| Rameth |
Same as with the Alchemist. I'm just posting them in separate threads so they can be talked about individually.
1. It seems strange that the Animal Totem would not let them use weapons but they are free to use armor? Maybe give them expert training in unarmored and not allow them to use armor when selecting that totem? Probably make it scale like the monks. That would seem to suit the flavor of the Totem. I understand they can get Animal Skin at lvl 6 but that's a long ways away.
2. Do Titan Mauer Weapons go up a die damage or do they just double your rage bonus? Cause I feel they should do more damage even outside of raging. They are bigger and should do more base damage. Some clarification would be nice.
3. The Barbarian gets no range attack abilities, save for Spirit's Wrath. Even if it was just for thrown weapons that would be a welcome addition. Something like this would be cool;
Power Throw [[A]] [[A]]
While Raging you hurl a weapon with all your might. If the strike hits you deal an additional dice of damage and add your rage bonus to damage in addition to your Str modifier.
4. Giants Stature needs some further info. Does it work like the Enlarge Spell? Do you get an additional +2 to damage while large? And then +4 for being huge? Also do your even larger weapons do anything else? Does it double your rage modifier to damage again? Or is the only benefit the extra reach?
5. The Dragon Totem Breath should be more usable. Once an hour is very harsh. Maybe increase it's action count to 3 and make it usable once per Rage? I know this has been talked about in the podcasts but I felt like leaving it in.
6. Why is Spirit's Interference only against Range Attacks? It seems that it should be against all attacks. Do the Spirits just not like flying things?
7. Animal Rage doesn't seem very helpful. For such a serious transformation it doesn't really do much except give you scent. Maybe some rework to actually make it useful and not just flavorful. Unless I'm mistaken and I missed something.
8. Giants Lunge seems out of place as a 14th lvl ability. I understand it gives you reach without having to transform into large or huge but it seems at a very odd level. Cause by that time you would normally have all those other abilities so would you just retrain them away? Seems strange.
9. Knockback is just not good. I understand you basically get a free shove but how often is that going to come up in combat as being helpful? I might understand if Knockback was a lower level Class Feat because for a lvl 10 Feat it seems very underwhelming. It just seems like a feat tax for Awesome Blow which is a really cool feat, send them flying and landing on their a**. Maybe change Knockback to Knockdown and give them a free trip? That seems much better.
10. I'm not sure Barbarians are doing enough damage compared to other classes considering they are the "hit things really hard" class. They don't really get bonuses to hit (or penalty reduction) so they'll be missing more often than Fighters or Rangers and even when they do hit they only do 2 to 4 more damage up until lvl 11? You could probably double the rage bonus to damage, or maybe just make it scale higher, and that would probably even it out a little more. Maybe something like;
1st & 2nd +2
3rd - 6th +4
7th - 10th +6
11th - 14th +8
15th - 18th +10
19th - 20th +12
This would make the Barbarians hits much more powerful but they still miss more often and crit even less. Yes it would make the Barbarians crit VERY powerful but isn't that the point of the Barbarian? Hitting things really hard?
| rayous brightblade |
4. Giants Stature needs some further info. Does it work like the Enlarge Spell? Do you get an additional +2 to damage while large? And then +4 for being huge?
i can answer this part, the answer is enlarge and rage are conditional bonuses which do not stack so even if it did you wouldn't benefit. As such they did not feel the need to put that line on the ability.
| Flames of Chaos |
Why did Paizo remove the "Hurler" series of "rage powers" when making their "totem feats"? That was a fun and awesome series of abilities.
Also, why is rage only for 3 freaking rounds?! I understand the whole "people can't handle x uses per day, so we're removing it" view, despite its lack of logic. That being said, if you were going to give a fixed number, why only freaking 3 rounds?! Why not just emulate 5th and give the barbarian 10 rounds, or five if you don't want to emulate 5th? It seems so arbitrary, not to mention kind of hurting the class as it's kind of required to make any of the class feats work.
Oh, and that reminds me - speaking of rage powering all the class feats, why does Fast Movement require rage to work?!