| Post/Author/DateTime | Post |
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| #1drizzt_zyloJul 27, 2015 19:15:16 | Warhulk is a barbarian path. This is a first draft ill post a second revision in a diffrent thread for review. Abilitieas unamed or named poorly so suggestions very welcome. Notes after abilities. Sorry for formatting im on a tablet
3rd lvl rage points: you gain a pool of points equal to half your level to fuel abilities that refresh after a rage. You also deal 1d6 dmg unarmed. You can spend a rage point to make a second attack against an adjacent enemy to your target as a bonus action. You may spend a rage point to take the dash action as a bonus action. You maynspend a rage point after you hit a target to make a shove or grapple attempt as a bonus action. These abilities cost nothing while you rage.
Notes: i feel like beyond raging the barbarian has very few options so i gave this path something to do besides just rage while making it an important part for purposes of recharging. Some fixes might include recharging after short rest lessening points not making them free when he rages. I might need to drop the unarmed damage a bit i think the monk at this level still deals a d4. I tried to make them like the monks flurry in that they need ki and a bonus action have a unique recharge mechanic as well without adding as much damage as a monk or battlemaster and make it unique enough. Also felt that adjacent enemy thing was essential to the warhulk and felt that the shoving and grappling was for showing the raw power of the warhulk the movement was thrown in to close in on targets before your allies showing the reckless unthinking nature of the warhulk. Also it kinda mimics the ranger hunter ability. The bonus action deal was to prevent stacking.
6th lvl brute: you gain proficientcy with improvised weaponry dealing minimum of unarmed damage. You can also throw anything 20/60 if a weapon use better damage of improvised or weapon damage. Your unarmed damage increases
Notes: i felt like this was essential to the warhulk. Maybe go longer range like 30/90. The monk gets a choice of damage for monk weapons and improvised weapons are a warhulks best friend so felt it appropriate they get something like that. If its not clear you dont get unarmed damage to manufactured weapons unless you throw it. I see that some of the wording of the 3rd lvl abilities make it possible to use them ranged i felt that that was fair since the original got area effects for melee and range though the grappling should only be melee so help there would be appreciated for either making it only melee for all that or not or wording it diffrently for grappling
10th improved rage points: when you use a rage point to make an attack against an adjacent target you may attack a second target also it just has to be within reach no longer needing to be adjacent to original. When you spend a rage point to take the dash action and there is an enemy in your path you may make a shove attempt against that enemy you can only effect a single enemy this way and if you fail you provoke an attack of oppertunity and end your movement. When you use a rage point to shove or grapple a target and succeed you deal unarmed damage. Your unarmed damge increases
Notes: felt there needed to be an improvement to rage point abilities to add a bit to the area effect. Felt as though running through an enemy was appropriate since the warhulk was supposed to be unstoppable like a juggernaut i know that the dash action provokes anyways but before likely you were trying to avoid provoking do u think i should make it clear that if you succeed you dont provoke or word it diffrently or something? The grappling shoving bit was meant to allow a bit more damage to again represent thier might maybe the improvement should be something else like you can double your prof bonus for it or something.
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| #2drizzt_zyloJul 27, 2015 19:38:27 | And last ability
14th bigger and badder: you grow to tremendous proportions. Your carrying compacity is doubled. Your able to wield 2 handed weapons one handed. You gain reach. You add str and cha to intimidate. You may spend a rage point to make an intimidate check against an enemy within 30ft that must succeed on a wis save or take disadvantage on all attacks against you for 1 min.
Note: probably too strong but it just seemed right. Only things comparable would be earlier totem barbarian ot goliath lifting capacity. Theres somewhere in the book about using diffrent ability scores for skills but i thought if some people already allowed str for intimidate so wanted to make it useful to them too but didnt want to double for expertise since that might make the save way too hard though i suppose the save could be a skill check or straight save. Is two handed in one hand really gonna mess with damage too much? I mean most two handed weapons deal on the top end of dies of damage but on avg is that really so much? With reach it can allow you to hit someone from a square further away but provoking doesnt happen quite so much anymore even with reach i think so if im wrong let me know.
Thanks in advance more coming your way soon. |
| #3transcendantviewerJul 27, 2015 22:33:27 | I always enjoyed the War Hulk Prestige Class, but I can say with certainty that it's not going to port into 5e very well at all. Especially since there are no Large Sized PC Races. Same as the Hulking Hurler. Your best bet mechanics-wise would likely be to create all new features. There's just nothing like it and there never was anything else like it in 3.5 either. I could work with you to help, but I'll need some time to brush up on the original. |
| #4transcendantviewerJul 28, 2015 19:35:38 | Alright, a cursory review; I'd suggest doing something along the lines of...
Great Durability. Your tenacity and power now function to further toughen you against damage. At 10th level, while raging, you gain temporary hit points equal to your Constitution Modifier + half your Proficiency Bonus, rounded down, at the start of each of your turns. You lose any remaining temporary hit points when your rage ends.
