Thank you so much guys for the awesome feedback and suggestions! I really appreciate it.
Yesterday I updated the
Barbarian webpage with the details of the various Spirit Animals.
[Edit] I've also reproduced all the details of the Barbarian upgrade in the latest
Kickstarter update page, together with the detail of the upgrades for the Rogue and Monk.
I'll just react to a few of the things that were mentioned.
- access to a few specific spirit animals ("porpoise", "rhinoceros" (and perhaps "bull")) should only possible at a higher level – especially the Spirit animal Porpoise, which gives access to a “True Seeing”-ability (“True Seeing” is a level five spell!)
Could be done, might have to think about it some more.
Still, if you take Porpoise or Rhinoceros at level 1, it does mean you're not taking both of the more destructive powers (Elephant and Scorpion), at least not immediately.
- the concealment effect of the “Spider” shouldn't stack with concealment effects of forest tiles, etc. (even if it would make sense...)
Concealment effects never stack. If you have several concealment effects, only the most powerful one applies. For example: if you have the Invisibility condition, you'll get 50% concealment regardless of any forest or jungle square, Spider Spirit Animal, Blur effect, etc. 50% concealment is the maximum concealment that you can have.
First danger sign: every single ability (but the Elephant one) is a Free Action, so it raises the question: can the barbarian activate several different spirit animal abilities in the same turn? At level 20 six are available, so six powers could be activated in the first round and let the carnage begins! This could be very very unbalanced.
Actually, you can't activate six Free Action Spirit Animals in one round. At the most, you can activate three Free Action powers. The first one you activate does not remove your Move Action or your Standard Action. But the second one you activate removes your Move Action, and the third one you activate removes your Standard Action.
[Jaguar] Combined with the Scorpion spirit, the level-1 barbarian can move, full attack with a reach weapon (two attacks) and let the cleave feats do the rest.
Actually, you can't combine Jaguar and Scorpion, because that would remove your Move Action, leaving you with just a Standard Action. You need both the Move Action and the Standard Action to perform a Charge.
Elephant: at least is a standard action ability. Once more, fixed numbers for the shaken duration and the recharge time can be tiered. Maybe a bonus can be added when charging (like the real animal) or if the barbarian has been significantly damaged. Sounds like the shouting barbarian is back on the menu!
Interesting suggestions, thank you!
One thing the game doesn't have is stacks of throwing weapons, like axes or daggers - they were in the Baldur's Gate saga and are very valuable to strength based combatants with low mobility or not wanting to choose ranged feats so they can be pretty cool with this power.
True. Still, you add your Strength Modifier to Damage Rolls with Slings and Bows, so those can work even with Strength-based combatants.
contrary to Pathfinder and D&D 3.5 rules, the spell True Seeing in this game is much more powerful because it ignores concealment besides mirror images, blur and alike.
As far as I understand it, True Seeing in KotC 2 works just like the D&D 3.5 version. The original spell makes a distinction between concealment of magical origin, such as Blur or Displacement, and concealment of natural origin, such as that from fog. KotC 2 also makes this distinction. True Seeing in KotC 2 does not bypass concealment from non-magical origins, such as fogs and forests.
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.
That also could be done, might have to think about it some more.
If Pierre has considered to add new races with the ability of flying then it changes the situation.
Yes, there will be other ways for you to gain the [Flying] subtype. New subraces and new spells.
the wizards needs a better defensive collection and the game needs more protective spells for the spellcasters and others for dispelling and stripping defenses. We're not at Baldur's Gate 2 level yet.
At least when it comes to Dispel Magic, I think that KotC 2 is a lot better than BG 2. Dispel Magic in KotC 2 actually gives you three different ways of casting it, and you can pinpoint a single effect on a single creature. I don't think you can do that in BG 2.
Anyway, now that the upgraded Barbarian is actually playable, please feel free to comment on whether you still think it's overpowered, and whether it should be tweaked, for example using a level prerequisite for certain Spirit Animals, or by having the use of a new Spirit Animal remove the effect of any previously ongoing Spirit Animal effect.
I do appreciate also all the great suggestions for new Spirit Animals.
Thank you!! Best regards
