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aimlessPolymath
2017-02-13, 10:12 PM
This is a class I threw together out of two written-up class features and late-night insomnia. It's missing class features past around 7th level, and has only had a round or two of rebalancing. Suggestions for later advancement in-theme would be appreciated.

It's heavily built on the Shaman (http://www.giantitp.com/forums/showthread.php?511614-Calling-upon-the-spirits-The-summoner-style-Shaman(PEACH)), my previous piece of homebrew.

Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge(Religion), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill points/Level: 4 + Int
Ability scores: Nearly mono-Charisma and Strength based. Constitution matters much less than usual; the prices for calling up astral constructs are approximately (your level) in cost, so you can usually cast one for negligible cost, and the resulting temporary hit points make you pretty damn durable.

Hit Die: d12


Level
BAB
Fort
Ref
Will
Special Abilities
Spirit Channeling Level
Superstition level (Uses)


1st+1+2+0+2Spirit Channeling, Superstition1*0(1)


2nd+2+3+0+311(1)


3rd+3+3+1+3Totem Animal(Senses, Traits, Bonus Feat)11(1)


4th+4+4+1+4Durable(1/2), Tool User21(2)


5th+5+4+1+4Weapon Bond, Spirit Strike21(2)


6th+6/+1+5+2+532(2)


7th+7/+2+5+2+5Aura of POWER, Totem Animal(Bonus Feat)32(2)


8th+8/+3+6+2+642(3)


9th+9/+4+6+3+6SUPERNATURAL STRENGTH, See Beyond42(3)


10th+10/5+7+3+753(3)


11th+11/+6/+1+7+3+7Totem Animal(Bonus Feat), Power of the Beast53(3)


12th+12/+7/+2+8+4+8Durable(1/2), Extended Channel63(4)


13th+13/+8/+3+8+4+8Superior Totem63(4)


14th+14/+9/+4+9+4+974(4)


15th+15/+10/+5+9+5+9Totem Animal(Bonus Feat), Shield of the Spirits74(4)


16th+16/+11/+6/+1+10+5+1084(5)


17th+17/+12/+7/+2+10+5+10Strength, in Any Form84(5)



Weapon Proficiencies: A barbarian is proficient with simple and martial weapons, and light armor.
I don't think this combination of proficiencies has been done before.

Will continue the table after I actually fill out the class.

Abilities:

The Power of Life: Many of the Spirit Barbarian's class features require him to ďpayĒ hit points. These must always be real hit points, not temporary hit points, and are paid in the form of hit point burn which is recovered during the next sunrise.


Spirit Channeling(Su): As a standard action, by paying some of your hit points, you may armor yourself with spirits. Select an Astral Construct that a psion of one level lower could summon, including menu abilities, and pay a number of hit points equal to twice itís level. At level 1, you can only choose a 1st level Astral Construct without a menu choice, costing two hit points. While channeling spirits, you gain the following bonuses:
-A number of temporary hit points equal to its hit point total, minus any hit points that it gains for being a construct. In most cases, this is simply the hit points it gains from hit dice, but menu abilities like Buff can change this. When these temporary hit points are exhausted, the effect ends immediately.
-An armor bonus equal to its natural armor bonus, to a maximum of half your Barbarian level + your Charisma bonus. This does not stack, but overlaps, with any existing armor bonus.
-Your Strength becomes the higher of yours and its. If your Strength is higher, it is increased by 2 instead. Effects which modify the construct's Strength also modify yours for this purpose. Treat its Strength as one point lower per level of the construct for this purpose.
-You gain access to its slam attack. If you are larger than it, the slam attack is scaled up to match.
-You gain access to any speeds it possesses.
-Your size category becomes the larger of yours and its. You take a -2 penalty to Dex for each size larger which you grow, but gain a +2 bonus to your Strength for each size larger which you grow (before it is modified by the construct's Strength). Do not modify your ability scores or natural armor otherwise from this effect.
-You gain the benefit of any menu abilities it gains, except for Buff and its variants, which increase the temporary hitpoints gained instead, Fast Healing, which regenerates the temporary hit points gained, and size-modifying abilities, which have only indirect effects by altering the construct before the effects of Spirit Shield are calculated.
-You take a -4 penalty to Dexterity for the duration, as to the disconnect between the spiritís movements and your own causes sluggishness. This reduced Dexterity is then limited to be the smaller of it and the construct's Dexterity.
You may dismiss this effect as a move action. Otherwise, the effect lasts one minute per level, or until the temporary hit points are gone. When it ends, you are fatigued for 5 minutes, and cannot channel spirits during that time.
I capped the natural armor bonus and the Strength bonus partially. Astral constructs gain around 4 points of Strength per level they are- this is insane on someone who can make more than 2 attacks. Strength advancement is a little wonky now, but it's less insane at high levels. I'll be taking a shot at comparing this to the NPC examples when the pathfinder srd is sorted out.
Table of effective Strength by construct level:


