Custom Warrior Class: Barbarian

By BJZSN, in Descent: Journeys in the Dark

Got a new Warrior class I've been mulling over a bit, the Barbarian. This class utilizes Adrenaline tokens that give him passive boosts based on how many you have on your hero. Let your Adrenaline drop too low and you suffer negative effects so be careful. Again, posting it now but I'm fully aware of some timing issues with the Adrenaline tokens and skills. Hoping to get some input from the community. Thanks for checking it out guys!

Edit: I've got the cards to the point where I feel I could make cards out of them, so I did. Here's the link, look for the Barbarian folder:

https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN

Added a new weapon:

Starting Weapon: War Axe

2-Handed, Axe

R/R Dice

When you roll 1 Damage on a red power die for an attack, the attack is considered a miss.

Surge: Pierce 1

I like your ideas in principle, but I think this class needs a bit more work.

1) Starting Weapon: War Axe.

While I like your Idea to have a RR attack and no blue dice, you effectively have now 2 'X' faces on your roll. I'm sure you intended that, but do you really want that?

2) Starting Skill: Adrenaline . Maybe: when you are defeated, discard all adrenaline tokens?

3) 1XP Skill: Cleave. I guess the line 'You must keep the new result' is missing? This is usually a part of re-roll skills and cards.

4) 3XP Skill: Burly Brawler. Unarmed attacks get reach ? Hmm. Why reach? Does a dwarven barbarian get extra long arms suddenly? I would instead give the attack pierce 1 or 2. (The barbarian has knuckledusters, say).

Also: your skill says that you have 1) exhaust this card and perform an attack with a weapon (with a modified attack pool) and 2) you can only attack unarmed. I get what you mean, but the wording, 'after this attack, you can only attack unarmed as long as this card is exhausted' might be more logically. Last point: A 3XP skill which you can use only once per encounter? Who would buy that one?

3XP Skill: Unleashed Fury. Seems to be basically whirlwind without an action, but for 3XP and with adrenaline cost instead of fatigue. Given the fact that adrenaline is pretty important for this class, you might want to re-balance that one. (Its just a feeling, I'm not sure.)

1) Starting Weapon: War Axe.

While I like your Idea to have a RR attack and no blue dice, you effectively have now 2 'X' faces on your roll. I'm sure you intended that, but do you really want that?

That's exactly my toughts. This way the barbarian can't be a good choice.

I like your ideas in principle, but I think this class needs a bit more work.

1) Starting Weapon: War Axe.

While I like your Idea to have a RR attack and no blue dice, you effectively have now 2 'X' faces on your roll. I'm sure you intended that, but do you really want that?

2) Starting Skill: Adrenaline . Maybe: when you are defeated, discard all adrenaline tokens?

3) 1XP Skill: Cleave. I guess the line 'You must keep the new result' is missing? This is usually a part of re-roll skills and cards.

4) 3XP Skill: Burly Brawler. Unarmed attacks get reach ? Hmm. Why reach? Does a dwarven barbarian get extra long arms suddenly? I would instead give the attack pierce 1 or 2. (The barbarian has knuckledusters, say).

Also: your skill says that you have 1) exhaust this card and perform an attack with a weapon (with a modified attack pool) and 2) you can only attack unarmed. I get what you mean, but the wording, 'after this attack, you can only attack unarmed as long as this card is exhausted' might be more logically. Last point: A 3XP skill which you can use only once per encounter? Who would buy that one?

3XP Skill: Unleashed Fury. Seems to be basically whirlwind without an action, but for 3XP and with adrenaline cost instead of fatigue. Given the fact that adrenaline is pretty important for this class, you might want to re-balance that one. (Its just a feeling, I'm not sure.)

1. I did intend it. Was trying to make a starting weapon red/red dice without being too strong. Perhaps the miss on 2 dice restriction might me too much. I still prefer the red/red dice as I liked the idea so I'll see if there's another way to work it in while still feeling like a 'new' weapon.

