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Appetite for Destruction: The Barbarian's Handbook (by lordduskblade)
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<blockquote data-quote="Nibelung" data-source="post: 6712011" data-attributes="member: 74499"><p><strong>Originally posted by lordduskblade:</strong></p><p></p><p><strong>Skill Powers: Channeling the Destruction</strong></p><p></p><p>Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. Barbarians have a bit of a lackluster Utility list at Level 10, so you're mostly looking for something to take there.</p><p></p><p><span style="font-size: 15px"><strong><strong>Class Skill Powers</strong></strong></span></p><p></p><p><strong>Acrobatics Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Agile Recovery</span> (PHB 3)</strong> - Forever changes standing up to a Minor Action. Pretty cool.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Dodge Step</span> (PHB 3)</strong> - The trigger goes off too late to avoid a hit. Unimpressive.</p><p></p><p><strong>Graceful Maneuver (PHB 3)</strong> - A pretty decent shifting power you can pick up.</p><p></p><p><strong>Perfect Balance (PHB 3)</strong> - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Decent.</p><p></p><p><strong>Tumbling Dodge (PHB 3)</strong> - An example of a power that gets better as time goes on. While your Acrobatics check probably won't be that mindblowing overall, this could help your defenses a bit.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Drop and Roll</span> (PHB 3)</strong> - How often does this really come up? Not enough to occupy a Utility slot in my experience.</p><p></p><p><strong>Rapid Escape (PHB 3)</strong> - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Reflexive Dodge (PHB 3)</strong> - A solid DR ability, that comes with a shift attached.</p><p>[/sblock]</p><p></p><p><strong>Athletics Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Bounding Leap</span> (PHB 3)</strong> - Hey, look, it's a Tiger Leap clone! As such, it will be rated the same way.</p><p></p><p><strong><span style="color: #800080">Scrambling Climb</span> (PHB 3)</strong> - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Mighty Sprint (PHB 3)</strong> - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty decent pick.</p><p></p><p><strong>Sudden Leap (PHB 3)</strong> - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can definitely see some use.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Incredible Stride </span>(PHB 3)</strong> - Whoa. +4 speed for the encounter is a big buff. A very nice choice.</p><p>[/sblock]</p><p></p><p><strong>Endurance Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Endure Pain (PHB 3)</strong> - A very decent chunk of resist all when you get hit. Being a Daily limits it somewhat, but it's still solid.</p><p></p><p><strong><span style="color: #0000ff">Grit and Spittle</span> (D 385)</strong> - Though burning up a healing surge hurts, granting yourself mass saves is pretty darned awesome for a Barbarian, especially at a level this low.</p><p></p><p><strong><span style="color: #800080">Invigorating Presence</span> (PHB 3)</strong> - Some mass THP when you second wind. A bit unimpressive, to be honest.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Third Wind (PHB 3)</strong> - A very cool self-healing ability. Though it is a Daily, it's still a pretty solid pick.</p><p></p><p><strong><span style="color: #800080">Walk it Off</span> (PHB 3)</strong> - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Reactive Surge</span> (PHB 3)</strong> - Healing in response to getting Bloodied? And it's there every encounter? Excellent.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Diehard (PHB 3)</strong> - Being dazed sure beats being dead.</p><p>[/sblock]</p><p></p><p><strong>Heal Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Healer’s Gift</span> (PHB 3)</strong> - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Delay Poison</span> (PHB 3)</strong> - Certainly <strong>better</strong> in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you.</p><p></p><p><strong><span style="color: #800080">Physician's Care</span> (PHB 3)</strong> - Healing is nice, but not as a standard action.</p><p></p><p><strong>Swift Recovery (PHB 3)</strong> - This is a pretty solid power. The range does it no favors, but it can see use.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Time Out</span> (PHB 3)</strong> - This is<span style="color: #0000ff"><strong> sweet</strong></span> if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one).</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Miraculous Treatment</span> (PHB 3)</strong> - Again, healing is awesome, but not if it sacrifices your ability to attack.