Barbarian

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Barbarian

Postby Liareth » Mon Feb 15, 2016 8:48 pm

Barbarians can Rage unlimited times per day, provided they do not attempt to Rage when the effects are still active. This includes the period after the benefits of Rage have ended and the negative effects (AC penalty) linger.

Barbarian rage is highly customized. For full details, see the Arelith Wiki article.

The barbarian gains certain benefits when drunk (sobriety < 0%): when negative sobriety is reached, the barbarian gets an immediate ongoing soft bonus of +2 to their STR. At next tick the bonus rises to +5.
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Re: Barbarian

Postby Hunter548 » Fri Feb 26, 2016 5:23 am

Updated
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Re: Barbarian

Postby Juke The Spuke » Sun Apr 10, 2016 2:04 pm

Updated
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Re: Barbarian

Postby Dalenger » Sun Apr 10, 2016 4:30 pm

Updated (without the "careful drinking" tip)
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Re: Barbarian

Postby Iceborn » Thu Apr 28, 2016 1:28 am

Lesser known fact:
Throwing axes, in contrast to any other ranged weapon, are benefited from the barbarian rage damage bonus.
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Re: Barbarian

Postby Lorkas » Thu Apr 28, 2016 3:40 am

Have you tried it with darts also? Just curious since, like throwing axes and unlike all other non-exotic missile weapons, they are both equipped directly into the hand slot instead of into an ammo slot.
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Re: Barbarian

Postby Iceborn » Thu Apr 28, 2016 3:45 am

I haven't, but I got word that the exception was made solely for throwing axes.
The base argument for this was that "darts weren't manly enough for muscled juggernauts".
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Re: Barbarian

Postby Nitro » Fri Nov 25, 2016 10:44 am

[quote="Iceborn"]I haven't, but I got word that the exception was made solely for throwing axes.
The base argument for this was that "darts weren't manly enough for muscled juggernauts".[/quote]
I tested it out on my barbarian, and it does indeed only apply to throwing axes, not darts or shurikens.
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Re: Barbarian

Postby baendril » Fri Feb 24, 2017 2:24 pm

Cooldown is Rage Duration + 10 Rounds.
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Re: Barbarian

Postby Lkiller » Wed Mar 01, 2017 10:56 pm

Hey, does anyone have the exact numbers for the damage scaling?
My character with 15 barbarian levels did an extra 2d6, but at 16 it was an 8, I'm interested in how the progression works.
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Re: Barbarian

Postby ActionReplay » Tue Mar 14, 2017 9:13 pm

It's a bit weird there in the middle but scales like this:
Damage Bonus +1
Damage Bonus +2
Damage Bonus +3
Damage Bonus +4
Damage Bonus +5
Damage Bonus +6
Damage Bonus +7
Damage Bonus +2d6
Damage Bonus +8
Damage Bonus +2d8
Damage Bonus +2d10
Damage Bonus +2d12

At Level 16 you got another greater rage/day which would increase your Power Level (!!!!!)
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Re: Barbarian

Postby Lorkas » Wed Mar 15, 2017 4:43 am

Going from +7 to +2d6 isn't really an upgrade--is that intentional?
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Re: Barbarian

Postby Lkiller » Wed Mar 15, 2017 5:16 am

It's odd, I'll give it that. Either way, thanks for answering!
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Re: Barbarian

Postby ActionReplay » Wed Mar 15, 2017 12:19 pm

I don't know the reasoning behind it to be honest.
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Re: Barbarian

Postby Magnusc0r3 » Sun Oct 08, 2017 12:08 am

Barbarian - The Drunken Masters.
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Re: Barbarian

Postby Magnusc0r3 » Sun Oct 08, 2017 6:39 pm

Well in RL the drunker I get the less I can fight, eventually a 2 year old could legitimately beat me bad in a fight, easy. I guess that would make me...a Rogue? :>
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Re: Barbarian

Postby nobs3 » Wed Dec 06, 2017 9:02 am

Arelith Updates:

by Peppermint
19 Sep 2017 17:32

"
The barbarian update is live next reset, courtesy of Cortex*:

(* Please pass any kudos/favors/wailing and gnashing his way.)

-------
Removed:
- Biteback removed as a Rage effect.
- AC penalty during Rage removed.

-------
Unchanged:
- Movement speed bonus during Rage unchanged.
- Temporary hit point boost during Rage unchanged.

-------
Modified Rage Powers:

Rage is now a free action.

