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Author Topic: Nytemare's Class Rewrites: Barbarian  (Read 2548 times)
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Nytemare3701
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« on: February 26, 2011, 07:51:48 PM »

In the spirit of the E6 system and full acknowledgment of the quadratic power of casters, I am rewriting all the core classes to play with classic D&D flavor up to level 6, then ramp up from there to match the power of casters.

Warning: Expect the lower levels to look amazing, but not answer any of the real problems of a class. (casters vs mundanes, etc.) 1-6 form the class chassis, while the rest of the class adds new abilities depending on the benchmarks we set.

Barbarian
   BAB  Fort    Ref    Will  Abilities
1   +1    +#     +#     +#    Fast Movement, Rage 1/day
2   +2    +#     +#     +#    Uncanny Dodge
3   +3    +#     +#     +#    Damage Reduction, Trap sense +1
4   +4    +#     +#     +#    Rage 2/day
5   +5    +#     +#     +#    Improved Uncanny Dodge
6   +6    +#     +#     +#    Sweeping Rush, Trap sense +2
7   +7    +#     +#     +#    
8   +8    +#     +#     +#    Rage 3/day
9   +9    +#     +#     +#    Supernatural Resilience, Trap sense +3
10  +10    +#     +#     +#    There Is No Size
11  +11    +#     +#     +#    Sidestep Hazards
12  +12    +#     +#     +#    Rage 4/day, Greater Rage, Trap sense +4
13  +13    +#     +#     +#    Savage Leap
14  +14    +#     +#     +#    Improved Sweeping Rush
15  +15    +#     +#     +#    Battle Hardened, Trap sense +5
16  +16    +#     +#     +#    Rage 5/day, Mighty Rage
17  +17    +#     +#     +#    
18  +18    +#     +#     +#    Juggernaut, Trap sense +6
19  +19    +#     +#     +#    
20  +20    +#     +#     +#    Outer Calm, Inner Rage, Rage 6/day


Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Modifiers) ×4.

Skill Points at Each Additional Level
4 + Modifiers.

Class Features
All of the following are class features of the barbarian.

Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage (Ex):
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 7th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex):
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Damage Reduction (Ex):
At 3rd level the barbarian gains DR equal to 1/2 his class level.
Trap Sense (Ex):
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Sweeping Rush: (Ex):
At 6th level the Barbarian can rush into battle, scattering foes like the cowards they are. A barbarian can perform a Sweeping Rush in place of a normal charge, expending a daily use of rage. A Sweeping rush is for all purposes a charge except for the following:
• Intervening foes do not block line of sight for this charge.
• Instead of a single attack against a foe at the end of the charge, you make an attack roll against every foe between you and your target.
• Instead of stopping at the first foe, you may make a free bullrush attempt to knock them aside and continue on towards your target. If the bullrush is successful they are knocked 5 feet to either side of you and they fall prone. If the bullrush fails the charge ends immediately.
• Bonuses from the charge only apply to the actual target of the charge, not the intervening foes. The penalties however still apply.
Supernatural Resilience (Su):
At 9th level, a Barbarian shrugs off even magical attacks. He gains SR equal to his class level + 8. This spell resistance is increased by 1 for each point of DR/- he has.
Improved Uncanny Dodge (Ex):
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
There Is No Size (Ex):
At 10th level, the Barbarian's might allows him to deal with even the most obnoxiously large creatures as he wishes. He ignores any size bonuses a larger creature might have. Penalties remain.
Sidestep Hazards (Ex):
At 11th level, a Raging Barbarian learns to sidestep hazards with an intuitive and primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save.
Greater Rage (Ex):
At 12th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Savage Leap (Ex):
You may spend a daily rage use to leap your run speed in any direction (including vertically). This attack is considered a charge, and gains all the benefits and penalties of charging.
Improved Sweeping Rush (Ex):
Sweeping Rush is no longer stopped by failing the bullrush.
Battle Hardened (Ex):
At 15th level, a Raging Barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging as if he was inside a protection from evil effect.
Mighty Rage (Ex):
At 16th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
Juggernaut (Ex):
At 18th level, the Barbarian becomes a nigh unstoppable force. Weapons are never considered set against a charge against him, and his charges cannot be interrupted by an opposing effect.
Outer Calm, Inner Rage (Ex):
At 20th level, the Barbarian truly masters his rage. He now gains the benefits of raging (but not the penalties) even when he isn't raging. These bonuses may be further increased by entering a rage as normal.

