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Blood Rager fighter kit

AllbrotherAllbrother Member Posts: 261
Hello. This started life as a replacement and merge of the Barbarian and Berserker, but after multiple revisions ended up being something pretty different, although there's still optional components available to hide the berserker and barbarian if you need fewer ragers in your life.

Without further ado, here's the kit:
BLOOD RAGER: Until their first battle, there is nothing special about the Blood Rager. Upon first delivering a deathblow however, something primal awakens within - something that revels in the bloodshed and immediately craves more. Henceforth the smell of blood and thrill of the kill excites them into a state of hyper focused aggression, mistakenly assumed to be some barbaric frenzy by others seeing it in action.

Advantages:


- Killing an enemy triggers Blood Frenzy.

BLOOD FRENZY: The blood rager goes into a frenzy for 5 rounds. Killing an enemy heals <PRO_HIMHER> for 5 HP and resets the duration.
While frenzied the blood rager experiences the following effects:
Level 1: Improved movement speed, 2 point bonus to STR and DEX scores and immunity to charm, fear, confusion, feeble mind, sleep, hold, stun and paralysis.
Level 4: STR/DEX bonus increases by 1.
Level 8: HP restored on kill increases to 10.
Level 12: Haste.
Level 16: STR/DEX bonus increases by 1.
Level 20: HP restored on kill increases to 20.
Level 16: STR/DEX bonus increases by 1.
Level 28: Improved Haste.
Level 32: HP restored on kill increases to 30.
Level 35: Additional immunities to level drain, maze, imprisonment and time stop.
Level 39: HP restored on kill increases to 40.

- May use the Wild Charge ability once per day starting at level 2. Gains additional uses at levels 13, 23 and 33.

WILD CHARGE: In the blink of an eye, the blood rager rushes an enemy, putting them off-balance and imposing the following penalties on them for 2 rounds:
Level 2: 2 point penalty to AC
Level 5: 2 point penalty to Thac0.
Level 9: Use of this ability triggers blood frenzy.
Level 18: Enemies within 5ft of the target are affected.
Level 29: AC and Thac0 penalties are doubled.
Level 37: Enemies are knocked prone for 2 rounds if they fail a save vs death with a penalty of 2.

- May use the War Cry ability once per day starting at level 3. Gains additional uses at levels 10, 17, 27 and 36.

WAR CRY: With a War Cry, the blood rager emits a powerful and frightening yell that will leave opponents in a 15-ft. radius frozen in fear for 2 if they fail a Save vs. Death with a +4 bonus.
This ability improves at the following levels:
Level 14: ST bonus is reduced to 2.
Level 21: ST bonus is reduced to 0.
Level 26: Duration of all effects is doubled.
Level 31: ST receives a penalty of 2.
Level 39: Enemies HD10 or lower are slain.

- May use the Arterial Strike ability once per day starting at level 6.

ARTERIAL STRIKE: The blood rager attempts to cause bleeding wounds. For the next round all attacks open a new wound on a failed save vs death.
Level 6: 1hp/sec for 1 round.
Level 19: 2hp/sec for 1 round.
Level 34: 2hp/sec for 2 rounds.

- May use the Deadly Assault ability once per day starting at level 7.

DEADLY ASSAULT: Over the next 1 round the blood rager launches a devastating attack with the following cumulative effects:
Level 7: Maximum damage on each strike.
Level 15: Activation triggers Blood Frenzy.
Level 21: Guaranteed critical hit on each strike.
Level 30: Duration is doubled.
Level 40: Each strike forces the enemy to save vs death or die.


DISADVANTAGES:


- After the first activation of Blood Frenzy, whenever not under its effects, the Blood Rager suffers 3 point penalty to STR and DEX
- May not exceed Specialization (two slots) with any weapon class.
- May not learn High Level Abilities like other fighters.

Compatibility: this will only work for BGEE, BG2EE and IWDEE.

Comments

  • _DD__DD_ Member Posts: 58
    I'm usually a sorcerer type of player but still, thank you for the kit. For taking the time to mod and, particularly, for making the kit scale with levels beyond 20. It always felt extremely lackluster how little progression majority of kits, vanilla or modded, scale beyond SoA levels. Will try the kit with a custom party for sure.
  • AllbrotherAllbrother Member Posts: 261
    edited May 2022
    _DD_ wrote: »
    It always felt extremely lackluster how little progression majority of kits, vanilla or modded, scale beyond SoA levels.

    Well, I guess that's because HLAs take over progression from there. With this I sort of rolled some HLAs into active abilities available early in an effort to have a more engaging early game and I had to make them scale up to epic levels.

    If you do end up trying it out, drop a line to let me know how it feels.

    Ditto for anyone else that might end up trying it - would love to hear how it went
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