clarification on terrifying rage?

Talk about Neversummer 4 with your fellow players.
Locked
RunarSterk
Pk Bait
Posts: 51
Joined: Tue Apr 27, 2004 9:49 pm

clarification on terrifying rage?

Post by RunarSterk »

Hope it's ok to ask this sort of question here; it's not specifically about NS4.

The description for terrifying rage (in the HotU manual) says this:
While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check. If the enemy fails the check, he panics for 1d6 rounds. Opponents with up to twice the barbarian's Hit Dice will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more than 2x the barbarian's Hit Dice are not affected by the rage.
I have a few questions.

First, do all chars need to make a fortitude save, or just the ones with less than 2x the barb's hit dice? I'm not clear if the "creatures with more than 2x" exception applies only to the -2 penalties or to the entire feat.

Second, does the -2 penalty apply only if the char makes the fort save, or only if the char fails the fort save?

Third (and I feel silly asking this, but examples help me), assuming a barbarian has 400hp, does that mean that the 2x limit is 800hp, or is it calculated based on the actual hit die (d12) somehow?

The way I read that, if I rage, and someone fails their fort save, they panic. If they don't fail their fort save and have less than 2x my hit dice (however that's calculated), they suffer the -2 penalty. If they don't fail the fort save and have 2x or more, they suffer no effect.

If opponents with over 2x hit dice are completely unaffected (regardless of fort save), wouldn't every other character fall under the "up to 2x" category, and nobody would ever panic?

Correct? Incorrect? So out of line I should turn in my barbarian costume at the door? :?:

TC-GTRF
Pk Bait
Posts: 57
Joined: Wed Jan 07, 2004 1:40 pm
Location: Champaign Illinois USA

Re: clarification on terrifying rage?

Post by TC-GTRF »

RunarSterk wrote:Hope it's ok to ask this sort of question here; it's not specifically about NS4.

The description for terrifying rage (in the HotU manual) says this:
While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check. If the enemy fails the check, he panics for 1d6 rounds. Opponents with up to twice the barbarian's Hit Dice will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more than 2x the barbarian's Hit Dice are not affected by the rage.
I have a few questions.

First, do all chars need to make a fortitude save, or just the ones with less than 2x the barb's hit dice? I'm not clear if the "creatures with more than 2x" exception applies only to the -2 penalties or to the entire feat.

Second, does the -2 penalty apply only if the char makes the fort save, or only if the char fails the fort save?

Third (and I feel silly asking this, but examples help me), assuming a barbarian has 400hp, does that mean that the 2x limit is 800hp, or is it calculated based on the actual hit die (d12) somehow?

The way I read that, if I rage, and someone fails their fort save, they panic. If they don't fail their fort save and have less than 2x my hit dice (however that's calculated), they suffer the -2 penalty. If they don't fail the fort save and have 2x or more, they suffer no effect.

If opponents with over 2x hit dice are completely unaffected (regardless of fort save), wouldn't every other character fall under the "up to 2x" category, and nobody would ever panic?

Correct? Incorrect? So out of line I should turn in my barbarian costume at the door? :?:
The way the feat is supposed to be implemented in Hordes is as follows:

If the enemies pass their Fort save, nothing happens

If they fail the save, one of three things happen:

If they have fewer HD (level) than the Barbarian they flee
If they have more, but not twice as many, they have penalties
If they have twice as many or more, nothing happens.

Now, how it has been scripted in NS_4 is a question for Joran and Lokey, since they changed so many spell/feat scripts, it's not even funny.

TC
Corrupting the yoots of America for decades....

RunarSterk
Pk Bait
Posts: 51
Joined: Tue Apr 27, 2004 9:49 pm

Post by RunarSterk »

Ahh.. just lvl for hit dice, i see now. And the fewer bit was what I was missing from the description. Thanks much for the clarification. For purely selfish reasons, I hope it's been tweaked stronger in NS_4. ;)
(While it's maybe a not overly effective for evenly matched PVP, I bet it would be fun in a big faction raid with mixed levels. ;))

Denort
Looking for group
Posts: 130
Joined: Tue Apr 27, 2004 3:28 am

Post by Denort »

Just make sure your barb is LN, TN or CN, that way the level 1 spell Protection From Alignment will not make people immune to the fear.

TC-GTRF
Pk Bait
Posts: 57
Joined: Wed Jan 07, 2004 1:40 pm
Location: Champaign Illinois USA

Post by TC-GTRF »

Denort wrote:Just make sure your barb is LN, TN or CN, that way the level 1 spell Protection From Alignment will not make people immune to the fear.
Barbs can't be LN.
Corrupting the yoots of America for decades....

Denort
Looking for group
Posts: 130
Joined: Tue Apr 27, 2004 3:28 am

Post by Denort »

Very true and well spotted, but it is 1:30 am here so I am forgiving myself for that mistake. :? That aside, neutral is the way to go for scary barbs. Their scariness is not undone by a simple level 1 spell.

RunarSterk
Pk Bait
Posts: 51
Joined: Tue Apr 27, 2004 9:49 pm

Post by RunarSterk »

Urk.. well, I worry about what Haela would do to me, but perhaps Dumathoin would offer me a quest and allow me to convert to him. (( Unfortunately, neither of them are represented by DMs last I saw, so it goes... )) :)

JesterOI
Resident Spam King
Posts: 1016
Joined: Wed Jan 15, 2003 4:14 am
Location: SPAM!!!ville
Contact:

Post by JesterOI »

TC-GTRF wrote:
Denort wrote:Just make sure your barb is LN, TN or CN, that way the level 1 spell Protection From Alignment will not make people immune to the fear.
Barbs can't be LN.
They can be LN, however as long as they are they can't advance anymore levels as a barbarian.
LVL 69 LFGS!!!
Image
Image
The Hasselhoff 4 3v3r!!! Metis n3v3r!!!

TC-GTRF
Pk Bait
Posts: 57
Joined: Wed Jan 07, 2004 1:40 pm
Location: Champaign Illinois USA

Post by TC-GTRF »

JesterOI wrote:
TC-GTRF wrote:
Denort wrote:Just make sure your barb is LN, TN or CN, that way the level 1 spell Protection From Alignment will not make people immune to the fear.
Barbs can't be LN.
They can be LN, however as long as they are they can't advance anymore levels as a barbarian.
Since there is no way in NS_4 to change alignment currently, the point is moot.

TC
Corrupting the yoots of America for decades....

Locked

Return to “General NS4 Discussion”