Legendary Barbarians (PFRPG) PDF

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100% Concentrated RAGE!

Legendary Barbarians is the latest volume in our series of class-focused player supplements, this time focusing on the fearsome barbarians! This core class has long been a staple of fantasy settings, representing both the power of anger and the rejection of civilization. Legendary Barbarians enhances these ideas with a streamlined redesign of the class that provides flexibility, power, and flavor, able to customize the benefits of your rage to open up an incredible variety of savage soldiers! Enlarging rage increases the barbarian’s size (Hulk Smash), while invincible rage lets her shrug off attacks with ease. Bestial rage transforms the barbarian to an animal and vicious rage sacrifices her hit points for greater damage.

Dozens of alternate class features allow a piece-by-piece construction of your perfect barbarian, while 11 new archetypes (such as the mutagenic rager, slavering nightmare, and righteous berserker) tie your abilities together in a theme, like the savage that trades rage for a more stoic approach and the fury that just can't stop raging! All this, plus tons of new feats like Wield Halfling, magic items like the totemic club, barbarian brands, sample character builds, and more, including a ready-to-use legendary barbarian, Gorund Wildwalker! Grab this amazing 42-page Pathfinder Roleplaying Game class supplement by Jeff Gomez and Jason Nelson and Make Your Game Legendary!

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An Endzeitgeist.com review

3/5

This installment of the class-centric supplements by Legendary Games clocks in at 42 pages, 1 page front cover, 1 page inside of front cover,1 page editorial, 1 page ToC, 2 pages of introduction, 2 pages of SRD, 1 page advertisement, 1 page back cover, leaving us with 30 pages of content, so let’s take a look!

We begin this supplement with a summary of design decisions made when crafting the Legendary Barbarian presented herein, which is handy to have indeed. Now, without further ado, let’s take a look at this class redesign. The legendary barbarian has d12 HD, 4 + Intelligence modifier skills per level, proficiency with simple and martial weapons, all armor and all shields – yes, this includes heavy armor and explicitly also tower shields. However, fast movement only applies when wearing armor less than heavy and not carrying a heavy load. The class, obviously, has full BAB-progression and good Fort-saves. A small thing. But one I enjoyed, was to see Endurance gained as a first level bonus feat. It makes sense in the context of pretty much every barbarian in fantasy/sword & sorcery-literature ever, and doesn’t break the game – good call. Second level yields uncanny dodge, 5th level improved uncanny dodge, and 7th level yields DR 1/- which improves by 1 every 3 levels thereafter. Third level nets danger sense, which scales in the classic manner, i.e. +1 for every 3 levels thereafter. 14th level yields indomitable will, which is slightly more precise than the default verbiage of the ability, explicitly pointing out that it stacks – it’s a small touch and technically not required due to the ability’s untyped bonus, but it’s still a very much appreciated component.

So, what’s new? How do you play a barbarian? Your first action in combat will be “I enter rage” – without fault, in 99.99% of instances. This class completely rewires rage and changes this, and indeed, the whole angle of how rage operates. A legendary barbarian has 4 + Constitution modifier rounds of rage per day, with each additional class level attained increasing this by +1.Rage is still renewed after 8 hours of rest, takes a free action to enter, and temporary ability score boosts do not influence the rage-allotment available. While in rage, the legendary barbarian gains an untyped +4 bonus to Will-saves against fear, -2 to AC and receives 2 temporary hit points per Hit Die, with 11th and 20th level increasing this to 3 and 4 per Hit Die, respectively. While in a rage, the legendary barbarian may not use Charisma-, Dexterity- or Intelligence-based skills (except Fly, Intimidate, Ride and Acrobatics) or any ability requiring patience or concentration. A rage is ended as a free action, and fatigues the legendary barbarian for 1 minute afterwards, and while fatigued or exhausted, the class may not enter a new rage. Spells, feats and effects that would grant rounds of rage only provide half as much, minimum 1. – I assume that to mean rounding down, as per the default. Odd: The paragraph stating this has been presented twice – once as part of the ability, and right after that, in a kind of boxed text.

