I just noticed a huge change to base Rage. It no longer lowers your AC! Thats....kinda huge! That means its a huge buff to animal skin a d makes Giant Instinct less vulnerable
@@emptyptr9401 barb does get 1 ac less in general versus fighter so the 12 hp is closer to 10 hp then matching other marital tankyness. I actually think the rage damages are slightly to high for no minus ac though. I do think it was a good change for multi classing though.
Not as stupid as the metal kinetitis getting resistance/immunity to metal but not metal weapons I cast magnetic acceleration 10th level cause why not launching a nail at Mach 5 nah I'm immune (wizard with -1 str mod picks up nail poke) noooo my only weakness
About unstapple Juggernaut, its resistance to all damage. It not only means it applies to whatever damage you get hit by, it applies to all types of damage in that instance by its value. So if the enemy hits for 50 bludgeoning, 10 spirit, 10 fire, 10 mental, you dont just take 8 damage less. you take 32 damage less.
Fun story about friendly toss: in our abomination vaulta campaign, our barbarian would most often kick down a door, trigger an encounter, toss our goblin inventor in who than would trigger their explosion. Sometime we yelled 'fire in the hole' or 'goblin in the hole'
You mentioned "Intimidating Strike as useful as ever", but I think you missed one important thing about it-- before the remaster it was only a fighter feat, not a barbarian feat. This is huge. :-)
Unstoppable Juggernaut is just straight good though, NoNat. That resistance applies to _each_ damage type on an attack and many high level creatures don’t deal only once damage type. They’ll be dealing damage spread across 2 or 3 types because their attacks have damage riders. Shit adds up _quick!_
50:43 you are faster than the fastest living man, while potentially wearing full armor, holding a 2-handed oversized weapon, and carrying a lot of weight in your bag, i still say that is very FAST
For ur mention of the level 10 barb being just barely faster than Usain Bolt, remember they are doing this while carrying around all of their equipment while still being prepared to attack or defend themselves as needed. Imagine Usain Bolt running with heavy armor while carrying a greatsword or something and still being able to react to opponents and hit them with a reaction. Also this is a barbarian who is not really caring about being that fast. The fast barbarians would have fleet and other feats that increase movement speed. If you compare the Usain bolt of barbarians to Usian Bolt, the comparison isnt even close
Came here to say this. He's really underselling how impressive that is. Especially since they can keep doing it and after just over one round Usain bolt would have to rest.
This is all so awesome. I am sad they didn't do the funniest thing with the gain darkvision while raging by calling it: Seeing Red: while raging you gain darkvision but you see in shades of red instead of black and white
Not all spells have the concentrate trait, so although it heavily limits the options, casting spells while raging isn't off the table if I understand correctly
I think Fury Barbarian should gain bonus Barbarian feat slots that they can choose a Barbarian feat of the appropriate level every morning. They'd meditate about what is making them angry that day. They'd kind of work like the Pathfinder 1e Brawler.
I haven't read all the comments so I don't know if someone mentioned this already, but Rage gives you Con Mod + Your Level in Temp HP. Not Just your Con Mod. That is a very important difference and may change how you feel about certain feats and abilities.
And then I continue the video and see you self corrected... D'oh! I should have waited to finish the video before commenting. Sorry about that; my bad!
Barreling Charge is very good if you have ever encountered the situations it is meant for. At the very least, it is athletics-based tumble through that does not count enemy spaces as difficult terrain AND can travel through multiple enemies. For no extra actions than moving and attacking would take anyway. It is great for finding flanking in tight corridors and breaking past an enemy's front line. Is it worth a feat over just tumbling through? Maybe not, but Strength-based barbarians and fighters who dump dexterity for heavy armor would lack the numbers to tumble through successfully anyway.
Rewatching cause looking through the book again and saw giant barbian and just went grappling halfling barbarian who went my kin take down giants with slingshots i take down giants by becoming giant. And i have to say the biting of your lip came at the best time cause that is pretty much what the ability does. Damage them not talking bad. Love the videos and im so happy you are doing full breakdowns and not just changes cause it makes new people like me able to go to one video to learn about a class instead of having to learn old then changes at same time
50:19 so i saw that feat and immediately put it on a monk build of mine (yay free archetype) and a monk can get around 80-85 speed without spells at high levels so with that feat and being quickened only you can move 765 feet in a single round which is roughly 87 miles per hour
56:14 I think that there may have been a typo with Tangle of Battle in that it should be a free action. With it being a 10th level feat, I really don't see it being meant to work as it is written now.
Being pedantic...but the level 15 giant barbarian attack is the biggest single action damage attack. The single biggest damage attack is still an imaginary weapon amped spellstrike with organsight.
@@reddragon9064 Not even min damage. because even if you manage to roll all 1, that magus damage will be higher. And while rolling all 1s on 3 or 4 dice while uncommon is something that can happen, having that happen on 35 or 36 dice...not so much. The big thing is, that magus attack is a 3 action attack. Really 4 since you need to recharge spellstrike before doing it again. But as all that damage in on one attack, you can boost that into the stratosphere to crit on an 8...which basically one shot things. But flat damage...yes, that is true.