</p><p>[/sblock]</p><p></p><p><strong>Intimidate Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Ominous Threat (PHB 3)</strong> - Freeing an ally from a mark while slapping on one of your own can help you sub in for a Defender pretty well.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Demoralize Foe</span> (PHB 3)</strong> - A free debuff when you hit is always nice for messing with your opponent.</p><p></p><p><strong>Everybody Move (PHB 3)</strong> - A mass push 1. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in.</p><p></p><p><strong>Try the Stick (PHB 3)</strong> - Subbing Intimidate for Diplomacy can be serviceable switch.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Snap Out of It (PHB 3)</strong> - Flavor gold, and a decent way to aid your Leader in keeping everyone grounded.</p><p>[/sblock]</p><p></p><p><strong>Nature Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Mounted Coordination</span> (PHB 3)</strong> - If it were a turn-long buff, I'd be all for it, but as it is it's pretty marginal.</p><p></p><p><strong><span style="color: #800080">Nature Sense</span> (PHB 3)</strong> - Your initiative should beat your Nature check, and though +4 to all defenses is nice, it's only for one turn.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Natural Terrain Understanding</span> (D 385)</strong> - Though Leader-y in theme, +2 to all defenses and a free shift 2 for allies is greatly appreciated, especially on a per-encounter basis.</p><p></p><p><strong><span style="color: #800080">Path of the Bounding Stag</span> (PHB 3)</strong> - Obviously <span style="color: #0000ff"><strong>better</strong></span> if you spend a lot of time in forests aboveground; but I can't predict where your campaign will take you, and in most terrains this will be useless.</p><p></p><p><strong>Practiced Rider (PHB 3)</strong> - About as campaign-dependent as they come, but hey, it’s an At-Will!</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Spot the Path</span> (PHB 3)</strong> - Party-wide difficult terrain ignoring is sweet.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong>Nightshade Draught (D 385)</strong> - Anything that keeps you from dropping dead is appreciated on a Barbarian, especially when it allows you to operate at full efficiency (just remember to heal ASAP).</p><p>[/sblock]</p><p></p><p><strong>Perception Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #ff0000">Far Sight</span> (PHB 3)</strong> - Some minor penalty reduction for Ranged attacks. Unnecessary.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Guided Shot (PHB 3)</strong> - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough.</p><p></p><p><strong>Trapfinding (PHB 3)</strong> - A decent bonus to pick up traps and the like.</p><p></p><p><strong>Warning of Peril (PHB 3)</strong> - Your Passive Perception officially covers a huge area. A great scouting aid outside of combat, though marginal in it.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Focused Sight (PHB 3)</strong> - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns.</p><p></p><p><strong>Perfect Sight (PHB 3) </strong>- One turn of blindsight in a decent range. Serviceable enough.</p><p></p><p><strong>Spot Weakness (PHB 3)</strong> - A decent damage boost for one attack per encounter. Solid enough.</p><p></p><p><strong><span style="color: #800080">Uncanny Instincts</span> (PHB 3)</strong> - You will probably be investing enough in your initiative that this won't be good choice, even if you do get to bring an ally along.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong><strong>Recommended Non-Class Skill Powers</strong></strong></span></p><p></p><p>I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat.</p><p></p><p><strong>Bluff Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Battle Feint</span> (PHB 3)</strong> - If you want to give an ally combat advantage, just flank with the guy.</p><p></p><p><strong>False Bravado (PHB 3)</strong> - Shedding off a mark just because you want to is a solid benefit to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Confusing Blather</span> (PHB 3)</strong> - It can potentially allow you and your allies to maneuver and disengage unmolested by your enemies. Nice.</p><p></p><p><strong><span style="color: #ff0000">Dirty Tricks</span> (PHB 3)</strong> - This just seems like a lesser version of Confusing Blather to me, so just take that instead.</p><p></p><p><strong><span style="color: #800080">Fast Talk</span> (PHB 3)</strong> - Saving you from yourself, should you end up being the party face, though most of you won't be.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Improvisational Arcana (PHB 3)</strong> - If you were to choose to use rituals, this has the handy effect of making sure you don't suck at them. Solid enough.</p><p></p><p><strong><span style="color: #0000ff">Stall Tactics</span> (PHB 3)</strong> - It might as well say, "Once per day, your party wins initiative, no questions asked." This can set up some devastating tactical advantages for you and your allies.