Here’s the thing: Rage is now tied to so-called rage forms – once is chosen at 1st level, and another one is unlocked at 5th level and every 5 levels thereafter. When entering rage, the legendary barbarian enters one of these rage forms, and rage forms may not be changed while in rage. Rage forms improve in power at 11th and 20th level, and a total of 13 are provided. Here,w e can find the option to grow claws (properly codified both regarding type and damage caused – kudos!), and the claws account for if the barbarian already has them. Later, we get a bite attack and a gore attack. Battle meditation nets a bonus to atk and AC, bestial rage allows for shapechanging. Not a fan: This form unlocks unassisted flight at 30 ft. and average maneuverability sans the usual landing clause common for low-level flight/jump options. At first, only Small and Medium animals are available, with later levels unlocking more size categories.

Close quarters rage is interesting, in that it nets +3 to atk and damage, but only with ranged attacks executed against targets within the first range increment. It also increases critical multiplier of such attacks, which is something I generally am weary of, but the caveat that explicitly prevents stacking of such effects reigns that in. Closing Wounds nets fast healing, destructive rage boosts melee and thrown weapon damage and sunder attempts. Dueling rage lets the barbarian choose a target to challenge: Against this target, the penalty to AC does not apply, and the barbarian gets a bonus to atk and damage. Elemental rage laces elemental energy into attacks and net a short-range damaging aura. Enlarging rage does what it says on the tin, and another rage form nets omni energy resistance and boosts to Fort- and Ref-saves. Straight bonuses, bonuses to melee and Intimidate also exist.

A bit of an issue – aforementioned challenging rage? It’s worse in every conceivable way than reckless rage – reckless rage nets you +3 to melee atk, damage, thrown weapon damage and Will-saves. Dueling rage just nets you +3 to atk and damage (including ranged weapons) and mitigates the -2 penalty versus one target, and you are dumped out of rage if the target is killed. (“Oh no, cleric – keep my challenge foe currently bleeding out alive, otherwise I’ll drop out of rage!!” – yeah, makes no sense.) Unless you’re playing a VERY atypical barbarian, reckless rage will be the more boring, but also superior option. Internal balancing could have been tighter here. Vicious rage is also somewhat problematic, in that it is a concept I generally like – a +3 to atk, +2d6 damage, but at the cost of taking 1d6 yourself – think of Guts from Berserk in the black armor. I can generally get behind that, but the damage output at level 1 is brutal; the damage type inflicted should also probably not be untyped here, and instead mirror the damage type inflicted by the weapon wielded. As written, this is problematic.

I generally like rage forms, even though their internal balancing isn’t perfect – but they do present a bit of an issue. With the reduced rage-gain and the front-loaded budget of rounds of rage, dipping into the legendary barbarian is a VERY enticing option. By spreading the rounds of rage a bit thinner over the lower levels, and by taking care regarding several of the rage forms, this could have been much smoother. As written, I’d strongly suggest limiting the options to dip into this class.

At 2nd level and every 2 levels thereafter, the barbarian gains a new rage power. Totem rage powers may now be freely selected, which, while potentially making sense, also can be a bit problematic – it depends on your game’s aesthetics and the skill employed by your players. Lists of existing and unchained rage powers for use with the class are provided here, and the pdf does include its own list of rage powers exclusive for the legendary barbarian. Unless I have miscounted, a total of 21 such regular rage powers have been included. These include moving over water as per water walk (italics missing), dealing scaling ability score damage to a mental ability score (proper minimum level cap). There also is a rage power that extends your rage’s duration after spending rounds of rage on it when you score a critical hit, with the durations stacking with themselves and being contingent on critical multipliers. Cool: This may not be cheesed! Huge kudos for making this work properly! Counter bull rush, being immune to lycanthropy in animal/bestial rage form, rerolling miss chances, etc.

One of the most interesting and visceral chains here builds on a rebuild of unchained rage’s crippling blow, allowing for the severing of limbs, codifying them by type – and yes, the rules are actually fair. And yes, at the end of the chain, you can rip off heads. Ending grapples/swallow wholes, ghost hunting – several cool options here, and as noted before, rebuilds for both chained and unchained rage powers have been provided.

6 new totem trees are provided – arcane, bestial, blood, shadow, sky and void, and 7 single mighty totems are included as well; these latter ones become available at 14th level and include 50% chances to negate critical hits and precision damage, negative energy damage for those nearby, etc. The new totems, for example, allow for light level control, quicker run/charge, blood-related effects, buffs accompanying entering a rage – you get the idea.

