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==Pathfinder== [[File:Amiri.png|thumb|right|300px|Amiri, Pathfinder's iconic Barbarian]] ===1st Edition=== A lot like 3.5 barbarians, with the loss of illiteracy (unless your archetype forbids reading), the addition of more trap sense (pfffffff), a "rounds of rage per day" mechanic that went up with level and constitution modifier (good thing, unless you were dipping barbarian) and, the major new feature and draw, ''rage powers''. That's right, every two levels your barbarian bro learns a new way that getting ''really fucking angry'' can give him superpowers. These powers range from the useful (making combat maneuvers in place of regular attacks) to the impractically awesome (beating an opponent with another opponent) to the outright supernatural (sprouting claws and horns before gaining a pounce attack) to the ''hilarious'' (gaining big bonuses on swim checks)... That last one makes sense ''mechanically'' (rage buff strength, after all, and strength is the stat used in swim tests), but the mental image is never not funny. ("''FUCK YOU WATER! WRAAAAAAAAGH!''") The most powerful of those abilities can be used once per rage only, which usually means you can either use them once per combat, or have to cancel out your rage and fight without almost all of your abilities while also being fatigued. But, if you manage to somehow get immune to fatigue, you can "rage-cycle" every turn and use those powerful abilities once per round. In practice, it means going berserk, calming down for a few moments after a couple of seconds, and then turning nuts again, which looks ridiculous, stupid and outright cheesy. This usually involves some multiclassing, but then Paizo released this belt called Cord of Stubborn Resolve, which makes you take a tiny bit of non-lethal damage instead of getting fatigued, which both lets you rage-cycle, saves your rounds of rage when you can't smash stuff in combat, and protects you from getting powered down by enforced fatigue. It's still pretty cheesy, but also not even close to some stuff casters are able to do. It's not necessarily top-tier, though it may be the best among its fellow beatstick classes, and it's certainly fun as hell and much more customizable than before. It's still tier 4, but the skill compression and rage powers make them more versatile. Lost a lot of its draw in 2014 when the [[Bloodrager]] class was released. Why play a guy who fights by getting angry when you can play a guy who fights by getting angry, grows claws, wings, and fangs when he gets angry, and can cast spells like a weak sorcerer? Shoot, with the "this really shouldn't exist" Primalist archetype, you can even get enough rage powers to make it practically obsolete (though practically everyone knows this to be utterly fucking cheese and thus refrain from using it). The only draws left are basically the few archetypes that can do things it can't, like the Invulnerable Rager for Damage Reduction shenanigans. Also the Bloodrager's rage is classed as a supernatural(Su) ability and so is affected by anti-magic. Whether it some how stops him being angry all together or just cancels the magical effects is down the GM. The PF Barbarian is also the foundation for [[Wrassle Baba]], the D&D equivalent of Brock Lesnar. '''Pathfinder Unchained''' offered a revision to the barbarian, introducing a rage that wasn't so dependent on stats (so now you get +2 to melee attack/melee damage/thrown damage/Will and +2 THP/HD to prevent death once rage runs out and your HP drops with your Constitution) and a few reworded rage powers. Most of the "once per rage" powers and some of the others were reworked into the new "stance" powers that are active until the end of the rage, but require a move action to start working. The problem is - those do not stack with each other, and the most fun and badass high-level rage power, Come and Get Me (which gives your enemy a huge bonus to hit and damage, but lets you make your own attacks before your enemy), got turned into a stance too instead of an at-will rage power. Some of the other rage powers were reworked or outright removed, which even broke some of those still available (for example, some unchained rage powers require you to take those that are not available for the unchained barbarian). It was largely considered a sidegrade at best and a mild downgrade at worst since it lost out on all archetypes RAW and killed the rage cycling (which was intended, to be fair). But it at least made it harder for you to instantly drop dead the second your rage ends at higher levels, and made the class more fun to play if you don't want to bother with rage-cycling shenanigans. {{Pathfinder-1st-Edition-Classes}} ===2nd Edition=== Raging, being the core feature of the class, pretty much behaves the same as Unleashed, granting THP and extra damage, but taking -1 to AC and losing access to certain actions that require concentration. Notably, Rage is no longer restricted to any number of times a day, but you instead just rage for a full minute before falling out of it and then being unable rage again for another minute. Of course, a majority of the class feats focus on adding new abilities when raging, almost all of them being focused on combat. Most significant among the changes to the class is the fact that they now have subclasses called "Instincts". They're pretty much last edition's Totems, granting a Barbarian special powers when they rage, but for whatever reason, they also have their own "anathema" - because Paizo couldn't let [[Paladin]]s be the only ones who fall. That said, this has a slightly less awful penalties, only stripping powers related to the Instinct for breaking the anathema for a day. * '''Animal Instinct''' grants the Barbarian special unarmed attacks based on a certain animal, with later feats granting natural armor and shapeshifting. This is absolutely necessary, as their anathema forbids them from using any weapons. If you're not raging, you'd better consider multiclassing in something like [[Monk]] so you're not hosed when fighting. * '''Dragon Instinct''' makes the Barbarian's attacks deal elemental damage when they rage and eventually develop resistance to that damage, depending on what dragon they descend from. Notably, the feats tied to this instinct give special powers like flight, breath weapons, and even literal transformation. Not only is refusing a challenge considered anathema, but there's a second one depending on whether you worship your dragon (in which case refusing their orders is considered bad) or hate them (in which case you need to beat any dragons of that type). * '''Fury Instinct''' represents your basic vanilla Barbarian who just gets real mad without superpowers. In place of any weird powers, they get an extra class feat and develop resistance to any weapon damage, but not to anything besides that. * '''Giant Instinct''' lets a Barbarian pick up an oversized weapon, though its exclusive feats let the Barbarian grow big too. Fighting with this weapon lets them deal extra damage when raging, but they suffer the Clumsy condition while using the massive thing. Refusing any personal challenge is considered anathema. * '''Spirit Instinct''' makes the Barbarian spooky and deal either positive or negative damage, though most significant is that they get Ghost Touch built in so they can hurt ghosts. Their anathema is disrespecting the dead, though any unruly spirits and undead don't count. * '''Superstition Instinct''' (from ''APG'') gives a particular disdain for magic and thus Barbarians gain a bonus to saves against spells as well as dealing bonus damage against casters. Their anathema forbids them from accepting any sort of magic assistance, though potions and magic items that don't cast are still fair game. Notably, this lack of any healing spells means that they'll need to rely on their Rage's ability to recover HP instead of just gaining THP. {{Pathfinder-2nd-Edition-Classes}} {{Pathfinder-2nd-Edition-Archetypes}}
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