Barbarian Class Preview

Monday, June 11, 2018

Rage consumes you in battle. You delight in carving through your enemies using powerful weapons and wreaking havoc without needing complicated techniques or rigid training, and you rely on your astonishing durability to get you through a fight. You associate your rage with a traditional symbol of affinity known as a totem, which might take the form of an animal, a spirit, or even a part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail; to others, the dark emotions within them are something to hold back and release only when it matters most.

When it came to barbarians in the playtest, we wanted to take the most popular parts of the original barbarian and the unchained barbarian and brew them together with a few special ingredients to make the class even more flexible to fit even more roleplaying and mechanical concepts. Let's take a look!

Rage

Rage is a barbarian's key class feature. Barbarians aren't super-trained in fancy weapon techniques like most of the other martial classes. Instead, a barbarian can enter a rage that drastically increases her damage and grants her a significant booster shot of temporary Hit Points, in exchange for a –1 penalty to AC and the inability to use concentrate actions unless they specifically have the rage trait (note, this means that somatic-only spells are now possible in a rage!). Unlike in Pathfinder First Edition, rage in the playtest is not limited in rounds per day—let's be honest, in Pathfinder First Edition, our barbarians never ran out of rounds anyway once they had gained a few levels. A rage lasts 3 rounds, followed by a round of fatigue. While you're fatigued, you can't rage again, but once that round has passed, you can enter a new rage, with a shiny brand-new set of temporary Hit Points to go along with it. You can do this as often as you need during the day!

Illustration by Wayne Reynolds

Totems

Without a doubt, the most popular element of barbarians in Pathfinder First Edition is the totem, introduced in the Pathfinder Roleplaying Game: Advanced Player Guide. These totems are a set of three thematically linked abilities the barbarian can choose, starting at 2nd level. In the playtest, you get a totem right away at 1st level. Your totem is a representation of how and why you rage and grants you an initial ability, access to more totem feats down the line, and, at 9th level, resistance equal to your Constitution modifier against a specific type of damage. Each totem also has its own anathema, most of which are relatively low impact and designed to create roleplaying hooks. For instance, the giant totem's anathema states that you cannot fail to accept a personal challenge of your strength, much like how Amiri accepted the challenging task her tribal fellows set her to slay a frost giant. Some though, are stricter—the superstition totem requires that you never willingly accept the benefits of spells, but grants you some truly astounding antimagic abilities in exchange.

Some of the totems, like animal totem, giant totem, and dragon totem, offer a few abilities that are flat-out magical. For instance, animal totem barbarians can adopt animal features and attacks and even transform into an animal (a great way to represent lycanthrope characters), whereas dragon totem barbarians gain a dragon breath attack can even grow wings. Even though totems are popular and roleplaying opportunities are fun, we recognize not everyone necessarily wants to commit to them, so we also offer the fury totem, which has no anathema or special requirements and focuses more on barbarian feats that aren't tied to any totem, which we'll look at in a bit. But first...

Additional Barbarian Features

Though I called out rage and totems specifically, the barbarian has some really neat abilities beyond those. For instance, at level 3, barbarians gain critical specialization effects when in a rage, even if they don't fulfill the usual proficiency rank requirement for the weapon—they use whatever weapon is most efficient to express their rage! One other thing they have that nobody else does: 12 Hit Points per level. Add that to the substantial temporary Hit Points that they can generate (possibly multiple times in a long fight) and the resistances from their totem that kick in at level 9, and barbarians have incredible staying power. Sure, they don't prevent as many hits as a paladin or a shield fighter might, but they can stand there taking hits long past the point where anyone else could stay standing. This is also a good point to mention one feature barbarians don't have in the playtest: alignment requirements. Barbarians can be whatever alignment they want; for instance, a lawful barbarian might act like one of the concepts I described earlier, controlling and holding back her emotions to channel and release her rage when it matters most.

As many of you have predicted, barbarians also have the best Fortitude proficiency, gaining the juggernaut class feature at level 7 (which grants master proficiency in Fortitude and the ability to count any successes you roll as critical successes instead) and improved juggernaut at 13th (which grants legendary proficiency and removes the chance of critically failing), but they also have a secondary Will focus, gaining indomitable will at 15th level to become masters in Will. Tireless rage comes in at level 17 to allow barbarians to ignore fatigue after ending a rage (though they still must wait the normal amount of time before entering a new rage). Barbarians are all about brutalizing opponents without worrying about carrying lots of different weapons and selecting the right one for the job with their monster knowledge, so it makes sense that they gain the ability to rip through a chunk of resistances automatically with level 19's devastating strikes ability. Possibly my favorite barbarian feature, though, is the level 11 ability mighty rage—whenever you enter a rage, it allows you to immediately use one of your rage-only actions for free. So many possibilities!