Okay, this component of the rage mechanics out of the way, it should be noted that greater rage also nets immunity to fear, tireless rage prevents temporary hit points cycling and mighty rage, as noted, yields the benefits of the rage form’s capstone benefit. Level 20 also lets the barbarian spend 1 round of rage when scoring a critical hit to make the target save or die.

Now, here is something I very much liked seeing – the class comes with a lot of alternate class features: 3 alternate proficiency arrays (including one that nets unarmed tricks like Catch Off Guard and Throw Anything), Endurance replacements, fast movement replacements, options to get rid of uncanny dodge and danger sense and indomitable will and DR-replacements. These generally do make sense regarding their internal powerlevels. I like these customization options very much.

The pdf also features 9 different archetypes for the class. Gunpowder savages are basically the gunslinger-crossover, locked into close-quarters rage form, with Gunsmith replacing Endurance, better gun-butt bashing, etc. Incredible bulk is about enlarging and using Wield Halfling, a part of a mini-feat-chain herein that lets you clobber targets with their friends. Love it. Mutagenic rager instead is sickened/nauseated by rage and gets AC and physical ability score boosts. Pint-sized ragers get a custom rage form versus larger targets, while righteous ragers get a rage variant that works versus evil targets, ignoring all DR of such targets as soon as 1st level. WTF. Savages are the ranger-tweak with 6 + Int skills and an animal companion instead of rage forms. Slavering nightmares are about using fear/demoralize (including the chance to cause damaging nightmares via crits); steppe warriors get a mount and builds on ferocious rage. Vengeful bruisers are a kind of monk-crossover. The latter two only have d10 HD, just fyi.

The pdf also introduces barbarian brands – basically, a barbarian’s version of monk vows or paladin oaths. The barbarian may have multiple ones, and 6 are provided – these generally are cool. Several, have a pretty easy clause to break – which is why they sport a Redemption-line that allows you to regain it by fulfilling the stipulated conditions – and no, atonement is not required. I like these very much, and wish there’d have been more. As written, they provide more rage rounds, and that’s it; not even close to what you could do with them mechanically. Beyond the already mentioned feats to beat targets to death with their flailing friends, we have a couple of feats for an Extra Rage Form, an Extra Rage variant, and one that lets you transfer effects of feats that require a specific weapon to improvised weapons.

4 magic items and two weapon properties are included: lesser returning, at +1000 GP makes a weapon return if you reduce the target to 0 HP or below. At +2, greater smashing weapons have bonus damage versus objects and emits sonic bursts when destroying them. The totemic club nets an aligned totem’s lesser rage power while raging. Sadistic pauldrons are armor spikes that cause bleed damage, and that enhance damage output in rage. The helm of echoing screams boosts Intimidate at the cost of Diplomacy. Gloves of reckless throwing enhance thrown attacks, but render the items broken after being thrown. This can be abused potentially if you can get your hands on hard to destroy enemy items. The pdf closes with 5 sample builds and a CR 5 sample NPC, Gorund Windwalker.

Conclusion:
Editing and formatting are good on a formal and rules-language level – I noticed a couple of formatting hiccups, and internal balance wasn’t always as tight as I’ve come to expect from legendary Games, but as a whole, this is a well-crafted supplement. Layout adheres to the series’ two-column full-color standard, and the pdf features several full-color artworks that will be familiar to fans of Legendary Games. The pdf comes with only the most basic of bookmarks – the table, one class feature replacement and a few archetypes and main chapter headers are covered, but comfortable navigation, this is not. Odd – almost like something went wrong here.

Jeff Gomez and Jason Nelson have addressed several issues with the default barbarian class, but I’m not 100% sure that the new iteration is that much better, to be frank. I generally like the notion of rage forms, and from Endurance to getting rid of that god-forsaken anachronistic alignment restriction, there are plenty of things I like. I am not that keen on the free totem mixing and matching and probably would have made that an alternate class feature. The main catch of this version of the barbarian is, that it doesn’t drown in rage rounds – which is a good idea in general. Resource management is a good thing. Here, the implementation is very front-loaded, though – the legendary barbarian is very dippable, more so than the regular barbarian.

