Some Barbarian Totems need an overhaul in design


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Yep, I've added a note to put in a safe fall clause on the wings like a lot of the other temp wings abilities get after reading your first post. That way you can sky joust safely...ooh, now I really want to make a lance-based sky jousting dragon totem barbarian.


Arachnofiend wrote:
It wouldn't be a problem if Battle Medic wasn't single use per day (and had a reasonable DC but that's mostly a low level issue). That single, arbitrary restriction is what's making parties without access to positive channel energy completely non-viable.

Along the lines of this... given you can only use Battle Medic once a day per person (success or failure), so it can't be spammed/abused, it's DC is quite ridiculous. I think it could afford to be lowered to a 15 for it's basic use.


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Given the new focus on critical hits, I think that at least one totem needs a tanking focus. Since Animal Totem focuses on unarmed attacks (which will never be as good as weapons), I think that the Animal totem should focus more on taking hits. Since you're giving up damage, perhaps Animal Totem should gain AC, and instead of shapeshifting requiring that no armor be worn, making the shapeshifting barn completely helpless on the off-round, perhaps the barb gets some kind of "natural armor" that's always active even when in humanoid form. Like "the animal never really leaves you" sort of deal.

Since they're already unarmed, some grappling focus would be nice, too. Tanking and grappling, It would make for a fun Barbarian.

Shadow Lodge

Mark Seifter wrote:
Yep, I've added a note to put in a safe fall clause on the wings like a lot of the other temp wings abilities get after reading your first post. That way you can sky joust safely...ooh, now I really want to make a lance-based sky jousting dragon totem barbarian.

Or permanent abilities without nonsensical durations? Please?

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