Why Animal Instinct?


Pathfinder Second Edition General Discussion


Compared to other Barbarian instincts with weapons, who get beefy bonuses to damage, at low levels (and even later), I don't get the mechanical advantage of using the animal instinct. Even the thicker skin is kinda like armor and has a dex cap.

If going through low levels in game, it feels weak, especially compared to giant and dragon and... um actually all of them. I love them thematically (shark and frog make me so happy to see), but I am mechanically underwhelmed at lower level, and even mid. Am I missing something crucial?


- D10 weapon free hand that later becomes D12.

- Better AC than other Barbarians with the skin because they don't have the AC anymore from rage.

- And Pounce is great for 1 action Stride + Strike.

- Have the best resistances.


Basically, it gets more defense and less offence than other instincts.


1 person marked this as a favorite.

Also it has weapons that are high damage and have access to some rarer traits like grapple.


2 free hands for whatever you want in your hands!!!

For me, the best advantage of Animal Instinct over the others.


6 people marked this as a favorite.

Royt so ferst off da animul instinkt ‘az da advantij of ‘avin dere ‘ands free fur shovin an trippin an genrully jostlin da ladz around shuld yew feel da inklinashun to do so. Furvermor, sum instinkts such az da ape get da grappul trayt on dere unarmd weppinz wich letz em apply oytem bonusez to da afflettikz chex wen dey’re shuvin an’ trippin an all dat fun stuff. Da elk an’ frog instinktz also get bilt in reech opshinz wich ar nun too shabby. Yew menshuned da mayn draw alreddee wich iz da fakt dat dey get bet’ah AYSEE den all da ovuh toypes ov instinkts, wich is furver boosted by da animul skin feet at levul six

Sekundlee, da monk dedikayshun is praktikally tayluh mayd fuh da animul instinkt. Feets loyk krushin grab, whurlin frow, an’ da krown jewul FLUR’EE OV BLOWS at levul ten ar strayt up inkredibul. Nuffin loyk rapidlee beetin da livin snot owtta some git wif yer fuk’uge ape fistz.


I will just note that in all the streams/games I have seen with an animal barbarian they still hit like a truck even at low levels. They also due to their better AC don't get critted as often. You do more damage when you are not unconscious or dead. They are agile movement wise with their action efficient move/attack combo they get access to early.

If you want to wrestle/grapple/grab things its really hard to beat an animal barbarian.

Scarab Sages

3 people marked this as a favorite.
KunninlyBrutal wrote:

Royt so ferst off da animul instinkt ‘az da advantij of ‘avin dere ‘ands free fur shovin an trippin an genrully jostlin da ladz around shuld yew feel da inklinashun to do so. Furvermor, sum instinkts such az da ape get da grappul trayt on dere unarmd weppinz wich letz em apply oytem bonusez to da afflettikz chex wen dey’re shuvin an’ trippin an all dat fun stuff. Da elk an’ frog instinktz also get bilt in reech opshinz wich ar nun too shabby. Yew menshuned da mayn draw alreddee wich iz da fakt dat dey get bet’ah AYSEE den all da ovuh toypes ov instinkts, wich is furver boosted by da animul skin feet at levul six

Sekundlee, da monk dedikayshun is praktikally tayluh mayd fuh da animul instinkt. Feets loyk krushin grab, whurlin frow, an’ da krown jewul FLUR’EE OV BLOWS at levul ten ar strayt up inkredibul. Nuffin loyk rapidlee beetin da livin snot owtta some git wif yer fuk’uge ape fistz.

Translation:

"Right so first of the animal instinct has the advantage of having their hands free for Shoving and Tripping and generally jostling the lads about should you feel inclined do so so. Furthermore, some instincts such as the Ape get the Grapple trait on their unarmed weapons [sic] which lets them aply item bonuses to the Athletics check when they're Shoving and Tripping and all that fun stuff. The elk and frog instincts also get built-in reach options which are none too shabby. You mentioned the main draw already which is the fact that they get better AC than all the other types of Instincts, which is further boosted by the Animal Skin feat at level six.

Secondly, the monk dedications is practically tailor-made for the animal instinct. Feats like 'Crushing Grab', 'Whirling Throw' and the crown jewel 'Flurry of Blows' at level 10 are straight-up incredible. Nothing like rapidly beating the living snot outta some git with your fuk'uge [sic] ape fists.