Barbarian Feats

In addition to the feats based on totems, there are a variety of other feats available, from the bread-and-butter, low-level Sudden Charge to the devastating Whirlwind Strike (attack everything in your reach), Brutal Critical (your critical hits deal an extra die of damage as well as persistent bleed damage), Vicious Evisceration (you maim the enemy, dealing extra damage, reducing its maximum HP by an amount equal to its level, and giving it a –1 penalty to Fortitude), Contagious Rage (one of your allies gets the benefits and –1 penalty to AC imposed by your rage, but can still concentrate), and Quaking Stomp (you stomp so hard that it creates an honest-to-goodness earthquake). But none caused a playtest GM to raise their eyebrows quite like the superstition totem's Spell Sunder, which really saved us when we faced walls of force, magical trap effects, and more.

To close off, some of you might have expected me to talk about the dragon totem barbarian Linda is playing in my playtest game, who has sometimes been the party's primary healer. She does that through abilities beyond the barbarian class, though certainly Moment of Clarity (which allows a barbarian to use an extra action to use a concentrate ability mid-rage). But if you're wondering why there was a time in my playtest when she was the only one with an area attack, that was because of her barbarian's dragon breath!

Mark Seifter
Designer

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Tags: Amiri Barbarians Pathfinder Playtest Wayne Reynolds
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Cool stuff


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HERE AM BARBARIAN!

I really like the unlimited rage and fatigue mechanic.

Totem abilities sound fantastic. I really like the anathema element, and the fact that you have an option to ignore it.

Very distinct from the other martial classes. Being able to SMASH just from being full of rage rather than honed martial skill is a really nice feature.

There are also some nice buff, debuff utility and some almost magical abilities.

It also seems like the award for taking the most damage is very likely going to be claimed by the Barbarian, because well, they can take it.

Really great job with this class.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think this is the class I am most excited about. I really like this theme and cannot wait to try it out.

Liberty's Edge

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I like it!

Pretty much the whole thing, really. I've always been a Barbarian fan and this is all great.

And it looks like we now know what the Anathema was that granted huge mechanical bonuses because it also granted a serious mechanical drawback: Superstition. That's solid and thematically appropriate. We'll have to see how it works out mechanically, but Spell Sunder is a hell of a thing, and that's just the trick we know about.

Also, I bet Giant Totem lets you use Oversized weapons, and is thus Amiri's. That makes perfect sense and is a really elegant way to handle that.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, dammit, I had hoped for the Sorcerer. But this looks pretty damn awesome, as well. :)


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AM UNFAIR! WHERE DOGGO!? MEAN OLD AM BARBARIAN!


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Good to hear I no longer need to count leftover rage rounds. More thematic, at-will raging, fits better for a non-spellcaster's schtick.

Shadow Lodge

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Quote:
A rage lasts 3 rounds, followed by a round of fatigue. While you're fatigued, you can't rage again, but once that round has passed, you can enter a new rage, with a shiny brand-new set of temporary Hit Points to go along with it. You can do this as often as you need during the day!

In case anyone complains about this, I'd wait to see if there is a class feat available that extends how long a rage lasts before fatigue sets in.


Are totems still restricted like in pf1?

I take it superstition was changed to a totem because of how good it was.


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Look like a piece of text might be missing in the penultimate sentence of the final paragraph. Although it might also be an artefact from a previous draft.

Also, if you don't mind us asking, I'm curious why Totems are being made available earlier in the playtest than they will be in the final book (tentatively)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Lots of cool stuff here, but I don't know that I'd agree with "Without a doubt, the most popular element of barbarians in Pathfinder First Edition is the totem". I don't think I've seen anyone choose one of these, either at the table or in a printed stat block, or if so, quite rarely.

I'm not saying it's a bad thing to include totems as a core part of the class, but it certainly wasn't the most popular element of barbarians.