@@ColdNapalm42 i did the math i also play both classes at this moment so i know what your talking about trust me but, if you account for that first turn bonus damage a barbarian can have more min damage for a single attack its like 6 more but still. i only bring this up because nonat was almost exclusively talking about it when he was mentioning barbarians doing the most single attack damage. he still wrong cause after your comment i had to look that up and i now made one adding in my personal knowledge of the system so thanks for introducing me to those spells as i did not know they existed dont know when ill be able to play my shadow magus but should be fun when i do but now im curious what's the most damage in a single turn you can do cause if i did math right with only a few runes and a single enlarge spell i can get a giant barbarian to with 3 actions do 600 or so damage max (combines a few feats and a condition and of course the spell) its unlikely but its possible and its to a single target
I mean if we're going to be pedantic anyways....Disintegrate, Chilling Darkness, Moonlight Ray and Sun Blade all have higher base damage than Imaginary Weapon against their appropriate targets. Additionally, the bonus damage from Mighty Rage applies to any Strike, including the one made as part of a Spellstrike, so distinguishing between single action vs multiple action damage doesn't make sense here. EDIT: I forgot Holy Light
I'll speak up for Mage Hunter and why it feels fair to be two actions: Firstly, it automatically applies Stupefy on the hit/crit, there's no save to resist it. Second, the target does not become temporarily immune after affected, so you can do this EVERY ROUND. Thirdly, and most importantly, Stupefy does more than just impose spell failure: it imposes an equal number penalty to ALL CHECKS that use Intelligence, Wisdom, and Charisma. Even just looking at Spellcasting alone, let alone Perception, Will, and a bevvy of skills, this imposes a penalty to the DC and Modifier of their spells even if they do manage to get around the flat check. So think of it not just as potential Spell Failure, but also as a +1/+2 bonus to the entire party for their saves/AC against that caster's spells, which you can reapply every single turn.
That's totally valid! My brain was thinking so anti-spell that I hadn't considered the application of Stupefy to actually help your allies target the enemies with their Will Save effects. Fair points!!
@@Nonat1s and that's fair, Superstition is built to be the Anti-Spellcaster badass! And it's also easy to lose track of what condition does what, so no sweating it =] That said I agree that Giant Instinct is the most bonkers by far, I played one for a 2E conversion of Jade Regent and my beloved Tuska became an at-will Fireball with no Reflex save in every encounter as soon as he hit 14th level xD Thanks for your coverage, been happy to see you back and in better spirits! 💚
Between Vengeful Strike and Barreling Charge, I feel like you should start doing a follow-up corrections video pointing out what you got wrong (other comments have pointed it out but to put them both in the one place - Barreling Charge is two actions, not three, and Vengeful Strike only becomes a free action if the attack against you that triggered it was a crit on you).
Indeed They are screwed either way Long term penalties if they refuse to waste an action to readjust their grip Or short term where their action is used up just to fix the penalties
Shattering blows with shields or targeting weapons or armour. Strip your opponent of all advantages. Pair it with Annihilating Swing for breaking harder things.
Sudden Leap is better than you even advertised. Its essentially Sudden Charge but on Mega-Crack. I think you forgot that Long/High Jumps give you a free stride baked in already, so its essentially a Stride->Jump(your choice of which)->Strike. Thats much more flexible and more powerful than stride->stride->strike.
Next point - sure Silencing Strike is incapacitation, but more notably it _doesnt_ have any Traits like Flourish or Press, meaning there's no reason not to use it every time you would have otherwise made a normal strike meaning it's effect will eventually land just because of the shear number of times you'll be hitting something with it over your encounter.
Level 6 is still lame..you have all these instinct specific reactions that are honestly balanced pretty low power....or Reactive Strike. You just ALWAYS take the Reactive Strike.
Just like Dazzling Display, because it specifically uses the Demoralize action, it triggers both the demoralize restrictions and it's own cooldown per RAW.
Yeah tbh it’s crazy that it’s once a day to block half level + con then a few levels later you can get that amount of tankiness for one action every round with Renewed Vigor lol
I feel there is a lot of flavorful design space for Fury barbarians as "the angriest" barbarian: I could see them getting a bonus to Will saves or mental effects while raging because they are almost mindless. Maybe some type of almost hunters edge style ability where at the start of the rage they choose 1 target as the focus of the rage and get bonuses against that person in particular. An ability that if they get knocked to 0/go unconscious when they get healed/woken up they can quickly re-enter rage and bound back up.
1:26:10 Objection Orc Ferocity is better in the sense that it 1. Doesn't end your rage the case you would happen to be playing an Orc Barbarian, you don't have to end your rage in order to trigger Orc Ferocity 2. Orc Ferocity only increases your wounded condition by 1, whereas Unstoppable Juggernaut increases it by 2 Granted Orc Ferocity is only once per day at base whereas Unstoppable Juggernaut can be used as many times as you want so long as you can reenter a rage before being dropped to 0 again Though with higher level Orc feats, Orc Ferocity can be used once per hour, and ultimately as often as you want so long as there's something in melee range that can be downed in a single hit
I think you're underselling the first two effects of Earthquake. To a martial, -2 to attacks, AC, and skills is basically frightened 2. Frightened 2 with no save is no joke... as long as your own team has a way to avoid the penalties. Then there are the fissures. Sure the climb DC is low, but it barely matters because you only climb 10 feet on a crit. You still need 1 action to stand from prone, 1-2 actions to stash held items, 4 actions to climb, and 1-2 actions to take the items back out. Fail your save and you're out of combat for multiple rounds, and it doesn't even have the incapacitation trait! I think the reason this was allowed is because most enemies at this level can fly. But then again, Quaking Stomp only takes one action. There's enough time to Sunder Spell or Sunder Enchantment first, and maybe remove their flight.
The nice thing about Thrash is that it isn't on the MAP. It's a saving throw for free damage. So you still want to make a strike against your grabbed foe, like, ideally a power attack to hit like a truck against their off-guard AC, then you follow it up with Thrash. It's like the Rogue's "Twist the Knife" feat that lets you just do some more damage after landing a piercing or slashing attack that got sneak attack. Rather than risking a miss with MAP on a second strike, it lets you just piggyback more damage on that prior strike without fail.
