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Barbarian Handbook
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<blockquote data-quote="Systole" data-source="post: 5710473" data-attributes="member: 93930"><p><strong><u><span style="font-size: 15px">The Must-Haves</span></u></strong></p><p> </p><p><span style="color: deepskyblue">Clear Mind (Ex)</span> - Will saves are the ones you're most likely to fail, and they're the ones that hurt most to fail. This ability is good enough for me to put it in the must-have category, even after all the bad things I said about defensive rage powers.</p><p><span style="color: deepskyblue">Come and Get Me (Ex)</span> - Absolutely overpowered. Take this at level 12.</p><p><span style="color: deepskyblue">Fearless Rage (Ex)</span> - Those conditions suck and target Will. This gets blue for the same reason that Clear Mind does. </p><p><span style="color: deepskyblue">Knockdown (Ex)</span> - This is just excellent. Charge 'em, knock 'em down, smack 'em when they get up. For extra barbarian-y goodness, toss in a Strength Surge.</p><p><span style="color: deepskyblue">Reckless Abandon (Ex)</span> - This is a perfect, iconic rage power. Every barbarian should have this.</p><p><span style="color: deepskyblue">Strength Surge (Ex)</span> - By itself, this is a great power for that extra oomph when you need it. Coupled with Knockdown or Knockback, it is excellent.</p><p><span style="color: deepskyblue">Superstition (Ex)</span> - The consensus is that this is a blue. Myself ... I kind of like having my pet wizard being able to cast on me during combat, but I'll submit to the majority vote.</p><p><span style="color: deepskyblue">Unexpected Strike (Ex)</span> - Oh, yes. Your barbarian should be built around smacking people in the face. This lets him smack people in the face more. Get this.</p><p> </p><p> </p><p> </p><p> </p><p><strong><span style="font-size: 15px"><u>The Pretty Good</u></span></strong></p><p> </p><p><span style="color: green">Animal Fury (Ex)</span> - Decent, and a prereq for a lot of good stuff.</p><p><span style="color: green">Auspicious Mark (Su)</span> - I may have overrated this, but I'm a big fan of retroactive luck.</p><p><span style="color: green">Crippling Blow (Ex)</span> - Scales pretty well and helps put the hurt on big nasties.</p><p><span style="color: green">Disruptive</span> - Disruptive gets weaker at high levels. Still, it's not terrible, and the rest of the tree helps out here.</p><p><span style="color: green">Eater of Magic (Su)</span> - Definitely tasty. GET IT? TASTY?</p><p><span style="color: green">Hurling Charge (Ex)</span> - Free attack during a charge. Excellent. Sadly, the prereq is subpar.</p><p><span style="color: green">Increased Damage Reduction (Ex)</span> - Good, but you're generally better off taking offensive powers than defensive powers.</p><p><span style="color: green">Quick Reflexes (Ex)</span> - Extra AoOs are good. If you dumped Dexterity or there's a tripper in the party, could be a blue.</p><p><span style="color: green">Sharpened Accuracy (Ex)</span> - This is a good power, assuming you got Surprise Accuracy. Which you shouldn't have.</p><p><span style="color: green">Spell Sunder (Su)</span> - Very good. Lets you peel away the defenses of magic baddies.</p><p><span style="color: green">Spellbreaker</span> - If you're going this route, decent.</p><p><span style="color: green">Sprint (Ex)</span> - A x3 charge is a great way to close in that first round. This is better than Swift Foot, because this gives you a lot extra during those times when you really need it, rather than a little extra which you don't need most of the time.</p><p> </p><p> </p><p> </p><p> </p><p><strong><span style="font-size: 15px"><u>The Not So Great</u></span></strong></p><p> </p><p><span style="color: orange">Beastial Leaper (Ex)</span> - It's a copy of Spring Attack, which isn't that great anyway. Plus, you shouldn't have wasted o rage power on the terrible prerequisite.