1 person marked this as a favorite.

The Monk Multiclass is super solid, flurry of blows is great but I also love whirling throw and grappling barbarians.


6 people marked this as a favorite.
NECR0G1ANT wrote:
KunninlyBrutal wrote:

Royt so ferst off da animul instinkt ‘az da advantij of ‘avin dere ‘ands free fur shovin an trippin an genrully jostlin da ladz around shuld yew feel da inklinashun to do so. Furvermor, sum instinkts such az da ape get da grappul trayt on dere unarmd weppinz wich letz em apply oytem bonusez to da afflettikz chex wen dey’re shuvin an’ trippin an all dat fun stuff. Da elk an’ frog instinktz also get bilt in reech opshinz wich ar nun too shabby. Yew menshuned da mayn draw alreddee wich iz da fakt dat dey get bet’ah AYSEE den all da ovuh toypes ov instinkts, wich is furver boosted by da animul skin feet at levul six

Sekundlee, da monk dedikayshun is praktikally tayluh mayd fuh da animul instinkt. Feets loyk krushin grab, whurlin frow, an’ da krown jewul FLUR’EE OV BLOWS at levul ten ar strayt up inkredibul. Nuffin loyk rapidlee beetin da livin snot owtta some git wif yer fuk’uge ape fistz.

Translation:

"Right so first of the animal instinct has the advantage of having their hands free for Shoving and Tripping and generally jostling the lads about should you feel inclined do so so. Furthermore, some instincts such as the Ape get the Grapple trait on their unarmed weapons [sic] which lets them aply item bonuses to the Athletics check when they're Shoving and Tripping and all that fun stuff. The elk and frog instincts also get built-in reach options which are none too shabby. You mentioned the main draw already which is the fact that they get better AC than all the other types of Instincts, which is further boosted by the Animal Skin feat at level six.

Secondly, the monk dedications is practically tailor-made for the animal instinct. Feats like 'Crushing Grab', 'Whirling Throw' and the crown jewel 'Flurry of Blows' at level 10 are straight-up incredible. Nothing like rapidly beating the living snot outta some git with your fuk'uge [sic] ape fists.

Yer ‘ired, alwayz fanceed a scribe


Handedness is a big thing I think gets kinda undervalued. Animal barbarian weapons don't take up a hand, which means they can drink potions and open doors twice as fast as Barbarians with two handers, perform any combat maneuver they want whenever they want and use shields with no penalty.

The last one is pretty significant. Giant Barbarians hit pretty hard, but an animal skin barbarian raising a shield has a massive +4 AC over a giant barb with a two hander.

If anything I feel like Giant Instinct has the raw deal here, especially at higher levels, because +6 damage at level 15 or 20 in exchange for all those downsides doesn't feel like a winning trade.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To be fair, I think the bug mechanical draw of giant instinct is at least as much the reach as the bit of extra damage.


Kyrone wrote:
- And Pounce is great for 1 action Stride + Strike.

Also, it has the Rage trait. Once you get Mighty Rage at level 11, your first action in combat can literally be Rage + Stride + Strike. That's huge.


Squiggit wrote:

Handedness is a big thing I think gets kinda undervalued. Animal barbarian weapons don't take up a hand, which means they can drink potions and open doors twice as fast as Barbarians with two handers, perform any combat maneuver they want whenever they want and use shields with no penalty.

The last one is pretty significant. Giant Barbarians hit pretty hard, but an animal skin barbarian raising a shield has a massive +4 AC over a giant barb with a two hander.

If anything I feel like Giant Instinct has the raw deal here, especially at higher levels, because +6 damage at level 15 or 20 in exchange for all those downsides doesn't feel like a winning trade.

The more I think about it the more I feel that a Giant Instinct Barbarian is much more reliant on their party. With a champion and someone that can heal well, it can be an unstoppable killing machine, in a party with a lack of defensive buffs and good in-combat healing, you ran the risk of being too much of a glass cannon against higher leveled foes. Sure you're going to deal a lot of damage to them, but I'm 100% sure it doesn't compensate the very likely two critical hits you will be receiving per round (My Monk was crit on a 15 in Age of Ashes, that got me really worried about other melee classes with low AC).