I think the main reason the barbarian's dragon transformation gets all those buffs at 18th level is because it equates to heightening the dragon form spell to 8th rank "Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, and Athletics +28. Your Dragon Breath deals an additional 4d6 damage." The +20 ft bonus to speed and +12 to melee damage match 1:1 The only difference is the bonus to dragon breath damage which gets the average of +14 from that 4d6
How would Conan the Cimmerian spec out in PathFinder Core? By Crom, the Barbarian Class diverted from diverted from Howard's creation. The Dragon Magazine #63 provides Gygax's interpretation of a Fantasy Barbarian in the article, "The big, bad barbarian". This is an excerpt of the July 1982 issue: The Barbarian: General description Barbarians are a sub-class of fighters who are adept at many skills necessary for survival in a hostile environment. These skills include rapid movement, climbing, use of many weapons, certain “sixth senses,” and many secondary and tertiary skills. They are likewise tough and able to recover from damage quickly. Barbarians may be of any non-lawful alignment. The base movement rate for a barbarian is 15”. 〔note: 12" is standard rate〕
48:02 I think "Come and Get Me" used to be more powerful before the Remaster when Barbarians got "Deny Advantage" at Level 3, making them immune to being flat-footed/off-guard to creatures of their level or lower. You could gain the benefits without actually putting yourself at greater risk against certain enemies. However, in the Remaster with Barbarians getting "Furious Footfalls" at Level 3 instead, this feat seems much weaker.
The giant instinct barbarian's rage damage gets added only when they are using a larger weapon, not something from Oversized Throw since those objects have to be your size or smaller
i'm already thinking up a tiny sized Giant Instinct Barb that can become Huge (or whichever is one size up from Large). i don't know why but that just sounds so funny to me, even if it wouldn't be practical. anyway, great video Nonat. looking forward to the next class guides. (:
@@megavore97 ...not buffed enough to stop the pain in my chest and ache in my heart... WHY PAIZO WHYYYYY!!! WHY HAVE YOU FORSAKEN THE FURY THAT BURNS WITHIN... WHYYYYYYYY!!!
Regarding Furious Sprint, if your Barbarian is compelled to take that feat over the other level 10 options (or even going back get an earlier level feat, there are more than one per such levels!), there's also a good chance they're taking Fleet in their build, bumping up to 40 feet. So, we smoke Usain Bolt with this!
At about 55:35, you say that critically hitting an enemy of my level or lower causes them to treat their save as 1 lower. I've never heard of that rule before and I can't seem to find it. Can someone give me the book and page number or just the Nethy's page where that's stated?
Hi, I loved the video and I thank you for it, but could you either put the archetype of the classes you're covering as well or make a seperate video about them please ?
I think the reaso. Perfect Clarity has the "take the better result" clause is in case the +2 turns the first roll into a normal fail and the 2nd roll was worse. It would be very fringe but its possible
I think "come and get me" is meant for when you're surrounded and need them to keep hitting you. Flanking is better in a more typical fight, but if you are swarmed and your teammates aren't really in a position to flank all the enemies, being able to get temp HP and improve your damage output against all of them is decent.
For the thrown giant instinct example itd probably be better to use one of the new instincts since thrown is also dex based Also, as someone pointed out, no more deny advantage. You're tankier vs bosses and less tanky vs crowds (positioning aside)
54:10 he talks about silencing strike and mentions if you crit the strike the enemy's save is one degree worse. Only thing I saw with this specifically listed is premaster ray of enfeeblement. Is it an actual thing in remaster
I don't think MAP should apply to tangle of battle? Most reactions are exempt on account of them occuring outside of your turn, but this one doesn't specifically say it doesn't apply and it does take place during your turn. I can't find a ruling for MAP and Reactions on your turn, however
This overview makes me wish the Malefactor was more popular so we could get it in 2e. So many saving throws that would automatically be at a -2 or more, giving so much more advantage to the Barbarian.
16:00 Furious Footfalls has my attention.... makes me wonder if the remaster barbarian core is compatable with the AP barbarians. Specifically what comes to mind is a Ligneous Instinct barbarian... they have comparable damage to a giant barbarian if they decrease their movement speed by 10 ft... which can be offset by speed increases.... which makes me doubt it being intended, or playable outside of that campaign. As... it'd be almost like playing a pre-remaster giant barbarian WITHOUT clumsy and without the need for 'fast movement' at level 4. (which seems to have become basekit itself a level early...) (except for the apparent weakness to fire at later levels) (same thing with the decay instinct, but that's end of turn damage instead of decreasing movement speed. And poison damage, which IDK if that's a common resistance/immunity in pf2e.) they might be balanced out by the fact that they apparently don't get any specialized instinct feats as far as I know, but.... still. (the video covering them didn't go into specialized feats for them if there are) Heck.. when I saw a vid on those recently, it made me think 'oh, is giant the new baseline with 'you can optionally have this increase of damage in exchange for a drawback' because three different barbarians having that similar power output is... interesting.
Giants Lunge is cool and all but u can also get this same effect wayyyy earlier by picking up tentacular limbs from aberrant sorcerer archetype, and with most games employing free archetype, its not a bad deal.
