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Community
General Tabletop Discussion
*Dungeons & Dragons
Has D&D abandoned the "martial barbarian"?
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<blockquote data-quote="Faolyn" data-source="post: 8366808" data-attributes="member: 6915329"><p>Morgrave's Miscellany has the <strong>Path of the Extreme Explorer,</strong> where you don't have rage so much as sheer adrenaline. The path also lets you make stuff out of bones and hide, giving yourself cold or fire resistance due to nonmagical insulation you make, and gaining climbing and swimming speeds.</p><p></p><p>Seas of Voldari has the <strong>Path of the Buccaneer,</strong> where you get climbing and swimming speeds, get bonuses with things like shoving and grappling, and gaining an extra reaction to attack someone who is within 5 feet and has disad on their attack rolls.</p><p></p><p>Sandy Peterson's Cthulhu Mythos has the <strong>Path of Delirium</strong>, which is slightly magical: you can release a frightening howl, you have a special table you can roll on if you're ever charmed, frightened, or confused, and can sense supernatural creatures and gates.</p><p></p><p>Arkadia has the <strong>Path of the Hero</strong>, where you can substitute Strength for Charisma for a lot of rolls, gain extra damage resistance, tell such a great tale about your own heroics that listeners become immune to being frightened, and gain bonus temp hp at times.</p><p></p><p>Odyssey of the Dragonlords has the <strong>Herculian Path</strong>, which is slightly magical: you gain bonuses for shoving and grappling because you can wrestle, can use Strength and add your rage bonus with bows and cause a <em>thunderwave </em>with it, your rage damage bonus increases each round you remain enraged, and create an earthquake (nonmagical) when you stomp your feet.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8366808, member: 6915329"] Morgrave's Miscellany has the [B]Path of the Extreme Explorer,[/B] where you don't have rage so much as sheer adrenaline. The path also lets you make stuff out of bones and hide, giving yourself cold or fire resistance due to nonmagical insulation you make, and gaining climbing and swimming speeds. Seas of Voldari has the [B]Path of the Buccaneer,[/B] where you get climbing and swimming speeds, get bonuses with things like shoving and grappling, and gaining an extra reaction to attack someone who is within 5 feet and has disad on their attack rolls. Sandy Peterson's Cthulhu Mythos has the [B]Path of Delirium[/B], which is slightly magical: you can release a frightening howl, you have a special table you can roll on if you're ever charmed, frightened, or confused, and can sense supernatural creatures and gates. Arkadia has the [B]Path of the Hero[/B], where you can substitute Strength for Charisma for a lot of rolls, gain extra damage resistance, tell such a great tale about your own heroics that listeners become immune to being frightened, and gain bonus temp hp at times. Odyssey of the Dragonlords has the [B]Herculian Path[/B], which is slightly magical: you gain bonuses for shoving and grappling because you can wrestle, can use Strength and add your rage bonus with bows and cause a [I]thunderwave [/I]with it, your rage damage bonus increases each round you remain enraged, and create an earthquake (nonmagical) when you stomp your feet. [/QUOTE]
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Community
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Has D&D abandoned the "martial barbarian"?
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