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View Full Version : You gotta be kidding me! [Monster and Race, PEACH]



imp_fireball
2010-09-09, 08:34 PM
What?

Berserker!

Lolwut?

Berserker

http://img503.imageshack.us/img503/7038/berserkerec8.jpg
*Snort* Nrrk?! *Roar* Nreeeeeaaaauuuugh!!!

- Size Large

- Permanently Blind; a berserker that isn't blind would be nigh-unstoppable (and probably un-controllable by its male brethren)

- Monstrous humanoid racial HD (enough to give it 250 or so Hp)

- -6 Int, -4 Charisma

- Very high STR and CON (in the 40s and 30s respectively), DR 30/lethal

- Driven Frenzy: If a berserker runs full out for one round, they can double their run multiplier. If they run full out for two rounds, they can increase by an additional x4, for a maximum of x12. Finally, a berserker can run continuously for a number of rounds beyond their Con score by taking 1d6 nonlethal damage + 1d6 incremental every consecutive round (hence, ie., 6d6 nonlethal damage after 6 rounds of running past its limit). A berserker that runs at x8 and x12 multipliers has a +16 and +32 circumstance bonus to jump checks respectively.

- Has Scent and alertness (alertness is a racial bonus feat)

- Knock down as a racial bonus feat.

- Two natural weapons (both slams)

- Rage Quake: Any object, barrier or otherwise, that the berserker manages to destroy (reduce to 0 hp) will immediately daze nearby creatures with less than a fortitude modifier of +10 (creatures with +10 or higher foritude can oppose this with a fortitude save of DC 25) in a 5ft. radius, centered on the destroyed object.

- Wild Swings: Assuming the berserker can target the right space, it ignores miss chance when performing a melee attack against creatures it cannot see (or would be visibly impaired towards if it could see; ie. through an effect such as the spell 'blur'). In order to do this however, it must take a -8 penalty to any melee attack made in this way. Since, a berserker can never make attacks of opportunity it takes no penalty for slam attacks made against creatures or objects occupying a space that it occupies whenever it elects to perform a wild swing.

- Trample: A berserker receives a free slam attack against any creature they successfully overrun. Overrun is a free action for the berserker, provided they are able to reach the opponent - if their natural reach is greater than the opponent's total reach, then the opponent is not granted an AoO against the berserker. However the berserker must move at least 10ft. in the direction of one of the opponent's occupied spaces (otherwise, the action required is standard during movement, as regular for overrun, instead of free), and move in a way that would effectively move them through a space that the opponent is occupying (this special overrun check is always made before this movement). If an opponent that does not ready an action to avoid the berserker's overrun (avoidance is not free; requiring actual movement away from the space that the berserker targets) must make a reflex save of DC equal to the berserker's overrun check -4.

- Charge of the Freight Train - A berserker can perform one slam attack for free at full BAB against every creature it threatens along its movement path during a charge; it can also apply this to objects within reach, whether or not they disrupt movement. It must be aware of the presence of creatures to threaten them (it can do this by pinpointing the creature's space with a listen check). It is still allowed a free attack against creatures that obstruct its path (via its trample ability), even if it is unaware of them - however it must succeed on a overrun check to get through them without reducing its movement (overrun applies automatically at no action against any creature who's space the berserker manages to occupy during a charge).

- Move Speed 30ft.; biped

- Bullet Proof Body: Hardness 40 (Vulnerable to cold and fire damage; but all other energy damage, with the exception of 'magic energy' must still get through hardness; acid deals double damage versus hardness instead of bypassing it completely). Additionally, a berserker's slam attack automatically bypasses up to 8 hardness.

- Frightful Presence - Applies automatically against any sapient (Int 3 or higher) creature that senses the berserker and is fully aware of what it is capable of (hears and recognizes it, sees it, etc.). Creatures that fail their will save are shaken. Creatures that succeed are still vulnerable to the second usage of the berserker's frightful presence, which applies immediately when the berserker charges, or be shaken. Creatures already affected by the berserker's frightful presence, must save a second time or be reduced a further fear category (now frightened instead of shaken). Creatures that know nothing about the berserker are only affected once by the berserker's frightful presence - the one that applies when it charges. As normal, creatures that save against both forms of frightful presence are rendered immune to the ability for 24 hours.

- Die Hard and Endurance are generally taken as feats (they are not bonus feats)

InfiniteNothing
2010-09-09, 09:38 PM
... What. The frik. Is that?

Seriously, that thing's a frikkin' juggernaut! How are you supposed to stop that thing?! And how exactly is this thing a playable race?

Xefas
2010-09-09, 09:47 PM
How are you supposed to stop that thing?!

Well, the thing has 10 Wisdom and 16-18 Monstrous Humanoid Hit Dice.

It has a, what, +10 Will save? Dominate Monster comes to mind as an amazing solution, but is a 9th level spell. Hold Monster is a 4th-5th level spell, and essentially a save or die against this thing (who has a non-amazing save in that department).

There're probably a multitude of similar (and better) ways to go about it, but there you go.

EDIT: And even without Level Adjustment, having 16-18 HD baked into it, and only the ability to smash things? It's really not all that strong as a player race.

Latronis
2010-09-09, 09:52 PM
only blasters will really have a problem with them.

Weapons hurt it as much as anything else, providing you are doing lethal damage.

Xefas
2010-09-09, 09:58 PM
only blasters will really have a problem with them.

Weapons hurt it as much as anything else, providing you are doing lethal damage.

Well, it still has Hardness 40. So if you're trying to stab it, then you better have at least some of those low level Stone Dragon maneuvers that let you bypass hardness (the higher level ones wouldn't hurt either).

For a caster, though, I think you could easily solo it by level 9.

Step 1: Cast Overland Flight. It now cannot hurt you for 9 hours.
Step 2: Cast Hold Monster on it until it fails a save (not unlikely).
Step 3: Coup de Grace with your Scythe

If you run out of spells, just start dropping rocks on it or something. Not like it can hurt you.

EDIT: Did some math.

Assuming 30 Constitution, 17 hit dice would give it 246.5 hit points, which is as close as possible to the 250 that the OP wanted. So its saving throws would be Fort +15, Ref +10, Will +10.

Latronis
2010-09-09, 10:31 PM
Well, it still has Hardness 40. So if you're trying to stab it, then you better have at least some of those low level Stone Dragon maneuvers that let you bypass hardness (the higher level ones wouldn't hurt either).


right i was thinking it was only applying to energy damage. That does make it a little harder to beat but still not impossible :smallbiggrin:

DracoDei
2010-09-09, 10:50 PM
... What. The frik. Is that?
A "puzzle boss" (although there is more than one of them, the terrain provides the difference in how the fights go), from "Gears of War". You basically have to decoy them away from you, or call in an orbital laser strike (which requires they be in the open with clear skies above them... although normal clouds may not count for all I know).

drakir_nosslin
2010-09-10, 07:52 AM
How are you supposed to stop that thing?!

Ego Whip (http://www.d20srd.org/srd/psionic/powers/egoWhip.htm) anyone?

imp_fireball
2010-09-11, 03:57 AM
A "puzzle boss" (although there is more than one of them, the terrain provides the difference in how the fights go), from "Gears of War". You basically have to decoy them away from you, or call in an orbital laser strike (which requires they be in the open with clear skies above them... although normal clouds may not count for all I know).

Usually, I'd just go for 'any open sky' (except maybe some exotic weather condition like a lightning storm that disrupts com signals) and then <super weapon> tends to not work about 99% of the time due to technical difficulties and satellite battery life since that would overpower the players (as the game did).