an immediate action.

True Clarity: At level 20, the war-frenzy gains one final ability from her Madness. These are described in each individual Madness, under the header True Clarity.
 
PLAYING A WAR-FRENZY
 War-Frenzies have two main class features that determine their specializations: a type of Madness and a Totem, which grant a burst of power and permanent enhancements respectively. Madnesses augment at least one skill each, in addition to bolstering a style of combat, while Totems further expand these capabilities.
 Additionally, they possess an extensive list of class skills, though not many skill points or high Int to work with. Depending on their choice of Madness and Totem, they would be competent at several of movement skills, social skills or stealth.
 The War-Frenzy is thus a primarily martial character, and would best solve problems by the application of force, but can bring a number of skills to bear, if not as broad a selection as skill-focused characters.
 Combat: War-Frenzy tactics vary dramatically by their choice of Madness and Totem, as each promotes a particular combat style. However, universally, the War-Frenzy will enter a trance at the start of combat in order to take advantage of the class's primary feature. Below, each type of Trance and Totem is described.
 Madness
  Despair - A defensive form, the Madness of Despair greatly augments your defensive metrics, whether against status effects or damage. This is also one of the riskier trances, as while you gain a large number of hit points, if there is insufficient healing available after combat, you are liable to die from damage. Tactically, you place yourself close to allies, and absorb much more attacks than they can, while passively depleting your enemies offense. It can be worthwhile to become proficient in heavier armors and/or wield a shield to take even more advantage of attack interception.
 Duty - The Madness of Duty is all about teamwork, and attacks of opportunity. Surround and chip at enemies with strike after strike. It would be well to gather allies who can take advantage of flanking effectively, particularly rogues or even other frenzies of Duty.
 Fear - The Madness of Fear works by attacking from ambush. You will rapidly mitigate the penalties for sniping enemies and inflict fear effects with missile attacks. As damage is derived off the base ranged attack and extra attacks, you would want to raise these as much as you can.
  Fury - The archetypal barbarian, the Madness of Fury excels in hitting extremely hard, and taking advantage of combat maneuvers. This, of course, means favoring a large two-handed weapon, along with feats that improve a combat maneuver type of your choice, particularly tripping and grappling. Finally, the Surge for Fury grants an immense amount of strength, allowing for truly devastating finishing blows...if you hit, of course.
 Joy - The Madness of Joy makes use of extreme mobility, using hit and run tactics to maximum effect. As such, a focus on Tumble and wielding reach weapons is invaluable in minmizing exposure to AoOs, while using lighter armors to maximize movement. Your base speed will be significantly greater than anyone not using magical enhancements, and you can thus make use of it to strike past the front line.
 Totems
 Cat's Eye - Cats are ambush predators, and their capabilities reflect that. They make use of uneven visibility and mobility conditions to strike hard, fast and withdraw before the victim can react. Two-weapon fighting and natural weapons alike are preferred styles of felines.
 Horned Beast - Bull-headed doesn't even begin to describe it. The Horned Beast is the quintessential charger, and with a sufficiently thick head, you don't even need a weapon to do it.
 Land Titan - Large and in charge is the name of the game for the Land Titan; they fight by hitting harder than anyone, and withstanding more blows than anyone. They funnel enemies to them, the better to crush them more swiftly.
 Little Trickster - The Little Trickster seeks victory through lies, illusion and misdirection. While lacking in direct offensive capabilities, the havoc caused by an abundance of illusions cannot be underestimated. As such, most Little Tricksters favor Madnesses which allow them to maintain a distance, taking maximum advantage of the resultant confusion.
 Pack Hunter - Pack Hunters are team players, rewarding particularly varied skill sets to cover each others gaps, they tend to fight in close formations. It works particularly well with stealth tactics, ensuring that everyone has at least minimum competency rather than forcing one scout to strike out alone.
 Storm Runner - Your steed is your brother and closest ally, so you fight as one. Archery and mounted charges are your primary talents, keeping away or closing the distance as you choose.
 Winged Death - Death from the sky is their credo; Winged Deaths command the air, using a mixture of melee and close range missile combat to dominate. Whether you choose to take advantage of heightened mobility and remain out of reach, or take the melee to your foes wherever they go, this totem will support those capabilities.
 Advancement: War-Frenzies have two main choices in their type of Madness and Totem; once determined, this sets the way for the rest of the class.
 While most characters that choose this path will remain War-Frenzies all the way, the abilities granted are easily compatible with a variety of martial class types, especially martial adepts.
 Additionally, prestige classes that improve Rage will also improve the benefits of a Trance (see post 5).
 Resources: A lone War-Frenzy without a cultural or religious tradition backing him up has nothing to rely on but his wits and personal allies. Those belonging to a warrior caste, however, can expect free access to food and healing where available.