I'm somewhat surprised that the AC penalty is only -1 now though - seems pretty good trade off, perhaps too good?

Glad to see animal totems can transform into their animals though - long live the 3rd edition Bear Warrior prestige class! Will the barbarian transformation use the same rules as druid wildshape?

As for the feats, is whirlwind strike limited to barbarians? This seems like something fighters and other martials should be able to do (and in PF1 is most often seen as a fighter selected feat due to the multiple feat requirements.)

Liberty's Edge

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willuwontu wrote:
Are totems still restricted like in pf1?

It sounds like they're a Class Feature rather than selectable Feats and you seem to only get one, so they're certainly restricted.

willuwontu wrote:
I take it superstition was changed to a totem because of how good it was.

I suspect it's more so they could give it an Anathema and a whole tree of powers (which sounds appropriate, IMO).


willuwontu wrote:

Are totems still restricted like in pf1?

I take it superstition was changed to a totem because of how good it was.

Restricted as in you can only have one? Most likely.

At any rate, I like what I see, though I jave doubts about the 9th level ability. Can we choose "Physical" as a damage, or does it have to be B/P/S? Can it be upgraded beyond upping your Con score, like you could upgrade DR in PF1? Does each Totem give it's own resistance, or do we choose?


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I keep alternating between ‘this will be awesome’ and ‘this will be horrible’ when following PF2 news. At the moment, I’m doing nothing but reading the blogs reserving my judgement until the full thing comes out, but this certainly on the optimistic side. It’s hard to say what exactly I like, but overall it just sounds right.

Silver Crusade

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Yes. YES. YEEEEEEEEESSSSSSSSSSSS

Designer

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Deadmanwalking wrote:
Also, I bet Giant Totem lets you use Oversized weapons, and is thus Amiri's. That makes perfect sense and is a really elegant way to handle that.

...Well played sir.


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Pathfinder Rulebook Subscriber
JoelF847 wrote:

As for the feats, is whirlwind strike limited to barbarians? This seems like something fighters and other martials should be able to do (and in PF1 is most often seen as a fighter selected feat due to the multiple feat requirements.)

Whirlwind strike and sudden charge have both been referenced as being available to the fighter back when they were first covered. Some feats seem to be on multiple class lists, likely the more general "combat feats" and metamagic will be the most frequent examples of this.

Liberty's Edge

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That Amiri art might be my favorite one so far!

Liberty's Edge

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JoelF847 wrote:

Lots of cool stuff here, but I don't know that I'd agree with "Without a doubt, the most popular element of barbarians in Pathfinder First Edition is the totem". I don't think I've seen anyone choose one of these, either at the table or in a printed stat block, or if so, quite rarely.

I'm not saying it's a bad thing to include totems as a core part of the class, but it certainly wasn't the most popular element of barbarians.

You've played in a very different game than most I've played in or seen played either in real life or on the boards then. Totems (particularly Beast Totem) are nearly ubiquitous IME.

The only thing more ubiquitous was Superstition, which they are now making a Totem. Which is cool. :)

JoelF847 wrote:
I'm somewhat surprised that the AC penalty is only -1 now though - seems pretty good trade off, perhaps too good?

Note that this version doesn't seem to add to accuracy at all, just damage and temp HP. Also bear in mind that -1 AC is a bigger penalty in PF2, since it increases people's chances of critting you.

JoelF847 wrote:
Glad to see animal totems can transform into their animals though - long live the 3rd edition Bear Warrior prestige class! Will the barbarian transformation use the same rules as druid wildshape?

Druid Wild Shape references spells, so maybe? We really have no idea.

JoelF847 wrote:
As for the feats, is whirlwind strike limited to barbarians? This seems like something fighters and other martials should be able to do (and in PF1 is most often seen as a fighter selected feat due to the multiple feat requirements.)

A lot of martial Feats seem to have some overlap. Sudden Charge is both a Fighter and Barbarian Feat, for example. I suspect Whirlwind Attack is similar in that respect.


So a totem is mandatory? I wonder how abstract these get, in case someone wants to play an especially scholarly and urbane (or snooty) barbarian. Can't wait to read the book!


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Gotta say, this version of the Barbarian sounds like a lot of fun. ^^ I'm looking forward to seeing their full writeup in the playtest.

@PossibleCabbage: Not entirely mandatory. The Fury "Totem" is more of a generalist option, and may not quite be a totem in the way the others are.