1:09:34 ok so i know you did not have time to do the math your self but 10-15 is massively lowballing the protentional amount of enemies (i once made a Large reach weapon (15 feet reach) flying mob slayer solider build in star finder so i like doing the math on this if your Huge via titans stature or a lv 4 or higher Enlarge spell and use Giants lunge you can hit 80 Squares in a circle around you and that's just the flat ground that does not include anything above or below you sure its almost never going to happen but 20-30 might depending on the type of encounter
I think you're forgetting that the Unstoppable Juggernaut gives you "resist all damage" resist all reduces each damage type taken. Most attacks at high level have rider additional damage. So it can apply multiple times to the same attack
Usin Bolt runs that speed for 100 to 200 meters. Hes a sprinter. Furious sprint you could in theory use for all 10 rounds of a rage to go almoat 1000 majors. The world record for that is 2 minutes and 11 seconds so you are destroying that record.
Seems like the use for Second Wind would be to allow you to use Furious Finish twice in a fight? Does that work out, or is there something that would stop it?
Raging Athlete seems to work roughly the same as Flamboyant Athlete from the Swashbuckler, only instead of while having Panache, it's while Raging. Both are fun.
Giant instinct barbarian themed as a samurai. Big dumb nodachi sword with reach. The increased size is the susanoo ability from Naruto. To whoever it may concern I apologize and you are welcome.
I would like to point out the Fissures on Earthquake are a DC15 climb, not a DC15 to just get out, and they are 40 ft deep, so a creature with no climb speed is looking at 4 actions to get out
Love the breakdown, remastered barbarians look *fun*. Will you be doing a remastered alchemist guide? I don't yet have access to the PC2 yet, and want DEETS.
You’re talking about thrash and using the giant barbarian as an example. But I’m not sure it would work with the giant barbarian because the giant barbarian only gets to do that big damage when he’s using the big weapon. If he starts using unarmed damage, he doesn’t get that big damage anymore.
14:48 Not quite as simple as that - you can't just pick two. Arcane can only be picked with occult or divine, not primal, for instance. 50:15 To be fair, if I saw someone built like Arnold Schwarzanegger running towards me at Usain Bolt speeds, I would be terrified. 1:16:20 The only realistic use case I can see is against shields. Not that there's likely to be many enemies using Shield Block. 1:18:58 It's on fails, too, not just crit fails. If you choose to reroll a failure and get a crit fail, you can choose to just go back and use the failure.
I just noticed a huge change to base Rage. It no longer lowers your AC! Thats....kinda huge! That means its a huge buff to animal skin a d makes Giant Instinct less vulnerable
Indeed! That's what I thought
Makes barbarian way more interesting as an archetype too.
@@Quetzelkoa champion spirit raging
Ngl, I kinda hate that. That's a big part of what made the class unique, and also an important part of its balance. Hope its a misprint.
@@emptyptr9401 barb does get 1 ac less in general versus fighter so the 12 hp is closer to 10 hp then matching other marital tankyness. I actually think the rage damages are slightly to high for no minus ac though. I do think it was a good change for multi classing though.
"Barreling Charge should be 2 actions"
*Me looking at the 2 action icon next to Barreling Charge*
Uhhh.
Good news, everyone! It is two actions lol
The fact he did not edit it in post means he absolutely missed it lol
@@CommissarMitch Multiple times too, he mentioned it AGAIN later in the video!
He was talking about 2 actions for Barreling Charge and then an action for your strike.
@@AndrewFullerton-vo3wpexcept the feat lets you make a strike as part of its two actions
Fury Instinct gets resistance to all physical weapon damage
Awesome!
...but not unarmed strikes.
That is stupid.
Not as stupid as the metal kinetitis getting resistance/immunity to metal but not metal weapons
I cast magnetic acceleration 10th level cause why not launching a nail at Mach 5 nah I'm immune (wizard with -1 str mod picks up nail poke) noooo my only weakness
i mean... you can always ask your GM if it could apply to unarmed strikes
Maybe they did that so it wouldn't resist monster attacks? But yeah, it's pretty damn odd
About unstapple Juggernaut, its resistance to all damage. It not only means it applies to whatever damage you get hit by, it applies to all types of damage in that instance by its value. So if the enemy hits for 50 bludgeoning, 10 spirit, 10 fire, 10 mental, you dont just take 8 damage less. you take 32 damage less.
Fun story about friendly toss: in our abomination vaulta campaign, our barbarian would most often kick down a door, trigger an encounter, toss our goblin inventor in who than would trigger their explosion. Sometime we yelled 'fire in the hole' or 'goblin in the hole'
You mentioned "Intimidating Strike as useful as ever", but I think you missed one important thing about it-- before the remaster it was only a fighter feat, not a barbarian feat. This is huge. :-)
Unstoppable Juggernaut is just straight good though, NoNat. That resistance applies to _each_ damage type on an attack and many high level creatures don’t deal only once damage type. They’ll be dealing damage spread across 2 or 3 types because their attacks have damage riders. Shit adds up _quick!_
yep, resistance to all damage is awesome. not as flashy as other things but still quite nice i think
I think paizo missed an opportunity when they called it "animal instinct". They could have had the "fury instinct" and the "furry instinct".
Look up Fury Force and now imagine each time the Barbarian enters their rage they're yelling fur force trans-fur-mation!
Fur Force
@@undrhilwhy did you have to remind me of that
50:43 you are faster than the fastest living man, while potentially wearing full armor, holding a 2-handed oversized weapon, and carrying a lot of weight in your bag, i still say that is very FAST
And can run LONGER than the fastest man alive.
For ur mention of the level 10 barb being just barely faster than Usain Bolt, remember they are doing this while carrying around all of their equipment while still being prepared to attack or defend themselves as needed. Imagine Usain Bolt running with heavy armor while carrying a greatsword or something and still being able to react to opponents and hit them with a reaction. Also this is a barbarian who is not really caring about being that fast. The fast barbarians would have fleet and other feats that increase movement speed. If you compare the Usain bolt of barbarians to Usian Bolt, the comparison isnt even close
Came here to say this. He's really underselling how impressive that is. Especially since they can keep doing it and after just over one round Usain bolt would have to rest.
