Starfinder Barbarian


Homebrew

Dark Archive

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I took my hand at converting the Barbarian. I felt that Starfinder needed one more full bab martial class.

Barbarian \ Stamina 8 + Con \ HP 8

Key Ability Score: Con

Skill Points Per Level: 4 + Int
Acrobatics (Dex), Athletics (Str), Intimidate (Cha), Life Science(Int), Perception (Wis), Survival (Wis)

Armor Proficiency
Light Armor

Weapon Proficiency
Basic and advanced melee weapons, small arms, long arms, and grenades

Fast Movement (Ex) [Level 1]
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet.

Rage (Ex) [Level 1]
You can call upon inner reserves of strength and ferocity, granting her additional combat prowess. You can rage for a number of rounds per day equal to 4 + your Constitution modifier. For each level after 1st you possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution do not increase the total number of rounds that a barbarian can rage per day. Once per turn, you can enter or exit his rage.
The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, you gain a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, athletics rolls, and Will saving throws. In addition, you take a –2 penalty to Armor Class. She also gains 2 temporary hit points per level. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if you enter a rage again within 1 minute of her previous rage. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Intimidate, and Survival) or any ability that requires patience or concentration (such as spellcasting).

When you end your rage, you are fatigued for 1 minute after a rage ends. You can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

Rage Powers
As a you gain levels, you learn to use your rage in new ways. At 2nd level and every 2 levels thereafter, you gain a rage power. You gain the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, you cannot select an individual power more than once.

Some rage powers are stances. Activating a stance rage power is a move action. You can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn; otherwise, it lasts until the rage ends.

Uncanny Agility (Ex) [Level 2]
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Weapon Specialization (Ex) [Level 3]
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Danger Sense [Level 3]
You gain a +1 bonus on Reflex saves to avoid traps and a +1 insight bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level).

Improved Uncanny Agility [Level 5]
You are can no longer be flanked, unless the flanking creature has 4 more levels higher than you.

Damage Reduction [Level 7]
You gain damage reduction. Each time you take damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0.

Greater Rage [Level 11]
Your bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per level.

Indomitable Will [Level 14]
You gain a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.

Tireless Rage [Level 17]
You are no longer fatigued at the end of your rage. If you enter a rage again within 1 minute of ending a rage, you don’t gain any temporary hit points from your rage.

Mighty Rage [Level 20]
Your bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per level.

Barbarian Rage Powers

Auspicious Mark (Su): The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark they possesses. As a swift action, you can call upon the spirits’ favor to increase any d20 roll you just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.

Calm Stance (Ex): You can enter a state of calm. While in this stance, you don’t gain any benefits from rage other than the temporary hit points, but you don’t take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against your total number of rounds of rage per day. This is a stance rage power.

Brawler (Ex): You’re treated as if you have Improved Unarmed Strike. If you already have the feat, your unarmed attack deals an additional +1 damage

Energy Resistance (Ex): You gain resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 your barbarian level (minimum 1). At 8th level, you gain limited immunity to the same type of energy, as protection from energy. You can absorb 2 points of damage per level, and you apply your energy resistance first. The energy type is chosen when this rage power is selected, and it can’t be changed. This rage power can be selected more than once; each time, it applies to a different energy type.

Good For What Ails You (Ex): When you drink alcohol, you may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If you succeed at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.

Guarded Life (Ex): If the if you are reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Guarded Stance (Ex): You can take on a more defensive posture. This grants her a +1 insight bonus to her AC for the duration of her current rage. This bonus increases by 1 for every 4 levels of barbarian. This is a stance rage power.

Inspire Ferocity (Ex): While in the reckless stance, you impart the stance’s bonus and penalty to all willing allies within 30 feet of you. You must have reckless stance to learn this rage power.

Knockback (Ex): Once per round, you can attempt a bull rush against one target. If the bull rush is successful, the target takes an amount of damage equal to your Strength modifier and is knocked back as normal. The barbarian doesn’t move with the target.