Discussion:
On "Sidestep Hazards & Battle Hardened": A Barbarian ends up able to block just about anything with its chest.

On "Sweeping Rush": Clears mooks in the process of getting to the guy you want to use pounce on. It's basically a charge that makes a free basic attack/knockdown at everything between you and the target.
Order of actions during a sweeping rush:
1. target a dude
2. move toward the target, attacking the closest intervening foe. If there are no intervening foes, the charge is resolved on the target as normal.
3a. If dead, go to 2.
3b. If alive, "bullrush".
4a. If "bullrush" succeeds, go to 2.
4b. If "bullrush" fails. Stop.
« Last Edit: March 06, 2011, 06:12:15 AM by Nytemare3701 » Logged

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ThisGuy01
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« Reply #1 on: February 26, 2011, 08:19:52 PM »

I really like the class overall.

Quote
At 20th level, the Barbarian truly masters his rage. He now gains the benefits of raging (but not the penalties) even when he isn't raging. These bonuses may be further increased by entering a rage as normal.

That's stupid awesome, I really dig it.

Quote
At 9th level, a Barbarian shrugs off even magical attacks. He gains SR equal to his class level + 8. This spell resistance is increased by 1 for each point of DR/- he has.

Why don't you have it as double his class level?  Or are you accounting for them taking feats to increase their DR?

Quote
At 10th level, the Barbarian's might allows him to deal with even the most obnoxiously large creatures as he wishes. He ignores any size bonuses a larger creature might have. Penalties remain.

I like this ability...it seems simple but I can see it making quite a difference.
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Nytemare3701
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« Reply #2 on: February 26, 2011, 09:47:45 PM »


Why don't you have it as double his class level?  Or are you accounting for them taking feats to increase their DR?


Close enough. The new armor system adds DR as well.
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ThisGuy01
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« Reply #3 on: February 26, 2011, 09:53:47 PM »

Ah, okay then. With that I understand the ability.
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Nytemare3701
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« Reply #4 on: February 26, 2011, 10:18:08 PM »

Added the E6 capstone. Basically bowling for mooks.
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« Reply #5 on: March 01, 2011, 02:34:56 PM »

A 20th level dwarf barbarian can have 43 CON (20 + 4 from levels + 6 enhancement + 5 inherrent + 8 permanent rage). That's an average of 456 hit points (136 from levels + 320 from con). In addition, he has DR20/-, meaning that he pretty much can't die from physical attacks. In addition, he has SR48, making him completely immune to most spells, unless the caster is level 25 or higher (25 + max roll of 20 + 4 from greater spell penetration). For the few spells with no SR, he's only going to fail saves on a 1, since he uses Fortitude for all saves.

I like most of the abilities of this class, but the defenses are too strong. DR should not be added to SR, if it gets SR at all. I would argue for no SR, since this barbarian already has more than 450 HP and needs some weakness. The super saves are over the top as well. Those are usually reserved for the monk. It might make more sense if the barbarian could choose to use his fort save in place of another save once or twice a day.
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bearsarebrown
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« Reply #6 on: March 01, 2011, 03:42:08 PM »

the defenses are too strong
Completely disagree. None of those numbers are at all out of line for 20th level.

@Nytemare, later levels are kind of empty, but you know that. I think the class needs more abilities, even at low levels. Right now it has a passive boost to ability scores and a special charge that isn't that great.
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zioth
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« Reply #7 on: March 01, 2011, 05:30:53 PM »

Completely disagree. None of those numbers are at all out of line for 20th level.

Really? Maybe I've been playing a different game. What existing class can get permanent DR 20/-, SR48, 450 HP, full BaB and 33 in all saves, using only three pieces of equipment (vest+5, amulet+6, tome+5)? Sure, any one of those things might be possible using some intricate combination of PrCs, but all of them at once?

Or asked a different way, what kind of enemy could challenge this barbarian? He's virtually immune to magic (unless it has no SR or save), and he's almost impossible to kill with physical damage.
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Kajhera
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« Reply #8 on: March 01, 2011, 05:56:24 PM »

Completely disagree. None of those numbers are at all out of line for 20th level.

Really? Maybe I've been playing a different game. What existing class can get permanent DR 20/-, SR48, 450 HP, full BaB and 33 in all saves, using only three pieces of equipment (vest+5, amulet+6, tome+5)? Sure, any one of those things might be possible using some intricate combination of PrCs, but all of them at once?

Or asked a different way, what kind of enemy could challenge this barbarian? He's virtually immune to magic (unless it has no SR or save), and he's almost impossible to kill with physical damage.