</p><p><span style="color: orange">Bleeding Blow (Ex)</span> - It's extra damage, but you should be trying to kill things outright, not letting them bleed out slowly.</p><p><span style="color: orange">Elemental Rage & Greater Elemental Rage (Su)</span> - A little bit of energy damage is really not useful at this level. It isn't multiplied on crits, and a lot of stuff is going to be resistant to whatever type you choose.</p><p><span style="color: orange">Elemental Rage, Lesser (Su)</span> - If you're TWF, maybe this is green. If you're wielding a BFS, it's just not worth the investment.</p><p><span style="color: orange">Good for What Ails You (Ex)</span> - Depends on how tough the status effects you run into are. Generally speaking, barbarians should avoid defensive rage powers.</p><p><span style="color: orange">Internal Fortitude (Ex)</span> - These conditions suck. However, usually they're Fortitude saves, so you shouldn't be failing them too often.</p><p><span style="color: orange">Knockback (Ex)</span> - I'm not a fan of Bull Rushes, but free CMs are fun.</p><p><span style="color: orange">Liquid Courage (Ex)</span> - Not terrible, but you should be getting morale buffs from your cleric.</p><p><span style="color: orange">Mighty Swing (Ex)</span> - By the time you get this, you should be pretty much auto-confirming anyway. It's not that special.</p><p><span style="color: orange">Powerful Blow (Ex)</span> - Great idea, but once per rage sucks.</p><p><span style="color: orange">Renewed Life (Ex)</span> - Negative levels suck, but if you tend to get a lot of them, your cleric is doing something wrong.</p><p><span style="color: orange">Renewed Vitality (Ex)</span> - Ability damage is more common and less avoidable than negative levels. This could almost make it a green, except I wouldn't want to delude anyone into taking Renewed Vigor.</p><p><span style="color: orange">Scent (Ex)</span> - This rates a solid "Meh."</p><p><span style="color: orange">Sunder Enchantment (Su)</span> - Why are you sundering? Just smack the guy in the face.</p><p><span style="color: orange">Surprise Accuracy (Ex)</span> - It's once per rage, it's just an attack bonus, and there's a good chance you have a morale bonus up that this won't stack with.</p><p><span style="color: orange">Swift Foot (Ex)</span> - Not really worth a rage power.</p><p><span style="color: orange">Witch Hunter (Ex)</span> - Not terrible. Not great.</p><p> </p><p> </p><p> </p><p> </p><p><strong><span style="font-size: 15px"><u>The Flat-Out Terrible</u></span></strong></p><p> </p><p><span style="color: red">Beastial Climber/Swimmer(Ex)</span> - You have access to better magic than this now. Also, these abilities would be laughable even if you didn't.</p><p><span style="color: red">Boasting Taunt (Ex)</span> - Goes to green if you're the group's tank. Please don't be the group's tank.</p><p><span style="color: red">Body Bludgeon (Ex)</span> - Okay, role-playing-wise, I admit it's kind of funny. Mechanically, it's stupid.</p><p><span style="color: red">Brawler & Greater Brawler </span>- You're not a monk. If you want to punch stuff, put on a cestus or a spiked gauntlet.</p><p><span style="color: red">Deadly Accuracy (Ex)</span> - So let me get this straight: If you manage to crit on that one special round per rage when you use an underpowered ability, the beastie that you would have killed with a single crit is extra dead. Wow.</p><p><span style="color: red">Energy Absorption (Su)</span> - So many better things to spend rage powers on.</p><p><span style="color: red">Energy Eruption (Su)</span> - Did you know that if something is hitting you with an energy type at level 16, there's a better than average chance it's immune to the energy type it's using? Yeah.</p><p><span style="color: red">Energy Resistance, Greater (Ex)</span> - Not great.</p><p><span style="color: red">Ground Breaker & Greater Ground Breaker (Ex)</span> - No. Just no. The save doesn't scale. Skip this. Skip this hard.</p><p><span style="color: red">Guarded Life & Greater Guarded Life (Ex)</span> - Your Fortitude save is already through the roof. Skip.