2. I considered that too. Wasn't sure if it would be too rough on the Barbarian since he doesn't have a lot of defense skills, so I worded it that way. But after looking at it a little more it's probably justifiable if he lost all of them since there is a skill that works off having 0 tokens.

3. Forgot to put that in, thanks for catching that.

4. Burly Brawler is a mess, I agree. I had some ideas and the one I wanted to implement the most was something relating to Unarmed since it's so underrepresented in this game. That said, I tried to do too much with this skill. I mostly posted the skill to keep the idea fresh, even if it wasn't any good. Unarmed attacks are a little tricky to buff since if you buff it too strong then there's no need to invest in weapons whereas if the buff is too weak then you're just gonna stick to weapons anyways. I suspect this skill will see several changes before its complete.

5. Yeah I didn't wanna make it too strong from the get-go, but maybe change it to 'Discard 1 Adrenaline token' or simply make it stronger. I liked the idea of the Adrenaline tokens as an alternate resource.

Edited by BJZSN

Changed the skill name Cleave to Ferocity, removed the 'Axe' weapon requirement.

Ferocity is now a 2XP skill, Endure the Pain is now a 1XP skill.

Changed Unleashed Fury:

3XP Skill: Unleashed Fury 0 Fatigue
Exhaust this card during your turn while you have 3 Adrenaline tokens to perform an attack that targets each monster adjacent to you.

After the attack resolves, you may move each monster targeted by the attack 1 space.

When this card refreshes, discard 1 Adrenaline tokens.

If anyone can answer since I can't seem to find it, is an Unarmed attack considered a Melee attack or not?

Yes, its melee and rolls 1 blue attack die.

Yes, its melee and rolls 1 blue attack die.

Is it though? I've gone through the rulebook and it's not so definitive. Here's from the 'Attack' section on page 9:

"When a hero player performs an attack action, he may use one of his equipped weapons to attack a space containing a monster. The hero’s equipped weapon determines which spaces the hero may target for the attack. A weapon with the Melee icon may only target a space adjacent (see “Adjacent Spaces” on page 10) to the attacking hero. A weapon with the Ranged icon may target any space in line of sight of the attacking hero (see “Combat” on page 12)."
And here's from the 'Combat' section on page 12:
"The player must also declare which equipped weapon his hero is using. Heroes may either attack with one equipped weapon or their bare hands. A hero attacking with his bare hands can only target an adjacent space and rolls only the blue attack die for his attack. Only abilities on the chosen weapon may be used; if equipped with two weapons, abilities on the other weapon are ignored for the attack. If the hero wishes to make a Ranged attack, he must choose an equipped Ranged weapon."

I think common sense would dictate that an unarmed attack is considered a Melee attack so I feel fine with keeping the wording of the cards the way they are. This is just me being picky of the wording for Melee attacks. The way I read it, a Melee attack is when an attack is performed with a weapon that has a Melee icon (i.e. Unarmed is just an 'attack' and thats it). That leads me to another question, can an Unarmed attack be affected by skill cards that relate to performing a Melee attack?

Edit: Then again a Melee attack targets an adjacent space, which an Unarmed attack also does. Maybe I'm overthinking this.

Edited by BJZSN

Just as you cited from the rulebook:

A hero attacking with his bare hands can only target an adjacent space and rolls only the blue attack die for his attack.

You are right, the word melee doesn't show up explicitly, but hey, attacking an adjacent target is melee to me. I would allow any skills which refer to melee attacks to work with bare handed attacks as well.

Just as you cited from the rulebook:

A hero attacking with his bare hands can only target an adjacent space and rolls only the blue attack die for his attack.

You are right, the word melee doesn't show up explicitly, but hey, attacking an adjacent target is melee to me. I would allow any skills which refer to melee attacks to work with bare handed attacks as well.

Agreed, it just seems the most natural way to handle it.

but hey, attacking an adjacent target is melee to me

So if I attack an adjacent space with my bow I'm also doing a melee attack? :D

Or am I hitting him on the head?

but hey, attacking an adjacent target is melee to me

So if I attack an adjacent space with my bow I'm also doing a melee attack? :D

Or am I hitting him on the head?