At the same time, the class offers no incentive whatsoever for NOT going into rage, which is pretty much the thing that could have fixed the class without reducing rage rounds available. A solarian-like engine, two modes – something like that. It makes sense when you think about it – Kull’s stoicism, Conan’s cunning, Solomon Kane’s ridiculous stubbornness…barbarians don’t just excel necessarily while in rage. Making a single pool of resources pay for rage and abilities available only while NOT in rage would have also added a whole new level to build strategies. Why am I harping on the decision to reduce rage rounds available? I agree with the sentiment behind the design fully – but not with the implementation, as there are plenty of genuinely exciting and rewarding options out there that consume rounds of rage, and thus render the implementation of said options in conjunction with the legendary barbarian kinda awkward or even impossible. Unlike the vanilla magus’ arcane pool, the barbarian’s rage actually has a lot going for it, and losing out there is…well, a pity, one that severely limits the rebuild’s appeal in a global context without offering enough to make up for it.

In a way, this class design feels like it changes things; not necessarily for the better (unless you discount aspects that are often houseruled away), and not for the worse – it’s different, and for everything the class does better than the regular barbarian, it also has a small tidbit like unassisted flight too early, like some options not aligning in power level, that blemish it slightly.

This is a good class rebuild, but it’s no revelation; it’s neither a Legendary Magus, nor a Legendary Cavalier or Gunslinger, nor one of the awesome and modular Rogue or Fighter rebuilds. The alternate class features presented herein were my favorite aspect within, as the archetypes tend to gravitate to the obvious engine-tweaks that we all expect by now. All in all, I felt that this was the weakest class-rebuild by Legendary Games that I’ve read so far. It’s not bad by any stretch of the word, but I fail to see sufficient improvement or enough cool stuff to incentivize me to implement it. Particularly when the barbarian classes that exist aren’t that sucky or one-dimensional AND have a vast array of options that this fellow misses out on. As such, my final verdict will be 3.5 stars, rounded down.

Endzeitgeist out.


Scarab Sages Webstore Coordinator

Now Available!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Woohoo! Time to walk on the WILD side!

Silver Crusade

Can I use Wield Halfling for Gnomes as well or is it specifically for Halflings?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Rysky wrote:
Can I use Wield Halfling for Gnomes as well or is it specifically for Halflings?

You can wield any Small creature. It's just fun flavor text to call it "Wield Halfling." :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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Author Jeff Gomez just dialed up his next assignment, going from Barbs to Bards!

Legendary Bards - the game is afoot!


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.


Is the version of the Crippling Blow rage power supposed to have a saving throw to halve or negate the Strength or Dexterity damage? I ask this because the Limb Ripper rage power specifically calls out that it triggers when the target of the Crippling Blow rage power fails their saving throw against the Crippling Blow.

Also, the effects of Crippling Blow seems way too good. As written, the version of Crippling Blow in this book triggers on any attack made by the barbarian, the ability damage scales up (1 + 1/every 4 barbarian levels), has no saving throw, AND is on top of whatever damage the attack normally deals, all at the cost of just expending 2 rounds of rage.

That means, by 8th level (which is the earliest they can take it), the legendary barbarian can choose to deal 3 points of ability damage to Strength or Dexterity on a successful attack. It eats up 2 rounds of rage, out of his total of 13 (assuming CON of 14). Doesn't this seem too good?

I know the Legendary Barbarian has less rounds of rage than the normal barbarian, but you can use the Savagery rage power to extend the duration of a rage along with weapon that has a great critical threat range (plus keen or improved critical) to fish for critical hits to minimize the amount of rounds of rage spent to maintain the duration of the rage and instead focus on spending the rounds of rage on Crippling Blow or another rage power instead.

Granted, the earliest a Legendary Barbarian can pull this off is at 8th level, where spellcasters with access to 4th level spells can do much worse, but a typical 8th level spellcaster with access to 4th level spells typically has more or less 3 4th level spell slots per day.

I'm just a bit wary of this rage power (and Ringing Blow as well for the same reason). Maybe I am overthinking this and having a knee-jerk reaction?

CB


For the Wield Halfling and the Throw Halfling feats, are the attack rolls to hit and throw, respectively, normal attack rolls, or are they considered melee touch and ranged touch attack rolls, respectively, for the purposes of hitting the target's AC?