The 'Rage Level' mechanics have been redone. Barbarians now get bonuses during Rage depending on their class level.

Rage Powers scaling:
Level 1: +1 AB during rage.
Level 4: 5% Physical Immunity during rage.
Level 12: +1 AB during rage. +2 Dodge AC.
Level 16: 5% Physical Immunity during rage.
Level 20: +2 Dodge AC.

- If the barbarian has 17 CON or lower, the AB bonus is reduced by 1(minimum 0), and the bonus physical immunities reduced by 5% (minimum 0%).
- The Dodge AC bonus only applies if the barbarian wears medium armor or lighter.

-------
Bonus Damage and Will Saves:
Bonus Piercing Damage is applied to the Barbarian's Weapon during Rage, if the Barbarian is wielding a Melee Weapon or Throwing Axes. As with Rage powers, this bonus damage scales up with Barbarian class levels. Additionally, the Barbarian receives a scaling bonus to Will saves during Rage.

Bonus Weapon Damage Scaling:
Level 1: 2 Weapon Damage, 1 Will.
Level 4: 2d4 Weapon Damage, 2 Will.
Level 8: 6 Weapon Damage, 3 Will.
Level 12: 2d6 Weapon Damage, 4 Will.
Level 16: 2d8 Weapon Damage, 5 Will.
Level 20: 10 Weapon Damage, 6 Will
Level 24: 2d10 Weapon Damage, 7 Will.
Level 28: 2d10 Weapon Damage + 1 Bonus Damage, 8 Will.
Special Bonus 1: 2d10 Weapon Damage + 2 Bonus Damage.
Special Bonus 2: 2d10 Weapon Damage + 3 Bonus Damage.
Special Bonus 3: 2d10 Weapon Damage + 4 Bonus Damage.

The 'Special Bonus' tiers can be reached if the Barbarian is a large creature or is wielding a 2H weapon. If either of those conditions are met, the level scaling advances three tiers.
Example: A level 10 Barbarian normally receives +6 weapon damage during Rage. If that barbarian was using a two-handed weapon, they would instead receive +10 weapon damage.

-------
Passive Bonus Damage:
Barbarians get bonus physical damage based on their Constitution score, as long as they are wielding a melee weapon or throwing axes.
The bonus damage is equal to the Barbarian's base CON modifier, capped at barbarian class levels / 2.
This is a passive bonus to damage that is always active, and stacks with the bonus weapon damage described above.

-------
The Epic Rage Feats have been Modified:
- Each epic rage feat updates the visual effect of Rage.
- Thundering Rage offers +1 Attack Per Round during rage, which stacks with Haste and Kensai.
- Mighty Rage removes crowd control effects and debuffs, and extends rage by 1 turn.
- Terrifying Rage now works as follows:

Upon entering the aura of a raging barbarian with the Terrifying Rage feat, a hostile creature or player must make a will save.
The save DC is 5 + Intimidate ranks / 6 + Hit Dice / 2 + base CON modifier. This is treated as a saving throw vs fear.

Hit dice comparisons have been removed. Anyone that fails the saving throw is subject to the following effects:
- Debuff: -1 to AB and Saves per 7 Barbarian levels
- Debuff: +5% Automatic Spell Failure per 7 Barbarian levels
- 1/2 round stun

The debuff duration is 1d3 + base CON mod rounds. Mind protection defends against the stun effect, but not the debuff. Fear immunity protects against Terrifying Rage.
"
and

Arelith Updates:

by Irongron
24 Sep 2017 00:12

"
Just some minor changes/bugfixes for the recent Barbarian Update:

Barbarian Dodge AC bonus moved from rage effect to permanent passive bonus, as long as the Barbarian is wearing medium armor or lighter.
- Terrifying Rage DC now DC is 5 + Intimidate / 5 + Hit Dice / 2 + base CON. As before, 'Intimidate' includes bonuses from gear and feats.
- Against non-PCs, Terrifying Rage causes a 3-round stun and its debuff effect lasts three times longer.
The formula for barbarian temporary hit points during rage has also been simplified: (12 + CON + [1 if the Barbarian has Toughness]) * Barbarian Levels / 2. In other words, 50% of character's hit points from barbarian levels are granted as a temporary bonus.
"
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Re: Barbarian

Postby nobs3 » Thu Dec 07, 2017 1:50 pm

[quote="yellowcateyes"]The vanilla Thundering Rage effects are unchanged and are still active.[/quote]
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