Pure barbarian perks

Started by TeufelHunden, February 04, 2012, 09:55:19 PM

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TeufelHunden

Frozen Rager: Having lived your life in the cold lands of Reghed Icewindale or various other cold lands you have developed a greater resistance to the cold and a mastery of the use of the element.
Level 1: +4 vs cold
Level 5: 10% immunity to cold
Level 8: +2 cold damage while raging
 
Desert berserker: You hail from the arid lands across Fearun and as a result of such you have gotten used to the heat of the sun and days without water that would cause normal men to die.
Level 1: +4 vs fire
Level 5: +2 fortitude
Level 8: 20% immunity to fire.
 
Reckless: Having forgone the use of armor and shields you have developed other means to defend yourself such as your increased mobility and hardened.(The effects are lost if armor or a shield is equiped)
Level 1: +2 reflex save
Level 5: 2/4 DR
Level 8: 10% concealment
 
Battlerager: When enraged you take aggression to a whole new level putting yourself in danger just so you can harm your opponent as much as possible.
Level 1: +2 intimidate
Level 5: -2 ac +1d4 dmg when raging
Level 8: -3 ac +1d6 dmg when raging
 
Thug: You have forgone the teachings of your tribe, instead adopting the life of a common criminal in one of the larger cities such as Westgate, Athkatla or Luskan. (Non-good only)
Level 1: +2 intimidate
Level 5: +3 taunt
Level 8: 1d6 sneak attacks
 
Fearless Leader: The son of the chief or one of the village elders you may not have brilliant tactics or large words to persuade those around you, but you have a force of leadership that only certain men are born with.
Level 1: +2 persuade +2 intimidate
Level 5: When raging those around you are inspired by you and gain +1 attack bonus
Level 8: +2 charisma
 
Natural defender: Your tribe has taken to the defense of nature. You often find yourself in the company of druids and rangers and walk as one with nature.
Level 1: +1 fort
Level 5: When in the wilds you gain +1 ab
Level 8: Most animals do not attack you.
 
Fearless: Having spent your whole life threatened by imminent attack by hostile entities you have grown to look at all battles with the posibility of victory and are more resilient toward magical intimidation
Level 1: +3 fear saving throws
Level 5: +2 will saving throws
Level 8: Changed to +5 saving throws versus fear

Vlaid

I'd love to see barbarians re-balanced a bit to be able to have their own perk system. In fact I love the perk systems which have support for "wonky builds" so much that normally I can't bother to play anything but a pure fighter or rogue.

So if barbarians are too strong baseline+these, maybe we could re-balance them a bit so having their own perk system is feasible for balance. Those creative perks just feel like they add so much more to playing characters and are often sources of great inspiration for me.
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OrneryBadger

I'd like to see something with bonuses to hide/ms, and animals won't attack you >_>
 
MY SUGGESTIONS:
 
Tenacious: When you set your mind to someting, nothing gets in your way. Calling on deep reserves of will, you brush aside distractions and will not accept failure.
 
lvl 1: +2 vs fear, +1 vs Mind Effecting
lvl 5: Bullheaded feat (OR +1 will, +2 vs taunt)
lvl 8: Die Hard -You stabilize on a 75 instead of 90 when bleeding (ala old Survivor perk)
 
Uthgardt: The blood of the ancient conqueror runs in your veins, and you follow the totem of your tribe with zeal. The ancient ways are yours, and you will not willingly cut down a living tree.
 
lvl 1: +2 vs fear, +2 intimidate
lvl 5: 10% bonus MS in wilderness (ala old Pathfinder perk)
lvl 8: +1 Fort and Will in wilderness (ala old Totem Warrior perk)
 
Sea-Raider: Wether a terrible costal raider, a noble corsair, or simply a cutthroat pirate, you live your life at sea and are at home on the rocking surface of a boat. Your experiance leaves you hale and sure footed.
 
lvl 1: +5 Efuss Sailing, +2 vs disease, +2 poisen
lvl 5: +1 fortitude, +2 disc, +2 tumble, +2 Intimidate
Lvl 8: +1 reflex, +2 initiative, Ironlungs Perk
 
