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Barbarian

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Revision as of 15:28, 19 September 2017 by Miaou (talk | contribs) (Arelith Changes)

NWN Requirements

  • Alignment Restrictions: Any non-lawful

Arelith Changes

  • A barbarian has two paths possible to choose on character creation: Kensai and Tribesman.
  • When sufficiently drunk (below 0% sobriety) the Barbarian gains a boost to his strength.
  • Barbarians no longer have biteback.

Barbarian Rage

The Rage doesn't have any of the vanilla effects of NWN, but it will instead do the following:

  • Provides a damage bonus to the melee weapon held based on rage level.
  • Boosts will save by rage level.
  • Bonuses during rage based on level.
  • Increases the barbarian's movement rate by 50%.
  • Gives temp HP = 50% of maximum HP, scaled by barb levels / hit dice.
  • Duration is changed to 2d4 + con mod rounds.
  • Infinite uses/day but has a 1 turn cooldown, starting the moment the rage ends.
  • Is a free action.


Barbarians now get bonuses during Rage depending on their class level.

Rage Level Bonus
Rage Level 1 +1 AB during rage
Rage Level 4 5% Physical Immunity during rage
Rage Level 12 +1 AB during rage. +2 Dodge AC
Rage Level 16 5% Physical Immunity during rage (Stacks with Level 4 bonus)
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.

Rage Level Melee Damage Bonus Will Saves Bonus
Rage Level 1 2 Weapon Damage +1
Rage Level 4 2d4 Weapon Damage +2
Rage Level 8 6 Weapon Damage +3
Rage Level 12 2d6 Weapon Damage +4
Rage Level 16 2d8 Weapon Damage +5
Rage Level 20 10 weapon Damage +6
Rage Level 24 2d10 Weapon Damage +7
Rage Level 28 2d10 Weapon Damage + 1 Bonus Damage +8
Rage Level Special Bonus 1 2d10 Weapon Damage + 2 Bonus Damage +8
Rage Level Special Bonus 2 2d10 Weapon Damage + 3 Bonus Damage +8
Rage Level Special Bonus 3 2d10 Weapon Damage + 4 Bonus Damage +8

Barbarian levels increases the Rage up to 8 levels (One each rage feat at 1, 4, 8, 12, 16, 20, 24, 28). 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.

The damage bonus will only apply to the melee weapon you have equipped at the moment of raging. The only non-melee weapon that will benefit from the Rage are throwing axes. Unarmed attacks do not benefit from the increased 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.


Epic Rage Feats

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.

In addition, Epic Rage Feats no longer effect rage tiers.


You Are Drunk

Three kinds of beverages decreases your sobriety: ale, wine (different kinds but same effect) and spirits. Drinking these will decrease sobriety and rest meter. How much they decrease depends on the CON stat of the character. This covers all character and not only Barbarians

  • When a character gets drunk their DEX is decreased. More drunk means larger decrease.
  • getting a sobriety of -10,0% - 0,01 % means a DEX decrease of 2, is sobriety -20,0% - 10,1% the DEX decrease is 4 etc etc.
  • For every tick in negative sobriety the Decrease stacks. for example having a sobriety at -15% for one tick would mean a DEX decrease of 8.
  • Reaching -100 % sobriety means the character dies of alcohol poisoning.

Only Barbarians get the following benefit:

  • When reaching a negative sobriety, the barbarian gets a bonus of +2 to their STR. At next tick the bonus rises to +5
  • The bonus is a soft bonus and counts toward the +12 cap

TIP: when a tick takes you from Drunk to Sober the barbarian drunk-benefit remains for the next tick but at a +3 (This happens wither your bonus was +2 or +5). This means a carefully drinking barbarian can keep themselves in a two tick routine where they have +2 and +5 to STR with only minor DEX penalties. Any change to any meter (rest, drink, rest) will remove bonus STR when the barbarian is sober.

when drunk
  • Character has chance of stopping current action and laugh - frequency seems to increase as Sobriety decreases. Laughing and falling will make you flatfooted
  • Very low sobriety means the character also start falling
  • To stop the laughing emote the player can emote sitting and it should stop momentarily.


Tribesman

Instead of the normal barbarian rage ability the tribesman gets the ability to summon a tribal warrior for each rage. Only two can be called upon at the same time.

  • They act as henchmen, so a summoned creature can be conjured as well
  • They share race, sex and armour design of the player character. The armour design is what the player character has equipped when using the rage ability.
  • They share the Barbarian level (not character level) of the player character.
  • They DON'T share racial abilities with the Player character and they DON'T share any enchantments the player character has on their armour.

The Tribal Warrior has the following Ability scores at level 1: 16 Strength, 15 Dexterity, 14 Constitution and 10 Intelligencce, Charisma and Wisdom. Level 1 feats are: Ambidexterity, All Armour proficiencies, Rage, Fast Movement, Improved Two-Weapon Fighting, Power Attack, Shield Proficiency, Two-Weapon Fighting, Uncanny Dodge 1, Weapon Focii: Battleaxe, Handaxe, weapon prof: Martial, Simple Weapon Spec: Battleaxe, Handaxe.

Progression of Tribal Warriors

The Tribal Warrior receives +1 AC every even numbered level, +1 Str every fourth level, and a feat every third level, which changes in epic levels - in essence, it levels as a "default" Barbarian character, including several more peculiar feats. It receives Barbarian Damage Reduction and Uncanny Dodge feats as a default Barbarian.

The Tribal Warrior receives Power Attack at level 3, Cleave at 6, Great Cleave at 9, Improved Critical Greataxe (possible oversight) at 12, Weapon Focus Greataxe (possible oversight) at 15, Dodge at 18, Toughness at 21, Epic Focus Greataxe & Epic Toughness I at 24, Epic Toughness II at 27, Epic Toughness III at 28, and Overwhelming Critical Greataxe (possible oversight) at 30.

  • It is unknown what kind of AC bonus it receives (though, it is not Armour AC bonus).
  • The Tribal warrior seems to get all Barbarian feats as it progresses. It also increases the Discipline score.
  • Will equip battleaxe and handaxe, no matter what race - there are no enchantments or other properties applied, it is for all intents and purposes a bronze battleaxe and handaxe.
  • Through testing, a Tribal Warrior hit 510 HP at level 30, and included the full complement of Barbarian DR feats.
  • Throughout testing, at least one in ten tribesmen were male and bodyless save for armour (despite being female), which is probably a bug associated with appearance copying. Also, a fat barbarian will summon thin tribesmen.

Kensai

Kensai

External Links

Information about default NWN class are available on NWNWiki.