Liquid Courage (Ex): You increase your morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink you consumed during your rage, to a maximum of +1 increase per four barbarian levels.

Low-Light Vision (Ex): Your senses sharpen, and you gain low-light vision.

Night Vision (Ex): Your senses grow incredibly sharp, and you gain darkvision out to a range of 60 feet. If you already have darkvision, the range of that darkvision increases by 60 feet. You must have a darkvision racial trait, low-light vision racial trait, or the low-light vision rage power to select this rage power.

No Escape (Ex): You can move up to double her base speed as a reaction. You can use this ability only when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement.

Perfect Clarity (Ex): While in the calm stance, the you can roll twice for any miss chances or Will saving throws to disbelieve illusions, taking the better result. You must have the calm stance rage power to select this rage power.

Powerful Stance (Ex): You can focus your ferocity. You gain a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 barbarian levels. This is a stance rage power.

Raging Athlete (Ex): You gain a climb and swim speed equal to 1/2 your base land speed, taking into account her fast movement class feature. You can’t use this climb speed to climb any surface with a DC higher than 20. You gain a +8 enhancement bonus to Athletics to climbing and swimming checks.

Raging Leaper (Ex): Your always considered to have a running start when attempting an Acrobatics check to jump. In addition, you gain a +8 bonus on Acrobatics checks to jump. Finally, if you fall, you half the total distance fallen for the purposes of determining damage taken from the fall.

Reckless Stance (Ex): You can attack with abandon at the expense of her defense. You gain a +1 bonus on attack rolls, but take a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels of barbarian thereafter. This is a stance rage power.

Renewed Vitality (Ex): You ignore the effect of 1 point of ability penalty or ability damage per 2 levels you have (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels of barbarian you have. You take the full effects of the ability penalties, ability damage, or negative levels once your rage ends.

Roaring Drunk (Ex): You gain a +1 morale bonus on Intimidate checks and to the save DC of any fear effects you create for each alcoholic drink you have consumed during your rage, to a maximum of +1 per four barbarian levels.

Roused Anger (Ex): You can enter a rage even when fatigued. If you enter a rage while fatigued, you lose the fatigued condition and she does not gain temporary hit points from rage. Once this rage ends, you are exhausted for 10 minutes.

Shove Aside (Ex): Whenever the you charge, you may push past one of your allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally’s position; it simply allows you to move past.
Smasher (Ex): Whenever you attempt a sunder combat maneuver or makes an attack against an unattended object, you ignore 1 point of the object’s hardness per barbarian level you have.

Staggering Drunk (Ex): You gain a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink you have consumed during your rage, to a maximum of +1 per four barbarian levels.

Strength Stance (Ex): You can summon mighty strength. You gain a +1 insight bonus on combat maneuvers and to KAC + 8. These bonuses increase by 1 for every 4 levels of barbarian you have. In addition, you gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects. This is a stance rage power.

Superstition (Ex): You gain a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels of barbarian you have. You cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.

Swift Foot (Ex): You gain a 10-foot enhancement bonus to your base speed. You can select this rage power up to three times; its effects stack.

Witch Hunter (Ex): You gain a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four barbarian levels. You must have Superstition to learn this rage power.

Level 4

Regenerative Stance (Ex): You can continually replenish your health. At the start of your turn, you regain 1 temporary hit point for every 4 levels of barbarian you have (up to 5 hit points per round), but this cannot give you more than your maximum temporary hit points from rage. This is a stance rage power. You must be at least 4th level to select this rage power.

Sprint (Ex): You add 1/2 your speed to the distance you can move when you run or charge. A barbarian must have the swift foot to learn this rage power.
Wild Guns (Ex): Your rage bonuses apply to your attacks with ranged weapons you are proficient with.

Level 6

Boastful Taught (Ex): You can incite a creature to attack you by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. You receive a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.

