Paths

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The Barbarian Guild acknowledges three Paths of specialized training.

These are in some ways akin to mages' spellbooks, encompassing a group of abilities of similar bent. They are, however, more flexible, as there are no specific prerequisites, only requiring a certain number of abilities be already known in that path.

There is nothing inherently preventing investment in all three paths, beyond a limited amount of ability slots. There will never be enough slots available to learn every ability, so a more narrow training scope will allow access to the higher level and more powerful abilities.

It will eventually be possible to choose one path as a primary path, in return receiving extra ability slots to be used only in that path. Currently, this is not available.


Path of the Horde

This path emphasizes aggression. This is the stereotypical idea of the rampaging horde of barbarians. It encompasses many abilities that bonus direct combat. In addition, in honor of their looting ways, the Horde's path bears a lockpicking booster.

Path of the Flame

This focuses on mental acumen and a disdain of magic. This path is somewhat problematic for the guild, as it covers two dangerous topics: control over Inner Fire fire and knowledge of magic.

Despite the claims that Barbarian abilities are just another form magic, Inner Fire is fundamentally different in many ways. One primary way is that the more a Barbarian attempts to control it, the weaker Inner Fire becomes.

This is compounded by the second theme of the Path of Flame, resistance of magic, which requires further learning of the nature of magic. It is an unfortunate fact that the nature of Inner Fire is such that even knowledge ABOUT magic, without any practice of it, can weaken it.

Note: These issue is simply an expansion of Barbarian lore and does not cause any mechanical penalties.

Path of the Predator

This path seeks to overwhelm opponents with precision attacks. It is the boon of both the ranged warrior and stealth fighter.