This is all so awesome. I am sad they didn't do the funniest thing with the gain darkvision while raging by calling it:
Seeing Red: while raging you gain darkvision but you see in shades of red instead of black and white
Errata: Vengeful strike is only becoming a free action if the enemy crits your barbarian, not the other way around.
that's what it says he read it wrong like a few things in the video
1 thing is that Howl of the Wilds added a bunch of extra animals from animal instinct barbarians. Super fun to choose a Dino
yeah I did a PF2 initiation in a bar recently, the Tyrex barbarian had a lot of success as a design :)
Really fits with the “Lost World” Barbarian theme.
Quick tempered - That’s my secret Cap. I’m always angry.
'42 damage before any damage dice'
OHHHHH MAH GAHHHHH
Now that's a lot of damage
Not all spells have the concentrate trait, so although it heavily limits the options, casting spells while raging isn't off the table if I understand correctly
Yep
I think Fury Barbarian should gain bonus Barbarian feat slots that they can choose a Barbarian feat of the appropriate level every morning. They'd meditate about what is making them angry that day. They'd kind of work like the Pathfinder 1e Brawler.
Sure, but there's like, what, a handful of spells that don't have the concentrate trait, and aren't uncommon?
I imagine the new Bloodrager AT will allow you to bypass the limitation
@@wanderingpookaso a miniature version of the fighters versatility I like it.
I wish these ultimate class guides would also include the multiclass dedication and archetype feats
At 28:03 you can see that barreling charge is two actions
Shh. That's just Big-TTRPG trying to trick you. It's definitely 3-actions and I definitely didn't just misread it and overreact 👀
I haven't read all the comments so I don't know if someone mentioned this already, but Rage gives you Con Mod + Your Level in Temp HP. Not Just your Con Mod. That is a very important difference and may change how you feel about certain feats and abilities.
And then I continue the video and see you self corrected... D'oh! I should have waited to finish the video before commenting. Sorry about that; my bad!
Raging Athlete kind of reminds me of how the Barbarian in Baldur's Gate 3 is. Making huge jumps all over the world.
Barreling Charge is very good if you have ever encountered the situations it is meant for. At the very least, it is athletics-based tumble through that does not count enemy spaces as difficult terrain AND can travel through multiple enemies. For no extra actions than moving and attacking would take anyway. It is great for finding flanking in tight corridors and breaking past an enemy's front line. Is it worth a feat over just tumbling through? Maybe not, but Strength-based barbarians and fighters who dump dexterity for heavy armor would lack the numbers to tumble through successfully anyway.
Rewatching cause looking through the book again and saw giant barbian and just went grappling halfling barbarian who went my kin take down giants with slingshots i take down giants by becoming giant.
And i have to say the biting of your lip came at the best time cause that is pretty much what the ability does. Damage them not talking bad. Love the videos and im so happy you are doing full breakdowns and not just changes cause it makes new people like me able to go to one video to learn about a class instead of having to learn old then changes at same time
I think Fury’s best option for their level 1 feat is raging intimidation. Funnily enough it’s also a great thematic choice for Fury.
Thank you NoNat1! There is a lot of cool changes and interesting build options.
50:19 so i saw that feat and immediately put it on a monk build of mine (yay free archetype) and a monk can get around 80-85 speed without spells at high levels so with that feat and being quickened only you can move 765 feet in a single round which is roughly 87 miles per hour
56:14 I think that there may have been a typo with Tangle of Battle in that it should be a free action. With it being a 10th level feat, I really don't see it being meant to work as it is written now.
I don't think so sadly, it's similar to the Mummy's Ensnaring Wrappings and how the Tangle of Battle feat currently works.
Being pedantic...but the level 15 giant barbarian attack is the biggest single action damage attack. The single biggest damage attack is still an imaginary weapon amped spellstrike with organsight.
its not the highest max damage but its the highest min/flat damage that i can think of at least
@@reddragon9064 Not even min damage. because even if you manage to roll all 1, that magus damage will be higher. And while rolling all 1s on 3 or 4 dice while uncommon is something that can happen, having that happen on 35 or 36 dice...not so much. The big thing is, that magus attack is a 3 action attack. Really 4 since you need to recharge spellstrike before doing it again. But as all that damage in on one attack, you can boost that into the stratosphere to crit on an 8...which basically one shot things. But flat damage...yes, that is true.
@@ColdNapalm42 i did the math i also play both classes at this moment so i know what your talking about trust me but, if you account for that first turn bonus damage a barbarian can have more min damage for a single attack its like 6 more but still.
i only bring this up because nonat was almost exclusively talking about it when he was mentioning barbarians doing the most single attack damage.
he still wrong cause after your comment i had to look that up and i now made one adding in my personal knowledge of the system so thanks for introducing me to those spells as i did not know they existed dont know when ill be able to play my shadow magus but should be fun when i do
but now im curious what's the most damage in a single turn you can do cause if i did math right with only a few runes and a single enlarge spell i can get a giant barbarian to with 3 actions do 600 or so damage max (combines a few feats and a condition and of course the spell) its unlikely but its possible and its to a single target
I mean if we're going to be pedantic anyways....Disintegrate, Chilling Darkness, Moonlight Ray and Sun Blade all have higher base damage than Imaginary Weapon against their appropriate targets. Additionally, the bonus damage from Mighty Rage applies to any Strike, including the one made as part of a Spellstrike, so distinguishing between single action vs multiple action damage doesn't make sense here.