WAR-FRENZIES IN THE WORLD
"Is he possessed?"
-Spectator
War-Frenzies inspire awe and no small amount of unease in strangers. The idea of someone wholly hurling themselves to the depths of emotion scares those who cannot concieve of letting go of their restraint. They lead, as the ones who dare to strive beyond the possible.
 In many cultures they hold respected positions as warriors and shock troops, striking first and foremost. Faiths of passion, war, vengeance or even devotion and honor count them among the faithful, those who take their deities' teachings beyond all reason.
 They tend to be bound by their honor, powerfully passionate people who find it difficult to do otherwise. To openly lie or betray is to betray their burning conviction. This is not to say they are not without guile, for many are indeed nothing but trickery, but liars and traitors are rarely driven by such powerful passions.
 Daily Life: Most War-Frenzies live like they fight, riding their emotions like a rampaging dinosaur. They infect their very mannerisms and actions with a large dose of grandstanding. Those of Fear and Despair instead withdraw inwards, dragging others into the same pits of gloom and doom. For anyone observing, it would not take long for their presence to become noticable.
 A smaller number master their emotions instead of letting them rampage freely. These rare ones understand full well the power of their passions, which is all the more reason they should choose and act dispassionately, unleashing the beast only after the course is set by a clear mind and soul. The dichotomy can cause them to be even more unnerving than their compatriots who wear their hearts on their sleeves. They are calm and tranquil like the open sea...only when you plumb the depths do you appreciate the forces beneath the surface.
 Notables:
 Lifaash Whitaris NG Human, Cat's Eye War-Frenzy of Joy 7. Heir to House Whitaris, Lifaash is a devotee of the goddess of celebration. She is best known socially for regularly throwing wild parties, but when the need arises, she stalks the night to take care of crime with another kind of celebration.
 Jarl Garth Wyrmjaw CE Gnome, Land Titan War-Frenzy of Fury 11. Garth won his way from slavery into leading the frost giant tribe that took and abused him. He makes up for his natural size with sheer ferocity, infamously ripping off the previous leader's lower jaw as his weapon of choice and slaying all challengers, winning his epithet in the process. He leads this tribe in a bloody war against their own kind, in pursuit of revenge for his own fate.
 Organizations: Few organizations are entirely dedicated to War-Frenzies, but many take advantage of their membership. Amongst these are the churches of Heironieous and Hextor, which contain a fair number in their lay followers, not entirely graced by the divine but making up for it and more with their devotion. Many of these come to their calling later in life, finding true loyalty and passion in times of hardship.
 Gods of love, wrath, vengeance and other great passions also count War-Frenzies within their armed branches, or rather, worshippers who turned their devotion into a force of arms. These usually share similar types of madness, in which they find the sacred trance to motivate themselves.
 Tribal warrior lodges also contain an overwhelming number of War-Frenzies, often grouped under common lodge totems. For them, it is a rite of passage to be inducted, and they are trained since youth to fall into the battle madness without losing themselves.
 Finally, organized militaries, royalty and nobility tend to contain a fair number of War-Frenzies, particularly those with extremes of patriotism. These tend to form the centerpieces of specialized units, but less commonly used as ordinary foot, with the War-Frenzy finding it difficult to maintain formation while holding their passions at a riot.

NPC Reaction
 Mood swings, fits of wrath, mania. Civilized society finds such a loss of restraint and decorum, exposing their feelings for the world to see, barbaric yet strangely compelling. People wish they could be like you, acting on what they WANT to do rather than what they are expected to. Law enforcement gives you strange looks because you exhibit all the signs of a potential criminal, yet control your emotion like a chained lion, to strike where YOU choose rather than lash out randomly. You catch their eyes, steal their hearts, and upset the public order.
 Elsewhere, in frontier lands and warrior cultures, your might and decisiveness earns you respect from others. Even enemies acknowledge your dedication, even as they fear and hate you. You are the one who would forge kingdoms out of the wilderness, to unite people who have never been.

