Hi Sangarunya!
- activation as “free action”:
Melee-warriors can dish out immense damage in one full round. If you have to “sacrifice” this potential damage for the activation of a Spirit Animal, the tactical value of the Spirit Animals would be greatly diminished. So I am strongly approving using “free action” as activation time.
But I agree that the simultaneous use of Spirit animals should be restricted – so just restrict it.
Perhaps it would be best if only one Spirit animal ability could be activated at a time. Activation of a second Spirit Animal would automatically cancel the first one.
- “Eagle” and “Spider”: “Flying” gives you the advantages of “Freedom of Movement” and - in this game - additional immunities against pit traps, triping (
I'm not sure on this one) and easier attacks against castle walls.
Pierre also mentioned that he wants to add two playable subraces possessing the ability to fly (
https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/2877019 )
These additional advantages of “Flying” over “Freedom of Movement” are mostly under control of the mapmaker - so I don’t see a great problem mechanical-wise.
But it sure sounds out of character...
If “Eagle” is changed “Spider” can be easily changed too – to “Freedom of Movement” without additional boni.
But personally – I don’t really mind.
- “Scorpion”: As you have written, it is a rather overpowered ability in the beginning but not so much so at the end of the game. Therefore I would be rather reluctant to choose “Scorpion” for my barbarian. I consider this Spirit Animal as rather well balanced overall.
- “Satyr”: Yes, you are right. But temporary immunity against will-based spells is a rather traditional feature for barbarians, isn’t it?
- “Rhinoceros”: I agree
- “Porpoise”: “Porpoise” is the strongest Spirit Animal imho - and only high level barbarians should have access to it. But I don’t think it needs a complete rework.
“True Seeing” is one of the strongest buffs for melee warriors – and as a “free action”-buff it becomes even stronger. But “Porpoise” is only one additional source of “True Seeing” – next to the spells of all caster-classes and various equipments. [The additional blinding immunity of “Blindsight” - yeah, nice...but not important].
I would consider it as overpowered only if you could add “Pounce” – but, as mentioned above, I would rather restrict the simultaneous use of Spirit Animals.
- “Jaguar”: Would you really take it at level 1? Even if you can combine it with Scorpion – wouldn't it be rather inefficient? Two activations for just one additional attack? Or would you really take a mantis barbarian?
I don’t think you have to restrict “Jaguar” – it seems rather a trap than an asset at low levels!
- “Elephant”: A shouting ability is, as you mentioned, quite fitting for a barbarian.
But as it is, I consider it as the least useful Spirit Animal. Needing a standard action it sacrifices just to much damage potential.
But if it had the potential to induce the “cowering”-status (just for 1 round!) - it would be a lot more alluring…
- “Cobra”: Hm, I think my barbarian disagrees. He cares very much if he is hit or not! He considers himself more as a “survival specialist” rather than a “primal force” though
- “Bull”: I agree
- “Bear”: Again, I don’t think this Spirit Animal is a problem or overpowered - as long as only one Spirit Animal can be activated at the same time. Not being able to use any other Spirit Animal as you wait to be hit by some specific spells – is imho quite a high price.
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“Porpoise” is probably the most controversial Spirit Animal – and I wouldn’t mind if it get changed.
But I have the hunch it wouldn't matter that much in the later half of the game?
One more thing: the barbarian feats [Barbarian Vitality X] have little utility, a bit better than the venerable D&D feat [Toughness] but no so much. It would be so much better to increase the Barbarian Hit Die as gaining new levels to reflect the mighty physical force. The barbarian starts with a D12; increase it to a D14 at level 5, D16 at level 10, D18 at level 15 and D20 at level 20 and beyond. This way you relieve the player from spending feats to gain a few health points and let focus in more interesting powers to get a well-rounded combatant. The huge health pool can be used to develop new barbarian powers that wear out the life points in exchange of bonuses or abilities that trigger when the barbarian has lost a percentage of the health points.
That sounds very interesting, a very cool concept for a “primal force” barbarian, – but I fear it is rather a complete new class than a small upgrade and it would take considerable work to implement, balance, test, tweak the A.I. ….
Best regards