Hey, why waste arrows?

Hmm, looks similar to the Battlelust skill my custom barbarian lieutenants have. Battlelore reinforcement packs gave me these cool tokens and I had to do something with them!

BT06-layout.png

Got a new Warrior class I've been mulling over a bit, the Barbarian. This class utilizes Adrenaline tokens that give him passive boosts based on how many you have on your hero. Let your Adrenaline drop too low and you suffer negative effects so be careful. Again, posting it now but I'm fully aware of some timing issues with the Adrenaline tokens and skills. Hoping to get some input from the community. Thanks for checking it out guys!

I recommend changing "Adrenaline" term. It is a modern technical term which doesn't evoke medieval atmosphere. Use " Battlelust ".

* The Barbarian class utilizes 3 Adrenaline tokens which are limited by its supply.
The Barbarian starts each encounter with 2 Adrenaline tokens on his hero sheet.
At the end of each encounter discard all Adrenaline tokens.

Starting Weapon: War Axe
2-Handed, Axe
R/R Dice
When you roll 1 Damage on a red power die for an attack, the attack is considered a miss.
You may spend 1 Fatigue to reroll 1 red power die.

Starting equipment normally don't have cool names. I recommend "Heavy Axe" or "Heavy Club".

Starting Skill: Adrenaline 0 Fatigue
At the start of your turn, discard an Adrenaline token.
When you are defeated, discard all Adrenaline tokens.
Place an Adrenaline token on your hero sheet after each Melee attack you perform during your turn is resolved.

I think you should only +1 token if the melee attack actually does damage to an enemy, or at least hits the enemy even if it's blocked.

Since the hero potentially has 2 chances per turn to add a token, I say +1 only if melee does damage.

Apply the following effects to you based on the number of Adrenaline tokens you have on your hero sheet:
0: -1 Speed, -1 Damage from each of your attack rolls
2: Add Pierce 1 +1 Damage to each of your attack rolls (just making things consistent, less variables) .
3: Add +1 Damage and Bleed +1 Surge to each of your attack rolls (I think +Surge is more flexible, also it's Old Nanok's ability) .

Aside from just passive bonuses/boni, some of the higher-end skills should require a certain number of Bloodlust to activate. What

this does is the Barbarian effectively has a 2nd fluctuating pool of "Fatigue" to use for combat, and his normal Fatigue can be used for

everything else.

1XP Skill: Endure the Pain 0 Fatigue
At the end of the Overlords turn, if you suffered 4 or more Damage and was not defeated during the Overlords turn place an Adrenaline token on your hero sheet.

Call this skill something more humorous and macho: No Pain No Gain.

I say make this skill easier to remember by changing it to:

"At the end of the Overlords turn, if you have less than half your starting HP but more than 0, place a Battlelust token on your hero sheet."

1XP Skill: WIP
*Want this to be a free attack skill during the Overlords turn specifically. Basically the way Berserkers Counterattack works but different.

Sounds like my barbarian's Counterstrike skill, which is basically a boardgame rendition of Street Fighter IV's Super Armor feature.

See: http://streetfighter.wikia.com/wiki/Super_Armor

Also: Exhaust this card to activate this skill. This card costs 1 Battlelust to refresh. (Skill costs no fatigue to use.)

Counterstrike : Instead of rolling Defense dice against a melee attack, this hero may choose to suffer all HP damage as Fatigue (up to max Fatigue),

and retaliate immediately with a melee attack, as long as he is not otherwise prevented from doing so by the attack he had just suffered.


1XP Skill: Heightened Senses 0 Fatigue
When you defeat a monster with a Melee attack while you have no Adrenaline tokens on your hero sheet, place an Adrenaline token on your hero sheet.
This is in addition to placing an Adrenaline token with Adrenaline.

Name Change: Who's Next

Get rid of the "while you have no tokens on your hero sheet." Defeating a monster should always net you a token.

