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*Pathfinder & Starfinder
My vision for the Barbarian.
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<blockquote data-quote="ShaggySpellsword" data-source="post: 4317625" data-attributes="member: 17626"><p>I was thinking Barbarians could be very good defenders with the follwoing abilities:</p><p></p><p>Rage:</p><p>Like you said, keying off when the Barbarian is bloodied. But this would be their big character choice, what KIND of Rage do they fly into.</p><p></p><p>Brutal Rager: Add Constitution modifier to attacks and damage while bloodied, gain temporary HP equal to your Con score.</p><p></p><p>Frenzied Rager: Add Dex modifier to attacks and damage while bloodied, add half dex modifier to base speed</p><p></p><p>Terrifying Rager: Add Cha modifier to attacks and damage while bloodied, add half Cha bonus to saving throws</p><p></p><p>Then all powers would key off of Str, with secondaries off of Con, Dex, or Cha. Yells/Warcrys could have bonus effects based on Terrifying Rager, Big striking-powers could have bonuses for Brutal Ragers, and Frenzied Ragers could get some cool multi-target and movement-based bonuses.</p><p></p><p>As far as marking goes, I would make it similar to a fighter's, but with a meat-shield twist: Whenever you attack an enemy, you can choose to Mark them as a free action. In addition to the standard drawbacks, any time a marked creature or the target of one of his attacks is adjacent to the Barbarian, the barbarian can choose to take half of the damage from the effect.</p><p></p><p>This makes Barbarians take lots of damage, which gets them bloodied, which helps them rage. It also keeps their allies alive.</p><p></p><p>Then we add the final class ability: Damage Reduction.</p><p></p><p>Barbarians get DR equal to their level.</p><p></p><p>Then, attacking a Bbn's friend instead of the BBN just means that you are dealing less damage to the friend than normal, at a penalty to your attack roll, and the Bbn is going to soak most of the damage anyway.</p><p></p><p>I think this is a pretty reliable Tanking strategy that will have a distinctly different feel to the Paladin and Fighter.</p></blockquote><p></p>
[QUOTE="ShaggySpellsword, post: 4317625, member: 17626"] I was thinking Barbarians could be very good defenders with the follwoing abilities: Rage: Like you said, keying off when the Barbarian is bloodied. But this would be their big character choice, what KIND of Rage do they fly into. Brutal Rager: Add Constitution modifier to attacks and damage while bloodied, gain temporary HP equal to your Con score. Frenzied Rager: Add Dex modifier to attacks and damage while bloodied, add half dex modifier to base speed Terrifying Rager: Add Cha modifier to attacks and damage while bloodied, add half Cha bonus to saving throws Then all powers would key off of Str, with secondaries off of Con, Dex, or Cha. Yells/Warcrys could have bonus effects based on Terrifying Rager, Big striking-powers could have bonuses for Brutal Ragers, and Frenzied Ragers could get some cool multi-target and movement-based bonuses. As far as marking goes, I would make it similar to a fighter's, but with a meat-shield twist: Whenever you attack an enemy, you can choose to Mark them as a free action. In addition to the standard drawbacks, any time a marked creature or the target of one of his attacks is adjacent to the Barbarian, the barbarian can choose to take half of the damage from the effect. This makes Barbarians take lots of damage, which gets them bloodied, which helps them rage. It also keeps their allies alive. Then we add the final class ability: Damage Reduction. Barbarians get DR equal to their level. Then, attacking a Bbn's friend instead of the BBN just means that you are dealing less damage to the friend than normal, at a penalty to your attack roll, and the Bbn is going to soak most of the damage anyway. I think this is a pretty reliable Tanking strategy that will have a distinctly different feel to the Paladin and Fighter. [/QUOTE]
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