Barbarian Perk Revisions

Started by Kinslayer988, June 30, 2017, 01:16:56 PM

Previous topic - Next topic

Kinslayer988

I recently looked over the current perks and I admit that I feel that some of them are lacking in roleplay variety, mechanical uniqueness, and/or mechanical power compared to the perks offered to fighters, rogues, and sorcerers. Here are some changes that I think would improve the current perks.

[hide="Arctic Warrior"]Arctic warrior would benefit by having one more boost to its rage, with its freeze DC scaling with charisma.
  • Improve freeze DC with charisma progression. Scaling as 12/14/16 respectively.
[/hide][hide="Aspect of the Bear"]A perk that has been held back by its main feature, bear form. The form leaves players with less AB, less AC, and enough HP to barely cover exposure.
  • Change player only in model. The current way that the rage works it polymorphs the player, causing horrible AC decrease on top of normal barb ac decrease, By changing the player only in model the player can still feel like a bear, without the massive mechanical penalty it provides.
  • On transformation opponents must roll DC 14 vs fear to symbolize the fear towards the bear.
[/hide][hide="Aspect of the Wolf"]The changes should promote a hunting barbarian with a focus on hunting a specific mark with their wolves. The perk should encourage both ranged and melee gameplay.
  • Add +2 spot/Listen at level 1, stacking with level 8 spot/listen for a total of +4 spot/listen.
  • Scale wolves stats with the barbarian's charisma. The spirit wolves are good at level 1, but serve little use at level 8.
  • Remove tracking. Instead replace with a marking tool that allows the player to mark a single target once a rest. When the player and target are in the same area, the player will receive a notification claiming that their mark is in the area. Lasts until character rests.
[/hide][hide="Chosen of Illneval"]Given the perk's focus on the more focused of Half-Orcan kind, changes should focus on the more discipline and hunting their mortal enemy.
  • Replace the spot/listen bonus at level 5 with +2 disc/conc.
  • permanently killing an elf or dwarf produces an elf/dwarf ear trophy similar to ranger
[/hide][hide="Craven"]Craven is a wonderful perk, and I would change it with only a small buff to speed.
  • Add 5% movement speed at level 5 for a total of 15% movement speed bonus at level 8
[/hide][hide="Cursed"]The transformation aspect is my favorite part of the Cursed perk and I'd like to see it put to the front of the concept. Its changes would focus on prevalence.
  • Have curse activate more often the higher level you are. Ex. 33%/66%/100%. If you are sacrificing your rage for it, and the appearance of the curse is an important part of the concept, it should be more prevalent and reliable.
  • At level 8 allow player to willingly transform into the curse form 1/day to show character growing to have more understanding of their curse.
[/hide][hide="Demonbound"]The Demonbound barbarian is very unimpressive, both visually and mechanically. The focus on demonic empowerment is the most intriguing aspect, and as such my changes would focus on pushing forward those aspects.
  • Level 8, the barbarian takes on more demonic features, sprouting grotesque fleshy wings
  • Offer dragon breath (strength drain) 1/day at level 5
  • During rage give weapon on hit flare level 1
[/hide][hide="Desert Nomad"]The travelling nomad has always reminded me of scimitar wielding dervishes. While I would like to traditionally do a swashbuckling role for these men, parry and rage juxtapose themselves greatly. The solution is to instead offer free disarm to the nomad, along with not requiring food to rest.
  • Level 1 nomad doesn't require food to rest, disarm feat
  • Level 5 tumble +3,
  • Level 8 improved disarm feat
[/hide][hide="Jungle Hunter"]Jungle Hunter has always intrigued me mechanically. The idea of a stealth barbarian is unique, and I believe it could thrive if some small changes were made.
  • Immunity: Poison instead of +2 vs poison
  • +3Hide/MS bonus provided at level 1 instead of level 5
  • +3 spot/listen provided at level 5 instead of level 8.
  • Add tracking at level 5 to accompany the detection bonus
  • On rage player is under the effects of vanishing powder. Allowing them to use the sneak bonus from their barbarian rage immediately.
[/hide][hide="Mad Berserker"]Mad Berserker has always rang to me as fun, however when I tried it I was immediately deterred by blindness on rage. The blindness becomes statically boring after some time, and I believe it would be better replaced with a system similar to swashbuckler.
  • Add whirlwind back to level 8, it was enjoyable to use (as buggy as whirlwind is) and not that effective anyway.
  • Add +2 ab on offhand weapon to compare to dual wielder perk.
  • Change rage to +6 STR, Immunity: Fear, +10% Movement Speed, Mad Raging (Similar to swashbuckler). Rage charisma progression at +6/8/10 strength.
[hide=Mad Raging]Lost in his madness, the barbarian is horribly strong but can be affected by horrible recklessness!
1. Fall over, knockdown on self
2. Warstomp, belgarns horn cast on self
3. Aimless, -4 AB
4. Blind rage, blindness
5. Crippling blows, -2 str on yourself and target
6. Bloodrage, restore 3d6 hp
7. Rend, apply wounding effect on friend and foe around self
8. Self-disarm, drops your offhand weapon
9. Reckless thrashing, slow
10. Greater blows, +1d4 damage at -2 ab
11. Headache, daze self
12. Pre-emptive victory, forced cheering emote
13. Bellowing roar, decrease enemy AB by 2 in AOE
14. Headsmash, weapon has on-hit daze
15. Puncture, opponent has -2AC
16. Stampede, 20% movement increase
17. Whirlwind, does whirlwind attack but hits all nearby allies and enemies
18. Empower, +2 str/dex/con
19. Boulder throw, from his pack or somewhere else, the berserker somehow throws a boulder!
20. Barbaric Roar, allies and enemies must make a dc 12 vs fear check[/hide][/hide]