2XP Skill: Ferocity 2 Fatigue
Exhaust this card when you perform a Melee attack, after dice are rolled and choose 1 power die.
You may reroll the chosen die up to X times, where X is equal to the number of Adrenaline tokens you have on your hero sheet.
You must keep the new result.

Name Change: I Ain't Missing You At All

(LOL kidding.)

Exhaust this card when you perform a Melee attack, after dice are rolled. This card costs 2 Battlelust to refresh.
You may reroll any die in your Attack pool a total of X times, where X is equal to the number of Adrenaline Battlelust tokens you have on your hero sheet.

You must keep the newest result.

This word change allows you to not just re-roll 1 die (blue or otherwise), but any number of dice, as long as the total number of re-rolls do not exceed X.

For a 2 Fatigue (or 2 Battlelust) cost you need this flexibility.

2XP Skill: Stop at Nothing 1 Fatigue
While you have 3 Adrenaline tokens, gain +1 Speed and you cannot be Immobilized.
Use this card during your turn when you resolve an attack with a Melee weapon to gain 2 movement points.

Name change? One For The Road

Maybe you see my running theme... Trying to think of macho phrases to use.

Exhaust this card during your turn when you resolve a Melee attack to gain 2 movement points. This card costs 1 Battlelust to refresh. No fatigue cost.

2XP Skill: Tribal Tattoos 1 Fatigue
While you don't have Light or Heavy armor equipped, you may use this card when you are attacked after dice are rolled to add 1 Shield to the results and after the attack is resolved the monster suffers 1 Damage.

Exhaust this card during your turn when you are attacked, after the attack dice are rolled. Add 1 brown die to your Defense pool. After the attack is resolved, the attacking monster suffers Damage equal to the total Shields you rolled.

This card can only be exhausted while you don't have armor equipped, and costs 1 Battlelust to refresh. No fatigue cost.

For a 2 XP skill which costs 1 Battlelust to refresh, +1 shield and +1 damage seems too small a benefit.

3XP Skill: Burly Brawler 1 Fatigue
Gain +4 Health.
Each time you declare an Unarmed attack, you may move 2 space and add 1 red power die to your attack pool.
Use this card after each Unarmed attack you perform that doesn't miss resolves. If you do, the target is Stunned.

I'm not too enthused about a 3 XP card which asks you to be un-armed. By the time you can afford a 3 XP card, you should have found a good weapon. Also, the Monk will be the open-handed specialist anyways.

I say make this card Old Nanok's feat: "You are unaffected by this attack."

Name Change: I Have The Power

Exhaust this card when you are attacked, after the attack dice is rolled. You are unaffected by this attack.

This card costs 2 Battlelust to refresh.

3XP Skill: Unleashed Fury 1 Fatigue
Exhaust this card during your turn while you have 3 Adrenaline tokens to perform an attack that targets each monster adjacent to you.
After the attack resolves, you may move each monster targeted by the attack 1 space.
When this card refreshes, discard 1 Adrenaline token.

Name change: Wheel of Pain, or One Stood Against Many

This card costs 2 Battlelust to refresh.

Edited by Mlai

Hmm, looks similar to the Battlelust skill my custom barbarian lieutenants have. Battlelore reinforcement packs gave me these cool tokens and I had to do something with them!

BT06-layout.png

Got a new Warrior class I've been mulling over a bit, the Barbarian. This class utilizes Adrenaline tokens that give him passive boosts based on how many you have on your hero. Let your Adrenaline drop too low and you suffer negative effects so be careful. Again, posting it now but I'm fully aware of some timing issues with the Adrenaline tokens and skills. Hoping to get some input from the community. Thanks for checking it out guys!

I recommend changing "Adrenaline" term. It is a modern technical term which doesn't evoke medieval atmosphere. Use " Battlelust ".

* The Barbarian class utilizes 3 Adrenaline tokens which are limited by its supply.

The Barbarian starts each encounter with 2 Adrenaline tokens on his hero sheet.

At the end of each encounter discard all Adrenaline tokens.

Starting Weapon: War Axe

2-Handed, Axe

R/R Dice

When you roll 1 Damage on a red power die for an attack, the attack is considered a miss.