EDIT: I forgot Holy Light
You made me laugh! Pedantic indeed.
I'll speak up for Mage Hunter and why it feels fair to be two actions: Firstly, it automatically applies Stupefy on the hit/crit, there's no save to resist it. Second, the target does not become temporarily immune after affected, so you can do this EVERY ROUND. Thirdly, and most importantly, Stupefy does more than just impose spell failure: it imposes an equal number penalty to ALL CHECKS that use Intelligence, Wisdom, and Charisma. Even just looking at Spellcasting alone, let alone Perception, Will, and a bevvy of skills, this imposes a penalty to the DC and Modifier of their spells even if they do manage to get around the flat check. So think of it not just as potential Spell Failure, but also as a +1/+2 bonus to the entire party for their saves/AC against that caster's spells, which you can reapply every single turn.
That's totally valid! My brain was thinking so anti-spell that I hadn't considered the application of Stupefy to actually help your allies target the enemies with their Will Save effects. Fair points!!
@@Nonat1s and that's fair, Superstition is built to be the Anti-Spellcaster badass! And it's also easy to lose track of what condition does what, so no sweating it =]
That said I agree that Giant Instinct is the most bonkers by far, I played one for a 2E conversion of Jade Regent and my beloved Tuska became an at-will Fireball with no Reflex save in every encounter as soon as he hit 14th level xD
Thanks for your coverage, been happy to see you back and in better spirits! 💚
Big Brain Bonky Boi has now been added to my personal vocabulary
50:37 that's saying more about Usain Bolt than it is about level ten barbarians
We gettin' unbelievably angry with this one boys! 😡😡😡
Why
Between Vengeful Strike and Barreling Charge, I feel like you should start doing a follow-up corrections video pointing out what you got wrong (other comments have pointed it out but to put them both in the one place - Barreling Charge is two actions, not three, and Vengeful Strike only becomes a free action if the attack against you that triggered it was a crit on you).
That's really not worth a new video, he can accomplissh the same thing by just writing and pinning a comment under this video.
Disarm received a buff in the Remaster that gives permanent penalty to the enemies, until they waste an action to readjust their grip. Not bad at all.
Indeed
They are screwed either way
Long term penalties if they refuse to waste an action to readjust their grip
Or short term where their action is used up just to fix the penalties
Yippeee
Says the goblin that got thrown across the room
*Squeeky Toy sound*
Excellent as always. Looking forward to the next one!
Also Barreling Charge is Tumble Through but for Athletics, and i think it has follow-up feats. I say that because I'm not to that point in the video.
Shattering blows with shields or targeting weapons or armour. Strip your opponent of all advantages. Pair it with Annihilating Swing for breaking harder things.
Sudden Leap is better than you even advertised. Its essentially Sudden Charge but on Mega-Crack. I think you forgot that Long/High Jumps give you a free stride baked in already, so its essentially a Stride->Jump(your choice of which)->Strike. Thats much more flexible and more powerful than stride->stride->strike.
Next point - sure Silencing Strike is incapacitation, but more notably it _doesnt_ have any Traits like Flourish or Press, meaning there's no reason not to use it every time you would have otherwise made a normal strike meaning it's effect will eventually land just because of the shear number of times you'll be hitting something with it over your encounter.
Level 6 is still lame..you have all these instinct specific reactions that are honestly balanced pretty low power....or Reactive Strike. You just ALWAYS take the Reactive Strike.
Just a quick note: Terrifying Howl specifically states that the targets get immune to TH, so you could in fact still demoralize.
It's still a demoralize check though, so immunity applies as normal.
Just like Dazzling Display, because it specifically uses the Demoralize action, it triggers both the demoralize restrictions and it's own cooldown per RAW.
@@FormerRuling I may be wrong, but I thought there was a dev clarification on this kind of stuff as it's "specific beats general". I'll try to find it
Looks at Minotaur (stretching stance) > Giant Instinct > Giant Stature > does that make it Reach 35 ft?
That level 4 feat should just say "the attack becomes a regular hit"
Yeah tbh it’s crazy that it’s once a day to block half level + con then a few levels later you can get that amount of tankiness for one action every round with Renewed Vigor lol
Can confirm giant barbarian is fun. :D
with raging thrower and oversized throw haha. I have not yet gotten to use it but I'm watching for a chance.
I like Quick Tempered for free at level 1. Battle starts: Barbarian "And I took that personally"
I feel there is a lot of flavorful design space for Fury barbarians as "the angriest" barbarian:
I could see them getting a bonus to Will saves or mental effects while raging because they are almost mindless.
Maybe some type of almost hunters edge style ability where at the start of the rage they choose 1 target as the focus of the rage and get bonuses against that person in particular.
An ability that if they get knocked to 0/go unconscious when they get healed/woken up they can quickly re-enter rage and bound back up.
Superstition instinct/ alchemist combo. The alchemists entire job is to throw buffing concoctions at the barbarian 😊
1:26:10 Objection
Orc Ferocity is better in the sense that it
1. Doesn't end your rage the case you would happen to be playing an Orc Barbarian, you don't have to end your rage in order to trigger Orc Ferocity
2. Orc Ferocity only increases your wounded condition by 1, whereas Unstoppable Juggernaut increases it by 2
Granted Orc Ferocity is only once per day at base whereas Unstoppable Juggernaut can be used as many times as you want so long as you can reenter a rage before being dropped to 0 again
Though with higher level Orc feats, Orc Ferocity can be used once per hour, and ultimately as often as you want so long as there's something in melee range that can be downed in a single hit
animal ape instinct makes for a great lord greystoke character :)
These are some huge improvements!! Can’t wait for the monk 🙏
Keep doing what you are doing dude!