Ghost Rager (Su): You deal normal damage to incorporeal creatures. You also gain a +3 morale bonus to EAC, which increases by 1 at 8th level and every 4 levels of barbarian thereafter (to a maximum of +7 at 20th level). This can’t raise your EAC above your KAC.

Ground Breaker (Ex): You can attack the floor around you as a full-round action. This attack automatically hits and deals damage normally. If you deal more damage than the floor’s hardness, the space you occupy and all of the squares adjacent to you become difficult terrain. Creatures in those squares, except your’s, must succeed at DC 15 Reflex saves or be knocked prone

Guarded Life, Greater (Ex): When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage. You must have Guarded Life to learn the rage power.

Reflexive Dodge (Ex): While in the guarded stance, the barbarian can apply her insight bonus to AC as a bonus on Reflex saving throws. A barbarian must have the guarded stance rage power to learn this rage power.

Spell Sunder (Su): Once per rage, you can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s KAC + 8, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the KAC + 8 by 5 to 9. If she exceeds the KAC + 8 by 10 or more, the effect is dispelled. You must have Witch Hunter to learn this Rage Power

Level 8

Bleeding Blow (Ex): While in the powerful stance, you can make an attack that causes your enemies to bleed profusely. Once per round, you can have one of your attacks deal an amount of bleed damage equal to 1/2 your bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn’t stack with itself. You must have powerful stance to learn this rage power.

Clear Mind (Ex): When you fail a Will saving throw, you can attempt another Will saving throw at the end of your next turn (using the original DC). If the second saving throw is successful, you’re treated as if you succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, you suffer the full effects of the spell or effect as normal.

Crippling Blow (Ex): Once per day when the barbarian hits with an attack, you can deal 1 point of ability damage to the target’s Strength or Dexterity score. This damage increases by 1 point for every 4 barbarian levels.

Ground Breaker, Greater (Ex): When using the ground breaker rage power, you can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. You must have Ground Breaker to learn this rage power.

Increased Damage Reduction (Ex): Your damage reduction increases by 2/— whenever you are raging. You can select this rage power up to three times. Its effects stack.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions.

Sharpened Accuracy (Ex): While in the accurate stance, you ignore the miss chance for concealment and treats total concealment as concealment. You also ignore cover penalties except those from total cover. You must have the accurate stance rage power.

Shove Aside, Greater (Ex): This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge. You must have the shove aside to learn this rage power.

Sunder Fusion (Su): Whenever you succeed at a sunder combat maneuver on a magical item, that item’s magical abilities are suppressed for 1 round, plus 1 round for every 5 points by which your combat maneuver check exceeded the target’s KAC + 8. You must have Spell Sunder to learn this rage power.

Level 10

Eater of Magic (Su): When you succeed at a saving throw to resist a spell, supernatural ability, or spell-like ability, you gain temporary hit points equal to the spell’s level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points disappear when the your rage ends, and they stack with your temporary hit points from rage but not with other temporary hit points gained from this rage power. A barbarian must have the superstition to learn this rage power.

Flesh Wound (Ex): Once per day, you can avoid serious harm from an attack. You attempt a Fortitude save with a DC equal to the damage that would be dealt by the attack. If you succeed, you take no damage from the attack. If you fail, you take half damage from the attack and the damage is nonlethal. You must elect to use this ability after the attack roll is made, but before the damage is rolled.

Level 12

Energy Absorption (Su): Once per day, you can absorb the energy from a single attack that deals damage of the energy type you resist with the energy resistance rage power. You take no damage from the attack and don’t attempt a saving throw. Instead, you increase the temporary hit points from your rage by an amount equal to 1/2 the damage you would have taken (ignoring your energy resistance). If you’re at least 16th level, once before your rage ends, you can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount you would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the barbarian’s level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon. A barbarian must have energy resistance to learn this rage power.

Fearless Rage (Ex): You are immune to the shaken and frightened conditions (but not the panicked condition).

