Raging Vitality


Advice

Shadow Lodge

How important is this for barbarians?

Playing one right now and trying to decide whether to spend my 4th level ability boost and 5th level feat on qualifying for and getting Raging Vitality but it's a feat-heavy reach weapon + UAS build and I'm not sure how Raging Vitality stacks up compared to Combat Reflexes.

Combat Reflexes boosts my offence with the reach weapon - I've twice been rushed by multiple enemies and only got to hit one of them as they approach. But I've also twice been reduced to single-digit HP in combat and am worried that as my temp HP get closer to my Con score, dropping out of rage on being knocked unconscious will kill me.

How often have you seen this happen?


Generally speaking, you want raging vitality. Everyone gets downed occasionally, so it's good to have.

In your case, it is vaguely less necessary because you're staying out of a lot of enemies' reach.

So, take it when you can is my advice.


It will save your bacon, and not having it will leave you dead before long. I feel this demonstrates a failure of the rage class feature, but that is another story.

Shadow Lodge

Well, I like my bacon, and having a reach weapon mostly deters weak enemies, so that's that. Thanks.


Ciaran Barnes wrote:
It will save your bacon, and not having it will leave you dead before long. I feel this demonstrates a failure of the rage class feature, but that is another story.

This is why I'd suggest not to take until you have guarded life. As an additional plus, if you have both, the cure that brings you up will double effectiveness as it cures nonlethal and lethal damage, and you won't be fatigued out of rage.


Ciaran Barnes wrote:
It will save your bacon, and not having it will leave you dead before long. I feel this demonstrates a failure of the rage class feature, but that is another story.

I disagree with you here; I feel the "Barbarian sudden death" is more a feature than a bug. I always feel like I'm a badass going beyond his limits and holding off death to finish one final battle when I know I'm dead if my rage ends. Also note that you would have been dead long before you went unconscious raging if it wasn't for those extra hit points to begin with. Keep that in mind.

That said, Raging Vitality is very nice as it essentially gives you even more wiggle room to hold off death beyond what your character and any other should be able to take, but I wouldn't call it mandatory.


Raging vitality is basically a must have for a barbarian.

I can't imagine playing a barbarian without it. Not dying instantly? Great! More hitpoints? Great!


Somewhere in a previous thread people were doing math to see when taking raging vitality becomes a good idea.

Personally Id take it somewhere between level 3 and 7.

At level 3 when you fall unconscious while raging, you 'loose' 6 hp then and there. The big question is, would that be enough to kill you? Barbarians are made of con. I always have around 16. So level 3 I shouldn't need it yet. But you also dobt want to wait too long before taking it.


Yeah, the question isn't really "SHOULD I take Raging vitality" it's "WHEN should I get it?".

The answer to the should question is easy. Do you like your character and would be sad if he died? If yes, then get it.


Raging Vitality is a great feat, but it's not like you need it to survive. While I do plan on taking it at some point, I'm really not in a hurry.

Ciaran Barnes wrote:
It will save your bacon, and not having it will leave you dead before long. I feel this demonstrates a failure of the rage class feature, but that is another story.

That doesn't make any sense. Without the extra HP from Rage the character wouldn't have lasted as long in the first place.


My view is that the loss of hit points from unconsciousness is the killer as your rage ends. Beyond mid-low levels you will in effect die without this when you hit zero hit-points.

Also what is there that is better?


My 3rd lvl barbarian died because I took Step Up instead of Raging Vitality.

Take it :P

Shadow Lodge

Skull wrote:
At level 3 when you fall unconscious while raging, you 'loose' 6 hp then and there. The big question is, would that be enough to kill you? Barbarians are made of con. I always have around 16. So level 3 I shouldn't need it yet. But you also dobt want to wait too long before taking it.

I'm certainly not made of Con - I rolled stats and so my Con is 14, which is why I need to spend a stat point to qualify for Raging Vitality. So if I don't take Raging Vitality at level 5, -4 HP = dead.

Kwauss wrote:
Ciaran Barnes wrote:
It will save your bacon, and not having it will leave you dead before long. I feel this demonstrates a failure of the rage class feature, but that is another story.
This is why I'd suggest not to take until you have guarded life. As an additional plus, if you have both, the cure that brings you up will double effectiveness as it cures nonlethal and lethal damage, and you won't be fatigued out of rage.

1) Why do you think guarded life is a better not-dying choice than Raging Vitality if you only take one? It seems to me that the limit of 1 damage converted per barbarian level is not fantastic since you get 2*character level temp HP for raging.

2) How does guarded life prevent you from being fatigued for dropping out of rage?

strayshift wrote:
Also what is there that is better?

