Barbarian - Rage lasts only 3 rounds? Period?


Classes

Silver Crusade RPG Superstar 2014 Top 16

I'm just wondering if I'm missing something here. I am not seeing a way to increase the number of rounds your rage lasts, and I'm just imagining growing dragon wings, flying up in the sky to fight a flying dragon, for example, and then halfway through the fight, you just fall out of the sky...?


1. Yeah, some ability to exert yourself should be there baseline.

2. I'm not sold on the flight speed for 3 out of 4 rounds either. A gliding ability with a bonus to jump would be better, nu?


Yes 3 rounds then 1 of fatigue then you can Rage again for another 3 rounds.

Dark Archive

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It seems like a glaring weakness if everyone knows exactly when you will be fatigued.

Shadow Lodge

And how long you can fly, which limits how high they can fly safely.

Congrats, Dragon Totem is no fun at all. :(


Dragonborn3 wrote:

And how long you can fly, which limits how high they can fly safely.

Congrats, Dragon Totem is no fun at all. :(

It's better than animal. You _wield_ a weapon (not even attack), congrats, lose all totem benefits.

What the flip is an Animal Totem barbarian supposed to contribute against fast, far or flying enemies?

And on your non-rage rounds, you're reduced to punching. And even when you are raging, the animal totem attacks don't scale.

Superstition is even worse. You will never play well with an adventuring group.

Personally I'd only ever take fury or spirit (which actually looks interesting).

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the three round thing isn't too bad. I just wish the benefits were a little better, the AC penalty is just annoying, and I'd rather drop it than bother tracking it.

Also the no heavy armor and agile halves the damage bonus seems overly picky, thematically. No reason every barbarian has to be a near-naked muscle-brute.

Shadow Lodge

Yeah, I don't get the 'worse agile' either.

Silver Crusade RPG Superstar 2014 Top 16

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I don't mind it being three rounds to start off, but I definitely think there should be a feat later on to double it, even triple it, and one that lets you voluntarily drop rage.


Some of the interrupts by fatigue could be corrected by adding a lingering effect after rage. For example, Dragon Wings Totem could say, "While you
are raging, you gain a fly Speed of 40 feet. For two rounds after raging, you may maintain a fly Speed of 10 feet." Exaggerate the fatigue rather than eliminate the effect.

Animal Rage could be an optional transformation rather than always transforming during a rage.


Voss wrote:
Dragonborn3 wrote:

And how long you can fly, which limits how high they can fly safely.

Congrats, Dragon Totem is no fun at all. :(

It's better than animal. You _wield_ a weapon (not even attack), congrats, lose all totem benefits.

What the flip is an Animal Totem barbarian supposed to contribute against fast, far or flying enemies?

My plan was to go though old characters and see how they fare. I was not expecting it to break on things like the no archetype core race core class party, but both the stormborn sorcerer and the barb that uses both natural attacks and their chainsawgreatsword are out of luck


The Sideromancer wrote:
Voss wrote:
Dragonborn3 wrote:

And how long you can fly, which limits how high they can fly safely.

Congrats, Dragon Totem is no fun at all. :(

It's better than animal. You _wield_ a weapon (not even attack), congrats, lose all totem benefits.

What the flip is an Animal Totem barbarian supposed to contribute against fast, far or flying enemies?

My plan was to go though old characters and see how they fare. I was not expecting it to break on things like the no archetype core race core class party, but both the stormborn sorcerer and the barb that uses both natural attacks and their chainsawgreatsword are out of luck

Goblin with the 'Razor Teeth' feat?

Though I'm not really sold on stormborn or natural attack barbarian as 'core.'


Voss wrote:

It's better than animal. You _wield_ a weapon (not even attack), congrats, lose all totem benefits.

What the flip is an Animal Totem barbarian supposed to contribute against fast, far or flying enemies?

And on your non-rage rounds, you're reduced to punching. And even when you are raging, the animal totem attacks don't scale.

Animal totem basically makes your barbarian very monk-like. A monk is also useless against fast, far, and flying foes. A monk also doesn't wield any weapons. And a monk's fists also don't scale... but then again neither do weapons. (You can get magic weapons, but you can also get handwraps of mighty fists which will also help the barbarian.)


This is another thing that needs to be changed. There appear to be LOTS of thing that need to be changed in this playtest!

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