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General Tabletop Discussion
*Pathfinder & Starfinder
Fire variant barbarian - Any ideas?
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<blockquote data-quote="Thia Halmades" data-source="post: 2682508" data-attributes="member: 35863"><p>Before I've read what anyone else posts, I want to do you the credit of responding directly full bore, so if I repeat, my apologies. But I didn't want other people's opinions clouding my own before I had a chance to actually respond. So.</p><p></p><p>1. Non-lawful to Non-good. I'm not big on alignment restrictions, personally, but I submit that non-lawful still makes more sense here. We've established fire doesn't "have to" be evil, nor does it "have to" be Neutral. I almost think "Must be chaotic" makes more sense, but that's JMHO.</p><p></p><p>2. Swim/Spot. Spot wasn't a class skill? What the...? Yeah, good call.</p><p></p><p>3. +Weapon Prof. Okay.</p><p></p><p>4. Removed speed? Fire is <em>fast.</em> I'd've left this alone, actually.</p><p></p><p>5. Huh. Cool.</p><p></p><p>6. Rage Extension: Er... *blink blink* Okay. I don't have a problem with it, per se, but what happens when he gets his mitts on something diabolical, like Flaming Burst Battle Axe that's perpetually on fire?</p><p></p><p>7. And added... Detect Flame? (a thought)</p><p></p><p>8. Endurance/Die Hard - don't forget to grant them Die Hard automatically if they are Granted Endurance by something else (I used something similar in my Half Orc rebuild).</p><p></p><p>9. Keep it simple and give them FR 5 @ 8th, 10 @ 16th. Again, JMHO.</p><p></p><p>Not counting possible combo abuse from a Flaming Burst weapon? I have no real issue with this. I can think of a number of things I'd've done differently that (again, being me) would be more reflective of the inner flame that they carry and acted as EX effects in a generally SU world structure because they'd be built in naturally. For example, </p><p></p><p>- grappling with a high level barbarian could inflict burn damage.</p><p>- A barbarian could channel their fire to heat metal (as the spell) at higher levels a few number of times per day.</p><p>- Barbarians can breathe normally in a smoke-filled environment, even through magical smoke & fire.</p><p></p><p>So those are my initial thoughts. Hope they help. In asnwer to your question, I'm not a big fan of barbarians to begin with, so giving them what you did to make them fit better into your world structure seems totally balanced to me. As I mentioned, the only one I saw so far and went "Dag. That's weak." was the Ranger, which is why I was more critical of it than any others. This looks good! Again, hope my additional notes are of some use to you.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2682508, member: 35863"] Before I've read what anyone else posts, I want to do you the credit of responding directly full bore, so if I repeat, my apologies. But I didn't want other people's opinions clouding my own before I had a chance to actually respond. So. 1. Non-lawful to Non-good. I'm not big on alignment restrictions, personally, but I submit that non-lawful still makes more sense here. We've established fire doesn't "have to" be evil, nor does it "have to" be Neutral. I almost think "Must be chaotic" makes more sense, but that's JMHO. 2. Swim/Spot. Spot wasn't a class skill? What the...? Yeah, good call. 3. +Weapon Prof. Okay. 4. Removed speed? Fire is [I]fast.[/I] I'd've left this alone, actually. 5. Huh. Cool. 6. Rage Extension: Er... *blink blink* Okay. I don't have a problem with it, per se, but what happens when he gets his mitts on something diabolical, like Flaming Burst Battle Axe that's perpetually on fire? 7. And added... Detect Flame? (a thought) 8. Endurance/Die Hard - don't forget to grant them Die Hard automatically if they are Granted Endurance by something else (I used something similar in my Half Orc rebuild). 9. Keep it simple and give them FR 5 @ 8th, 10 @ 16th. Again, JMHO. Not counting possible combo abuse from a Flaming Burst weapon? I have no real issue with this. I can think of a number of things I'd've done differently that (again, being me) would be more reflective of the inner flame that they carry and acted as EX effects in a generally SU world structure because they'd be built in naturally. For example, - grappling with a high level barbarian could inflict burn damage. - A barbarian could channel their fire to heat metal (as the spell) at higher levels a few number of times per day. - Barbarians can breathe normally in a smoke-filled environment, even through magical smoke & fire. So those are my initial thoughts. Hope they help. In asnwer to your question, I'm not a big fan of barbarians to begin with, so giving them what you did to make them fit better into your world structure seems totally balanced to me. As I mentioned, the only one I saw so far and went "Dag. That's weak." was the Ranger, which is why I was more critical of it than any others. This looks good! Again, hope my additional notes are of some use to you. [/QUOTE]
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Fire variant barbarian - Any ideas?
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