Well, CR 20 creatures include Solars. If you can't picture a solar getting through those defenses...

Alternately... a dragon using power attack?  

Oh, the Tarrasque is a CR 20 too.
« Last Edit: March 01, 2011, 06:14:29 PM by Kajhera » Logged
Nytemare3701
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« Reply #9 on: March 01, 2011, 06:39:12 PM »

Completely disagree. None of those numbers are at all out of line for 20th level.

Really? Maybe I've been playing a different game. What existing class can get permanent DR 20/-, SR48, 450 HP, full BaB and 33 in all saves, using only three pieces of equipment (vest+5, amulet+6, tome+5)? Sure, any one of those things might be possible using some intricate combination of PrCs, but all of them at once?

Or asked a different way, what kind of enemy could challenge this barbarian? He's virtually immune to magic (unless it has no SR or save), and he's almost impossible to kill with physical damage.

Basically any brute played well can burn through DR 20. saves and SR are used rarely at that level, and even then a 33 is still not too hard to beat. blocking with his chest is what he DOES.
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Nytemare3701
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« Reply #10 on: March 01, 2011, 06:42:07 PM »

the defenses are too strong
Completely disagree. None of those numbers are at all out of line for 20th level.

@Nytemare, later levels are kind of empty, but you know that. I think the class needs more abilities, even at low levels. Right now it has a passive boost to ability scores and a special charge that isn't that great.

What does he need at 5 to complete the Iconic Barbarian role?

Also, I'm considering using rage as a resource to fuel abilities.
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oslecamo
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« Reply #11 on: March 01, 2011, 07:38:43 PM »

Well, CR 20 creatures include Solars. If you can't picture a solar getting through those defenses...

Nitpick, but Solars are CR 23.
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« Reply #12 on: March 01, 2011, 07:52:21 PM »

Basically any brute played well can burn through DR 20.

A level 3 martial adept can burn through DR 20.
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« Reply #13 on: March 01, 2011, 09:13:37 PM »

Basically any brute played well can burn through DR 20.

A level 3 martial adept can burn through DR 20.
Any spellcaster too.
Basically, DR 20 is trivial except against creatures dependent on a legion of weak attacks.
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Nytemare3701
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« Reply #14 on: March 02, 2011, 12:05:19 AM »

Basically any brute played well can burn through DR 20.

A level 3 martial adept can burn through DR 20.
Any spellcaster too.
Basically, DR 20 is trivial except against creatures dependent on a legion of weak attacks.

Hence the reason it only took one level.
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Kajhera
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« Reply #15 on: March 02, 2011, 06:20:45 AM »

Well, CR 20 creatures include Solars. If you can't picture a solar getting through those defenses...

Nitpick, but Solars are CR 23.

Really? Must've gotten it confused with a wyrm black dragon.
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zioth
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« Reply #16 on: March 02, 2011, 12:04:54 PM »

Beating DR20 is easy. My point is that it adds to the already huge HP total. A solar using 20 points of power attack averages 68.5 damage. This barbarian can survive more than nine hits from a solar (many of which will miss, by the way, due to the power attack).

Beating a 33 save (more like 35 with the right equipment) is also possible, but this is 33 for ALL saves. A 20th level wizard with +12 int and Greater Spell Focus will still only hit half the time with a 9th level spell.

The biggest problem is the SR48. A 20th level wizard with Greater Spell Penetration can't beat that, even rolling a 20. Keep in mind that a 16th level pixie (ecl20) only has SR31, and it's one of the most resistant monsters.

I like that you made this barbarian a tank, resistent to pretty much everything. But with this much resistance, he can just take a nap, surrounded by ten 22nd level wizards, and have a fair chance of waking up alive.
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« Reply #17 on: March 02, 2011, 12:45:42 PM »

Beating DR20 is easy. My point is that it adds to the already huge HP total. A solar using 20 points of power attack averages 68.5 damage. This barbarian can survive more than nine hits from a solar (many of which will miss, by the way, due to the power attack).

What a crime, a combat class able to stand up against a level appropriate enemy for more than one round.


Beating a 33 save (more like 35 with the right equipment) is also possible, but this is 33 for ALL saves. A 20th level wizard with +12 int and Greater Spell Focus will still only hit half the time with a 9th level spell.

They prefer spells with no saves, and when they allow a save they tend to boost it a little better than spell focux.

By the way, "only hit half the time" is a ridiculous argument, since that's what the saves were designed to do. You're supposed to survive if you roll an 11.