An Animal Instinct Barbarian, on the other hand, feels like it can fit as a solid front-liner in any composition because it can be tanky and has their hands free, which means more freedom in choosing which combat maneuver it can use to help their allies.

Scarab Sages

Squiggit wrote:

Handedness is a big thing I think gets kinda undervalued. Animal barbarian weapons don't take up a hand, which means they can drink potions and open doors twice as fast as Barbarians with two handers, perform any combat maneuver they want whenever they want and use shields with no penalty.

The last one is pretty significant. Giant Barbarians hit pretty hard, but an animal skin barbarian raising a shield has a massive +4 AC over a giant barb with a two hander.

Do Barbarian have the action economy to Raise Shield every round? I know monks do...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sure, they have 3 actions. They fall squarely into the martial paradigm where the 1st attack (which may be one action or two, but will only rarely be three). They have access to some of the feats that can help with action economy like pounce.

They don't necessarily want to raise a shield on every turn they ever take, but it's not an option that isn't reasonable for them to consider.

And, of course, if they follow a monk dedication they can flurry with their special unarmed attacks if they pick up Fob at 10.


NECR0G1ANT wrote:
Squiggit wrote:

Handedness is a big thing I think gets kinda undervalued. Animal barbarian weapons don't take up a hand, which means they can drink potions and open doors twice as fast as Barbarians with two handers, perform any combat maneuver they want whenever they want and use shields with no penalty.

The last one is pretty significant. Giant Barbarians hit pretty hard, but an animal skin barbarian raising a shield has a massive +4 AC over a giant barb with a two hander.

Do Barbarian have the action economy to Raise Shield every round? I know monks do...

animal instinct barbarians I think should be pretty good. With the mvoe strike as a single action that gives them an action to attack again or move again or do something else and still be able to rise shield.


One thing about animal instinct damage that sometimes gets overlooked is that the damage die increase scales with weapon enchantments.

A draconic barbarian using a one-handed d8 weapon with greater specialization gets +16 damage. With a major striking rune, that's 4d8+16 which averages to 34 damage excluding strength and other damage sources.

An animal barbarian using a natural weapon with greater specialization gets +12 damage and a d12 damage dice while retaining free hands. With a major striking rune, that's 4d12+12 which averages to 38 damage excluding strength and other damage sources.

The animal barbarian starts with a d10 damage dice, which is one size better than the best 1-handed martial weapon. This damage bonus scales each time the striking rune gets upgraded, as opposed to the static bonuses that the other instincts get.


Animal barbarian with the deer instinct at level 7+ can also swing a d12 reach weapon while having BOTH hands free.

Liberty's Edge

1 person marked this as a favorite.
Blave wrote:
Animal barbarian with the deer instinct at level 7+ can also swing a d12 reach weapon while having BOTH hands free.

Notably, this is the only d12 reach weapon in the game. Meaning that, at high levels, a Dragon Instinct Barbarian with a d10 Reach weapon and the Animal Instinct one with deer antlers have the same average damage and both have reach.


Deadmanwalking wrote:
Blave wrote:
Animal barbarian with the deer instinct at level 7+ can also swing a d12 reach weapon while having BOTH hands free.
Notably, this is the only d12 reach weapon in the game. Meaning that, at high levels, a Dragon Instinct Barbarian with a d10 Reach weapon and the Animal Instinct one with deer antlers have the same average damage and both have reach.

And the animal barbarian has better resistances, potentially better AC, pounce, a shield and flurry of blows.

Liberty's Edge

2 people marked this as a favorite.
Blave wrote:
And the animal barbarian has better resistances, potentially better AC, pounce, a shield and flurry of blows.

Yep.

Dragon Instinct fares much better if going with a conventional d12 weapon build rather than trying for reach (in which case their advantages are better damage, better mobility via flight, and an area attack via breath weapon), but Animal Instinct going Deer is just flatly better than anyone but a Giant Instinct Barbarian in terms of Barbarian reach builds from level 7 onward (Giant does something fundamentally different with their Reach build, so saying which is better is hard).

Scarab Sages

Wait, Ape Barbarians can't Grapple with one hand, have a shield in the other, and still Strike with their Fist, can they?

Liberty's Edge

2 people marked this as a favorite.
NECR0G1ANT wrote:
Wait, Ape Barbarians can't Grapple with one hand, have a shield in the other, and still Strike with their Fist, can they?