Feat

Programmed to Hate
You can overheat your circuits to feel something the fleshies call “Rage”
Prerequisite: Constructed race feature, Rage class feature
Benefit: Treat morale bonuses from Rage as an insight bonus instead of a morale bonus.


In print it looks fine for the most part, but something feels different to me about SF classes vs PF classes. I’ve only done a few scenarios to get familiar with new SF mechanics, so I don’t think I can comment on how balanced everything is.

Even though the SF skill list is light on barbarian-appropriate skills I would recommend that you increase the number of class to eight somehow.

Regarding the guarded life rage power, I don’t think that SF has stabilization checks anymore.


Pathfinder Rulebook Subscriber
Ciaran Barnes wrote:

In print it looks fine for the most part, but something feels different to me about SF classes vs PF classes. I’ve only done a few scenarios to get familiar with new SF mechanics, so I don’t think I can comment on how balanced everything is.

Even though the SF skill list is light on barbarian-appropriate skills I would recommend that you increase the number of class to eight somehow.

Regarding the guarded life rage power, I don’t think that SF has stabilization checks anymore.

True, it should probably be changed to something along the lines of. When you are reduced to 0 HP you automatically stabilize without spending RP. If you take further damage you must use RP as usual.

Liberty's Edge

The core assumptions of Starfinder in regards to flat combat bonuses are vastly different than Pathfinder. Flat bonuses to hit, in particular, are nonexistent before level 3 and extraordinarily limited even thereafter (+1 with specific weapon type, +2 for very brief periods). Flat penalties to AC are likewise nonexistent, and should probably thus be removed.

I'd be much more inclined to make Rage a Plasma Sheath style +1/2 level to damage (min +1), with Greater and Mighty rage maybe adding an additional +1 or +2 each (or not...probably not if there are Rage Powers tghat increase this). Greater and Mighty Rage might instead give +1 to hit while Raging. That'd probably be okay...

Temporary HP gains also sorta don't work in Starfinder. Something involving Stamina would work a lot better, though what it would be I'm not positive. Maybe just 'Once per Rage, as a Swift Action, you may recover your Level x 2 Stamina, or spend 1 Resolve to recover your entire Stamina Pool immediately.' That'd be cool.

Scaling bonuses to anything in the way you have Reckless Stance or Guarded Stance working are also super rare (the Photon and Graviton Attunement bonuses are the only ones I can think of) and are slower curves (+1, an additional +1 every 6 levels at best), and should probably not be applied to AC or to-hit in that fashion. Powers that raise AC or to-hit should probably give it +1 only, not a scaling bonus.

On the up side, rounds of anything are also pretty much nonexistent in Starfinder. Most things lack duration like that entirely, and those that have it tend to have it in minutes.

If it were me, and you want the flavor of the Barbarian, I'd keep Rage Powers as they are (except, as mentioned, the scaling ones) make Rage an at-will ability (though keep the Fatigue thing) and make it add the damage above only, plus the Stamina thing, barring Rage Powers.

Some ability to charge without penalty as a Standard Action also seems baked in to dedicated melee Classes. I'd replace Danger Sense with this (little side bonuses like Danger Sense have mostly been removed for simplicity), but a Rage Power would also work.

Dark Archive

Thanks for the feedback. I have turned the edited Barbarian to a google docs for easy changing and viewing.

Here

Liberty's Edge

Greater Rage and Mighty Rage are way too powerful now. Aside from that, I'd follow the advice mentioned above on adding two Class Skills, but it looks good otherwise. I'd probably add Culture and Profession, personally (remember, Profession covers Craft now).


Pathfinder Rulebook Subscriber

Guarded Life still doesn't work in SF, there are no negative HP in SF.


DOTTING.

IN SPAAAAAACE.

Dark Archive

Made some changes.

Liberty's Edge

That mostly looks pretty good. I notice a few things however:

1. Rage still has rounds. You can keep this is you like, but it's a little weird for Starfinder. I think it's probably balanced to just say you can Rage when you like. You'd still suffer the penalties, after all.

