Please Critique - Serene Warrior (Barbarian Archetype)


Homebrew and House Rules


This is supposed to be a representation of those warriors that channel their rage into a calm, cold fury. They're just as angry as the typical barbarian, but that anger is channelled precisely and carefully.

This class is supposed to be much more defensive than the regular barbarian archetype, with MUCH higher saves (maybe too high) but no strength boost during rage. It also has to deal with Wisdom as a secondary attribute, so they're a little more MAD.

I think it might be somewhat overpowered right now, so I'd like some advice on how to change a couple of things up. There's just one ability that I think I need to replace, and I'd like advice on that, but I'm going to post the whole thing to see what you guys think.

Alignment:
A serene warrior may be of any alignment.

I don't really have a problem with the "barbarians can't be lawful" alignment restriction, but this feels very appropriate for this. Plus, this archetype is supposed to be fairly synergistic with the Monk class, so this is necessary.

Class Skills:
Class Skills: A serene warrior adds Diplomacy, Heal, and Sense Motive to her class skills.

Just three flavor-appropriate skills to add. With the changes from rage to tranquil fury, these can also be used during tranquil fury, so that's nice.

Centered Mind:
Centered Mind: A serene warrior gains a bonus equal to her Wisdom bonus (if any) on all Saving Throws when she is using her tranquil fury ability. This ability replaces fast movement.

THIS is the ability that probably needs to be replaced. While having great saves was one of the things I wanted to do with this archetype, I think it may be too much. Let's compare classes right quick.

Level 3 barbarian during rage, no other bonuses to saves, has a Fortitude bonus of +5, a Reflex bonus of +1, and a Will bonus of +3. Pretty good for those levels, but only during a rage.

Level 3 paladin, whenever, only +2 bonus to saves from Charisma, has a Fortitude bonus of +5, a Reflex bonus of +3, and a Will bonus of +5. Very good, and it's on all the time.

Level 3 serene warrior, during tranquil fury, only +2 bonus to saves from Wisdom normally but gains an additional +2 from tranquil fury, has a Fortitude bonus of +9, a Reflex bonus of +5, and a Will bonus of +12. Sure, it's only during tranquil fury, and otherwise its saves aren't super impressive, but those are huge numbers. If you guys have an idea on how to balance it without making it too wordy or complex, or have another ability idea to replace Fast Movement (I want to replace that ability since it doesn't feel appropriate for the class), please tell me. Or, if you feel it isn't too good in relation to everything else, mention that too.

Tranquil Fury:
Tranquil Fury: A serene warrior can call upon her deep reserves of spirituality and calm, granting her additional combat prowess. Starting at 1st level, a serene warrior can enter tranquil fury for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 1st, she can maintain her tranquil fury for 2 additional rounds. Temporary increases to Wisdom, such as those gained from tranquil fury and spells like owl’s wisdom, do not increase the total number of rounds that a serene warrior can maintain her tranquil fury per day. A serene warrior can enter tranquil fury as a free action. The total number of rounds of tranquil fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in tranquil fury, a serene warrior gains a +4 morale bonus to her Constitution and Wisdom, as well as a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor class. The increase to Constitution grants the serene warrior 2 hit points per Hit Dice, but these disappear when the tranquil fury ends and are not lost first like temporary hit points. Unlike a regular barbarian, a serene warrior can still use all her skills and abilities that require patience and concentration.

A serene warrior can end her tranquil fury as a free action and is fatigued after her tranquil fury for a number of rounds equal to 2 times the number of rounds spent in tranquil fury. A barbarian cannot enter a new tranquil fury while fatigued or exhausted, but can otherwise enter tranquil fury multiple times during a single encounter or combat. If a serene warrior falls unconscious, her tranquil fury immediately ends, placing her in peril of death.