Yes, they can. All the Grapple action requires is that you have a free hand, and nothing about that hand having better stats for punching changes that...while simultaneously, nothing about Grapple says it occupies the hand in question.

Justifying this is an exercise for the player and GM, but it works by the rules.


Deadmanwalking wrote:
NECR0G1ANT wrote:
Wait, Ape Barbarians can't Grapple with one hand, have a shield in the other, and still Strike with their Fist, can they?

Yes, they can. All the Grapple action requires is that you have a free hand, and nothing about that hand having better stats for punching changes that...while simultaneously, nothing about Grapple says it occupies the hand in question.

Justifying this is an exercise for the player and GM, but it works by the rules.

I wanted to correct you but only the Grab monster ability states that the extremity grabbing is occupied with it. With Grapple, it seems once grabbed you hold your victims in a sleeper hold or whatever - hand free again. Strange but RAW. Oo

Scarab Sages

masda_gib wrote:
Deadmanwalking wrote:

Yes, they can. All the Grapple action requires is that you have a free hand, and nothing about that hand having better stats for punching changes that...while simultaneously, nothing about Grapple says it occupies the hand in question.

Justifying this is an exercise for the player and GM, but it works by the rules.

I wanted to correct you but only the Grab monster ability states that the extremity grabbing is occupied with it. With Grapple, it seems once grabbed you hold your victims in a sleeper hold or whatever - hand free again. Strange but RAW. Oo

I reckon they'll be table variation.

Also worth noting is that monks, and all other classes, should be able to do unarmed strikes even when their hands are full.


Another point in favor of the Animal Barb's unarmed attacks is they work when engulfed, swallowed, etc. When most other martials have to switch to a light weapon, often lacking at-level runes, the Animal Barb keeps their high die main weapon.
This could also apply to social situation, prisons, and such.

I think unarmed still favors Monks, yet if one wants the Barbarian feats & flavor or simply a martial variant of Wild Shape (albeit one animal) then Animal Barbs fill the role competitively.

And Raging Athlete is simply amazing, if you have the hands free that is.


1 person marked this as a favorite.
NECR0G1ANT wrote:
Also worth noting is that monks, and all other classes, should be able to do unarmed strikes even when their hands are full.

That depends. I'd allow regular unarmed attacks as well as the monk's normal Powerful Fist attack with their hands full, but stance-based attacks would have to be evaluated on a case-by-case basis. Out of the level 1 core book stances, I'd only allow it for dragon tail strikes, not crane wing, falling stone, tiger claw, or wolf jaw strikes. Falling stone is a bit nebulous, but I interpret it as really heavy punching, not kicking.

Scarab Sages

Staffan Johansson wrote:
NECR0G1ANT wrote:
Also worth noting is that monks, and all other classes, should be able to do unarmed strikes even when their hands are full.
That depends. I'd allow regular unarmed attacks as well as the monk's normal Powerful Fist attack with their hands full, but stance-based attacks would have to be evaluated on a case-by-case basis. Out of the level 1 core book stances, I'd only allow it for dragon tail strikes, not crane wing, falling stone, tiger claw, or wolf jaw strikes. Falling stone is a bit nebulous, but I interpret it as really heavy punching, not kicking.

Yeah, ditto. I should have been clearer.


Staffan Johansson wrote:
NECR0G1ANT wrote:
Also worth noting is that monks, and all other classes, should be able to do unarmed strikes even when their hands are full.
That depends. I'd allow regular unarmed attacks as well as the monk's normal Powerful Fist attack with their hands full, but stance-based attacks would have to be evaluated on a case-by-case basis. Out of the level 1 core book stances, I'd only allow it for dragon tail strikes, not crane wing, falling stone, tiger claw, or wolf jaw strikes. Falling stone is a bit nebulous, but I interpret it as really heavy punching, not kicking.

Or you can simply look up each style that have counterparts and see that they do have various techniques with fists and legs. I think makes more sense, otherwise every Monk is a Boxer, only using their fists for anything.

I much rather allow this freedom that represents marginal benefits and is inline with the whole concept of martial arts, than stick to fuzzy rules just to be a buzz kill.

Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Why Animal Instinct? All Messageboards

Want to post a reply? Sign in.