Fireflash51 |
Is it just me that feels like Spirit instinct is significantly inferior to other choices?
It gets much smaller damage bonuses yet all it gets to compensate is ghost touch.
It only seems like a good choice if you are gonna play an undead-centric campaign.
Also I dont really feel the spirit flavor. The granted bonuses dont really match the image of a barbarian with spiritual powers
Deadmanwalking |
2 people marked this as a favorite. |
It does better damage than Fury, of a rarely resisted type.
Animal Totem does a trifle more damage, but only with their specific weapons, which are not always ideal (you can't make your unarmed attacks silver, for example) and actually falls behind at high levels, Dragon Totem does elemental damage (which is much more commonly resisted), and Giant Totem requires you to accept Clumsy 1, which comes with a whole selection of drawbacks.
I'd say it looks pretty balanced comparatively. The thematics seem fine to me as well.
Quandary |
To contextualize Spirit Instict, I'm comparing it to Dragon Instinct in it's wording and impact of that:
Dragon Instinct says: "you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack"
...Where "its" is seemingly in reference to "the additional damage from Rage", so ONLY this bonus damage is changing type, not ALL the weapon damage. Of course, Vulnerability only needs 1 point to trigger, so only Rage bonus damage being Elemental is sufficient, while base weapon damage continues to be able to trigger Bludgeon/Slash/Pierce Vulnerabilities (and conversely, Resistances to both may apply). And even if target is Immune to the Element, the Greater Weapon Specialization bonus for Weapon damage continues to apply while Raging (or vice-versa, if Immune to B/S/P but not Elemental type).
Spirit Instinct says: "you can increase your damage from Rage from 2 to 3 and deal negative or positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures"
I'm not sure why it says "your damage from Rage" rather than "the additional damage from Rage" because AFAIK they have identical meaning.
Regardless, it then says "and [you can] deal negative or positive damage, instead of the normal damage type for your weapon..." which as pointed out by others does NOT have Dragon's "its" scope restriction to changing only the bonus Rage damage's type... So a straightforward reading is ALL damage is changed to Positive or Negative damage type.
While 2E does replace some Monster B/S/P DR with higher HPs and Vulnerability to specific type, there does remain B/S/P Resistance amongst Monsters as well as Humanoids with Armor Specialization, so ALL damage shifting from B/S/P to a much less commonly resisted type (Pos/Neg) is a broadly relevant ability. Of course, converting it all to Pos/Neg also means not benefitting from B/S/P Vulnerabilities. In contrast, Dragon Instinct dual type (base + elemental) allows trigger EITHER or BOTH vulnerabilities (and resistances). Converting all to one type (Pos/Neg) does prevent an enemy with Pos/Neg Resistance AND Armor with B/S/P Resistance from applying both, although I doubt that niche scenario is motivator for the mechanic.
As a downside, not only does the increase to Rage damage from Specialization only apply when using Spirit Rage, but the Greater Weapon Specialization damage increase also is only available when using Spirit Rage. Which means a Spirit Instict Barbarian will rarely benefit from target Vulnerabilities to B/S/P, since doing so requires forgoing their core damage bonuses (not completely, they still get base level of Rage bonus damage, just not it's increase from Specialized, nor GWS bonus damage).
So while they have an advantage fighting enemies with B/S/P Resistances and Pos/Neg is a rarely Resisted type, there is significant downsides, if only considering the mutual incompatility of Greater Weapon Spec damage bonus and using B/S/P vs Vulnerable enemies.
Of course, that only addresses damage type and bonuses, not their other unique abilities.
Captain Morgan |
With the way weakness works it doesn't matter if I'm dealing 3 positive damage or 37, I'm still going to trigger the bonus damage from weakness right?
That's a Texas Sized 10-4, good buddy.
Undead are also like the most common enemy type behind maybe only humans. So you're almost certainly gonna get some mileage out of those powers.