As the OP stated, the alternative was Combat Reflexes, which would have been very handy that one time I was paralyzed by a ghoul that I probably would have been able to destroy in one hit on the approach if I hadn't already spent my AoO. But the Rage Power Quick Reflexes gives me a second AoO, so it's a decent patch on that.


Weirdo wrote:
Skull wrote:
At level 3 when you fall unconscious while raging, you 'loose' 6 hp then and there. The big question is, would that be enough to kill you? Barbarians are made of con. I always have around 16. So level 3 I shouldn't need it yet. But you also dobt want to wait too long before taking it.

I'm certainly not made of Con - I rolled stats and so my Con is 14, which is why I need to spend a stat point to qualify for Raging Vitality. So if I don't take Raging Vitality at level 5, -4 HP = dead.

Kwauss wrote:
Ciaran Barnes wrote:
It will save your bacon, and not having it will leave you dead before long. I feel this demonstrates a failure of the rage class feature, but that is another story.
This is why I'd suggest not to take until you have guarded life. As an additional plus, if you have both, the cure that brings you up will double effectiveness as it cures nonlethal and lethal damage, and you won't be fatigued out of rage.

1) Why do you think guarded life is a better not-dying choice than Raging Vitality if you only take one? It seems to me that the limit of 1 damage converted per barbarian level is not fantastic since you get 2*character level temp HP for raging.

2) How does guarded life prevent you from being fatigued for dropping out of rage?

strayshift wrote:
Also what is there that is better?
As the OP stated, the alternative was Combat Reflexes, which would have been very handy that one time I was paralyzed by a ghoul that I probably would have been able to destroy in one hit on the approach if I hadn't already spent my AoO. But the Rage Power Quick Reflexes gives me a second AoO, so it's a decent patch on that.

Guarded life mitigates the death effect, while raging vitality exacerbates it with the con increase. As you said -4 = dead from rage (-1 with raging vitality). The advantage raging vitality gives you is that you can keep burning rage rounds while down to avoid dying. If you happen to get cured and get back up, you're still in rage (so not fatigued). Guarded life makes it take a bigger last hit (i.e. -9 = dead from rage) to kill you (you also auto-stabilize). But since cures give back 1 point of both nonlethal and lethal damage for each point cured, it's easier to get you back up. If you're going for a durability build, I might not take raging vitality until you have Greater Guarded Life, or just take extra rage and make sure your companions know to cure you fast if you go down. Depends on your group.


Raging Vitality is a necessary evil.

Think of it this way, you're a 5th level barbarian. You're raging, when suddenly you're knocked into unconciousness.

Without raging vitality your con drops by 4, which effectively reduces your hp by another 10 (5 levels * 2 from modifier change). Depending on exactly what your con is and where exactly the attack that made you unconcious left your hp you could drop straight to dead.

So, not dying plus 1 extra hitpoint per level? Yeah, totally worth it.


Barbarian feats to take:
Power attack, raging vitality and if you want your party to love you iron will.


Skull wrote:

Barbarian feats to take:

Power attack, raging vitality and if you want your party to love you iron will.

Why take iron will when I can take extra rage power. Superstitious line has lots of beautiful things to keep you from being dominated. Like... superstitious.

Also, it can make you so angry you can punch a ghost.


MrSin wrote:
Skull wrote:

Barbarian feats to take:

Power attack, raging vitality and if you want your party to love you iron will.

Why take iron will when I can take extra rage power. Superstitious line has lots of beautiful things to keep you from being dominated. Like... superstitious.

Also, it can make you so angry you can punch a ghost.

TRUE STORY!

I love the combination of Superstitious and Ghost Rager. You touch AC and saves are what? You've become the ultimate dominator of casters!

HAHAHAHAHAHAHAH!

Lantern Lodge

My partner and I simultaneously built barbarians, hers with and mine without. It could have kept mine alive once in 12 levels. Hers hasn't sniffed unconsciousness since level 1.

So, there's a pretty good chance you'll never need it. There's also a pretty significant downside to not having it.

Still, I regret nothing.


MrSin wrote:
Skull wrote:

Barbarian feats to take:

Power attack, raging vitality and if you want your party to love you iron will.

Why take iron will when I can take extra rage power. Superstitious line has lots of beautiful things to keep you from being dominated. Like... superstitious.

Also, it can make you so angry you can punch a ghost.

It also hoses you from your allies from being able to cure (or buff) you...

Liberty's Edge

Kwauss wrote:
It also hoses you from your allies from being able to cure (or buff) you...

That's what pre-combat buffing and post-combat healing are for. :)


Kwauss wrote:
MrSin wrote:
Skull wrote:

Barbarian feats to take:

Power attack, raging vitality and if you want your party to love you iron will.

Why take iron will when I can take extra rage power. Superstitious line has lots of beautiful things to keep you from being dominated. Like... superstitious.