WAR-FRENZIES IN THE GAME
 War-Frenzies add a large serving of front-line leadership to any group they are in. While they, and anyone they augment, may be limited in their ability to make effective use of adjusting initiative, they also make a variety of nonstandard fighting styles more applicable and a coordinated Surge can rip through enemy defenses in a high risk finishing move.
 However, they make parties containig them value condition removal and post-combat healing more, due to the side effects of their trances, particularly when shared and surged.
 Each War-Frenzy also helps supplement the party's skill expert, with capabilities in physical and social skills, whether to overcome physical obstacles, join in coordinated scouting, efforts, or sway people to their wills.
 Adaptation: The War-Frenzy is inherently a flexible class, representing the Viking Berserkergang and the Japanese Samurai with similar ease. As such, it can natively fit into most settings without major changes.
 Madnesses can be expanded to encompass more specific emotions than the broad sweeping ones used here.
 The Totems of the War-Frenzy, while reflecting archetypical beasts, can also be renamed freely to match such things as the elements, weather, tools, environments or even gods, as appropriate to the setting.
 Adding new Totems and Madnesses can also help them fit into particular roles in setting more easily, though care should be taken that each Madness describes a particular style of combat, and that they should adhere to the power scale and flexibility as defined by existing options. Totems and Madnesses should be internally synergistic, at least in part.
 Madnesses have abilities at levels 5, 9, 13, 17, and a capstone at 20. Madness trances all apply to a specific, and often synergistic, way of fighting. For the capstone, you gain a permanent benefit or expand your Madness abilities further. Each trance also grants a scaling bonus to 2-3 combat statistics, and another scaling bonus to 1-2 non-combat options, which both double on a surge.
 Totems, on the other hand, have more varied capabilities, with abilities at levels 3, 7, 11, 15, and 19. Generally, the abilities at 3rd and 11th have primarily noncombat applications, while 7th, 15ths and 19ths are combat oriented abilities.
 Encounters:
 Goblin Vengeance (EL 7) - A bad memory from past adventures resurface, as a Skinklespit, goblin Cat's Eye WF 7 of Fear emerges to dog the party's heels. Sniping and steadily costing nerves and wounds, the party must slay this last survivor of the goblin tribe or pay for the death of his father.
 A matter of Honor (EL 10) - 3 Pack Hunter Totem War-Frenzies are after a party member due to offending their honor. The commanding officer is a WF 9 of Pride, accompanied by two WF 8 of Duty, armed with naginata and mounted on warhorses. They want satisfaction, one way or another.
 Orcish Avalanche (EL 16) - A new warlord has risen to unite the orc tribes to war once more. As the party holds the mountain pass against the relentless horde, their leader, Gorgath of the Broken Mountains and his gang of 8 berserks(Land Titan WF 15 and 12 of Fury) emerge to break this deadlock wide open to ruin the lands beyond.

EPIC WAR-FRENZY
Epic rules are provided for the purpose of completeness only. They are not recommended to be used straight.
Hit Die: d12
Skill Points: 4+Int mod

Madness: The epic War-Frenzy's trance duration and statistical bonuses continue to accrue at their existing rate.

Share Madness: The range of Share Madness increases by 30ft at level 21 and every three levels after.

Desperate Surge The epic War-Frenzy gains an additional use of this ability at level 22 and every 4 levels after.

Bonus Feats The epic War-Frenzy gains a bonus feat every 3 levels after 20th.
« Last Edit: March 10, 2013, 11:52:58 AM by Agita »
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Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #2 on: June 10, 2012, 07:06:41 PM »
MADNESSES

Madness of Desire
(click to show/hide)

Madness of Despair
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Madness of Duty
(click to show/hide)

Madness of Fear
(click to show/hide)

Madness of Fury
(click to show/hide)

Madness of Joy
(click to show/hide)
« Last Edit: July 04, 2014, 10:05:30 AM by Agita »
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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #3 on: June 10, 2012, 07:06:52 PM »
BEAST TOTEMS

Cat's Eye
(click to show/hide)

Dragon
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Horned Beast
(click to show/hide)

Land Titan
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Little Trickster
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Pack Hunter
(click to show/hide)

Storm Runner
(click to show/hide)

Winged Death
(click to show/hide)
« Last Edit: January 30, 2013, 08:17:56 AM by Agita »
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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #4 on: June 10, 2012, 07:07:12 PM »
The War-Frenzy and Pathfinder
If using the War-Frenzy class in a Pathfinder campaign (or a campaign using parts of the Pathfinder rules or similar houserules), apply the following changes, as applicable:

  • Replace the skill list with the following:
    Acrobatics, Autohypnosis, Climb, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Nature), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Survival, Swim.
  • The Share Madness, Echoes of Emptiness, and Spreading Panic abilities are considered [emotion] effects. All Madness of (emotion) abilities are considered [emotion] effects as well, but they apply to the user rather than a target.
  • The Madness of Joy adds its bonus to Acrobatics checks rather than to Tumble checks.
  • The Madness of Fear adds its bonus to Stealth checks rather than to Hide and Move Silently checks.
  • The Madness of Desire simply adds its bonus to Combat Maneuver Bonus and Aid Another attempts, rather than the list of special attacks described.
  • Under the Cat's Eye totem's Knives Like Claws ability, ignore the sentence "In addition, you may use the Power Attack feat with light weapons. " Replace the sentence "When using the Power Attack feat in conjunction with light weapons or natural weapons, you add twice the number subtracted from your attack rolls to your damage rolls, as if attacking with a two-handed weapon." with "When using the Power Attack feat in conjunction with light weapons or natural weapons, you add +3 to damage for every -1 subtracted from the attack roll, as if attacking with a two-handed weapon."
  • Replace the Ashworm mount's poison with the following:
    Type poison (injury); Save Fortitude (Con-based); Frequency 1/round for 6 rounds; Effect 1d3 Str; Cure 1 save
    With the 7th-level advancement, it becomes Cure 2 consecutive saves.
  • Replace the Lake Riding Spider mount's poison with the following:
    Type poison (injury); Save Fortitude (Con-based); Frequency 1/round for 6 rounds; Effect 1d2 Dex; Cure 1 save.
    With the 7th-level advancement, it becomes Cure 2 consecutive saves.

The War-Frenzy and the Barbarian
As noted in the OP, the War-Frenzy is intended as a replacement for the Barbarian class. When adjudicating the interactions of abilities, feats, effects, and so on that mention the Barbarian class, use the following guidelines.

  • In general, consider Madness to be equivalent to Rage (e.g. if a PrC's levels would stack with Barbarian levels for purposes of Rage, allow it to stack with War-Frenzy levels for purposes of Madness instead).
  • If the PC would be allowed flat access to a more powerful form of the Rage ability (e.g. the Rune-Scarred Berserker PrC allowing access to Greater Rage), instead allow it to increase the PC's Madness bonus by one 'tier' and grant the next higher Madness ability.
  • The conditions applied after ending a trance with a surge are intended to balance out the fact that Madness can be used at will. Think twice before allowing abilities or feats to remove them.
  • Ignore effects that would modify an inapplicable trait, such as Extra Rage.
  • Either ignore effects that would apply a flat increase to Rage's base capabilities (e.g. Reckless Rage), or adjudicate them on a case-by case basis, at the DM's discretion.
« Last Edit: February 14, 2013, 02:15:54 PM by Agita »
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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #5 on: June 10, 2012, 07:07:20 PM »
Changelog
(click to show/hide)
« Last Edit: July 04, 2014, 10:11:15 AM by Agita »
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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #6 on: June 10, 2012, 07:07:30 PM »
Q&A, Feats, and Miscellany

On the Storm Runner's animal companion
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On Damage Reduction and Hardy
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On Sweeping Ruin
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On Explosive Takeoff
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Ending a trance involuntarily
(click to show/hide)

Immunity to nonlethal damage and trancing
(click to show/hide)

On One for the Team
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On feats granted by Madnesses
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Chivalry in Loss
The enlightened warrior knows he shoulders all sorrow of the world with every strike of his weapon. Yet, it takes a special kind of madness to race for the privilege to bear more of it still, so that others may suffer less.
Prerequisites: Hopeless Burden class feature
Benefits: When you use your Hopeless Burden class feature, you may move up to your speed as part of the immediate action used to activate the ability, guarding any designated allies within your melee reach after you move, as described under the ability.

Biting Dread
When terror reigns the battlefield, the prey, already familiar with it, rides it like a wave of blood to turn flight into pursuit.
Prerequisites: Madness of Fear class feature, War-Frenzy level 5th
Benefits: When sniping (see the Hide skill description), your critical multiplier increases if attacking a creature suffering from a fear-related condition. If targeting a shaken creature, your critical multiplier increases by +1. If targeting a frightened creature, it increases by +2. If targeting a panicked or cowering creature, it increases by +3.