Quandary |
3 people marked this as a favorite. |
Spirit Instinct is supposed to work like the others, it’s only the bonus damage that does P/N, it doesn’t convert all your damage.
To be clear, I think that either WAS the intent, or it SHOULD be Errata'd to work like that even if somebody thought it was cool idea at one point...
Simply for the reason of the horrible interaction with Greater Weapon Specialization bonus damage.I mean, many encounters will feature different enemy types, so choosing to do ALL Pos/Neg OR give up on GWS is crappy choice,
having dual damage types where target may have Immunity/Resistance to one is not a big deal IMHO and in fact is more often better.
I also don't conceptually get why weapon damage must be shifted to Pos/Neg if it already is getting Ghost Touch,
I mean it still doesn't count as Brilliant Energy (or whatever), so what is going on that is so important?
I mean, the GWS interaction could also be Errata'd to work with normal Rage (not just Spirit Rage),
but I don't see why all weapon damage should be converted to Pos/Neg in first place (as opposed to bonus 'sheathed in Pos/Neg')
while otherwise still counting as 100% physical weapon (with Ghost Touch on top, not immaterial Pos/Neg Energy weapon).
Arakasius |
My apologies for leaving that out earlier, but per Mark Seifter it's only the extra damage that becomes P/N, it doesn't convert all of your damage to P/N, so expect this to be in the first round of FAQ/Errata.
And even if this is the case with weaknesses it’s still the same thing. Which tbh is kinda a bit weird. If someone has weakness 20 to fire and you do 1 fire damage to them they take 21 damage. It’s just a bit odd and one of the few new rules that does feel a bit odd. I’ve felt like capping that bonus damage to only be equal to the damage recieved but that’s likely too big a nerf. I’ve mostly dealt with this with my group’s level 13 Paladin whose retributive strike can rip through demons easily just with the auto damage every turn from his persistent good damage.
Eoni |
2 people marked this as a favorite. |
I’ve mostly dealt with this with my group’s level 13 Paladin whose retributive strike can rip through demons easily just with the auto damage every turn from his persistent good damage.
That sounds like the intent of weakness though. It gives you Paladin the chance to feel awesome in the face of enemies who're actually weak against good damage. It really gives that holy warrior feel and makes the Paladin unique in that he might not crit and throw out as many attacks as a Fighter but his damage will devastating to evil creatures when he does connect.
Rysky |
3 people marked this as a favorite. |
Arakasius wrote:I’ve mostly dealt with this with my group’s level 13 Paladin whose retributive strike can rip through demons easily just with the auto damage every turn from his persistent good damage.That sounds like the intent of weakness though. It gives you Paladin the chance to feel awesome in the face of enemies who're actually weak against good damage. It really gives that holy warrior feel and makes the Paladin unique in that he might not crit and throw out as many attacks as a Fighter but his damage will devastating to evil creatures when he does connect.
Yeah instead of boring impervious to all mortal weapons it's "HOLY WATER HOT HOT HOT!"
Claxon |
Claxon wrote:Ferda.Captain Morgan wrote:Letterkenny?PossibleCabbage wrote:With the way weakness works it doesn't matter if I'm dealing 3 positive damage or 37, I'm still going to trigger the bonus damage from weakness right?That's a Texas Sized 10-4, good buddy.
Pitter patter.
Captain Morgan |
Captain Morgan wrote:Pitter patter.Claxon wrote:Ferda.Captain Morgan wrote:Letterkenny?PossibleCabbage wrote:With the way weakness works it doesn't matter if I'm dealing 3 positive damage or 37, I'm still going to trigger the bonus damage from weakness right?That's a Texas Sized 10-4, good buddy.
I kind of want to build Wayne as a Farmer Mountain Stance monk.
Red Metal |
1 person marked this as a favorite. |
Mighty Rage is a free action, so it essentially lets you use one of your class feats which require you to be raging as part of starting your rage.