This ability is modified by any feat, spell, or effect that specifically works with the rage barbarian class feature. For example, the Extra Rage feat grants a serene warrior 6 additional rounds of tranquil fury per day. The tranquil fury class feature functions as the rage class feature for any barbarian class feature that normally works with the rage class feature, including rage powers. This ability replaces rage.

This is probably worse than the normal rage, but it's supposed to be since the serene warrior's other class features are generally more powerful. Using Wisdom instead of Constitution to determine bonus rounds is a pain early on, and the lack of strength bonus means this barbarian isn't a whirling destruction of death, but it's got better saves because of the Wisdom boost and can perform activities that require patience. I think it's pretty well balanced in relation with the other abilities, as a whole.

Stoic Calm:
Stoic Calm: At 3rd level, a serene warrior gains a +1 bonus on Will saves. This bonus increases by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). This ability replaces trap sense.

This essentially turns a barbarian's Will save from a weak save to a strong one. With the way trap sense normally scales, sometimes it's actually slightly ahead of the Fortitude save, but I think this is a pretty good replacement and an elegant way to turn a barbarian's save from weak to strong.

Greater Tranquility:
Greater Tranquility: At 11th level, when a serene warrior enters tranquil fury, the morale bonus to her Constitution and Wisdom increases to +6 and the morale bonus on her Will saves increases to +3. This ability replaces greater rage.

Just to make sure all the class abilities gel with each other.

Perfect Tranquility:
Perfect Tranquility: At 20th level, when a serene warrior enters tranquil fury, the morale bonus to her Constitution and Wisdom increases to +8 and the morale bonus on her Will saves increases to +4. This ability replaces mighty rage.

Thoughts? Opinions? I really appreciate the thought you guys put into this, thanks!


Man. I dunno.

Thematically: I get why you want to give this class a bonus to wisdom.

Mechanically: Why would a martial character want a bonus to wisdom (will saves are not enough)?

I would either change the bonuses to Str and Wis or change out centered mind for something that gives this archetype something to do with its wisdom in combat.

I would still even call the ability "centered mind".

The skill could be like:
Once per round when effected by tranquil furry, the Serene Warrior may apply her meditative discipline to improve her chances of success. Once per round while under tranquil furry, the serene warrior may add her wisdom to one saving throw, strength or dexterity based skill check that does not require concentration, or damage roll (1.5 wisdom modifier with a two-handed weapon). She must decide to add this bonus before the roll is made.

Beginning at level 7, she may add her wisdom bonus to any two kinds rolls from the list before (these rolls must be for different types: e.g. one damage roll and one save, or one save and one skill check) or add her wisdom to one attack roll.

Beginning at level 11 when she chooses to grant herself a bonus to attack rolls, the Serene Warrior also grants her wisdom to that attack's damage roll. Alternately, she may now instead decide to take her wisdom bonus to any 3 different types of rolls in a round (other than attack rolls).

Beginning at level 17, she may add her wisdom to two attacks in a round, or 4 different rolls from the first list. The serene warrior may now add her wisdom bonus to two of the same type of roll in the same round.


Now that mention it, you're probably right that I need to give this archetype an offensive incentive to boost Wisdom instead of a defensive one. I don't really want to add Wisdom to damage, at least not in the way you describe, for two reasons: One, I want this archetype to sacrifice damage potential for defensive properties, although I think it would be thematically appropriate to have a higher chance to actually hit. Two, I want the ability that replaces Fast Movement to be a non-scaling ability that's there from the very first level, in a way that is similar to how Fast Movement is.

Right now I'm trying to think of how to add Wisdom to attack rolls without it being too weak; A barbarian with 18 strength during rage probably has 22 Strength, so +6 to attack rolls and +9 to damage rolls (with a two-handed weapon). A serene warrior (that adds Wisdom to attack rolls) with 18 Strength/18 Wisdom during tranquil fury has +8 to attack and +6 to damage rolls, which is okay but seems a little weak.

Thanks for the advice, though; it's been very useful. If you've got anymore ideas, I'd love to hear them.

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