As Ants Beneath My Feet
The Titan cannot be bothered to notice the vermin crawling about its feet, but the vermin take heed of its every step.
Prerequisites: Body As Mountain class feature, size Huge or larger
Benefits: The first time you deal damage to a creature at least two size categories smaller than you in a round, that creature must make a Will save (DC 10 + 1/2 your BAB + your Cha modifier) or be dazed for 1 round.

Father Wolf Rage
Nobody beats up your friends except you.
Prerequisites: Madness of Fury class feature, Echoes of the Pack class feature
Benefits: While you are in a trance, any enemy you threaten takes a -1 penalty to AC for each of your allies threatened by that enemy.
« Last Edit: February 05, 2013, 07:18:50 PM by Agita »
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Offline Prime32

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #7 on: June 10, 2012, 07:43:19 PM »
Impressive.

So, on the Joy madness, if you have a fly or burrow speed you can combine it with Garden of Celestial Bliss to send enemies flying into the air or pound them into the ground?
If you're Joy/Horned Beast can you combine it with Immovable is Nothing?

Storm Runner reminds me of a certain King of Conquerors.

Offline Nanshork

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #8 on: June 11, 2012, 12:40:26 AM »
This is really interesting. 

By the way, Stormrunner references the Pathfinder Druid, and then you have a Pathfinder adaptation section.  Is this on purpose?  Does the 3.5 War-Frenzy use the Pathfinder Druid animal companion feature?

Offline TravelLog

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #9 on: June 11, 2012, 03:08:12 AM »
Oh man. Domon Kasshu is not a War-Frenzy of Fury...the man is a War-Frenzy of Anime Protagonist Angst.

"This hand of mine is burning red. It's loud roar tells me to grasp victory! Take this! the school of the Undefeated of the East: Sekiha Tenkyoken!!!"

For truth.
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #10 on: June 11, 2012, 03:21:20 AM »
Impressive.

So, on the Joy madness, if you have a fly or burrow speed you can combine it with Garden of Celestial Bliss to send enemies flying into the air or pound them into the ground?
I need to double-check with veekie, but I believe the original intent was for it to be move options the target also has, which wouldn't be hard to edit into it. That said, it is a level 17 ability, and fly speeds are prevalent enough on monsters and burrow speeds rare enough on PCs that there shouldn't be all that much of a problem.
If you're Joy/Horned Beast can you combine it with Immovable is Nothing?
Yes.

This is really interesting. 

By the way, Stormrunner references the Pathfinder Druid, and then you have a Pathfinder adaptation section.  Is this on purpose?  Does the 3.5 War-Frenzy use the Pathfinder Druid animal companion feature?
Completely intentional. The 3.5 Animal Companion feature was judged too open-ended for our purposes, since we need to balance the Totems against each other. The PF AC doesn't outright give you a second player character like the 3.5 variant tends to do. For the same reason, we hand-picked the companions that are actually available and at what levels.
Which reminds me that there was another thing I wanted to add to the conversion notes while I was in the tram, but now I've forgotten it. Dammit. EDIT: Remembered and added.

Oh man. Domon Kasshu is not a War-Frenzy of Fury...the man is a War-Frenzy of Anime Protagonist Angst.
And that is significantly different from Fury in the end? :p
« Last Edit: June 11, 2012, 05:44:38 AM by Agita »
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Offline veekie

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #11 on: June 12, 2012, 10:58:48 AM »
Impressive.

So, on the Joy madness, if you have a fly or burrow speed you can combine it with Garden of Celestial Bliss to send enemies flying into the air or pound them into the ground?
I need to double-check with veekie, but I believe the original intent was for it to be move options the target also has, which wouldn't be hard to edit into it. That said, it is a level 17 ability, and fly speeds are prevalent enough on monsters and burrow speeds rare enough on PCs that there shouldn't be all that much of a problem.
Basing it off the PC's movement modes is the intent here, for the following reasons:
-Consistency: The players do not necessarily know the other creature's movement modes, which slows down resolution as they check.
-Flexibility: It also allows you to reposition your own allies in a pinch.
-Synergy: The Trance gives the Joy madness a large bonus to mobility. Kind of a shame if it didn't get applied.