</p><p><span style="color: red">Guarded Stance (Ex)</span> - You're a barbarian. You hit things. This ability does not help you hit things. If you are the party tank, maybe a green. Please tell me you are not the party tank, though.</p><p><span style="color: red">Hurling & Greater Hurling (Ex)</span> - Not worth it.</p><p><span style="color: red">Hurling, Lesser (Ex)</span> - Funny, but not worth. However, does lead in to Hurling Charge, which is decent.</p><p><span style="color: red">Lethal Accuracy (Ex)</span> - See Deadly Accuracy.</p><p><span style="color: red">Low-Light Vision (Ex)</span> - Low-light vision is nice, but if you need it, you probably need it when you're out of rage too.</p><p><span style="color: red">Night Vision (Ex)</span> - Darkvision is nice, but if you need it, you probably need it when you're out of rage too.</p><p><span style="color: red">Overbearing Advance& Overbearing Onslaught (Ex)</span> - Overrun is generally a pretty bad CM. You want to smack things in the face, not run past them.</p><p><span style="color: red">Perfect Clarity (Ex)</span> - Only worth it if your GM is sending hordes of rampaging gnome illusionists at you. I've only had that happen once.</p><p><span style="color: red">Primal Scent (Ex)</span> - Not worth it.</p><p><span style="color: red">Raging Climber/Leaper/Swimmer (Ex)</span> - All of these are laughably bad.</p><p><span style="color: red">Reflexive Dodge (Ex)</span> - Rolling Dodge is bad. But spending a rage power on Reflex saves? Terrible. Reflex saves are the saves that hurt the least.</p><p><span style="color: red">Renewed Vigor & Regenerative Vigor (Ex)</span> - Terrible. You're not a healer. That guy in the dress standing behind you is the healer. Or possibly the wizard. Assuming he is the healer, you should let him do his job while you smack things in the face. You'll both be happier that way.</p><p><span style="color: red">Rolling Dodge (Ex)</span> - You know what you do to archers? You run up and smack them in the face. Spending a rage power to avoid projectiles is so not worth it.</p><p><span style="color: red">Smasher (Ex)</span> - Wha ... what? A rage power to help you smite defenseless objects? Are you kidding me, Paizo? Are you $#%&ing kidding me?!? YES ... YESSSSS! I SHALL BE THE KING OF SMASHING FURNITURE AND OTHER INANIMATE OBJECTS! COFFEE TABLES THE WORLD OVER SHALL TREMBLE AT THE MENTION OF MY NAME!</p><p><span style="color: red">Staggering Drunk (Ex)</span> - Any rage power that includes "Gain AC" is worthless.</p><p> </p><p> </p><p> </p><p><strong><u><span style="font-size: 15px">The Conditionally Okay But Mostly Not Good</span></u></strong></p><p> </p><p><span style="color: red"><span style="color: gray">Energy Resistance (Ex) -</span> </span>This can be green if you fight the same type of energy all the time. Generally speaking, you're better off with rage powers that let you hit harder.</p><p><span style="color: gray"><span style="color: gray">Flesh Wound (Ex)</span> </span>- If you're an Invulnerable Rager and/or have mastered rage hopping (see below), this is green, possibly even blue. Otherwise, I can't really rate this above orange, and I really think it's fairly red.</p><p><span style="color: gray">Ghost Rager (Su) </span>- You should have a magic weapon by level 6. If your GM is stiffing you on loot, or you're in an campaign where you fight undead 80% of the time, maybe this gets an orange or green. If you're going the human/Superstitious route, this bumps your Touch AC to ridiculous levels, and might rate as high as blue.</p><p><span style="color: gray">Inspire Ferocity (Ex)</span> - Okay, this is a toughie because it's super situational. Is your group made of melee? Maybe it's worth it. Generally not, though.</p><p><span style="color: gray">Intimidating Glare (Ex)</span> - Didn't you dump Charisma? If you're building a Howler barbarian, this is a blue. Otherwise, red.</p><p><span style="color: gray">Moment of Clarity (Ex)</span> - It's a must-have if you're going Rage Prophet, which you shouldn't, because Rage Prophet is a terrible class. Otherwise, this is very deeply red.