1st
2nd
3rd
4th
5th
6th
7th
8th
9th


14
15
18
21
24
25
28
31
34




Superstition(Su): By spending ten minutes in dedicated thought, you may call a specific astral construct to contract with. When called, it will bring with it a portion of magic power. You must spend 10 gp per the spiritís level in reagents to do this ritual. When you do, select a wizard, cleric or druid cantrip with a casting time of a standard action or less. In addition, design a construct you can call with Spirit Shield, including making menu decisions. At any later point, while activating Spirit Shield, you may call the contracted spirit specifically. You gain the benefits of the selected construct as per Spirit Shield, and simultaneously may activate the spell as though you cast it. At any time, you may have no more than 1+1/4 your level in contracts at a time. Starting at 2nd level, you can replicate 1st level spells in this way. Every four levels thereafter, you can replicate an additional level of spells, up to 5th level spells at 18th level.


Totem Animal(Ex): At 3rd level, you earn the right to find your spirit animal. In order to do so, you must go out into the wild, seeking out an animal which resonates with you. When you do, that animal becomes your totem beast. It grants you several benefits:
-First, you gain the acute senses of an animal, gaining low-light vision and scent.
-Second, you select some of the aspects of the animal to emulate. Choose two traits that the animal possesses from the following list. You gain the listed benefits, which stack if two traits provide the same benefit.


Trait
Bonus


Racial bonus to a skill
+2 bonus to that skill. +3 if the racial bonus is conditional, under that condition (bonus to Survival checks when tracking, etc.)


Blindsense
+3 bonus to auditory Perception checks


Ferocity
+1 to saving throws to end off ongoing effects.


Blood Rage
+3 to Intimidate checks to demoralize


Large or larger size
+2 to Intimidate checks


Small or smaller size
+2 to Stealth checks


Improved Grab
+1 bonus to touch attacks made to grapple.


Poison
+3 bonus to saves against poison


Swim/Climb/Fly speed
+3 bonus to Swim/Climb/Fly + Acrobatics checks made to jump


Burrow speed
+1 to AC when using full defense


Pounce or Sprint
+1 to attack rolls in the first round of combat


Hold Breath
+6 to checks made to hold your breath


Skill Focus(a skill)
+2 bonus to that skill


Endurance feat
+2 bonus to checks to which the Endurance feat applies


Run feat
+10 ft speed when running


Spiny Defense, or whatever the equivalent is for armadillos
+1 to AC during full defense


That should cover most of the animals and their traits. If there's something I should add, let me know. Note that some of these are "combat" traits, but some are not- I suspect that the requirements to make use of them require a fairly dedicated build, which I'm OK with.

-Finally, you gain a bonus feat. You gain another at 7th level, and every 4 levels thereafter. However, while you do not need to meet the non-feat requirements for these feats, your animal totem does. Specifically, you have a "virtual" version of your totem animal, which possesses warrior levels sufficient to bring its hit dice up to yours if they are below. You may choose your bonus feats from any which it possesses, as long as you meet the feat requirements. This allows you to take feats such as Awesome Blow if you are Medium, or feats which require natural armor or weapons which you do not possess.
This ability was originally in my notes as WRASSLE AN ANIMAL: GAIN ITS POWER. I have somewhat ill-defined plans for the ability to copy the abilities of magical beasts.

