Barbarian Unchained


Advice

Grand Lodge

Has anyone started a Guild for the Unchained Barbarian? While I know some of the old things are still correct with all of the changes to is like the bounes damage be a set number and not 1 1/2 for 2 handed wepons or the temp HP a new guild might be good but I am not good at them.


I can see what I can cobble together, but first I really need to update my current one.


Anyone know what happened with this? I was just starting to read a discussion thread for an Unchained Barbarian guide on my phone, then had to put it aside while I was at work. When I logged into Paizo (even though on another Chrome tab), the page reloaded itself and went to one of the generic Messageboards pages, and Chrome for Android denied all historical knowledge of the page I had been on before this, and the Messageboards search engine won't come up with it.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
UnArcaneElection wrote:

Anyone know what happened with this? I was just starting to read a discussion thread for an Unchained Barbarian guide on my phone, then had to put it aside while I was at work. When I logged into Paizo (even though on another Chrome tab), the page reloaded itself and went to one of the generic Messageboards pages, and Chrome for Android denied all historical knowledge of the page I had been on before this, and the Messageboards search engine won't come up with it.

There was a troll/rant thread that claimed to be an Unchained Barbarian guide. It probably got nuked for rampant rule violations.


Weird -- if that is the one, I guess it must have not become apparent until after the top of the first post.


UnArcaneElection wrote:

Weird -- if that is the one, I guess it must have not become apparent until after the top of the first post.

The first post was one word. "Don't"

That was his guide.


Arutema wrote:
UnArcaneElection wrote:

Anyone know what happened with this? I was just starting to read a discussion thread for an Unchained Barbarian guide on my phone, then had to put it aside while I was at work. When I logged into Paizo (even though on another Chrome tab), the page reloaded itself and went to one of the generic Messageboards pages, and Chrome for Android denied all historical knowledge of the page I had been on before this, and the Messageboards search engine won't come up with it.

There was a troll/rant thread that claimed to be an Unchained Barbarian guide. It probably got nuked for rampant rule violations.

Wasn't a troll post. Was a comprehensive list of everything you need to know about the Unchained Barbarian.


The accuracy stance is basically Furious Focus for all of your attacks. This is great if you do twf, have NAs, etc. It works great with high-crit weapons, and against spells or effects that provide concealment. At 16, the multiplier for these weapons increases.

Reckless stance is intended to work with inspire ferocity, to grant benefits to allies within a 30' radius. This is often missed.

Knockdown stance lets you replace one attack/round with a trip, instead of 1/rage.

Increased damage reduction increases the barbarian's DR by 2 instead of 1.

Energy resistance rage powers were merged, creating 2 rage powers with combined abilities, as opposed to 4. Abilities appear the same--you just gain more.

Limits were removed on some rage powers. No escape and smash are all-rage, anytime powers instead of 1/rage. There are others, but this is off the top of my head.

Spell sunder is the big controversial one that was removed. It was rolled into witch hunter. Instead of a 1/rage combat maneuver check, the barbarian suppresses a magical effect on a creature as part of any attack sequence every time they confirm a crit. In sum, you have 1 fewer rage powers to take, and it's transformed into an always-on ability. However, they can't take down walls of force 1/rage. Perhaps this is an opener for a 3PP rage power that ties smasher and witch hunter together.

Trap sense is now danger sense, and applies to everything trap sense did, plus perception checks to avoid surprise. It still counts as trap sense for other purposes.


Any full martial class in a system almost requiring full attacks that has to spend a move action to simply become competitive with any other martial class is not a class worth playing.

Any class aiming to facilitate the feeling of unrivaled, uncontrollable power PROBABLY shouldn't be instituting a stance system at all.

Any rework that removes some of the most fundamental aspects of a class and replaces it with neutered versions that are barely even worth taking probably failed in what it set out to do. Unless the goal was to nerf the class.

But hey, we can now build dex barbarians inferior to fighters, rangers, slayers and swashbucklers. So, you know, what do I know, I'm just a troll. Yay.

(The problem with the Unchained Barbarian is that literally anyone who has played this game for a month could have made a better version of it. And they printed it.)


The Unchained Barbarian takes the barbarian mechanics and smooths them out. It's a product of "we know where the kinks are" and making a few changes to iron them out.

The older barbarian has a lot of power to it. However, I think that unchained is a better chassis. I suspect you'll see a greater swing towards unbarb once more powers are released for them. Also, a guide will help. These always tend to encourage thought-sharing and discussion.

To make them more powerful, just go back and add in some of the rage powers, though some of these will need adjusted to eliminate the 1/rage oddness. It would be cool if a guide contained suggestions for doing so and how to eye the balance.


SquirrelyOgre wrote:

The Unchained Barbarian takes the barbarian mechanics and smooths them out. It's a product of "we know where the kinks are" and making a few changes to iron them out.

The older barbarian has a lot of power to it. However, I think that unchained is a better chassis. I suspect you'll see a greater swing towards unbarb once more powers are released for them. Also, a guide will help. These always tend to encourage thought-sharing and discussion.

To make them more powerful, just go back and add in some of the rage powers, though some of these will need adjusted to eliminate the 1/rage oddness. It would be cool if a guide contained suggestions for doing so and how to eye the balance.

While rage cycling was gimmicky, the idea of once a rage powers isn't inherently flawed. I'd rather have Strength Surge's moment of herculean power to break any object and grapple dragons over a little extra cmb over the course of my rage. Both for mechanical and RP purposes.

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