You may spend 1 Fatigue to reroll 1 red power die.

Starting equipment normally don't have cool names. I recommend "Heavy Axe" or "Heavy Club".

Starting Skill: Adrenaline 0 Fatigue

At the start of your turn, discard an Adrenaline token.

When you are defeated, discard all Adrenaline tokens.

Place an Adrenaline token on your hero sheet after each Melee attack you perform during your turn is resolved.

I think you should only +1 token if the melee attack actually does damage to an enemy, or at least hits the enemy even if it's blocked.

Since the hero potentially has 2 chances per turn to add a token, I say +1 only if melee does damage.

Apply the following effects to you based on the number of Adrenaline tokens you have on your hero sheet:

0: -1 Speed, -1 Damage from each of your attack rolls

2: Add Pierce 1 +1 Damage to each of your attack rolls (just making things consistent, less variables) .

3: Add +1 Damage and Bleed +1 Surge to each of your attack rolls (I think +Surge is more flexible, also it's Old Nanok's ability) .

Aside from just passive bonuses/boni, some of the higher-end skills should require a certain number of Bloodlust to activate. What

this does is the Barbarian effectively has a 2nd fluctuating pool of "Fatigue" to use for combat, and his normal Fatigue can be used for

everything else.

1XP Skill: Endure the Pain 0 Fatigue

At the end of the Overlords turn, if you suffered 4 or more Damage and was not defeated during the Overlords turn place an Adrenaline token on your hero sheet.

Call this skill something more humorous and macho: No Pain No Gain.

I say make this skill easier to remember by changing it to:

"At the end of the Overlords turn, if you have less than half your starting HP but more than 0, place a Battlelust token on your hero sheet."

1XP Skill: WIP

*Want this to be a free attack skill during the Overlords turn specifically. Basically the way Berserkers Counterattack works but different.

Sounds like my barbarian's Counterstrike skill, which is basically a boardgame rendition of Street Fighter IV's Super Armor feature.

See: http://streetfighter.wikia.com/wiki/Super_Armor

Also: Exhaust this card to activate this skill. This card costs 1 Battlelust to refresh. (Skill costs no fatigue to use.)

Counterstrike : Instead of rolling Defense dice against a melee attack, this hero may choose to suffer all HP damage as Fatigue (up to max Fatigue),

and retaliate immediately with a melee attack, as long as he is not otherwise prevented from doing so by the attack he had just suffered.

1XP Skill: Heightened Senses 0 Fatigue

When you defeat a monster with a Melee attack while you have no Adrenaline tokens on your hero sheet, place an Adrenaline token on your hero sheet.

This is in addition to placing an Adrenaline token with Adrenaline.

Name Change: Who's Next

Get rid of the "while you have no tokens on your hero sheet." Defeating a monster should always net you a token.

2XP Skill: Ferocity 2 Fatigue

Exhaust this card when you perform a Melee attack, after dice are rolled and choose 1 power die.

You may reroll the chosen die up to X times, where X is equal to the number of Adrenaline tokens you have on your hero sheet.

You must keep the new result.

Name Change: I Ain't Missing You At All

(LOL kidding.)

Exhaust this card when you perform a Melee attack, after dice are rolled. This card costs 2 Battlelust to refresh.

You may reroll any die in your Attack pool a total of X times, where X is equal to the number of Adrenaline Battlelust tokens you have on your hero sheet.

You must keep the newest result.

This word change allows you to not just re-roll 1 die (blue or otherwise), but any number of dice, as long as the total number of re-rolls do not exceed X.

For a 2 Fatigue (or 2 Battlelust) cost you need this flexibility.

2XP Skill: Stop at Nothing 1 Fatigue

While you have 3 Adrenaline tokens, gain +1 Speed and you cannot be Immobilized.

Use this card during your turn when you resolve an attack with a Melee weapon to gain 2 movement points.

Name change? One For The Road

Maybe you see my running theme... Trying to think of macho phrases to use.

Exhaust this card during your turn when you resolve a Melee attack to gain 2 movement points. This card costs 1 Battlelust to refresh. No fatigue cost.