Jungle Warrior: Wether from the lush forests of ymph, or the dense thick jungles of Chult and Maztica, you come from a verdant land where civilization is all but unknown and survival depends on ones ability to make use of nature's assets.
 
lvl 1: +2 vs Disease, +2 vs Poisen +5 Efuss Wilderness Survival
lvl 5: Use poisen, gain a random poisen each rest
lvl 8: Woodland Stride (Or the immunities associated with, web grease and entangle)
 
Dervish: Holding a weapon in each hand or an exotic double weapon, you have embraced the ultimate wisdom of combat: one axe good, two axe better! You like nothing more than to wade into combat like a whirlwind of steel.
 
Lvl 1: -2 wisdom, -2 disc, -1 initiative, +2 Intimidate, Ambidextry
Lvl 5: Exotic Weapon Proficiency
Lvl 8: Whirlwind Attack

Spiffy Has

Wilderness Defender: The land shrouds   and protects these warriors who stalk low to the ground. With the blessings of the realm around them, these beserkers fall upon their targets in terrible ambush and soon fade into the darkness once more.
Level 1: +3 Hide, +3 MS, +3 tumble
Level 5: Increase in Movement speed (Additional 10% in Wilderness areas)
Level 8: Changed to +5 Hide/MS, Animals do not attack you.


Gippy

I am hoping to redo the current barbarian / ranger bonuses with a perk system. The perks will be equivalent to current bonuses. You can post suggestions here.

Example: The Craven
In the mad scrabble of life, it's not the brave or the wise that lives, it's the craven.

Level 1: Evasion, +1 reflex, cowering rage
Level 5: defensive roll, additional +1 reflex, 2/- DR
Level 8: +5% speed, additional +1 reflex, 10% DR

Craven rage: Fear 1/round, 90% DR 1/round, 20% DR / +20% speed / +4 dex / +1/2 charisma bonus in Dex for 5 + CON rounds.

Example: Wiseman
Perhaps in a less harsh world, a world not inhabited by barbarians, these men could have developed their magical talents. Instead, these untrained powers manifest in minor miracles of fortitude, healing or sight.

Level 1: +4 healing, Spellcraft, lore, herbalism, alchemy, +1 will
Level 5: Additional +4 healing, Spellcraft, lore, herbalism, alchemy, 2/- DR, +1 will
Level 8: Additional +4 healing, Spellcraft, lore, herbalism, alchemy, +1 will, chance during the day to spot invisible creatures

Gippy

Above examples are for barbarians.

Porkolt

Alas! There goes my evasion ranger concept. :(

OrneryBadger

Am I reading Cowering rage right in that YOU get feared? Because thats awesome/hilarious

VanillaPudding

Can you elaborate on the "Fear 1/round, 90% DR 1/round" please? Also, I assume your DR is meant to be damage immunity, excluding the 2/- DR at level 5?

Gippy

Yes, it is immunity. %s are immunity.

You get feared for 1 / round at start of rage, but take nearly no physical damage (90 to 100% immunity) for that same 1/round and then for the remainder of the rage you get the other listed benefits.

Random_White_Guy

As I am currently playing a Barbarian thought I'd weigh in- I don't mind it to be honest, if people want other perks for changes. I kind of like the current perks as it makes the class stand out moreso than any other.

The Cha-Boost to Rage I'd say keep standard on each of them since it prevents too many "ME CRUSH" barbs, but anything else for flavor is great!
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The Pathfinder

Shamanic Warrior
Some barbarians call on the might of the Gods or their ancestors to empower them in battle and protect them from harm. Their minds are made strong through exposure to the great wisdom of shamanic traditions.
 
Level 1: Divine Might 1/day, +2 Intimidate.
Level 5: Divine Shield 1/day, +2 Will.
Level 8: Bless Weapon 1/day, +10 EFUSS Consecration.
 
Superstitious
Some tribes of the wilds are superstitious when it comes to arcane magic. Rather than toughen their bodies to resist the rigours of the wild, they prepare themselves for magical assault through a combination of rituals and natural or divine practices.
 