And of course at level 17 many enemies can handle being forced to use a mode of movement they don't innately have. Falls don't really hurt that much, while being piledrivered into the ground is both uncommon(burrow speeds being somewhat tricky to obtain and use) and counterable by teleporting.
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Offline Garryl

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #12 on: June 12, 2012, 12:12:39 PM »
Why would you ever let a trance end due to a surge? You can end it as a free action any time, so just end it manually immediately before the start of your turn.
Also of note is that characters immune to nonlethal damage have no real reason to ever not be in a trance (other than being Exhausted/Nauseated based on the madness, or being unable to take the occasional swift action).

The DR seems a bit odd in that it comes in as a small (albeit level-appropriate) value at level 2 and then never does anything else as you gain levels. Ditto for the sudden and significant +4 natural armor bonus at 4th.

Sanguine Vitality: I think you mean actions that would cause a Disabled character to lose hit points, not a Staggered character. Staggered just limits your actions, it doesn't risk damage.

Despair
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Fury
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Joy
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Cat's Eye
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I may look at the rest of the totems later. I skimmed the rest, but I'll need to look at them in greater depth.

Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #13 on: June 12, 2012, 12:45:03 PM »
Basing it off the PC's movement modes is the intent here, for the following reasons:
-Consistency: The players do not necessarily know the other creature's movement modes, which slows down resolution as they check.
-Flexibility: It also allows you to reposition your own allies in a pinch.
-Synergy: The Trance gives the Joy madness a large bonus to mobility. Kind of a shame if it didn't get applied.
It'd probably be a better intent in hindsight, but no, it wasn't originally the intent.


Why would you ever let a trance end due to a surge? You can end it as a free action any time, so just end it manually immediately before the start of your turn.
Not the intent, as you can probably guess. Best way to fix that would be to add a quick "You can't voluntarily end your trance while in a surge" clause, I believe.

Also of note is that characters immune to nonlethal damage have no real reason to ever not be in a trance (other than being Exhausted/Nauseated based on the madness, or being unable to take the occasional swift action).
Eh. You already have little reason to not be in a trance whenever you're doing something significant. In addition, immunity to nonlethal damage isn't all that common. Keep in mind that if you go and Nauseate/Exhaust yourself, you aren't going to be trancing at all for the next hour.
More importantly, we may need to do something about immunity to Fatigue/Exhaustion. Immunity to Sickened/Nauseated is rare enough that it should be fine to let people jump through hoops for it, but immunity to Fatigue/Exhaustion can be gotten with items or races that are already good for beatsticks (looking at you, Warforged).

The DR seems a bit odd in that it comes in as a small (albeit level-appropriate) value at level 2 and then never does anything else as you gain levels. Ditto for the sudden and significant +4 natural armor bonus at 4th.
Yeah, both of those are basically pure filler. For the DR, we wanted an amount that was significant at the level you got it, but wouldn't end up causing problems with Madnesses or Totems that gave other significant (scaling) means of damage mitigation at higher levels. For the natural armor, we chose the bonus to offset the lighter armor many WFs would be wearing.
In either case, we're open to alternatives. For the record, our design scheme was for the abilities you get at 2nd/6th/10th/14th/18th to be the classic Barbarian stuff and for 4th/8th/12th/16th(/20th) to be emotion-based transformative abilities.

Sanguine Vitality: I think you mean actions that would cause a Disabled character to lose hit points, not a Staggered character. Staggered just limits your actions, it doesn't risk damage.
Indeed I did. I get those mixed up all the time.

Echoes of Emptiness and Soul-Freezing Despair: Slowed isn't actually a condition in 3.5. This should reference the slow spell.
Yes and no. Slowed has a bit of an odd position in 3.5 in that it's not defined as a condition in the general conditions listing, but Slow basically defines it as a condition and several other abilities and spells use it. However, I'll change it to say "As per the Slow spell", since most such effects do reference it.

Thundering Wrath: This can chain off itself, especially with tripping (which has both a melee touch attack normally, and can also have a followup attack with Improved Trip, both of which qualify you for extra trip attempts).
True enough. Probably needs a "once per round" clause, since this is intended to be the "single big attack" Madness anyway.

Sweeping Ruin: The current wording allows for non-contiguous attacks if you have 4+ attacks, which I don't think is the intent.
Code: [Select]
Example: x indicates attacked spaces
xx---
-----
-- --
----x
----x
Technically unintended, but I don't think it's a big problem.

Garden of Celestial Bliss: I don't understand what you mean by "or speed in the mode of movement used". The ability triggers when you make an attack, not move, so you aren't using any modes of movement.
The "speed in the mode of movement used" is the speed in the mode of movement you're making the other guy use. Could be worded more clearly, I guess. Perhaps "or speed in the mode of movement you force the target to use"?