Another quick question about Wield Halfling: what is the reach you have with the grappled opponent? Let's say, for example, that the Legendary Barbarian is Gargantuan (for whatever reason), and is grappling a Large creature (or Huge creature if they have the Wield Big Halfling feat), is the reach of the attack made to swing the grappled creature equal to the Barbarian's natural reach or the natural reach of a creature of the same size as the grappled creature?

Reason why I ask this is because I am envisioning a Huge Legendary Barbarian with the Wield Big Halfling feat swinging around a grappled Large-sized creature like a Large snake in a fashion similar to whips (or nunchunks like Bruce Lee, hooo-waah!).

;)

CB


A few questions about the Mutagenic Rager archetype:

(1) Is a Legendary Barbarian with the mutagenic rager archetype incapable of utilizing any other Rage Forms besides the Mutagenic Rage Form? I don't think they can even take the Extra Rage Form feat since they no longer have the standard rage form class feature.

(2) There are two class features labeled Mutagenic Rage; was the second one supposed to be Mutagenic Rage Form?

(3) Stabilizing Rage makes a reference to the temporary hit points from entering a rage, but as described, the mutagenic rager does not normally get any temporary hit points (unlike the standard Legendary Barbarian). Was the Mutagenic Rage supposed to have the AC penalty, bonus to Will saves vs. fear, and the temporary hit points that the standard rage provides? The biggest difference otherwise is that a mutagenic rage is a standard action to start and imposes the sickened condition instead of the fatigued.

CB


For the pint-sized rager:

(1) Combat Leverage allows her to attempt any combat manoeuvres against creatures of at least one size category larger than her, with no limit on the maximum size of the creature she can attempt the combat manoeuvre against, correct?

(2) Ankle Tangler, as written, does not prevent the pint-sized rager from provoking an attack of opportunity for attempting the trip attempt as a swift action. Is this intentional so that the pint-sized rager still has to take the Improved Trip feat?

(3) Ankle Tangler: Can a pint-sized rager still use feats like Sliding Dash that triggers upon from successfully using Acrobatics to avoid triggering attacks of opportunities for moving through an opponent's space, even though this class feature lets the pint-sized rager move through an opponent's space without needing to attempt an Acrobatics check?

CB


A few more questions about the archetypes. :)

Savage: How many savage powers can a savage have in effect at any given time?

Slavering Nightmare: There is no Intimidating Rage Form described in the pdf (unless I missed it?) - is this supposed to be the Terrifying Rage Form?

Steppe Warrior: The Mount class feature doesn’t alter or replace any class feature of the Legendary Barbarian as written. Is that supposed to be the case? It seems odd that no class feature were altered or replaced by this class feature for the archetype, especially when the savage archetype also gains an animal companion (losing the Rage Form class feature in exchange). Although to be fair, the mount is restricted to a smaller list of suitable animal companions, but it is still a potent ability.

I have to agree with Endy on a lot of points about the Legendary Barbarian; especially the Righteous Berserker's ability to bypass the damage reduction of any evil creature during its rage, starting at level 1. That is a HUGE benefit and one could argue it is much better than the Paladin's Smite Evil ability because it applies to all evil creatures, not just one target, and you are likely to get more mileage out of this ability than Smite Evil.

I'm toying around with a few ideas for alterations to this ability, such as swapping the "bypassing damage reduction of evil creatures" effect with the benefits of the Divine Aura ability and making the former go online at 15th level when the Divine Aura would normally become available.

Alternatively, I am considering changing Righteous Rage so that it doesn't bypass the damage reduction of evil creatures right away: instead, when the Greater Righteous Rage is gained, the Righteous Berserker treats the damage reduction of evil creatures as if it were 5 points lower (to a minimum of 0). When the Mighty Righteous Rage is gained, the Righteous Berserker's attacks bypasses the DR of evil creatures except for DR that cannot be bypassed normally (such as DR/-- and DR/epic); the Righteous Berserker instead treat the value of such DR as if it were 10 points lower (to a minimum of 0).

I'm not too worried though that the Legendary Barbarian has less rounds of rage than a standard barbarian or unchained barbarian - there are quite a handful of ways to regain rounds of rage, or extend the duration of a rage without expending more rounds. :)

Cheers!