</p><p><span style="color: gray">No Escape (Ex)</span> - How often do foes use the withdraw action? I've only seen it once, I think. If your GM is a maneuver monkey, then maybe this is green.</p><p><span style="color: red"><span style="color: gray">Roaring Drunk (Ex)</span> - </span>Not great unless you're going for a Terrifying Howl build (in which case it's green) or you run into lots of stuff that causes fear (in which case it's orange).</p><p><span style="color: gray">Roused Anger (Ex)</span> - This depends on whether your GM is sneaky. If your fights are straightforward, this is red. If your GM likes to play gotcha, this might go as high as green, but probably not.</p><p><span style="color: gray">Terrifying Howl (Ex)</span> - You really have to build to this to make it work. If you're building a Howling barbarian, then it's blue. Otherwise, it's red.</p></blockquote><p></p>
[QUOTE="Systole, post: 5710473, member: 93930"] [B][U][SIZE=4]The Must-Haves[/SIZE][/U][/B] [COLOR=deepskyblue]Clear Mind (Ex)[/COLOR] - Will saves are the ones you're most likely to fail, and they're the ones that hurt most to fail. This ability is good enough for me to put it in the must-have category, even after all the bad things I said about defensive rage powers. [COLOR=deepskyblue]Come and Get Me (Ex)[/COLOR] - Absolutely overpowered. Take this at level 12. [COLOR=deepskyblue]Fearless Rage (Ex)[/COLOR] - Those conditions suck and target Will. This gets blue for the same reason that Clear Mind does. [COLOR=deepskyblue]Knockdown (Ex)[/COLOR] - This is just excellent. Charge 'em, knock 'em down, smack 'em when they get up. For extra barbarian-y goodness, toss in a Strength Surge. [COLOR=deepskyblue]Reckless Abandon (Ex)[/COLOR] - This is a perfect, iconic rage power. Every barbarian should have this. [COLOR=deepskyblue]Strength Surge (Ex)[/COLOR] - By itself, this is a great power for that extra oomph when you need it. Coupled with Knockdown or Knockback, it is excellent. [COLOR=deepskyblue]Superstition (Ex)[/COLOR] - The consensus is that this is a blue. Myself ... I kind of like having my pet wizard being able to cast on me during combat, but I'll submit to the majority vote. [COLOR=deepskyblue]Unexpected Strike (Ex)[/COLOR] - Oh, yes. Your barbarian should be built around smacking people in the face. This lets him smack people in the face more. Get this. [B][SIZE=4][U]The Pretty Good[/U][/SIZE][/B] [COLOR=green]Animal Fury (Ex)[/COLOR] - Decent, and a prereq for a lot of good stuff. [COLOR=green]Auspicious Mark (Su)[/COLOR] - I may have overrated this, but I'm a big fan of retroactive luck. [COLOR=green]Crippling Blow (Ex)[/COLOR] - Scales pretty well and helps put the hurt on big nasties. [COLOR=green]Disruptive[/COLOR] - Disruptive gets weaker at high levels. Still, it's not terrible, and the rest of the tree helps out here. [COLOR=green]Eater of Magic (Su)[/COLOR] - Definitely tasty. GET IT? TASTY? [COLOR=green]Hurling Charge (Ex)[/COLOR] - Free attack during a charge. Excellent. Sadly, the prereq is subpar. [COLOR=green]Increased Damage Reduction (Ex)[/COLOR] - Good, but you're generally better off taking offensive powers than defensive powers. [COLOR=green]Quick Reflexes (Ex)[/COLOR] - Extra AoOs are good. If you dumped Dexterity or there's a tripper in the party, could be a blue. [COLOR=green]Sharpened Accuracy (Ex)[/COLOR] - This is a good power, assuming you got Surprise Accuracy. Which you shouldn't have. [COLOR=green]Spell Sunder (Su)[/COLOR] - Very good. Lets you peel away the defenses of magic baddies. [COLOR=green]Spellbreaker[/COLOR] - If you're going this route, decent. [COLOR=green]Sprint (Ex)[/COLOR] - A x3 charge is a great way to close in that first round. This is better than Swift Foot, because this gives you a lot extra during those times when you really need it, rather than a little extra which you don't need most of the time. [B][SIZE=4][U]The Not So Great[/U][/SIZE][/B] [COLOR=orange]Beastial Leaper (Ex)[/COLOR] - It's a copy of Spring Attack, which