Also, it can make you so angry you can punch a ghost.

It also hoses you from your allies from being able to cure (or buff) you...

Get a Cord of Stubborn Resolve, have fun laughing at that "Fatigue" thing you hear people talking about sometimes.

Or just don't Rage until you get buffed. Healing's not the biggest issue since in-combat healing generally means you're getting your ass kicked anyway and it's only save for half instead of negating for 90% of healing spells.

Liberty's Edge

Rynjin wrote:
Get a Cord of Stubborn Resolve, have fun laughing at that "Fatigue" thing you hear people talking about sometimes.

My Oracle/Barbarian don't need no stinkin' cord. ;)

Rynjin wrote:
Or just don't Rage until you get buffed. Healing's not the biggest issue since in-combat healing generally means you're getting your ass kicked anyway and it's only save for half instead of negating for 90% of healing spells.

In fairness, Heal is entirely negated by a Save, which is a bit of a problem since it's the only good non-emergency combat healing. Negating condition removal stuff is also a potential issue.


Potentially, but remember that with Superstition going (especially with Eater of Magic thrown on too) you're much less likely to be hit with a condition in the first place.

Liberty's Edge

Rynjin wrote:
Potentially, but remember that with Superstition going (especially with Eater of Magic thrown on too) you're much less likely to be hit with a condition in the first place.

True. I think Superstition is a bargain eminently worth making...I just acknowledge that there is a price to it.


Yar. Personally I just think the benefits faaaaaar outweigh the downsides, though on rare occasions you'll be hosed.

Though on condition removal, the funny part is most anything with a duration (that still lets you act) can be solved just by hitting yourself in the face.

Spell Sunder is the absolute best possible thing.

Liberty's Edge

Rynjin wrote:
Yar. Personally I just think the benefits faaaaaar outweigh the downsides, though on rare occasions you'll be hosed.

Oh, I agree. It's pretty great.

Rynjin wrote:

Though on condition removal, the funny part is most anything with a duration (that still lets you act) can be solved just by hitting yourself in the face.

Spell Sunder is the absolute best possible thing.

This is all true, though it doesn't help much with paralysis. :)


This whole issue is another reason half-orcs make great barbarians. Orc Ferocity is a great margin of safety.


Deadmanwalking wrote:
Rynjin wrote:
Yar. Personally I just think the benefits faaaaaar outweigh the downsides, though on rare occasions you'll be hosed.

Oh, I agree. It's pretty great.

Rynjin wrote:

Though on condition removal, the funny part is most anything with a duration (that still lets you act) can be solved just by hitting yourself in the face.

Spell Sunder is the absolute best possible thing.

This is all true, though it doesn't help much with paralysis. :)

How in gods name did you fail a fortitude save at level 6+?

Liberty's Edge

Undone wrote:
How in gods name did you fail a fortitude save at level 6+?

Hold Person is Will, and that's the first paralysis effect I thought of (not a very good one, I admit, but the point stands). Stunned, Dazed, and other such effects are also not helped, and they have all sorts of Saves. And then there's mind controlled...

My point was that you can't Spell Sunder if you lack the action to do so. Spell Sunder and Superstition are still great, I'm just pointing out that they aren't perfect.


Deadmanwalking wrote:
Undone wrote:
How in gods name did you fail a fortitude save at level 6+?

Hold Person is Will, and that's the first paralysis effect I thought of (not a very good one, I admit, but the point stands). Stunned, Dazed, and other such effects are also not helped, and they have all sorts of Saves. And then there's mind controlled...

My point was that you can't Spell Sunder if you lack the action to do so. Spell Sunder and Superstition are still great, I'm just pointing out that they aren't perfect.

Agreed, they are only perfect on a glory of the old steel soul dwarf where failing a save requires a 1. Rage is also a free action. I believe you can take free actions which don't require movement in daze/para but not stunned.

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Lemmy wrote:
Without the extra HP from Rage the character wouldn't have lasted as long in the first place.

I've seen this argument before, and it ignores a very big point. There's a major difference in how much a PC is targeted depending on whether they are up and active or down and unconscious/bleeding.

A non-raging character has a buffer zone between being dropped and being dead.

A raging character without Raging Vitality, tends to go straight from "fine" to "dead" with no room for error. Sure it took more total hp to drop you but that hp stole away your buffer against being killed outright.

Most downed characters are no longer taking direct attacks. The barbarian who is standing purely due to rage is targeted as an "up" combatant - and this can lead to an abrupt death. It's a downside to Diehard as well.

Shadow Lodge

Undone wrote:
Deadmanwalking wrote:
This is all true, though it doesn't help much with paralysis. :)
How in gods name did you fail a fortitude save at level 6+?

Nat 1.

This is why I love abilities that let me reroll saves.

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