CB

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.

Just pinged Jeff the author so hopefully he can swing by and answer questions!

Shadow Lodge

1 person marked this as a favorite.

That’s a lot of questions! Let’s see what I can help with:

Canadian Bakka wrote:

Is the version of the Crippling Blow rage power supposed to have a saving throw to halve or negate the Strength or Dexterity damage? I ask this because the Limb Ripper rage power specifically calls out that it triggers when the target of the Crippling Blow rage power fails their saving throw against the Crippling Blow. Doesn't this seem too good?

There isn’t supposed to be a save for Crippling Blow, that’s a typo in Limb Ripper. Great find. The barbarian can attempt Limb Ripper whenever she uses Crippling blow.

Is Crippling Blow too good? Well, for comparison consider the rogue’s “Crippling Strike,” which deals 2 points of Strength damage per sneak attack. The rogue needs to have sneak attack, and then it’s free. The legendary barbarian needs to have rage and expend resources (you can only realistically use it 3-5 times a day before running out), but she deals more. I find it balanced and fun, but it’s your call.

And one quick note about Savagery: Technically your rage pool doesn't increase. Your current rage just lengthens. So you can't actually spend those extra rounds to activate abilities like Crippling Blow.

Canadian Bakka wrote:

For the Wield Halfling and the Throw Halfling feats, are the attack rolls to hit and throw, respectively, normal attack rolls, or are they considered melee touch and ranged touch attack rolls, respectively, for the purposes of hitting the target's AC?

Normal AC - it’s just like throwing an improvised weapon..

Canadian Bakka wrote:

Another quick question about Wield Halfling: what is the reach you have with the grappled opponent? Let's say, for example, that the Legendary Barbarian is Gargantuan (for whatever reason), and is grappling a Large creature (or Huge creature if they have the Wield Big Halfling feat), is the reach of the attack made to swing the grappled creature equal to the Barbarian's natural reach or the natural reach of a creature of the same size as the grappled creature?

You treat the creature as a two-handed improvised weapon of the same size as the grappled opponent. Since improvised weapons don’t have reach, you don’t get any extra reach. You just use the barbarian’s natural reach. I do love the image though, so feel free to adjust this for your game.

Canadian Bakka wrote:

Is a Legendary Barbarian with the mutagenic rager archetype incapable of utilizing any other Rage Forms besides the Mutagenic Rage Form? I don't think they can even take the Extra Rage Form feat since they no longer have the standard rage form class feature.

Correct: “This ability modifies rage and replaces all rage forms.”

Canadian Bakka wrote:

There are two class features labeled Mutagenic Rage; was the second one supposed to be Mutagenic Rage Form?

Yes, correct.

Canadian Bakka wrote:

Stabilizing Rage makes a reference to the temporary hit points from entering a rage, but as described, the mutagenic rager does not normally get any temporary hit points (unlike the standard Legendary Barbarian). Was the Mutagenic Rage supposed to have the AC penalty, bonus to Will saves vs. fear, and the temporary hit points that the standard rage provides? The biggest difference otherwise is that a mutagenic rage is a standard action to start and imposes the sickened condition instead of the fatigued.

You are right - reference to the temporary hit points should be removed. She’s not supposed to gain those standard Rage bonuses either. Just what’s listed. The main difference is that she gets an AC bonus and can choose which physical bonuses she gets boosted.

Canadian Bakka wrote:

Combat Leverage allows her to attempt any combat manoeuvres against creatures of at least one size category larger than her, with no limit on the maximum size of the creature she can attempt the combat manoeuvre against, correct?

Yes, correct. The rule that prevents you from making some maneuvers against larger enemies is essentially waived.

Canadian Bakka wrote:

Ankle Tangler, as written, does not prevent the pint-sized rager from provoking an attack of opportunity for attempting the trip attempt as a swift action. Is this intentional so that the pint-sized rager still has to take the Improved Trip feat?

Yes, if she wants to trip enemies without taking attacks of opportunities, then she should take the Improved Trip feat.

Canadian Bakka wrote:

Ankle Tangler: Can a pint-sized rager still use feats like Sliding Dash that triggers upon from successfully using Acrobatics to avoid triggering attacks of opportunities for moving through an opponent's space, even though this class feature lets the pint-sized rager move through an opponent's space without needing to attempt an Acrobatics check?

