Barbarian

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General

Barbarian.jpg

Savage warriors who are able to take immense punishment and deal it out in equal measure. The Barbarian is able to tap into a primal rage to fuel their physical prowess in combat to great efficiency. In EFU the precise effect of the Barbarian's rage can change dramatically depending on various factors (explored below).

Alignment: Any non-Lawful

Hit Points: 12+CON per level

Proficiencies: Armor (Light, Medium), Shields, Weapon (Simple, Martial)

Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level

Save Progression: Fort High, Will Low, Ref Low

Attack Bonus: +1/level

Barbarian Rage and Furors

Barbarian Rage has been changed drastically within EFU: City of Rings. You can see the changes here
Furors are modifiers to barbarian rage which can be found in game. Barbarians can unlock furors with 5 and 7 levels of barbarian, respectively, meaning a level 7 barbarian can have two active furors. This means a level 7 barbarian with two furors will trigger both with each rage so you do not need to choose which will be activated. Each furor can also be unlearned.

Basic Furors

Here is a list of basic furors available in game. Rarer, more powerful furors can be found through in-game means, exploration and adventure. Get looking!

Exhilarating Rage

Provide an additional 1dX strength and constitution for the duration of the rage, where X is equal to the barbarian’s charisma modifier, provided it is positive. The roll is done separately for strength and constitution. This specific bonus to both stats cannot exceed +1 per two barbarian levels, though stacks with the base rage charisma bonus.

Inspiring Rage

Apply the barbarian’s charisma modifier to strength and constitution to nearby allies in a gargantuan radius for the duration of the rage, provided it is positive. The bonus to both stats cannot exceed +1 per two barbarian levels.

Everlasting Rage

Provide an additional bonus to the duration of each rage equal to the barbarian’s wisdom modifier, provided it is positive. The bonus to duration cannot exceed one round per two barbarian level.

Enduring Rage

The increased duration of barbarian rage cooldown provided per exhaustion point becomes 1dX, where X is equal to 10 - wisdom modifier, instead of 1d10, provided the wisdom modifier is positive.

Terrifying Rage

Upon initial use of barbarian rage, enemies in a gargantuan radius receive -1 attack bonus, -1 damage, and -1 will for the duration of the rage. Then those enemies must make a will save VS fear with a DC equal to 10 + Y, where Y is the barbarian’s intimidate skill divided by 3 rounded down. If they fail, they are feared for 1dX rounds, where X is equal to the amount of barbarian levels.

Ear-Shattering Rage

Upon initial use of barbarian rage, enemies in a gargantuan radius take sonic damage equal to 2dX, where X is equal the amount of barbarian levels. Then those enemies must make a will save VS sonic with a DC equal to 10 + Y, where Y is the barbarian’s intimidate skill divided by 3 rounded down. If they fail, they are dazed for 1dX rounds, then deafened for 1dX rounds, rolled separately. Already deafened foes are not afflicted by these effects.

Panicking Rage

Upon initial use of barbarian rage, the barbarian fears themselves for 1d3 rounds, receives X dodge AC for 1dX rounds, where X is equal to the amount of barbarian levels. The barbarian receives +20% movement speed for the duration of the rage.

Bloodcrazed Rage

Provides vampiric regeneration +1dX to the barbarian’s equipped melee weapon for the duration of the rage, where X is equal to the amount of barbarian levels.

Punishing Rage

Provides the barbarian’s armor a damage shield which causes slashing damage equal to 1dX on hit for the duration of the rage, where X is the barbarian level.

Stalker Rage

Upon initial use of barbarian rage, provide +X to the skills Hide, Listen, Move Silently, Search, Spot, and Tumble equal to the amount of barbarian levels for the duration of the rage.

Agile Rage

All applications of strength in the barbarian rage instead applies that value to dexterity, minus 2.

Berserker Rage

Provides an additional +1d4 strength and constitution for the duration of the rage, rolled separately, but also induces a fatigue period for one turn after the rage which causes -2 strength, constitution, armor class, and will save.

Barbarian Weird Furors

The following list is currently not implemented and will be available in the future:

Turtle Shell Rage

Provides +25% additional damage immunity and 5dX temporary hit points where X is equal to the amount of barbarian levels, though also applies a 25% movement speed penalty for the duration of the rage.

Salt Raider's Rage

The barbarian’s armor does not deter swimming speed, gains underwater breathing, gains X*5% immunity to electrical damage, and gains +X to taunt, where X is equal to the amount of barbarian levels, for the duration of the rage.

Huntsman's Rage

Provides mighty +1dX to the barbarian’s equipped ranged weapon for the duration of the rage, where X is equal to the amount of barbarian levels.

Avenging Rage

If not enraged, receive a free instance of your rage that does not induce any exhaustion points when an allied player character dies within a gargantuan radius of the barbarian.

Avaricious Rage

For the duration of the barbarian’s rage, landing a killing blow on a humanoid enemy provides 2dX gold pieces, where X is equal to the amount of barbarian levels, up to a maximum of 10*barbarian levels per rage.

Sewer-Dweller

Upon initial use of barbarian rage, the barbarian is cured of any poisons and diseases and ability score penalties afflicted by them. Then the barbarian gains immunity to poison, disease, the spell Grease, the spell Stinking Cloud, and X*5% immunity to acid damage, for the duration of the rage, where X is equal to the amount of barbarian levels.

Resting

Unlike most other classes in EFU Barbarians do not require a bedroll to rest.

Barbarian Bonuses

These bonuses are granted for levels into Barbarian. You will retain them even while multiclassing.
  • Level 1: +10% movement speed
  • Level 5: +10% physical damage immunity
  • Level 7: +10% movement speed becomes +15% movement speed
  • Level 8: +10% physical damage immunity becomes +15% damage immunity

Restrictions

Armour

Benefits such as movement speed and damage immunity are disabled when using heavy armor. Barbarians are generally expected to use medium armor or lighter to make use of their class as designed.

Multiclassing

Barbarian/Fighter multiclass is forbidden, but may otherwise freely multiclass. You do not lose the Barbarian Bonuses by multiclassing. Be aware non-Barbarian levels will increase the cooldown of Barbarian Rage by one minute per non-Barbarian level.