For example, take a giant instinct barbarian with the Giant's Stature. Normally, you would have to take an action to start raging, then an action to use Giant's Stature and grow large, which only leaves you one action to do anything with on your first turn. With Mighty Rage, you use Rage and Giant's Stature as a single action, starting your rage and growing big, while still having two actions to do something like Sudden Charge.
Captain Morgan |
3 people marked this as a favorite. |
Eoni wrote:Yeah instead of boring impervious to all mortal weapons it's "HOLY WATER HOT HOT HOT!"Arakasius wrote:I’ve mostly dealt with this with my group’s level 13 Paladin whose retributive strike can rip through demons easily just with the auto damage every turn from his persistent good damage.That sounds like the intent of weakness though. It gives you Paladin the chance to feel awesome in the face of enemies who're actually weak against good damage. It really gives that holy warrior feel and makes the Paladin unique in that he might not crit and throw out as many attacks as a Fighter but his damage will devastating to evil creatures when he does connect.
To clarify what Rysky is referring to here, you need to keep in mind that PF1 demons had smaller HP pools but Damage Reduction, energy resistance, and immunity out the wazoo. Now they have a lot more health, but less resistances and immunity and get these big weakness numbers to help you burn through those health pools.
And then remember that when the PF1 Paladin Smote Evil, they not only bypassed all DR the target had but dealt double damage on their first hit against a demon, devil, dragon, or outsider.
The way Champions interact with the weakness mechanics of fiends is very much the new version of this. Nerfing weakness damage is the equivalent of taking away the PF1 Paladin's Smite Evil or the PF1 Ranger's Favored Enemy. They have a lot of similarity to the PF1 ranger in particular, thanks to their Oath feats and excelling at shredding very specific enemies.
Perpdepog |
Love this thread. I liked all the barb instincts, they all seemed pretty fun and thematic, but until now I couldn't see what spirit instinct's particular niche or neat ability was.
Incidentally there now needs to be a feat or something for them now so they can totally convert their weapon damage to positive or negative. Bring back the Void Scythe!
PossibleCabbage |
So I asked this in a different thread and nobody answered so here goes again, the actual dead tree core rulebook gives the 12th level feat "Spirit's Wrath" the traits: Attack, Barbarian, Concentrate, Instinct, Rage.
The official PRD on Archives of Nethys has those traits plus Open.
These are extremely different because the former makes the ability something you can use multiple times a round, whenever you want in a round and the latter is extremely restricted.
Is this an error by AoN or a stealth errata no one from Paizo has mentioned anywhere? Since it certainly doesn't seem like this is something you can only do as an opening move, it should be totally valid to use spirit's vengeance on a distant enemy after dropping the one in reach. So flourish I would buy, but not open.
Squiggit |
This could be a herolab gauntlet issue but generally speaking I think you should be safe to assume that the CRB is accurate and the third party resource (even if it's officially endorsed) isn't.
You should probably try to email someone at AoN and tell them about the issue.
Perpdepog |
So I asked this in a different thread and nobody answered so here goes again, the actual dead tree core rulebook gives the 12th level feat "Spirit's Wrath" the traits: Attack, Barbarian, Concentrate, Instinct, Rage.
The official PRD on Archives of Nethys has those traits plus Open.
These are extremely different because the former makes the ability something you can use multiple times a round, whenever you want in a round and the latter is extremely restricted.
Is this an error by AoN or a stealth errata no one from Paizo has mentioned anywhere? Since it certainly doesn't seem like this is something you can only do as an opening move, it should be totally valid to use spirit's vengeance on a distant enemy after dropping the one in reach. So flourish I would buy, but not open.
I'm not seeing the Open trait in my PDF copy, either. Also, the feat says that the wisp uses your multiple attack penalty when you attack with it. I don't see any reason that would be included if it had the Open trait, as it would be impossible to have a multiple attack penalty, what with you not being able to attack and all.