OHH.. Now I like that shirt. That 's retro 70's baller. Dude.. you look awesome in that thing.
I think you're underselling the first two effects of Earthquake. To a martial, -2 to attacks, AC, and skills is basically frightened 2. Frightened 2 with no save is no joke... as long as your own team has a way to avoid the penalties.
Then there are the fissures. Sure the climb DC is low, but it barely matters because you only climb 10 feet on a crit. You still need 1 action to stand from prone, 1-2 actions to stash held items, 4 actions to climb, and 1-2 actions to take the items back out. Fail your save and you're out of combat for multiple rounds, and it doesn't even have the incapacitation trait!
I think the reason this was allowed is because most enemies at this level can fly. But then again, Quaking Stomp only takes one action. There's enough time to Sunder Spell or Sunder Enchantment first, and maybe remove their flight.
The nice thing about Thrash is that it isn't on the MAP. It's a saving throw for free damage. So you still want to make a strike against your grabbed foe, like, ideally a power attack to hit like a truck against their off-guard AC, then you follow it up with Thrash. It's like the Rogue's "Twist the Knife" feat that lets you just do some more damage after landing a piercing or slashing attack that got sneak attack. Rather than risking a miss with MAP on a second strike, it lets you just piggyback more damage on that prior strike without fail.
I think the main reason the barbarian's dragon transformation gets all those buffs at 18th level is because it equates to heightening the dragon form spell to 8th rank
"Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, and Athletics +28. Your Dragon Breath deals an additional 4d6 damage."
The +20 ft bonus to speed and +12 to melee damage match 1:1
The only difference is the bonus to dragon breath damage which gets the average of +14 from that 4d6
How would Conan the Cimmerian spec out in PathFinder Core?
By Crom, the Barbarian Class diverted from diverted from Howard's creation. The Dragon Magazine #63 provides Gygax's interpretation of a Fantasy Barbarian in the article, "The big, bad barbarian". This is an excerpt of the July 1982 issue:
The Barbarian: General description
Barbarians are a sub-class of fighters who are adept at many skills necessary for survival in a hostile environment. These skills include rapid movement, climbing, use of many weapons, certain “sixth senses,” and many secondary and tertiary skills. They are likewise tough and able to recover from damage quickly.
Barbarians may be of any non-lawful alignment.
The base movement rate for a barbarian is 15”.
〔note: 12" is standard rate〕
48:02 I think "Come and Get Me" used to be more powerful before the Remaster when Barbarians got "Deny Advantage" at Level 3, making them immune to being flat-footed/off-guard to creatures of their level or lower. You could gain the benefits without actually putting yourself at greater risk against certain enemies. However, in the Remaster with Barbarians getting "Furious Footfalls" at Level 3 instead, this feat seems much weaker.
as someone who learns better from visual and audatory i want to thank you again for doing the classes like this. thank you so very much nonat
Giant Instinct Barbarian Spin to Win sounds like a very fun combo
The giant instinct barbarian's rage damage gets added only when they are using a larger weapon, not something from Oversized Throw since those objects have to be your size or smaller
@55:40 where is this rule about critical strikes affecting saving throws? Isn't this sort of language usually baked into the effect? (newer player)
i'm already thinking up a tiny sized Giant Instinct Barb that can become Huge (or whichever is one size up from Large). i don't know why but that just sounds so funny to me, even if it wouldn't be practical.
anyway, great video Nonat. looking forward to the next class guides. (:
I was sad to see Fury unbuffed but the fixed Superstition made me happy
Fury damage did get buffed slightly actually, and they got a new feat!
@@megavore97 ...not buffed enough to stop the pain in my chest and ache in my heart... WHY PAIZO WHYYYYY!!! WHY HAVE YOU FORSAKEN THE FURY THAT BURNS WITHIN... WHYYYYYYYY!!!
Regarding Furious Sprint, if your Barbarian is compelled to take that feat over the other level 10 options (or even going back get an earlier level feat, there are more than one per such levels!), there's also a good chance they're taking Fleet in their build, bumping up to 40 feet. So, we smoke Usain Bolt with this!
and here we go, PC2!
42:50 You could throw the Rogue or any other Melee Ally into a Flanking Position.
50:43 Keep in mind this is while holding weapons, in armor, and while in combat. This is way faster than humanly possible.
Usain Bolt isn't wearing medium armor and holding a great sword. That speed is crazy
At about 55:35, you say that critically hitting an enemy of my level or lower causes them to treat their save as 1 lower. I've never heard of that rule before and I can't seem to find it. Can someone give me the book and page number or just the Nethy's page where that's stated?
literally as i started to make a barbarian character, right on time!
Hi, I loved the video and I thank you for it, but could you either put the archetype of the classes you're covering as well or make a seperate video about them please ?
I think the reaso. Perfect Clarity has the "take the better result" clause is in case the +2 turns the first roll into a normal fail and the 2nd roll was worse. It would be very fringe but its possible
54:50 I just hit you with Silencing Strike bud :P You passed the DC tho...so good job. lol
I think "come and get me" is meant for when you're surrounded and need them to keep hitting you. Flanking is better in a more typical fight, but if you are swarmed and your teammates aren't really in a position to flank all the enemies, being able to get temp HP and improve your damage output against all of them is decent.
For the thrown giant instinct example itd probably be better to use one of the new instincts since thrown is also dex based
Also, as someone pointed out, no more deny advantage. You're tankier vs bosses and less tanky vs crowds (positioning aside)
at 33:10 you get +1 circumstance bonus to attack from sweep, not to damage.