Mighty Swing. You have mastered the devastating art of battering multiple opponents. Starting at 14th level, your Great Swing now only requires your action to perform. In addition, Mighty Rock Throwing no longer requires a Bonus Action to procure an object to throw and the damage of the thrown object now increases to 2d12. |
| #5drizzt_zyloJul 28, 2015 16:34:39 | Your version does a good job capturing the major abilities of warhulk i might just use that instead but what about my rendition? Are abilities too powerful too weak written in a confusing or ill concieved or nonstandard way? How could i write them better or fix the broken or strenghthen the weak abilities? I think the save based on attack roll is a bit too many rolls maybe just a standard save and if you gonna use up resources and take a whole action to do it where an enemy could just move away why even make it expend daily resources. I know it doesnt expend resources at 20th level but until then seems like you might get very few uses from it til level 14. just my two ceramic bits |
| #6transcendantviewerJul 28, 2015 17:02:02 | They just needed more clerification; like they weren't fully developed. As for the ability itself, it's built that way because it's effectively giving a barbarian multiple attacks at a very early level and continues to remain potent. Even if it consumes virtually all of their turn, they are attacking A Lot more targets than they'd normally be allowed. |
| #7transcendantviewerJul 28, 2015 17:25:43 | Just so you're aware, I made an alteration to the Mighty Swing ability, it's now a set DC with a special effect tied to it. |
| #8drizzt_zyloJul 28, 2015 18:02:15 | Ok but still allows targets to just walk away in order to avoid effects i mean if there are multiple enemies grouped that way it takes 1 target to walk away provoking to allow the rest to walk away unscathed to prevent your swings in the future i understand the intent and the wanting to stay true to the original but i think the ranger and monk can accomplish the same without giving up thier move at the same level or lower so i why wouldnt i just multiclass and i believe for just standard attacks they get the same as any other combat class or combat archtype besides fighter. The ranger also gaines a similiar ability earlier then this path making mighty swing the unwanted stepchild since it effects less targets. I really dont like tearing down your inspired work i just thought pointing it out like my dm did to me once that he didnt think that homebrew was nessary for my character if i could accomplish around the same thing by multiclassing. As it turns out the reasons id take this are for the 6th and 10th toughness and throwing. I think maybe if you made it an action and bonus action removing bonus action later i think it would give you something unique and desireable similiar to the rock hurling portion. I also think it would be great if it did the rangers whilwind attack later instead of the three and i think that 3 should be a 4 because of the monk 3 attacks though maybe i go too far with that but its because its save based not attack based meaning more will miss i think but if it still did half like the psionic ethreal strike i could see it staying 3 or maybe like manuvers it does extra damage if they fail to make it similiar to elemental monk with some of thier damaging powers since weapon damage isnt much when u spread it around idk maybe this is the raving of a crazy man. Again really inspired work like it in theory works well but in play i imagine the dm will see how limiting that attack really is. My 2 ceramic bits. |
| #9transcendantviewerJul 28, 2015 19:02:23 | If you want to multiclass, that's fine, this is built to do a job. The job of "Swing wide and hit what doesn't get out of the way." It doesn't require an attack roll, like other characters need to. That's what you pay for. It's the only AoE ability that a Barbarian's getting without multiclassing. That gives you options at max level to take advantage of the bonus to Strength and Constitution, which in turn improve your Armor Class and the DC for this ability. Even if it's limited, it gets around some steep defenses. |
| #10drizzt_zyloJul 28, 2015 19:16:37 | I suppose thats true but so do spells they dont usually take more then an action the point is if you can walk over to them you should be allowed to use this ability before the enemy can get away that and no other action i can think of takes more then just the one action i just feel that the limits you imposed will make the ability near useless its kinda like the frenzy of the barbarian why risk the exhaustion just grab polearm master or use your bonus action for something else. I see the use of the save portion but thats something else obtainable at not such a steep price. I for one if i use it i will probably change it to a bonus action or how the ranger does it same for the improvement. Like i said its inspired and i like it very much more understandable than mine but i feel the cost is too steep for your area swing. |
| #11transcendantviewerJul 28, 2015 19:31:27 | Hmm... Well, the War Hulk always had that problem. This is nearly a direct port, designed to bring the features in without upsetting the balance. Seeing as War Hulks could do that at will, I could see making it an Action and a Bonus Action. |
| #12drizzt_zyloJul 28, 2015 19:46:49 | Gotta remember it was a lot more difficult to step away from a war hulk cause of that reach thing and I usually made my hulks with combat reflexes and trip I know a little mad but it helped corral n keep them near me oh n something that allowed a bullrush on a hit n as many natural attacks as I could fit. I'm gonna try n make my path clearer n maybe you'll like my idea and or give u some different ideas for u or I'll getmore critique |
| #13transcendantviewerJul 28, 2015 19:51:20 | I did alter it to require an action and a bonus action. |
| #14Guest303462004Aug 05, 2015 11:54:46 | On the subject of mighty hurling: Thing about mighty hurling is that you can actually do it already. Take the tavern brawler feat for some more str and the ability to use anyting proficiently. Have a lot of strength. Be proficient in athletics. Be a raging barbarian. Maybe take the bear choice at level 6. Maybe be a Goliath (they get doulbe carrying/lifting capacity from level 1). Once you're able to lift 2000 pounds over your head without breaking a sweat the DM would have to be insane to not let you pick up a boulder and hurl it at somebody. Hell, picking up an object is even a free action, as long as you only pick up one per round. It's all in the books.
The only sticking point is figuring out how much damage a boulder does. It PROBABLY does more than the 1d4 that the equipment section says that improvised weapons do. Falling object or rolling boulder trap damage rules in the DMs guide could probably provide guidelines.
I've been thinking about making a character like this for a little while now. I suppose you could bake some of this into a class archetype so you wouldn't have to take a feat, but I'm afraid that concrete class rules will make DMs say "no you can't throw that big heavy thing because you're not a (insert archetype name)." Sometimes the fluidity and vagueness of 5th is a blessing, not a curse. |