Level 1: +1/2 levels vs. Spells.
Level 5: Dispel Magic (5) 1/day.
Level 8: Spell Resistance 5 + level (including friendly spells).
 
Rimeheart
Born among frozen climates such as the Great Glacier or high in the mountains, some barbarians grow tough against the cold of their homelands. Though uncomfortable in the jungle, they can resist and ultimately ignore the pain of freezing.
 
Level 1: 5/- Damage Resistance vs. Cold, +2 saves vs. Cold
Level 5: 1/day Flame Weapon (Cold subtype), 10% Damage Immunity to Cold.
Level 8: 50% Damage Immunity to Cold, +1 cold damage to all attacks (does not stack with Flame Weapon).
 
Beastmaster
Some barbarian tribes cannot live without the wild and tamed animals of their homelands. Their connections to one or many types of animal is strong enough that they begin to take on characteristics of the animals themselves. Some are rumoured even to be able to change their form.
 
Level 1: Tracking (as per Ranger/Druid ability), 1/day Charm Person or Animal.
Level 5: Animals don't attack you, +2 Reflex, +2 Spot and Listen.
Level 8: Wild Shape 1/day.
 
Indomitable
Even among a tough group, there are some barbarians that stand out. Though often slower and more ponderous than their cousins, they make up for it with the ability to shrug off blows like no-one else. They pay a further price, however, with their looks, often suffering far more scars than is normal.
 
Level 1: Remove Uncanny Dodge, Remove Fast Movement, 1/+5 DR for every 2 levels
Level 5: Remove Improved Uncanny Dodge, -1 Charisma, +1 Natural AC
Level 8: -2 Charisma, +2 Natural AC
 
Vicious
A berserker can become so vicious that they hurt themselves without knowing or caring. Their affinity for destruction is often unmatched, but that especially reckless style often results in strain on the body or recoil that adds up over time. A vicious barbarian who loses control can fight himself to death without ever taking a blow.
 
Level 1: Barbarian deals +1d6 damage and takes 1d4 damage every time they hit during rage.
Level 5: Rage damage modifiers are increased to +1d8/1d6.
Level 8: Rage damage modifiers are increased to +2d6/1d8.
 
Grappler
Some barbarians prefer to take a more hands-on approach to combat. They are able to throw their opponents around, and are even able to defend themselves when on the ground.
 
Level 1: +1d4 damage to unarmed attacks (requires gloves), 10% bludgeoning damage immunity
Level 5: Knockdown, +4 AC when prone, +2 Discipline.
Level 8: Improved Knockdown, +4 Discipline.

putrid_plum

I would be highly dissapointed to see the current class bonuses for the barbarians removed.  They have been in for so long and make the class different and enjoayble.  If you want to add perks for the class that is excellent but to in essence completely change the class around to add these new perks is a bit silly.  The same goes with rangers.  No other classes was changed up so much to add 'perks'.

Thats atleast what I think.

Pandip

I'm not seeing Barbarian and Ranger being in need of Perks as much as I was the other three classes. They are both more or less niche classes and require a bit of finesse to play around with to the same success as other ones. In terms of flavor and roleplay, there are a lot of options here and I don't think trivial buffs to two already unique classes is going to make that big of a difference. Fighters had nothing but feats to rely on. Rogues practically had nothing but a plethora of relatively useful skills. Amongst a plethora of other benefits (full AB, sizeable HP, trap use, favored enemies, etc), Barbarians and Rangers have a ton of unique loot geared towards their use (the nature-only items come predominantly to mind) and mechanical deviations from their respective base classes. There also isn't much of an issue with cross-classing for either of these (especially the Ranger, who gets bonuses versus his favored enemy based on max level).

If anything, I think perks should be aimed towards refining or modifying their current unique characteristics rather than taking on the 1-5-8 mold that Fighters and Sorcerers have. For instance, I really liked the "Coward" rage format that Gippy presented. Or something along the lines of a perk that allows a Barbarian to gain rage bonuses based on both his Charisma and Wisdom scores. I'm having more troubles seeing why a Ranger would need more flavor than the favored enemies it already has. You can do a lot with a character, their background, and their personality based on which favored enemies he takes.