Liberty's Edge

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Mark Seifter wrote:
Deadmanwalking wrote:
Also, I bet Giant Totem lets you use Oversized weapons, and is thus Amiri's. That makes perfect sense and is a really elegant way to handle that.
...Well played sir.

Excellent. *steeples fingers*


I like it. Hoping for an elemental totem, like PF1 had.

The Barb is what I came into tabletop playing and it will be what I go to first in the playtest.

Here's hoping at a high enough level, I can backhand a monster into orbit, then fly up and beat it up some more.

Liberty's Edge

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PossibleCabbage wrote:
So a totem is mandatory? I wonder how abstract these get, in case someone wants to play an especially scholarly and urbane barbarian. Can't wait to read the book!

They mention the 'Fury Totem' which just gives more Barbarian stuff, so I suspect they're mandatory but that one is designed to make a thematically totem-less Barbarian.

EDIT: I was ninja'd in an edit. I think. Huh.

Designer

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JoelF847 wrote:

Lots of cool stuff here, but I don't know that I'd agree with "Without a doubt, the most popular element of barbarians in Pathfinder First Edition is the totem". I don't think I've seen anyone choose one of these, either at the table or in a printed stat block, or if so, quite rarely.

I have actually almost never seen a barbarian that didn't have a totem, at numerous tables of PF1, in both home games and PFS games (and I know I have over 150 tables as a GM in PFS), so I based it on my experiences and those of others I've spoken with.


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Oh hey, it's my favorite class!

Most everything in this blog seems really cool. I'm very interested to see the full details on superstition totem. I loooove Spell Sunder in PF1 so I may end up biting the bullet and going for this anathema.

One thing I'm kinda tilting my head at is the new rage mechanic. It's... interesting, for sure, though I'm wondering how it'll balance out. It makes the first three rounds of combat extremely important to the Barbarian because you have to deal with having worse-than-nothing in round four. At first thought this would mean the Barbarian must be the strongest class during those three rounds of rage, but that could itself be a pretty major balance concern since those first three rounds of combat also happen to be the most important rounds.


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber
PossibleCabbage wrote:
So a totem is mandatory? I wonder how abstract these get, in case someone wants to play an especially scholarly and urbane barbarian. Can't wait to read the book!

They mentioned a generic rage totem that doesn't come with an anathema. In theory, you could probably create an arcane/divine/primal/occult totem to represent the power of their rage coming from a magical source, rather than a primal urge or supernatural tribal power. Or the rage itself is entirely mundane, empowered by self image, as the rage totem or giant totem might be.

Designer

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Deadmanwalking wrote:
Mark Seifter wrote:
Deadmanwalking wrote:
Also, I bet Giant Totem lets you use Oversized weapons, and is thus Amiri's. That makes perfect sense and is a really elegant way to handle that.
...Well played sir.
Excellent. *steeples fingers*

Much earlier when people asked about bigger weapons, I did say we had Amiri so we would need to be able to handle it, so that was the first clue. The best clue that she was giant totem, though, was probably when the blog explained the anathema for giant totem vis-a-vis Amiri.


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I pretty much like all of this, pending confirmation that basic feats like Whirlwind Attack aren't class locked to barbarian only.

I still think the class should be named Berserker. :p

I like the essentially at-will Rage, and assume the rounds of duration can be increased with a feat or proficiency. I also approve of making the hit points temporary HP instead of fiddling with the Con score. The actual benefits will definitely need to be playtested hard to make sure they're not absurdly good compared to other classes, but I have a good feeling about it.

I like the greater focus on totems, and it is also a good decision to have that "totemless" fury barbarian for those people not into totems. Making superstition a totem also allows it to get its own ability tree and be balanced better. Good calls all around!

THANK YOU for getting rid of the alignment requirements, btw! There are lots of honorable societies and tribes with characters defined by their rage. I definitely prefer using anathema to define them rather than alignment.

Very positive on this! I assume Ranger is probably going to be Friday.


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Arachnofiend wrote:

Oh hey, it's my favorite class!

Most everything in this blog seems really cool. I'm very interested to see the full details on superstition totem. I loooove Spell Sunder in PF1 so I may end up biting the bullet and going for this anathema.