isn't that great anyway. Plus, you shouldn't have wasted o rage power on the terrible prerequisite. [COLOR=orange]Bleeding Blow (Ex)[/COLOR] - It's extra damage, but you should be trying to kill things outright, not letting them bleed out slowly. [COLOR=orange]Elemental Rage & Greater Elemental Rage (Su)[/COLOR] - A little bit of energy damage is really not useful at this level. It isn't multiplied on crits, and a lot of stuff is going to be resistant to whatever type you choose. [COLOR=orange]Elemental Rage, Lesser (Su)[/COLOR] - If you're TWF, maybe this is green. If you're wielding a BFS, it's just not worth the investment. [COLOR=orange]Good for What Ails You (Ex)[/COLOR] - Depends on how tough the status effects you run into are. Generally speaking, barbarians should avoid defensive rage powers. [COLOR=orange]Internal Fortitude (Ex)[/COLOR] - These conditions suck. However, usually they're Fortitude saves, so you shouldn't be failing them too often. [COLOR=orange]Knockback (Ex)[/COLOR] - I'm not a fan of Bull Rushes, but free CMs are fun. [COLOR=orange]Liquid Courage (Ex)[/COLOR] - Not terrible, but you should be getting morale buffs from your cleric. [COLOR=orange]Mighty Swing (Ex)[/COLOR] - By the time you get this, you should be pretty much auto-confirming anyway. It's not that special. [COLOR=orange]Powerful Blow (Ex)[/COLOR] - Great idea, but once per rage sucks. [COLOR=orange]Renewed Life (Ex)[/COLOR] - Negative levels suck, but if you tend to get a lot of them, your cleric is doing something wrong. [COLOR=orange]Renewed Vitality (Ex)[/COLOR] - Ability damage is more common and less avoidable than negative levels. This could almost make it a green, except I wouldn't want to delude anyone into taking Renewed Vigor. [COLOR=orange]Scent (Ex)[/COLOR] - This rates a solid "Meh." [COLOR=orange]Sunder Enchantment (Su)[/COLOR] - Why are you sundering? Just smack the guy in the face. [COLOR=orange]Surprise Accuracy (Ex)[/COLOR] - It's once per rage, it's just an attack bonus, and there's a good chance you have a morale bonus up that this won't stack with. [COLOR=orange]Swift Foot (Ex)[/COLOR] - Not really worth a rage power. [COLOR=orange]Witch Hunter (Ex)[/COLOR] - Not terrible. Not great. [B][SIZE=4][U]The Flat-Out Terrible[/U][/SIZE][/B] [COLOR=red]Beastial Climber/Swimmer(Ex)[/COLOR] - You have access to better magic than this now. Also, these abilities would be laughable even if you didn't. [COLOR=red]Boasting Taunt (Ex)[/COLOR] - Goes to green if you're the group's tank. Please don't be the group's tank. [COLOR=red]Body Bludgeon (Ex)[/COLOR] - Okay, role-playing-wise, I admit it's kind of funny. Mechanically, it's stupid. [COLOR=red]Brawler & Greater Brawler [/COLOR]- You're not a monk. If you want to punch stuff, put on a cestus or a spiked gauntlet. [COLOR=red]Deadly Accuracy (Ex)[/COLOR] - So let me get this straight: If you manage to crit on that one special round per rage when you use an underpowered ability, the beastie that you would have killed with a single crit is extra dead. Wow. [COLOR=red]Energy Absorption (Su)[/COLOR] - So many better things to spend rage powers on. [COLOR=red]Energy Eruption (Su)[/COLOR] - Did you know that if something is hitting you with an energy type at level 16, there's a better than average chance it's immune to the energy type it's using? Yeah. [COLOR=red]Energy Resistance, Greater (Ex)[/COLOR] - Not great. [COLOR=red]Ground Breaker & Greater Ground Breaker (Ex)[/COLOR] - No. Just no. The save doesn't scale. Skip this. Skip this hard. [COLOR=red]Guarded Life & Greater Guarded Life (Ex)[/COLOR] - Your Fortitude save is already through the roof. Skip. [COLOR=red]Guarded Stance (Ex)[/COLOR] - You're a barbarian. You hit things. This ability does not help you hit things. If you are the party tank, maybe a green. Please tell me you are not the party tank, though. [COLOR=red]Hurling & Greater Hurling (Ex)[/COLOR] - Not worth it. [COLOR=red]Hurling, Lesser (Ex)[/COLOR] - Funny, but not worth. However, does lead in to Hurling Charge, which is