</p><p>[/sblock]</p><p></p><p><strong>Diplomacy Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong>Soothing Words (PHB 3)</strong> - Essentially, you get a little extra bang for your buck on your healing surges while you rest. A pretty decent power for supplementing your Leader.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong>Haggle (PHB 3)</strong> - Rerolling Diplomacy checks every encounter could save your skin in a social situation. Consider it.</p><p></p><p><strong><span style="color: #800080">Stirring Speech</span> (PHB 3)</strong> - While the flavor is nice, a bonus for being banged up is a rather risky thing to ask for from your allies, since you're not all that healing-capable.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Befriend (PHB 3)</strong> - In skill challenges, this is a hefty boost to have. Otherwise, it's a bit marginal.</p><p></p><p><strong><span style="color: #0000ff">Cry for Mercy</span> (PHB 3)</strong> - A very nice power. +4 to all defenses and no OA's on movement for a Bloodied ally every encounter is sweet.</p><p></p><p><strong>Noble Sacrifice (PHB 3)</strong> - This is a pretty decent way of helping allies out when they're in a jam.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Indomitable Ally</span> (PHB 3)</strong> - Buying one more turn for your ally sounds good to me.</p><p>[/sblock]</p><p></p><p><strong>Stealth Powers</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 2:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Obscured Avoidance</span> (PHB 3)</strong> - At-Will mark avoidance while concealed. Not all that impressive.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 6:</strong></strong></span></p><p></p><p><strong><span style="color: #800080">Concealed Shift</span> (PHB 3)</strong> - Shift you when you’re missed if you have cover/concealment. Meh.</p><p></p><p><strong>Shrouding Gloom (PHB 3)</strong> - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 10:</strong></strong></span></p><p></p><p><strong>Crowd Cover (PHB 3)</strong> - A pretty decent way to mess with enemy Ranged combatants, but it's kind of marginal given that it only affect Ranged attacks.</p><p></p><p><strong>Persistent Tail (PHB 3)</strong> - A decent power to keep yourself out of sight. Great out-of-combat utility for this one.</p><p></p><p><span style="font-size: 12px"><strong><strong>Level 16:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Deepening Gloom</span> (PHB 3)</strong> - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712011, member: 74499"] [b]Originally posted by lordduskblade:[/b] [b]Skill Powers: Channeling the Destruction[/b] Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels. Barbarians have a bit of a lackluster Utility list at Level 10, so you're mostly looking for something to take there. [Size=4][b][b]Class Skill Powers[/b][/b][/size] [b]Acrobatics Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#0000ff]Agile Recovery[/COLOR] (PHB 3)[/b] - Forever changes standing up to a Minor Action. Pretty cool. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Dodge Step[/COLOR] (PHB 3)[/b] - The trigger goes off too late to avoid a hit. Unimpressive. [b]Graceful Maneuver (PHB 3)[/b] - A pretty decent shifting power you can pick up. [b]Perfect Balance (PHB 3)[/b] - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks. Decent. [b]Tumbling Dodge (PHB 3)[/b] - An example of a power that gets better as time goes on. While your Acrobatics check probably won't be that mindblowing overall, this could help your defenses a bit. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Drop and Roll[/COLOR] (PHB 3)[/b] - How often does this really come up? Not enough to occupy a Utility slot in my experience. [b]Rapid Escape (PHB 3)[/b] - The definitive answer to being grabbed; it allows you to escape as a Minor Action, grants you CA if you do escape, AND it’s an At-Will. It faces stiff competition and grabbing ain’t exactly the most common status effect under sun and moon, but this is awesome when it does come up. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Reflexive Dodge (PHB 3)[/b] - A solid DR ability, that comes with a shift attached. [/sblock] [b]Athletics Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Bounding Leap[/COLOR] (PHB 3)[/b] - Hey, look, it's a Tiger Leap clone! As such, it will be rated the same way. [b][COLOR=#800080]Scrambling Climb[/COLOR] (PHB 3)[/b] - It's a great movement Utility if you have to climb up stuff a lot. The question is, will you? Not in most campaigns. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Mighty Sprint (PHB 3)[/b] - Speed +4 is nice. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy. This is a pretty decent pick. [b]Sudden Leap (PHB 3)[/b] - Essentially, this is flanking without provoking OA's, no matter how big your opponent is, once per encounter. It can definitely see some use. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Incredible Stride [/COLOR](PHB 3)[/b] - Whoa. +4 speed for the encounter is a big buff. A very nice choice. [/sblock] [b]Endurance Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Endure Pain (PHB 3)[/b] - A very decent chunk of resist all when you get hit. Being a Daily limits it somewhat, but it's still solid. [b][COLOR=#0000ff]Grit and Spittle[/COLOR] (D 385)[/b] - Though burning up a healing surge hurts, granting yourself mass saves is pretty darned awesome for a Barbarian, especially at a level this low. [b][COLOR=#800080]Invigorating Presence[/COLOR] (PHB 3)[/b] - Some mass THP when you second wind. A bit unimpressive, to be honest. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Third Wind (PHB 3)[/b] - A very cool self-healing ability. Though it is a Daily, it's still a pretty solid pick. [b][COLOR=#800080]Walk it Off[/COLOR] (PHB 3)[/b] - Having a chance to negate ongoing damage before it happens is nice, but rarely will you see ongoing damage that is lethal enough to be a serious concern. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#00ccff]Reactive Surge[/COLOR] (PHB 3)[/b] - Healing in response to getting Bloodied? And it's there every encounter? Excellent. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Diehard (PHB 3)[/b] - Being dazed sure beats being dead. [/sblock] [b]Heal Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#ff0000]Healer’s Gift[/COLOR] (PHB 3)[/b] - Burn a Utility slot for a very marginal improvement over First Aid? No. Gods, no. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Delay Poison[/COLOR] (PHB 3)[/b] - Certainly [b]better[/b] in campaigns where poisons are more prevalent and lethal and/or an enemy attacks only using poison damage, but usually ongoing 5-10 damage won't kill you. [b][COLOR=#800080]Physician's Care[/COLOR] (PHB 3)[/b] - Healing is nice, but not as a standard action. [b]Swift Recovery (PHB 3)[/b] - This is a pretty solid power. The range does it no favors, but it can see use. [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#800080]Time Out[/COLOR] (PHB 3)[/b] - This is[COLOR=#0000ff][b] sweet[/b][/COLOR] if you have a Dwarf or Warden ally, and can be better if you have both; otherwise, the times it comes up are few and far between (very hit-or-miss, this one). [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#800080]Miraculous Treatment[/COLOR] (PHB 3)[/b] - Again, healing is awesome, but not if it sacrifices your ability to attack. [/sblock] [b]Intimidate Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Ominous Threat (PHB 3)[/b] - Freeing an ally from a mark while slapping on one of your own can help you sub in for a Defender pretty well. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#0000ff]Demoralize Foe[/COLOR] (PHB 3)[/b] - A free debuff when you hit is always nice for messing with your opponent. [b]Everybody Move (PHB 3)[/b] - A mass push 1. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in. [b]Try the Stick (PHB 3)[/b] - Subbing Intimidate for Diplomacy can be serviceable switch. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Snap Out of It (PHB 3)[/b] - Flavor gold, and a decent way to aid your Leader in keeping everyone grounded. [/sblock] [b]Nature Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Mounted Coordination[/COLOR] (PHB 3)[/b] - If it were a turn-long buff, I'd be all for it, but as it is it's pretty marginal. [b][COLOR=#800080]Nature Sense[/COLOR] (PHB 3)[/b] - Your initiative should beat your Nature check, and though +4 to all defenses is nice, it's only for one turn. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#0000ff]Natural Terrain Understanding[/COLOR] (D 385)[/b] - Though Leader-y in theme, +2 to all defenses and a free shift 2 for allies is greatly appreciated, especially on a per-encounter basis. [b][COLOR=#800080]Path of the Bounding Stag[/COLOR] (PHB 3)[/b] - Obviously [COLOR=#0000ff][b]better[/b][/COLOR] if you spend a lot of time in forests aboveground; but I can't predict where your campaign will take you, and in most terrains this will be useless. [b]Practiced Rider (PHB 3)[/b] - About as campaign-dependent as they come, but hey, it’s an At-Will! [Size=3][b][b]Level 10:[/b][/b][/size] [b][COLOR=#0000ff]Spot the Path[/COLOR] (PHB 3)[/b] - Party-wide difficult terrain ignoring is sweet. [Size=3][b][b]Level 16:[/b][/b][/size] [b]Nightshade Draught (D 385)[/b] - Anything that keeps you from dropping dead is appreciated on a Barbarian, especially when it allows you to operate at full efficiency (just remember to heal ASAP). [/sblock] [b]Perception Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#ff0000]Far Sight[/COLOR] (PHB 3)[/b] - Some minor penalty reduction for Ranged attacks. Unnecessary. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Guided Shot (PHB 3)[/b] - Essentially an after-you-roll attack buff vs. the great majority of enemies for an ally. Solid enough. [b]Trapfinding (PHB 3)[/b] - A decent bonus to pick up traps and the like. [b]Warning of Peril (PHB 3)[/b] - Your Passive Perception officially covers a huge area. A great scouting aid outside of combat, though marginal in it. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Focused Sight (PHB 3)[/b] - Far Sight's big brother, it also works on Melee powers and superior cover/concealment. Serviceable, as it lasts two turns. [b]Perfect Sight (PHB 3) [/b]- One turn of blindsight in a decent range. Serviceable enough. [b]Spot Weakness (PHB 3)[/b] - A decent damage boost for one attack per encounter. Solid enough. [b][COLOR=#800080]Uncanny Instincts[/COLOR] (PHB 3)[/b] - You will probably be investing enough in your initiative that this won't be good choice, even if you do get to bring an ally along. [/sblock] [Size=4][b][b]Recommended Non-Class Skill Powers[/b][/b][/size] I’m only going to talk about the powers whose parent skills are recommended, so that limits it somewhat. [b]Bluff Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Battle Feint[/COLOR] (PHB 3)[/b] - If you want to give an ally combat advantage, just flank with the guy. [b]False Bravado (PHB 3)[/b] - Shedding off a mark just because you want to is a solid benefit to have. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#0000ff]Confusing Blather[/COLOR] (PHB 3)[/b] - It can potentially allow you and your allies to maneuver and disengage unmolested by your enemies. Nice. [b][COLOR=#ff0000]Dirty Tricks[/COLOR] (PHB 3)[/b] - This just seems like a lesser version of Confusing Blather to me, so just take that instead. [b][COLOR=#800080]Fast Talk[/COLOR] (PHB 3)[/b] - Saving you from yourself, should you end up being the party face, though most of you won't be. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Improvisational Arcana (PHB 3)[/b] - If you were to choose to use rituals, this has the handy effect of making sure you don't suck at them. Solid enough. [b][COLOR=#0000ff]Stall Tactics[/COLOR] (PHB 3)[/b] - It might as well say, "Once per day, your party wins initiative, no questions asked." This can set up some devastating tactical advantages for you and your allies. [/sblock] [b]Diplomacy Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b]Soothing Words (PHB 3)[/b] - Essentially, you get a little extra bang for your buck on your healing surges while you rest. A pretty decent power for supplementing your Leader. [Size=3][b][b]Level 6:[/b][/b][/size] [b]Haggle (PHB 3)[/b] - Rerolling Diplomacy checks every encounter could save your skin in a social situation. Consider it. [b][COLOR=#800080]Stirring Speech[/COLOR] (PHB 3)[/b] - While the flavor is nice, a bonus for being banged up is a rather risky thing to ask for from your allies, since you're not all that healing-capable. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Befriend (PHB 3)[/b] - In skill challenges, this is a hefty boost to have. Otherwise, it's a bit marginal. [b][COLOR=#0000ff]Cry for Mercy[/COLOR] (PHB 3)[/b] - A very nice power. +4 to all defenses and no OA's on movement for a Bloodied ally every encounter is sweet. [b]Noble Sacrifice (PHB 3)[/b] - This is a pretty decent way of helping allies out when they're in a jam. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Indomitable Ally[/COLOR] (PHB 3)[/b] - Buying one more turn for your ally sounds good to me. [/sblock] [b]Stealth Powers[/b] [sblock] [Size=3][b][b]Level 2:[/b][/b][/size] [b][COLOR=#800080]Obscured Avoidance[/COLOR] (PHB 3)[/b] - At-Will mark avoidance while concealed. Not all that impressive. [Size=3][b][b]Level 6:[/b][/b][/size] [b][COLOR=#800080]Concealed Shift[/COLOR] (PHB 3)[/b] - Shift you when you’re missed if you have cover/concealment. Meh. [b]Shrouding Gloom (PHB 3)[/b] - A bit of action economy for your Stealth checks. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check. [Size=3][b][b]Level 10:[/b][/b][/size] [b]Crowd Cover (PHB 3)[/b] - A pretty decent way to mess with enemy Ranged combatants, but it's kind of marginal given that it only affect Ranged attacks. [b]Persistent Tail (PHB 3)[/b] - A decent power to keep yourself out of sight. Great out-of-combat utility for this one. [Size=3][b][b]Level 16:[/b][/b][/size] [b][COLOR=#0000ff]Deepening Gloom[/COLOR] (PHB 3)[/b] - This is a nice one; making yourself invisible to the target instantly slaps on a hefty penalty for his attack, and given that this is an interrupt, it could potentially negate a hit. [/sblock] [b][/b] [/QUOTE]
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Appetite for Destruction: The Barbarian's Handbook (by lordduskblade)
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