2. All other Full BAB Classes have a bonus attack around 11th-13th level. Barbarian should too, or it falls drastically behind. You could fold it into Mighty Rage if you wanted, but I probably wouldn't have one level of ability granting both those bonuses (but see below).

3. You don't list a Barbarian's Good Saves. It should have two, as a non-spellcaster. Probably Fortitude and Reflex for appropriateness.

4. If you're gonna do Wild Guns, I wouldn't lock it behind a level restriction. That's really damaging to some concepts. Waiting for level 2 is a lot less onerous than waiting for level 4, IMO.

5. Witch Hunter should be a level 4 power, since you only get one power every two levels and it has a prerequisite.

6. Powerful Stance should probably scale a little. +1 damage and then +1 more every 6 levels (putting it on par with Photon Mode Solarians) seems about right. Witch Hunter would likely benefit from the same thing, but I'd advise making the two not stack. Likewise, I think giving Strength Stance a higher bonus would be okay. Maybe a +2?

7. 9th and 15th levels are empty, something should maybe be done about that. Personally, I'd move Indomitable Will to 15th, move the reduced penalty thing you've currently got on Mighty Rage to 9th, and make Might Rage give the extra attack.

8. DR may be a little too weak. You can easily get DR equal to 1/2 level or so in Starfinder. I'd be inclined to say you get DR 2 at 7th and have it go up in increments of 2, but only allow the Rage Power to be purchased once.

9. Adding an out-of-combat ability is probably a good call. Maybe a scaling bonus like Mechanics have but on Perception and Survival. Or an extra d6 on rolls involving those two skills like Solarians get. Or something. Soldier is the only Class to currently lack something like this, and has the Feats to grab Skill Focus. Barbarian lacks the spare Feats.

Dark Archive

I have made the changes, but I'm confused about the issue of "rounds of rage". I thought the combat in Starfinder is mostly similar to pathfinder. I still appreciate all the feedback I'm getting.

Liberty's Edge

Yoshiknight92 wrote:
I have made the changes, but I'm confused about the issue of "rounds of rage". I thought the combat in Starfinder is mostly similar to pathfinder. I still appreciate all the feedback I'm getting.

Oh, the issue isn't that you couldn't do a class with rounds of rage, it's that class design in Starfinder appears to intentionally avoid limited pools of rounds of major class abilities, generally speaking.

Commentary on current version later.


I'm kind of digging how this is turning out.


Pathfinder Rulebook Subscriber
Yoshiknight92 wrote:
I have made the changes, but I'm confused about the issue of "rounds of rage". I thought the combat in Starfinder is mostly similar to pathfinder. I still appreciate all the feedback I'm getting.

Starfinder is trying to limit the amount of resource counting. Anything outside of spells they are trying to tie to Resolve Points instead.

I would make it so most of the passive benefits don't require Resolve, while the larger things do. This would be more in line with how SF handles things. If that is OP either reduce the strength of abilities or out some sort of burn out mechanic that gets reset with short rests.


.dot.

Dark Archive

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I have made slight changes to rage. You can now rage for a minute for a certain number of days dependent on level. I also made some slight changes to abilities with this change.

Dark Archive

Update: Added archetype rules.


I fully support what you're doing. It looks pretty good. But I want to ask you if you seen the DAMORITOSH’S ARM HOST under the SYMBIEND in the Alien Archive. It's has "Frothing Rage (Ex): As a swift action, the creature gains a number of temporary Hit Points equal to the host’s CR or character level and gains the ability to make three attacks when making a full attack, though each attack takes a –5 penalty (instead of a –4 penalty). The rage lasts for a number of rounds equal to the host’s CR or character level, after which the host is fatigued for 10 minutes."
I have a feeling this is the direction Paizo is going to take raging in Starfinder.

Dark Archive

I have seen that, but I wanted Barbarian to have work within the rules of Starfinder, while still feeling like the Pathfinder Barbarian. Thank you for pointing that out though!

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