decent. [COLOR=red]Lethal Accuracy (Ex)[/COLOR] - See Deadly Accuracy. [COLOR=red]Low-Light Vision (Ex)[/COLOR] - Low-light vision is nice, but if you need it, you probably need it when you're out of rage too. [COLOR=red]Night Vision (Ex)[/COLOR] - Darkvision is nice, but if you need it, you probably need it when you're out of rage too. [COLOR=red]Overbearing Advance& Overbearing Onslaught (Ex)[/COLOR] - Overrun is generally a pretty bad CM. You want to smack things in the face, not run past them. [COLOR=red]Perfect Clarity (Ex)[/COLOR] - Only worth it if your GM is sending hordes of rampaging gnome illusionists at you. I've only had that happen once. [COLOR=red]Primal Scent (Ex)[/COLOR] - Not worth it. [COLOR=red]Raging Climber/Leaper/Swimmer (Ex)[/COLOR] - All of these are laughably bad. [COLOR=red]Reflexive Dodge (Ex)[/COLOR] - Rolling Dodge is bad. But spending a rage power on Reflex saves? Terrible. Reflex saves are the saves that hurt the least. [COLOR=red]Renewed Vigor & Regenerative Vigor (Ex)[/COLOR] - Terrible. You're not a healer. That guy in the dress standing behind you is the healer. Or possibly the wizard. Assuming he is the healer, you should let him do his job while you smack things in the face. You'll both be happier that way. [COLOR=red]Rolling Dodge (Ex)[/COLOR] - You know what you do to archers? You run up and smack them in the face. Spending a rage power to avoid projectiles is so not worth it. [COLOR=red]Smasher (Ex)[/COLOR] - Wha ... what? A rage power to help you smite defenseless objects? Are you kidding me, Paizo? Are you $#%&ing kidding me?!? YES ... YESSSSS! I SHALL BE THE KING OF SMASHING FURNITURE AND OTHER INANIMATE OBJECTS! COFFEE TABLES THE WORLD OVER SHALL TREMBLE AT THE MENTION OF MY NAME! [COLOR=red]Staggering Drunk (Ex)[/COLOR] - Any rage power that includes "Gain AC" is worthless. [B][U][SIZE=4]The Conditionally Okay But Mostly Not Good[/SIZE][/U][/B] [COLOR=red][COLOR=gray]Energy Resistance (Ex) -[/COLOR] [/COLOR]This can be green if you fight the same type of energy all the time. Generally speaking, you're better off with rage powers that let you hit harder. [COLOR=gray][COLOR=gray]Flesh Wound (Ex)[/COLOR] [/COLOR]- If you're an Invulnerable Rager and/or have mastered rage hopping (see below), this is green, possibly even blue. Otherwise, I can't really rate this above orange, and I really think it's fairly red. [COLOR=gray]Ghost Rager (Su) [/COLOR]- You should have a magic weapon by level 6. If your GM is stiffing you on loot, or you're in an campaign where you fight undead 80% of the time, maybe this gets an orange or green. If you're going the human/Superstitious route, this bumps your Touch AC to ridiculous levels, and might rate as high as blue. [COLOR=gray]Inspire Ferocity (Ex)[/COLOR] - Okay, this is a toughie because it's super situational. Is your group made of melee? Maybe it's worth it. Generally not, though. [COLOR=gray]Intimidating Glare (Ex)[/COLOR] - Didn't you dump Charisma? If you're building a Howler barbarian, this is a blue. Otherwise, red. [COLOR=gray]Moment of Clarity (Ex)[/COLOR] - It's a must-have if you're going Rage Prophet, which you shouldn't, because Rage Prophet is a terrible class. Otherwise, this is very deeply red. [COLOR=gray]No Escape (Ex)[/COLOR] - How often do foes use the withdraw action? I've only seen it once, I think. If your GM is a maneuver monkey, then maybe this is green. [COLOR=red][COLOR=gray]Roaring Drunk (Ex)[/COLOR] - [/COLOR]Not great unless you're going for a Terrifying Howl build (in which case it's green) or you run into lots of stuff that causes fear (in which case it's orange). [COLOR=gray]Roused Anger (Ex)[/COLOR] - This depends on whether your GM is sneaky. If your fights are straightforward, this is red. If your GM likes to play gotcha, this might go as high as green, but probably not. [COLOR=gray]Terrifying Howl (Ex)[/COLOR] - You really have to build to this to make it work. If you're building a Howling barbarian, then it's blue. Otherwise, it's red. [/QUOTE]
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