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Totem Berserker PrC - please take a look and comment
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<blockquote data-quote="SteelDraco" data-source="post: 1548145" data-attributes="member: 359"><p>One thing you might consider for requirements are specific ones for each totem power. That would make it flavorful, and encourage people to develop abilities they already had, rather than going off in different directions with their powers.</p><p></p><p>While quest-type requirements are nice, it's hard to balance. 3e has a general design philosophy of not balancing rules benefits with roleplaying hinderances, which is smoething I tend to agree with. I'd probably start the class requirements with some kind of feat to represent a connection to ancestors, or possibly just a connection with the soceity that spawned this class. If you've got regional feats as a mechanic in your game, I'd start with those as someplace to look for ideas.</p><p></p><p>Anyway, on to the powers.</p><p></p><p>Personally, I'd make this a sacred bonus (along with most of the other bonuses this class gets), but that's just my interpretation of a class like this. They're getting their power from ancestor spirits, so why not go with the idea that they are, in some way, sacred?</p><p></p><p>I'm going to disagree with Nifft here - that would be really powerful, if it was +2 per Totem Power. I'd probably allow the character to Aid Another as a move-equivalent (or even free) action. Look into that; it might fit what you're trying to accomplish here better than an improvement to attack rolls that this class doesn't really need.</p><p></p><p>I'm not sure why this should be less powerful than the other elemental resistance ability.</p><p></p><p>Excellent call, Nifft. I disagreed with that power initially, thinking it didn't seem right for flavor, though it's fine on power. That change works perfectly.</p><p></p><p>That doesn't strike me as very useful - most of the time, you'll start a rage at the beginning of combat, and will often not be injured at that point. I'd probably go with fast healing equal to the number of Totem Powers for the duration of the rage. That's a more useful ability, but not overpowered, as far as I'm concerned. Though I'd specify that the end of combat ended a rage fairly quickly, which is how I've always done it. If you spend a round or two without anything to make you angry, you're going to calm down. Also, fast healing should never be able to get rid of damage you took when you didn't have fast healing.</p><p></p><p>Agreed - this is a weak ability, though the automatically making the secondary damage save is an interesting idea. I'd suggest immunity to poison while raging and a constant +1 sacred bonus to initiative for each Totem Power the character has. Remember that initiative isn't quite as imporant for a barbarian as it is for some other characters, since they've got Uncanny Dodge, which mitigates quite a few of the penalties for losing initiative.</p><p></p><p>Again, I agree with Nifft. Another +10' movement all the time is a bit too good. Limiting to the duration of a rage makes it pretty often for a barbarian-type, but not constant, so it doesn't affect things like overland movement. If that's what you wanted to do, you could just give them the Run feat. Or Endurance.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 1548145, member: 359"] One thing you might consider for requirements are specific ones for each totem power. That would make it flavorful, and encourage people to develop abilities they already had, rather than going off in different directions with their powers. While quest-type requirements are nice, it's hard to balance. 3e has a general design philosophy of not balancing rules benefits with roleplaying hinderances, which is smoething I tend to agree with. I'd probably start the class requirements with some kind of feat to represent a connection to ancestors, or possibly just a connection with the soceity that spawned this class. If you've got regional feats as a mechanic in your game, I'd start with those as someplace to look for ideas. Anyway, on to the powers. Personally, I'd make this a sacred bonus (along with most of the other bonuses this class gets), but that's just my interpretation of a class like this. They're getting their power from ancestor spirits, so why not go with the idea that they are, in some way, sacred? I'm going to disagree with Nifft here - that would be really powerful, if it was +2 per Totem Power. I'd probably allow the character to Aid Another as a move-equivalent (or even free) action. Look into that; it might fit what you're trying to accomplish here better than an improvement to attack rolls that this class doesn't really need. I'm not sure why this should be less powerful than the other elemental resistance ability. Excellent call, Nifft. I disagreed with that power initially, thinking it didn't seem right for flavor, though it's fine on power. That change works perfectly. That doesn't strike me as very useful - most of the time, you'll start a rage at the beginning of combat, and will often not be injured at that point. I'd probably go with fast healing equal to the number of Totem Powers for the duration of the rage. That's a more useful ability, but not overpowered, as far as I'm concerned. Though I'd specify that the end of combat ended a rage fairly quickly, which is how I've always done it. If you spend a round or two without anything to make you angry, you're going to calm down. Also, fast healing should never be able to get rid of damage you took when you didn't have fast healing. Agreed - this is a weak ability, though the automatically making the secondary damage save is an interesting idea. I'd suggest immunity to poison while raging and a constant +1 sacred bonus to initiative for each Totem Power the character has. Remember that initiative isn't quite as imporant for a barbarian as it is for some other characters, since they've got Uncanny Dodge, which mitigates quite a few of the penalties for losing initiative. Again, I agree with Nifft. Another +10' movement all the time is a bit too good. Limiting to the duration of a rage makes it pretty often for a barbarian-type, but not constant, so it doesn't affect things like overland movement. If that's what you wanted to do, you could just give them the Run feat. Or Endurance. [/QUOTE]
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