[hide="Punisher"]The punisher perk is unique while also being effective. I believe the weapon specialization bonus does lean players towards using unarmed like its source material does ( Thibbledorf jumping into enemies) but that a greater damage bonus on rage would do the unarmed well.
  • Scaling slashing damage added to gloves on rage. Scaling as 2/1d4/1d6 bonus damage.
[/hide][hide="Salt Raider"]The Salt Raider once stood as the electric themed sea raider, but with the removal of its electric damage it has found a great appreciation as a perk for treasure hunting barbarians. This change would focus on the plundering and underwater aspects of the perk.
  • Level 1 +4 pick lock
  • Level 5 add rogue's treasure hunter perk
  • Change underwater breathing boost to level 1, armor ignore at level 5, and add +2 AB underwater at level 8.
  • Remove electric resistances and immunity
[/hide][hide="Sewer Dweller"]I am happy with the recent changes made to the Sewer Dweller. They have focused on filth and the relationship with the Covenant. A few changes would make the perk shine even more.
  • Level 5 weapon gets on-hit disease (ooze sickness)
  • Add acid resist progression 1/3/5 respectively.
[/hide][hide="Spirit Caller"]
  • At level 8 have rage include a circle of doom.
  • Level 1 killing enemies has a chance to create a spirit that follows you, similar to rotbringer.
[/hide]The perks that I believe capture a unique style and are unneeded of variation are:
  • Gore Reaver
  • Tribal Warrior
  • War Champion
I also want to put forward a new barbarian perk taking on the electric element and throwing axes.

New Perk:

[hide="Stormlord"]

From across the battlefield a great boom! With a mighty crack from above the Stormlord throws bolts upon his foes. Lightning itself flowing through each axe, sending their targets down to their feet. Since civilization's beginning the throwing axe has found use in war. Despite the advent of the bow and crossbow, the less civilized of man continue to rely on the axe for victory. From mountaineer to plainslander, the throwing axe remains a vital weapon in tribal society.

Level 1: 5% Damage Immunity, Players receive a bag that holds throwing axes only (at 50% weight), 1/- Electric Damage
Level 5: 10% Damage Immunity, Spawn a bundle of unique throwing axes on each rest. 3/- Electric Damage
Level 8: 15% Damage Immunity,+2 Dexterity, 5/- Electric Damage

Quote from: "Rage"+2AB, +2 CON, +2 Reflex +15% Electrical Immunity, +1 Electrical Damage
Duration: 7 rounds + CON before raging

Charisma modifiers to CON/Reflex/Elec DI/Elec Damage
Level 1 rage is capped at: 2/2/15%/1
Level 4 rage is capped at: 4/3/20%/2
Level 8 rage is capped at: 6/4/25%/4
[/hide]I am more than eager to hear the opinions of players and DMs on these changes. There are some perk, such as Desert Nomad, that I am unsure of how to better and would appreciate wider opinion.
<SkillFocuspwn> no property developers among men only brothers

zDark Shadowz

Not a suggestion but more of a question;

I was wondering, can the blindness of the Mad Berserker rage be prevented or removed with clarity or remove blindness potions while raging?

The blind-fight feat combined with uncanny dodge negates pretty much all penalties aside from actual sight from being blinded, apparently it actually negates the attacker miss chance percentile entirely (according to wiki) but does the rerolls against concealment normally.

Another question, if you're blinded, can you still hear creatures through listen skill?

sharkinajar

Blindfighy doesn't remove the miss chance. Essentially it treats everything as concealed and you have a 50% miss chance. Blindfight just gives you an extra roll for making it. The reason the perk suffers is because on your screen you can't see anything. AFAIK, it can be dealt with by restored senses potions, but those are pricey.

Bear barb had already been tweaked, I find its main issue is how long you stay in bear form. Jungle Hunter doesn't need much boosting as it's one of the better ones, but should probably have its AB bonus on rage returnef to +2. Craven is also incredibly strong. Same with salt raider. Solid no to adding back whirlwind to mad berserker, if that means removing its current ability, it's like a better cursed.

Otherwise I wholeheartedly agree with you. I also think that barbarians should have more rages per day.

Pentaxius

Some good ideas in here and I like your storm lord perk, too. Wolfs need to scale in power, that's for sure. Your idea on bear form is also good.

Another idea that has been floating around which would require a large re-work of the how the perk function is to make learnable rages, similar to how monk learn new stances. But on the other-hand it may dilute characterization.