Why does Raging Athlete and Sudden Leap sound so familiar...
*remembers their Diablo 2 Barbarian bounding all over the map*
Oh yeah
The mage hunter feat also reduces the DCs of the target, since stupefied does that
54:10 he talks about silencing strike and mentions if you crit the strike the enemy's save is one degree worse. Only thing I saw with this specifically listed is premaster ray of enfeeblement. Is it an actual thing in remaster
If Frog Barbarian no longer has reach, why is it still 1d4 and not 1d6 like the other agile attacks? Did I miss something?
I don't think MAP should apply to tangle of battle? Most reactions are exempt on account of them occuring outside of your turn, but this one doesn't specifically say it doesn't apply and it does take place during your turn. I can't find a ruling for MAP and Reactions on your turn, however
This overview makes me wish the Malefactor was more popular so we could get it in 2e. So many saving throws that would automatically be at a -2 or more, giving so much more advantage to the Barbarian.
16:00 Furious Footfalls has my attention....
makes me wonder if the remaster barbarian core is compatable with the AP barbarians. Specifically what comes to mind is a Ligneous Instinct barbarian... they have comparable damage to a giant barbarian if they decrease their movement speed by 10 ft... which can be offset by speed increases.... which makes me doubt it being intended, or playable outside of that campaign. As... it'd be almost like playing a pre-remaster giant barbarian WITHOUT clumsy and without the need for 'fast movement' at level 4. (which seems to have become basekit itself a level early...) (except for the apparent weakness to fire at later levels)
(same thing with the decay instinct, but that's end of turn damage instead of decreasing movement speed. And poison damage, which IDK if that's a common resistance/immunity in pf2e.)
they might be balanced out by the fact that they apparently don't get any specialized instinct feats as far as I know, but.... still. (the video covering them didn't go into specialized feats for them if there are)
Heck.. when I saw a vid on those recently, it made me think 'oh, is giant the new baseline with 'you can optionally have this increase of damage in exchange for a drawback' because three different barbarians having that similar power output is... interesting.
Giants Lunge is cool and all but u can also get this same effect wayyyy earlier by picking up tentacular limbs from aberrant sorcerer archetype, and with most games employing free archetype, its not a bad deal.
Chef Paizo been cooking and the meals are good
I have a Giant Instinct Barb in my party that uses a Ranseur and likes to throw things. He shall be VERY HAPPY soon 😂
7:05 Missed a Green Dragon.
1:09:34 ok so i know you did not have time to do the math your self but 10-15 is massively lowballing the protentional amount of enemies (i once made a Large reach weapon (15 feet reach) flying mob slayer solider build in star finder so i like doing the math on this
if your Huge via titans stature or a lv 4 or higher Enlarge spell and use Giants lunge you can hit 80 Squares in a circle around you and that's just the flat ground that does not include anything above or below you sure its almost never going to happen but 20-30 might depending on the type of encounter
I think you're forgetting that the Unstoppable Juggernaut gives you "resist all damage" resist all reduces each damage type taken. Most attacks at high level have rider additional damage. So it can apply multiple times to the same attack
Animal and Dragon both seem nice. As does the idea of the Halfling Giant Barbarian.
'Sunder enchantment' made me think about Ghazkull Thrakka closing a chaos warp portal by headbutting it. 👍
Usin Bolt runs that speed for 100 to 200 meters. Hes a sprinter. Furious sprint you could in theory use for all 10 rounds of a rage to go almoat 1000 majors. The world record for that is 2 minutes and 11 seconds so you are destroying that record.
It's high fantasy hmkay, you can build a faster rogue which doesn't even trigger pressure traps while doing it :D
@nargileh1 but he was comparing it to real life and saying it wasn't impressive in that context
Seems like the use for Second Wind would be to allow you to use Furious Finish twice in a fight? Does that work out, or is there something that would stop it?
Raging Athlete seems to work roughly the same as Flamboyant Athlete from the Swashbuckler, only instead of while having Panache, it's while Raging. Both are fun.
Giant instinct barbarian themed as a samurai. Big dumb nodachi sword with reach. The increased size is the susanoo ability from Naruto. To whoever it may concern I apologize and you are welcome.
I would like to point out the Fissures on Earthquake are a DC15 climb, not a DC15 to just get out, and they are 40 ft deep, so a creature with no climb speed is looking at 4 actions to get out
Love the breakdown, remastered barbarians look *fun*. Will you be doing a remastered alchemist guide? I don't yet have access to the PC2 yet, and want DEETS.
I have a Fury barbarian in PFS and I'm sad we didn't get better stuff for them, but overall barbarian improvements are awesome!
R.I.P. Deny Advantage
You’re talking about thrash and using the giant barbarian as an example. But I’m not sure it would work with the giant barbarian because the giant barbarian only gets to do that big damage when he’s using the big weapon. If he starts using unarmed damage, he doesn’t get that big damage anymore.
14:48 Not quite as simple as that - you can't just pick two. Arcane can only be picked with occult or divine, not primal, for instance.
50:15 To be fair, if I saw someone built like Arnold Schwarzanegger running towards me at Usain Bolt speeds, I would be terrified.
1:16:20 The only realistic use case I can see is against shields. Not that there's likely to be many enemies using Shield Block.
1:18:58 It's on fails, too, not just crit fails. If you choose to reroll a failure and get a crit fail, you can choose to just go back and use the failure.
Deafened also gives any auditory effect a deafened creature uses a DC5 miss chance
Barbarian's mum "Oh, let him get it out of his system. He'll tucker himself out in a minute."