| ashern |
| 1 person marked this as FAQ candidate. |
Hey all, I searched through all the threads and checked the FAQ, but I couldn't find this issue addressed. I'm looking at starting playing PFS in a few weeks and was wanting to play a human barbarian (I love PF barbarians!).
I looked at the alternate favored class bonuses and noticed that there was one for boosting the bonus from trap sense. I was wondering if that would apply to the ability that replaces trap sense for Savage barbarians? It would make sense to me if it did, since it replaces trap sense, but I haven't seen any rules anywhere either way. Any input would be greatly appreciated.
| Some call me Tim |
| 3 people marked this as FAQ candidate. |
Hey all, I searched through all the threads and checked the FAQ, but I couldn't find this issue addressed. I'm looking at starting playing PFS in a few weeks and was wanting to play a human barbarian (I love PF barbarians!).
I looked at the alternate favored class bonuses and noticed that there was one for boosting the bonus from trap sense. I was wondering if that would apply to the ability that replaces trap sense for Savage barbarians? It would make sense to me if it did, since it replaces trap sense, but I haven't seen any rules anywhere either way. Any input would be greatly appreciated.
I would rule no. Since it doesn't explicitly say so. When designing a character for PFS, you probably don't want to rely on what would essentially be a house ruling even if it seems to make sense.
I am puzzled by the phrase: "Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power." There is a superstition rage power and a superstitious barbarian archetype, but not a superstitious rage power.
Based on the +1/3 bonus it would seem to be talking about the superstitious archetype's Sixth Sense ability which does replace trap sense. Because the superstition rage power is based on a +1/4 bonus and has nothing to do with trap sense.
FAQ it.
| Bobson |
Based on "A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites," I would say that no, it doesn't count as trap sense, and thus can't be boosted by something that would boost trap sense.
If it did apply, you would end up with more unclear situations. Trap sense is normally +1 at 3rd, and +1 for every 3 levels thereafter. The racial favored class option adds +1 to that every other level (assuming you take it every level). However, this progression (+1 every other level) makes no sense with some of the substitute powers that would replace trap sense. A Brutal Pugilist gains a flat bonus and can apply it to something new every 3 levels. It would make no sense to add +1 to that, because it's a flat bonus. A Savage Barbarian only gains their bonus once every 6 levels. Adding +1 to that every other level would be massively overpowered.
As for "superstitious rage power", Tim's right in that it's unclear. But the Superstitious archetype doesn't gain anything which modifies their rage, so adding +1 every three levels doesn't do anything - there's no rage power to modify. No other favored class bonus modifies something that you only have if you have a specific archetype. I think it's far more likely that it applies to the superstition rage power, which any barbarian can get.
| Bobson |
Fair enough, I can totally see the logic in those points. My home games interpreted things that way so that's what I was expecting, but I won't rely on that for now.
Huh, how about for the breaker power? It progresses on the same track, and it not as big of a deal like getting bonus AC.
Well, it'd need to work the same for all cases, so just because it isn't broken for one doesn't mean it should apply. In this case, though, you're talking about giving up 20 hp for +10 damage with improvised weapons, on top of the +5 damage from the power and whatever the barbarian can get from strength while raging. This isn't a game-breaking damage increase, but it's pretty powerful. Especially since it'd multiply with crits (even if you only get 20/x2 with a improvised weapon). Compare it to the +5 attack and damage that a fighter gets.
Basically, the issue is that trapsense is a defensive ability, as is the superstition rage power. Most of the replacement abilities for trapsense are offensive. In general, Adding +1 every other level to a situational defensive ability is not broken (potentially very useful, but not broken), but adding +1 every other level to general offensive abilities usually is.