2XP Skill: Tribal Tattoos 1 Fatigue

While you don't have Light or Heavy armor equipped, you may use this card when you are attacked after dice are rolled to add 1 Shield to the results and after the attack is resolved the monster suffers 1 Damage.

Exhaust this card during your turn when you are attacked, after the attack dice are rolled. Add 1 brown die to your Defense pool. After the attack is resolved, the attacking monster suffers Damage equal to the total Shields you rolled.

This card can only be exhausted while you don't have armor equipped, and costs 1 Battlelust to refresh. No fatigue cost.

For a 2 XP skill which costs 1 Battlelust to refresh, +1 shield and +1 damage seems too small a benefit.

3XP Skill: Burly Brawler 1 Fatigue

Gain +4 Health.

Each time you declare an Unarmed attack, you may move 2 space and add 1 red power die to your attack pool.

Use this card after each Unarmed attack you perform that doesn't miss resolves. If you do, the target is Stunned.

I'm not too enthused about a 3 XP card which asks you to be un-armed. By the time you can afford a 3 XP card, you should have found a good weapon. Also, the Monk will be the open-handed specialist anyways.

I say make this card Old Nanok's feat: "You are unaffected by this attack."

Name Change: I Have The Power

Exhaust this card when you are attacked, after the attack dice is rolled. You are unaffected by this attack.

This card costs 2 Battlelust to refresh.

3XP Skill: Unleashed Fury 1 Fatigue

Exhaust this card during your turn while you have 3 Adrenaline tokens to perform an attack that targets each monster adjacent to you.

After the attack resolves, you may move each monster targeted by the attack 1 space.

When this card refreshes, discard 1 Adrenaline token.

Name change: Wheel of Pain, or One Stood Against Many

This card costs 2 Battlelust to refresh.

Thanks for the advice, I've got a lot of ideas going on with the skills so I may not incorporate everything, but I agree with some things and have already made some changes. I like the idea of suffering Fatigue in place of Damage and I agree the Unarmed skill is not worth the buy at 3XP. Thanks for the help!

Edited by BJZSN

A couple of changes:

- Changed 'Endure the Pain' so you gain the token during your turn, meaning you can gain a token even if you had 3 tokens and had to lose one due to Adrenaline.

- 'Burly Brawler' is 2XP now, and can Immobilize a monster now. Think of him as grabbing a lone monster. May change as I'm not sure if it's too strong or not, just posting it as more of a fresh idea.

- 'Tribal Tattoos' is 3XP now, see the skill in the main post as there's a couple of changes.

Edited by BJZSN

Changed 'Adrenaline' back to only discarding 1 token when defeated. Sorry, I'm a little wishy-washy.

Changed 'Endure the Pain' to add - Gain +2 Health.

Changed 'Ferocity' from Exhaust this card.... to Use this card....

Edited by BJZSN

Added a new skill:

1XP Skill: Stand Watch 1 Fatigue
Exhaust this card when an adjacent hero performs a Rest action to perform a Melee attack.

Add 1 Surge to the results.

Added the following to 'Heightened Senses':

"Exhaust this card when the Overlord plays an Overlord card to recover 1 Health and 1 Fatigue."

Also reworded 'Burly Brawler', see the original post for details.

Edited by BJZSN

Changed War Axe and added a second starting weapon, may have changes as I'm not sure of the balance.

Starting Weapon #1: War Axe
2-Handed, Axe
R/R Dice
While this weapon is equipped, subtract 1 Shield from each of your defense results and you cannot recover Fatigue from Surges.

If you roll 1 Damage on 2 red power dice for an attack, the attack is considered a miss.

Starting Weapon #2: Club

1-Handed, Hammer

B/Y Dice

If you attack a monster that is not adjacent to any other figure, add +1 Damage to the results.

Surge: Pierce 1

Edited by BJZSN

Dediced to look at the Barbarian again. Most skills are good, but the ones I may change I'm having a bit of trouble with so it might be til the end of the day before they get revised.