Barbarian Rage

From Avlis Wiki
Revision as of 16:20, 9 September 2009 by Eklektikos (talk | contribs) (Added categorisation)
Jump to navigation Jump to search

On Avlis, barbarian rage has been altered from the standard NWN version in a number of ways.

These changes are designed to make the ability more useful, and to give players a greater range of options to help differentiate their Barbarian PCs.

Changes to Standard Rage

Rather than giving a barbarian an increase to his STR and CON, rage now confers the benefits of those increases without penalising the character for exceding the +12 ability cap. Thus the effects are as follows:

Rage
+2 AB, +2 damage, +2 to will and fortitude saves, +2 temp HP/character level, -2 AC
Greater Rage
+3 AB, +3 damage, +3 to will and fortitude saves, +3 temp HP/character level, -2 AC


The extra damage is manifested as "magic" damage by the engine, and cannot be resisted.


Barbarian Rage Specialisations (BRS)

There are also extra customizations based on an 'opt-in' system. Barbarians can buy or find special ingredients. When they use it just before raging, and then kill stuff while raging, "rager xp" will start to accrue. When hitting 1000xp, the special ingredient isn't needed anymore. All ragers are placed into "categories" equal to 1 + (BRS level/3); the maximum category is 6. In addition rage duration increases by +1/5 rager levels. There are several types, explained below.

Wind (Dust of the Windwalker)
Increased movement speed/increased attacks/round in exchange for a penalty of damage penalty and constitution penalty. 1 additional rank per category. +10% movement speed per category, -1 damage/-2 constitution per category.
Fire (Oil of the Flamedancer)
Damage increase/damage shield in exchange for damage vulnerability. Damage Increase of 2x Category fire damage, and a fire shield of 1d8 + 2x category damage. Penalty of 5% x category damage vulnerability to physical attack.
Water (Water of the Deep Well)
Concealment in exchange for attack miss percentage. 10% concealmeant per category, 5% miss chance per category. Up to 60% concealment/30% miss chance.
Earth (Stonewall's Brew)
Damage immunity and temp hp in exchange for movement speed decrease and dexterity penalty. 7% damage immunity to physical damage per category. 10% movement penalty and -2 dexterity per category.
Blood (Vial of Annointed Blood)
Vampiric regen on the weapon in exchange for taking roundly damage. 3x category vampiric regen on weapon in exchange for 2x category damage per round while rage is active.