One thing I'm kinda tilting my head at is the new rage mechanic. It's... interesting, for sure, though I'm wondering how it'll balance out. It makes the first three rounds of combat extremely important to the Barbarian because you have to deal with having worse-than-nothing in round four. At first thought this would mean the Barbarian must be the strongest class during those three rounds of rage, but that could itself be a pretty major balance concern since those first three rounds of combat also happen to be the most important rounds.

It'll also be interesting to see how you enter a Rage. The blog doesn't say, but if it's an Action then that has even bigger implications given the new action economy.

Liberty's Edge

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Arachnofiend wrote:
One thing I'm kinda tilting my head at is the new rage mechanic. It's... interesting, for sure, though I'm wondering how it'll balance out. It makes the first three rounds of combat extremely important to the Barbarian because you have to deal with having worse-than-nothing in round four. At first thought this would mean the Barbarian must be the strongest class during those three rounds of rage, but that could itself be a pretty major balance concern since those first three rounds of combat also happen to be the most important rounds.

I can actually easily see a Barbarian skipping Rage in the first round, using that round to set themselves up and maybe make an attack without Rage, but also without Fatigue, and then Raging the second round, and thus having Rage in rounds 2-4. It'll really depend on the situation and the player, IMO.


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Not a fan of barbarians getting anathema built in by default, I'll say that much. That really feels to me like the kind of thing that should be a strictly RP decision of the player, and not be tied to mechanics. Barbarians aren't paladins, and codes of conduct (even very simple ones) just don't fit with them in my view.

I find it amusing how rage cycling has been essentially codified into the PF2 Barbarian. Quick bursts to refresh once-per-rage abilities was how it was used in PF1, and it seems that PF2 is just going to roll with that. The duration limit mostly only affected multiclass barbarians in PF1 anyways, and we don't know the multiclass rules yet so there's nothing to be said about that.

Designer

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Arachnofiend wrote:

Oh hey, it's my favorite class!

Most everything in this blog seems really cool. I'm very interested to see the full details on superstition totem. I loooove Spell Sunder in PF1 so I may end up biting the bullet and going for this anathema.

One thing I'm kinda tilting my head at is the new rage mechanic. It's... interesting, for sure, though I'm wondering how it'll balance out. It makes the first three rounds of combat extremely important to the Barbarian because you have to deal with having worse-than-nothing in round four. At first thought this would mean the Barbarian must be the strongest class during those three rounds of rage, but that could itself be a pretty major balance concern since those first three rounds of combat also happen to be the most important rounds.

Barbarians actually can have a really really interesting power structure due to actions that last until end of rage. If you often use them as a 3rd actions. that means you get stronger and stronger over the first three rounds then down on the 4th. But 5th comes with a new surge of temp HP!


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Nice!

- No alignment restrictions is nice.

- The anathema idea is interesting! I wouldn't play either of the two presented, but they're also not great fits for me, and the anathemas relate to the reason they're not great fits. I'll need to check out the animal and spirit totems when they come out!

- No more daily rage rounds, awesome! Creatures that cause fatigue will be pretty scary for Barbarian without somebody who can remove the condition.

- I like the hitpoint tanking. Temporary hitpoints that you can refresh and 2 hp/level more than any class.

- I'm relieved to see secondary save expertise taking quite a while to come online for classes.

- Really liking how well totems can be expanded on in this system. My friend and I were speculating about how cool it would be to one day have totems for the core deities.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I love the acknowledgement of the fact that rounds per day was not really an issue past level 5 or so.


Cool preview for the Barbarian

Seeing Juggernaut, how proficiency for saving throws advance?

Designer

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Fuzzypaws wrote:

I like the greater focus on totems, and it is also a good decision to have that "totemless" fury barbarian for those people not into totems. Making superstition a totem also allows it to get its own ability tree and be balanced better. Good calls all around!

While I did a lot of the groundworking on the early stages of barbarian, you can pretty much thank Erik for that one. It was one of those ideas that once he said it, we all realized it was a great idea.


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Dasrak wrote:
Not a fan of barbarians getting anathema built in by default, I'll say that much. That really feels to me like the kind of thing that should be a strictly RP decision of the player, and not be tied to mechanics. Barbarians aren't paladins, and codes of conduct (even very simple ones) just don't fit with them in my view.

My first idea for a new Barbarian after reading this blog post was a character who was experimented on as a child to create an anti-magic supersoldier and as such her body reacts unpredictably (or not at all) to even the most benign magic, so I wouldn't say an anathema must necessarily be a code of conduct.