Pouncing Rush: Does this mean that with Spring Attack and the rest of the chain, you can make one attack with every weapon, then another pair of attacks (at -5/-10) with your main hand weapon?
As written, yes. It may cause problems, but then you're already Spring Attacking and TWFing, which is its own cost... Do you think it needs a limitation? If it does, then the most likely candidates would be:
a) A specific mention of Bounding Assault and Rapid Blitz, forcing you to make the multi-attacks against different targets.
b) A generic 1/round stipulation.

Unseen Watcher: Is this supposed to refer to the blindsense granted by Eye of the Cat, or any blindsense you may have from any source?
Any. Yeah, there's other sources for Blindsense, but they'll overlap anyway, and the kitty's is likely to be bigger and thus take precedence. The only potentially bigger one that comes to mind is a CL-boosted Dragonsight, but that's Personal.

I may look at the rest of the totems later. I skimmed the rest, but I'll need to look at them in greater depth.
Legit. What do you think of the power level, from what you've seen so far?
« Last Edit: June 14, 2012, 12:31:45 PM by Agita »
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Offline Garryl

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #14 on: June 12, 2012, 01:17:34 PM »
Garden of Celestial Bliss: I don't understand what you mean by "or speed in the mode of movement used". The ability triggers when you make an attack, not move, so you aren't using any modes of movement.
The "speed in the mode of movement used" is the speed in the mode of movement you're making the other guy use. Could be worded more clearly, I guess. Perhaps "or speed in the mode of movement you force the target to use"?

What's this about forcing a movement mode?

Quote
Starting at level 17, whenever you hit a creature with an attack while in a surge, you may force that creature to move up to your full land speed or speed in the mode of movement used (whichever is greater), along a route you designate, even if their relevant move speed is less than yours. This forced movement provokes attacks of opportunity as normal. If the victim succeeds on a Reflex save (DC 10 + 1/2 your class level + your Cha modifier), she is merely forced to take a five-foot step in a direction you designate (even if she already moved on her turn).

You can have them move your speed, or you can have them move the "speed in the mode of movement used". But what is this mysterious "mode of movement used"? I can't see anything in the ability that says anything about using movement modes.

Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #15 on: June 12, 2012, 01:24:40 PM »
Garden of Celestial Bliss: I don't understand what you mean by "or speed in the mode of movement used". The ability triggers when you make an attack, not move, so you aren't using any modes of movement.
The "speed in the mode of movement used" is the speed in the mode of movement you're making the other guy use. Could be worded more clearly, I guess. Perhaps "or speed in the mode of movement you force the target to use"?

What's this about forcing a movement mode?

Quote
Starting at level 17, whenever you hit a creature with an attack while in a surge, you may force that creature to move up to your full land speed or speed in the mode of movement used (whichever is greater), along a route you designate, even if their relevant move speed is less than yours. This forced movement provokes attacks of opportunity as normal. If the victim succeeds on a Reflex save (DC 10 + 1/2 your class level + your Cha modifier), she is merely forced to take a five-foot step in a direction you designate (even if she already moved on her turn).

You can have them move your speed, or you can have them move the "speed in the mode of movement used". But what is this mysterious "mode of movement used"? I can't see anything in the ability that says anything about using movement modes.
When you move, you are using a movement mode. When you force them to move, they are using a movement mode. A movement mode being used is implied in the fact that someone is moving, by definition.

Mind you, what's blindingly obvious to me the writer isn't necessarily actually obvious. Let me see about rewording that...
Quote
Starting at level 17, whenever you hit a creature with an attack while in a surge, you may force that creature to move using a movement mode of your choice that [you/they] possess, up to your full land speed or speed in the mode of movement used (whichever is greater), along a route you designate, even if their relevant move speed is less than yours. [...]
Is that better? The [you/they] is meant to be a placeholder for whatever we decide regarding whose movement options you choose from.
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Offline Bozwevial

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #16 on: June 15, 2012, 10:48:05 AM »
Looks very solid indeed. A few comments:

1) This seems primarily oriented toward melee characters. One of your example NPCs (with the as-yet unrevealed Fear madness) is apparently "sniping." Are you adding madnesses that are focused slightly more on ranged weapons, generic madnesses that could be used either way, or am I just reading too much into flavor text?
2) You probably mean to have Immovable Is Nothing deal 8d6+3xStr mod damage instead of 8d6+3xStr damage.
3) Pack Downs Behemoth's AC/save penalty stacks with itself and lasts for one round as well, correct? And subsequent attacks don't reset that duration, they just apply their own copy of the penalty that lasts for one round.
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Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #17 on: June 15, 2012, 11:19:50 AM »
1) This seems primarily oriented toward melee characters. One of your example NPCs (with the as-yet unrevealed Fear madness) is apparently "sniping." Are you adding madnesses that are focused slightly more on ranged weapons, generic madnesses that could be used either way, or am I just reading too much into flavor text?
Nope, you're correct. Most of them are fairly melee-focused, but not all are. (You can have a WF of Despair sticking close to a ranged party and using a bow just fine, by the way.)
We'll start posting the additional Madnesses and Totems once discussion starts dying down, so this seems as good a time as any to ask for preferences on what Madnesses/Totems you guys would like to see first.
2) You probably mean to have Immovable Is Nothing deal 8d6+3xStr mod damage instead of 8d6+3xStr damage.
Indeed. I forgot to look up how the Dungeoncrasher ACF words it. Thoughts on the amount of damage?
3) Pack Downs Behemoth's AC/save penalty stacks with itself and lasts for one round as well, correct? And subsequent attacks don't reset that duration, they just apply their own copy of the penalty that lasts for one round.
Correct again. I should add a "cumulative" in there to clarify that. But yes, if a party of Pack Hunters wants you dead, you're going to get fucked up.
« Last Edit: June 15, 2012, 01:22:50 PM by Agita »
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Offline Agita

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #18 on: June 15, 2012, 12:10:00 PM »
Changes:

Added the following clause to Madness:
Quote
While in a surge, the character cannot voluntarily end her trance.

Fixed Sanguine Vitality to say "Disabled", not "Staggered".

Changed Echoes of Emptiness and Soul-Freezing Despair to reference the Slow spell.

Modified Thundering Wrath as follows:
Quote
At level 9, once per round per creature when you hit an opponent with a melee attack while in a trance,[...]

Clarified the Immovable is Nothing damage as "8d6 + three times your Str modifier", rather than "8d6+3xStr".

Clarified that the penalty from Pack Downs Behemoth is cumulative.

Added the following to the PF conversion notes:
Quote
The Madness of Joy adds its bonus to Acrobatics checks rather than to Tumble checks.


I left Garden of Celestial Bliss and Puncing Rush alone for now, pending a decision/more discussion. Thoughts on the two? How about the rest of the Totems? How should the matter of conditions vs. easy-to-get immunities be handled? I'm of half a mind to let the surge conditions simply pierce immunities.
« Last Edit: June 15, 2012, 01:34:57 PM by Agita »
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Offline Bozwevial

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Re: [3.5/PF] The War-Frenzy [Base Class]
« Reply #19 on: June 15, 2012, 01:29:17 PM »
Nope, you're correct. Most of them are fairly melee-focused, but not all are. (You can have a WF of Despair sticking close to a ranged party and using a bow just fine, by the way.)
We'll start posting the additional Madnesses and Totems once discussion starts dying down, so this seems as good a time as any to ask for preferences on what you guys would like to see first.
Fear seems like a good place to start.

Indeed. I forgot to look up how the Dungeoncrasher ACF words it. Thoughts on the amount of damage?
Seems fine to me. It's an unlikely corner case, but you might want to specify that the distance flung is based on the damage from the first attack on the off chance someone manages to get pounce. (Though at that point flinging an enemy into low orbit is probably a little easier to swallow.) Or just have it trigger on the first attack so it's a moot point? Either or.

Correct again. I should add a "cumulative" in there to clarify that. But yes, if a party of Pack Hunters wants you dead, you're going to get fucked up.
Yeah, that one can be pretty nasty with focus fire. I'm wondering how Cat's Eye stacks up against the others, actually, although admittedly I haven't sat down and done the math to see how that lovely Power Attack buff would up your expected damage output. It's probably fine.

One other thing I caught: Unseen Watcher references Hide in Plain Sight, but there are multiple versions of that ability floating around. Assassin/shadowdancer, for instance, have theirs keyed to the presence of some shadow, while rangers have it in natural terrain.

I might even just say "can hide even while being observed, regardless of whether or not you have cover or concealment." By that point it's not unreasonable for you to hide in the salt flats.
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