EvilPaladin
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Hello, fellow Paizonians
I've been recently experimenting with the Fated Champion Skald, and was wondering what some good Rage Powers might be. I'm trying to stay away from Beast Totem, because I don't expect to play much past level 11, and I think there might be some more useful rage powers for levels 1-10(before Greater Beast Totem becomes an option).
| Under A Bleeding Sun |
Here's my list of ones I was considering, it doesn't have beast totem because those were already carved into my build. It seems that ATM you can also take additional rage powers feat to get more and that seems to be the best use of a feat though not sure if thats RAI or may get FAQ'd.
Rage Powers
1 - Animal Fury
8 - Intimidating Glare
4 - Lesser Elemental Rage
8 - Elemental Rage
8 - Increased DR
8 - Internal Fortitude
12 - Fearless Rage
1 - Intimidating Glare
6 - Battle Roar
8 - Terrifying Howl
1 - Quick Reflexes
1 - Scent
8 - Primal Scent
8 - Unexpected Strike
EvilPaladin
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Interesting List, I hadn't considered things like Scent(sense enhancers). Could make for some interesting party combos. As far as Intimidating Glare/Terrifying Howl/Battle Roar I'm trying to be more focused towards Buffing and being a party face than I am at debuffing and intimidating, so I'd prefer to pass. Also, I'm wondering how well some of the other totems might work out. Celestial seems rather intriguing, adding in 2 great utility spells and a sweet healing buff.
Reynard_the_fox
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Fey Blood is good if you can create difficult terrain; your team can charge, but the enemy can't. Infernal is an easy way to get flaming weapons for everyone, plus resistance to fire and poison (both of which are fairly common) at level 6.
Alternately, swift foot makes everyone a little faster. Renewed Vitality and Renewed Life let your team shrug off ability damage and negative levels, respectively. And grabbing Bestial Climber or Bestial Swimmer could be extremely useful in certain campaigns.
| Pendagast |
Hello, fellow Paizonians
I've been recently experimenting with the Fated Champion Skald, and was wondering what some good Rage Powers might be. I'm trying to stay away from Beast Totem, because I don't expect to play much past level 11, and I think there might be some more useful rage powers for levels 1-10(before Greater Beast Totem becomes an option).
Im actually playing a fated champion right now.
Renewed vigor, and…I can't recall the name of the other one that is basically the improved version of this.
You and anyone who rages with you, basically gets a CLW and then a Fast healing 1 after that,
add in feats like skalds vigor and greater skalds vigor and you basically have a minor healing aura.
Remember unconscious allies automatically accept the raging song, so if you have a couple people down, you walk in range of all of them, rage song, they automatically get the con boost (possibly coming conscious) and then can use the renewed vigor, for some quick HPS, and get unto 3 fast healing (4 at higher levels) as long as you are performing…. pretty effective.
My particular character is taking lesser hurling and what is it raging charger (or something like that)Can throw things that do falling damage and use touch AC (useful for high AC opponents) and lets me throw my axe and then charge in with my bastard sword with the same full action.
This will be particularly useful for me later on in levels when I take dimensional savant chain…when I get dimensional assault, I can throw an axe, teleport and get a charge in on in the same round…loads of fun.
EvilPaladin
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Thanks for the feedback everyone
@Arachnofiend:While Fly 60ft at 11th level is good, it has the same problem Beast Totem has, which is that the other 2 powers in line are a bit too situational. Its definitely an interesting thing to consider, but considering I don't know what kind of game I'd be entering into(probably PFS, where Electricity resistance/immunity isn't too uncommon), I think I'll pass.
@thorin001:Similar problem to Elemental(Air) blood rage powers, I'm not sure if I'd be fighting too many Abberations/outsiders. They aren't unheard of, but there are several games where it won't be useful, and I'm trying to be able to use as many resources as I can in each game I play.
@Reynard_the_fox:Fey blood is neat, but unfortunately I'm not aware of many Skald spells that create difficult terrain, so I'd need to combine it with other Rage Powers(and I don't have too many). Infernal Blood's Flaming Weapons is neat, but as you said, Fire Resistance isn't uncommon(I think I've seen it in at least 1/2 the sessions I've been in for a while), and poison I find actually very rare at levels 6+, as most of it falls back around here. As for Fire Resistance, it isn't common enough for me to justify 2-3 rage powers on it, unless I know that fire damage will be common. See below on Renewed Vigor:
@Pendagast(and Reynard_the_Fox):The healing aura is an interesting idea. I think I'll play around with combining that with Celestial Totem a bit. Hmm...
| shroudb |
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lesser spirit totem for more damage
lesser celestial totem + path of glory for broken high party healing for cheap
superstition+witch hunter+eater of magic, rerolls, high saves, high damage vs a LOT of creatures (for starters almost all outsiders and fey)
superstition +spell sunder+ strength surge: oh high, there were magical defenses in place somewhere? enjoy a cycling 3-5 dispels/round
i can't stress this enough:
GET THE TRAIT COMMUNITY MINDED
now when you rage cycle your party keeps the benefits of str/con/sv throws from superstition, while suffering NONE of the drawbacks of superstition.
Lawrence Smith 2
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How does your party avoid suffering the drawbacks of superstition?
lesser spirit totem for more damage
lesser celestial totem + path of glory for broken high party healing for cheap
superstition+witch hunter+eater of magic, rerolls, high saves, high damage vs a LOT of creatures (for starters almost all outsiders and fey)
superstition +spell sunder+ strength surge: oh high, there were magical defenses in place somewhere? enjoy a cycling 3-5 dispels/roundi can't stress this enough:
GET THE TRAIT COMMUNITY MINDEDnow when you rage cycle your party keeps the benefits of str/con/sv throws from superstition, while suffering NONE of the drawbacks of superstition.
KingOfAnything
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The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Since the participants in an old thread probably won't come back to life to answer you:
If you aren't raging, you don't have to resist spells.
Lady Gragra ~
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Lesser Celestial Blood: lots of creatures with DR / Good out there, as well as a lot of evil outsider -> I WIN
Lesser Spirit Totem: Additional attack using their BAB and your Charimsa Bonus for all the people in using your raging song? YES PLEASE.
Spirit Totem: 20% miss chances for ranged attack is already pretty good, 20% miss chance for reach attack to top it off makes it really good, especially at higher tier were big monsters become more and more frequent.
Greater Spirit Totem: More damages, killing stuff faster, beastin' power !
All the spirit totem line is actually quite good, hence why I think it's the best line of them all.
Btw, Spell Warrior archetype is fkin awesome, please consider it. Being able to provide buffs like ghost touch or keen to your group on a move action is priceless.
Lady Gragra, level 9 Spell Warrior Skald, full-on Rockstar, improving her group's fun and efficiency factors since 2015.
By far my favourite character, I'll miss her when she retires.