Furthermore, it would seem most of the anathemas are fairly minor and Superstition is just the exception, and even if you don't want an anathema of any kind the Fury totem has you covered.

Liberty's Edge

edduardco wrote:
Seeing Juggernaut, how proficiency for saving throws advance?

As far as we know, Classes just advance them at certain levels (as the Barbarian does). We...actually don't know any more than that. Feats may also be able to advance them, but we don't know that.

Designer

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Arachnofiend wrote:
Dasrak wrote:
Not a fan of barbarians getting anathema built in by default, I'll say that much. That really feels to me like the kind of thing that should be a strictly RP decision of the player, and not be tied to mechanics. Barbarians aren't paladins, and codes of conduct (even very simple ones) just don't fit with them in my view.

My first idea for a new Barbarian after reading this blog post was a character who was experimented on as a child to create an anti-magic supersoldier and as such her body reacts unpredictably (or not at all) to even the most benign magic, so I wouldn't say an anathema must necessarily be a code of conduct.

Furthermore, it would seem most of the anathemas are fairly minor and Superstition is just the exception, and even if you don't want an anathema of any kind the Fury totem has you covered.

Nice superstition idea, it's similar to a class I made back in 3.5 with the weird reactions to magic.

In addition to all you said, barbarians really have it easy on recovering from an anathema violation: "Whenever you perform such acts, you lose the totem’s power and any totem feats until you spend 1 day of downtime recentering yourself, though you keep all other barbarian abilities. "

Contributor

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Dasrak wrote:
Not a fan of barbarians getting anathema built in by default, I'll say that much. That really feels to me like the kind of thing that should be a strictly RP decision of the player, and not be tied to mechanics. Barbarians aren't paladins, and codes of conduct (even very simple ones) just don't fit with them in my view.

The example given was pretty awesome, in my opinion, and the fact remains that if it's a dealbreaker for you, its possible to simply go fury totem and ignore the mechanic altogether.


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My biggest hype: Amiri is carrying a bow.

If I can use the standard barbarian to build a bow-user barbarian, I'm willingly enough to change editions. :D

Contributor

So, Mark. Tell me—there's a drunken totem, right?! Or a spell totem to hit the bloodrager itch, right?!

Designer

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Crayon wrote:

Look like a piece of text might be missing in the penultimate sentence of the final paragraph. Although it might also be an artefact from a previous draft.

Also, if you don't mind us asking, I'm curious why Totems are being made available earlier in the playtest than they will be in the final book (tentatively)

I think it's mostly grammatical, though could add a verb like "helps." Don't understand the second question?


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AM NOT "AM BARBARIAN," BUT AM DIFFERENT BARBARIAN, AND AM HAPPY WITH NEW BARBARIAN. AM RAGE ALL TIMES LIKE OTHER BARBARIAN, AM HAVE COOL THINGS OTHER BARBARIAN NOT MIGHT HAVE, AM NOT HAVE BE UNABLE TO FOLLOW RULES, AND MOST IMPORTANT; AM ABLE TO SMASH CASTIES INTO BREAKFAST PANCAKE LIKE OTHER BARBARIAN ALREADY DO!

AM TOO EXCITED, AM NOW RAGELANCEPOUNCE INTO NEW BARBARIAN!!!

Liberty's Edge

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I wonder if we get some kind of Faith totem.

Designer

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Alexander Augunas wrote:
So, Mark. Tell me—there's a drunken totem, right?! Or a spell totem to hit the bloodrager itch, right?!

I want to do a drunken totem at some point, but it's not in the playtest. I think honestly a lot of the totems in the book like animal that have some real transformative aspects, with multiclassing for spells, is going to hit the bloodrager itch pretty hard as is.


Interesting. No alignment restrictions is a welcome change indeed. Still miss the old old days when barbarians destroyed magic items, but we cannot have everything. :)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Most excellent! I love everything I’m seeing here.

Shadow Lodge

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Mark Seifter wrote:
Deadmanwalking wrote:
Also, I bet Giant Totem lets you use Oversized weapons, and is thus Amiri's. That makes perfect sense and is a really elegant way to handle that.
...Well played sir.

Which is strange because her sword looks a lot smaller in that art than I remember it in her other artwork.

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