The biggest problem is the SR48. A 20th level wizard with Greater Spell Penetration can't beat that, even rolling a 20. Keep in mind that a 16th level pixie (ecl20) only has SR31, and it's one of the most resistant monsters.

They prefer spells that don't allow Spell Resistance, so once again your argument doesn't make any sense and you fail to make a point.

When they use a spell that allows Spell Resistance, they don't rely on feats from PHB to get them through.

Type "Assay" in the search bar and you'll stumble upon plenty of conversations about overcoming SR.

I like that you made this barbarian a tank, resistent to pretty much everything. But with this much resistance, he can just take a nap, surrounded by ten 22nd level wizards, and have a fair chance of waking up alive.

Well obviously he trusted them enough to take a nap around them, I'd feel pretty fucking safe with ten level 22 wizards watching over me while I slept, although I'd probably settle for one or two (Ten is a LOT).
« Last Edit: March 02, 2011, 12:56:15 PM by Bloody Initiate » Logged

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zioth
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« Reply #18 on: March 02, 2011, 01:04:25 PM »

What a crime, a combat class able to stand up against a level appropriate enemy for more than one round.
There's a difference between being able to stand up to an enemy, and being able to stand up for six or seven rounds without any help from a cleric.


Quote
They prefer spells with no saves anyway.
You're making an assumption that most wizards only cast spells that have no save and no SR. I don't think this is the case. The number of such spells is very limited.


Quote
By the way, "only hit half the time" is a ridiculous argument, since that's what the saves were designed to do. You're supposed to survive if you roll an 11.
True, but not for all saves, or only with Greater Spell Focus combined with 9th level spells. In comparison, 20th level members of other classes with similar equipment will typically have 29 in their highest saves (no extra +8 con), and the other two will be significantly lower. With this barbarian, all of his saves are 4 higher than other characters' highest save. This is why I suggested having the "fort for all saves" usable a limited number of times per day.


Quote
The biggest problem is the SR48. A 20th level wizard with Greater Spell Penetration can't beat that, even rolling a 20. Keep in mind that a 16th level pixie (ecl20) only has SR31, and it's one of the most resistant monsters.

Quote
Type "Assay" in the search bar and you'll stumble upon plenty of conversations about overcoming SR.
Assay Spell Resistence gives a +10. This means that the 20th level wizard (yes, I understand that you hate wizards) with GSP will still only get through 1/5 of the time. If the spell also has a save, that's down to 1/10 or lower.

My assumption, reading these class rewrites, is that the goal is to raise the power of melee classes so they're in line with spell casting classes. In my opinion, these powers go far beyond that.

Rather than continue to criticize (and I'm sorry if my tone has come across as overly confrontational), I'll try to make some useful suggestions:
- Limit the SR to 10 + character level. This is what a pixie gets (due to the level adjustment). If you want more serious resistence, then 15 + clvl might be better.
- Allow fort to be substituted for other saves two or three times a day, as an immediate action.
- I'd reduce the DR too, but maybe it doesn't matter so much of the anti-magic stuff is toned down.


Quote
Well obviously he trusted them enough to take a nap around them, I'd feel pretty fucking safe with ten level 22 wizards watching over me while I slept, although I'd probably settle for one or two (Ten is a LOT).
Smile I assume this was a joke, and you knew I was talking about ten enemy wizards casting spells on him.
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solara
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« Reply #19 on: March 02, 2011, 01:26:37 PM »

I like this version of the Barbarian. Might I steal it's lower levels for use in a (high-powered) campaign? One of the other players is playing a Barbarian uber-charger, and, well, I think he'll like this a lot.

To add a bit to the discussion about defenses: off the top of my head, I've had a level 15 sorcerer drop a Great Wyrm Black Dragon with ease - no save, no-SR spells are nice. Put up Arcane Spellsurge when I won initiative, put up whatever buff I wanted (standard action cast through Invisible Spell metamagic feat). Next round, to make sure I got through, used Arcane Fusion (invisible) to cast Assay SR (UNTYPED bonus) AND True Casting, then Avasculate to knock him down to 1/2 hit points. Then I just used my standard, no-SR no-save damage spell. Dragon died, didn't even touch my character.

So I can't see a way to call this barbarian "broken." It has defenses, sure. But that's not a bad thing. I like the idea of a Barbarian sitting in the middle of several stupid wizards and not getting hurt. Spellcasters are powerful enough - make them TRY to be smart in order to kill melee PC's.
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