Interesting question. Sliding dash technically uses it’s own mini-set of rules, so you would still have to roll for sliding dash. It would be totally reasonable to house-rule that you get some bonus or always succeed at this.

Canadian Bakka wrote:

Savage: How many savage powers can a savage have in effect at any given time?

Unlimited power(s)! “Unless otherwise stated, activating a rage power is a move action, and the power remains until the savage dismisses it as a move action.” Why, see something exploitable?

Canadian Bakka wrote:

Slavering Nightmare: There is no Intimidating Rage Form described in the pdf (unless I missed it?) - is this supposed to be the Terrifying Rage Form?

Yes! Correct.

Canadian Bakka wrote:

Steppe Warrior: The Mount class feature doesn’t alter or replace any class feature of the Legendary Barbarian as written. Is that supposed to be the case? It seems odd that no class feature were altered or replaced by this class feature for the archetype, especially when the savage archetype also gains an animal companion (losing the Rage Form class feature in exchange). Although to be fair, the mount is restricted to a smaller list of suitable animal companions, but it is still a potent ability.

The penalty is spread out and hidden in a few other places. The Steppe warrior only has d10hd instead of d12. She doesn’t get heavy armor proficiency. Additionally, throughout her leveling she loses some abilities that would make her more powerful and instead applies that to her mount (fast movement, danger sense, etc). Given that riding mounts is often not an option, it feels fair to me.

Happy to answer any other questions!


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Thank you very much for taking the time to reply! I appreciate it! :)

I didn't know about the rogue's crippling strike so I did not have something to compare the Crippling Blow rage power to. In hindsight, along with getting confirmation that Savagery can't be used towards Crippling Blow, I agree that it balances out. *thumbs up*

Wield Halfling, Throw Halfling: good to know, I guess my brain didn't pick up the details before about improvised weapons. D'oh! Thanks for pointing it out! :)

Steppe Warrior: ooooh! See, when I don't see what an archetype ability modifies or replaces directly at the end of the archetype ability's description, I forget to look at the other stuff that got modified or replaced. Totally my bad on missing that and not thinking outside the box.

As for the Savage, I am not an expert on theorycrafting and builds so I can't say for sure if there is an exploit. I'm just typically cautious of when an abundance of similar abilities come into play simultaneously. It's a habit I picked up thanks to the 3 power-gamers among my group of players, lol. ;)

Again, thank you for the in-depth replies!

Cheers!

CB

Shadow Lodge

My pleasure!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

It's all part of that Legendary customer service! :)


I am really enjoying replacing the standard core barbarian class with the Legendary Barbarian instead. I think a lot of the usual barbarian archetypes can be achieved as well with the Legendary Barbarian for the most part. It is just the really unique and different barbarian archetypes that are more difficult.

Case in point, I am looking at the Masquerade Reveler archetype, and I'm currently going back and forth on whether or not the Legendary Barbarian should retain the Rage Form class feature (just the base rage form; they certainly would lose out on greater rage and mighty rage). I am leaning towards yes since they will never get greater rage or mighty rage, and the number of rounds of rage a Legendary Barbarian has is much lower so keeping Rage Form isn't unbalancing. That being said, I think I will adjust that the Masquerade Reveler (for the Legendary Barbarian) to lose a certain number of masks (perhaps not gain a mask at 5th, 10th, 15th, and 20th level).

I just love finding and making memorable npcs villains thanks to well-designed and balanced classes and archetypes by 3rd party publishers. :)

I highly recommend the Legendary Barbarian for campaigns that include APs like Kingmaker or Giant Slayer.

Cheers!

CB


I just noticed something in regards to the list of rage powers that should be available to the Legendary Barbarian - was it intentional for all of the various elemental totem rage powers (such as lesser elemental totem and air totem) and all of the various blood rage powers (such as lesser abyssal blood or lesser elemental blood) to be absent?

I know they can still access elemental stance but that rage power is quite different from the lesser elemental totem rage power and lesser elemental blood blood rage power.

Just curious to know if it was intentionally left out for game balance or if it was just a matter of lack of space that prevented the inclusion of all of the rage powers available.

Cheers!

CB

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