Durable: Starting at 4th level, your spirit channeling becomes harder to break. Add 1/4 the bonus hit points for constructs to the temporary hit points of your Spirit Channel. Starting at 12th level, you can add 1/2 the bonus hit points instead. At 20th level, you can add all of them.

Tool User(Su): Starting at 4th level, your spiritual talents have grown to the point where you can imbue objects with essential weapon-ness, or use items in ways they were never meant to be used. You may use any object which you can hold as an improvised weapon, and gain proficiency with improvised weapons used this way. If you do, the weapon has an enhancement bonus equal to 1/4 your level. This replaces the natural properties of magic weapons, even artifacts, used this way, as their inherent magic properties were never designed to be used in this way. When you gain Weapon Bond at level 5, you discover how much this irritates them. In addition, as long as you are using a masterwork item, you are always treated as having masterwork tools for any skill check which can be made untrained- you can use your set of lockpicks to treat wounds, use your climbing pitons to pick locks, or use your disguise kit to improvise an ear trumpet. Whenever you do so, you are always treated as having at least 1 rank in the appropriate skill.

Improvised weapons used this way do not gain the fragile quality, as your spiritual might reinforces them.

Blade Knowledge(Su): Starting at 5th level, you gain the ability to link with weapons. You can cast identify or object reading at will, on weapons (not improvised weapons) only. Furthermore, add half your barbarian level to Will saves related to personality conflicts with intelligent magic items.

When wielding a magic weapon (even in the wrong method), you can commune with its blade spirit, discerning its personality. Roll 1d20 down the Psycrystal Personality table, rerolling if the roll goes past the end of the table. The result is the weapon's unique personality; you gain its benefits as long as you wield the weapon.

Spirit Strike(Su): Starting at 5th level, whenever you hit with an attack, you can spend up to five hit points. If you do, increase the damage of the attack by three points per hit point you spent.

Aura of POWER(Su): Starting at 7th level, you may emit an 30 foot aura of power as a free action. When you do, choose any level up to your own. Those within the aura are automatically aware of your presence (though not your location), as well as of the fact that you are irrefutably of at least the level which you project. Creatures with a CR of at least four points less than your projected aura must make a Will save (DC 10 + 1/2 projected aura + your Charisma bonus) to attack you or include you in the area of a damaging effect, as their fear of retribution prohibits their action. This is a mind-affecting, fear effect. If you are projecting a level of at least 10th, increase the radius of the aura to 60 feet. If you are projecting a level of at least 15th, increase the radius of the aura to 100 feet. If you are projecting a level of at least 20th, increase the radius of the aura to 200 ft.

SUPERNATURAL STRENGTH(Su): Starting at 9th level, your raw strength begins to transcend the physical realm. Rather than the result of your "mere" muscles, it is the superb influence of your will on the physical realm. Add your Charisma bonus to Strength checks, and vice versa. At will, you may replicate an effect similar to the telekinesis spell, except that it is limited to objects which you are grasping, and it can only make use of the sustained force and violent thrust modes. You can affect an object of up to 25 lbs * your level * your Strength score in this way. However, when throwing it using the violent thrust maneuver, you can only deal damage up to 1d6 per Barbarian level, as your ability to lift quickly outpaces your ability to throw. Use your Strength bonus for the attack roll.

See Beyond(Su): Starting at 9th level, you gain the ability to view the spirit world. You constantly see invisible and ethereal creatures, as see invisibility, and you may make a Will save to disbelieve illusions upon seeing them.

Power of the Beast: Starting at 11th level, you have the ability to claim the power of defeated beasts for your own. Whenever you defeat an animal or magical beast singlehandedly, if it is of CR equal to or less than half your Barbarian level (rounded up), you can choose to dominate its spirit, which then follows you around until you choose to call upon it. When you channel spirits, instead of gaining the normal benefits, you can call out the spirit of one of the beasts you defeated by spending a number of hit points equal to twice your CR. The effects of this are similar to that of channeling spirits, except that your own powers are nearly replaced by its. This acts as though you were channeling an astral construct, with the following changes:
-It's Strength is not reduced, since it has no Astral Construct level.
-Rather than gaining menu abilities, you gain all its extraordinary and supernatural special abilities and qualities.
You may dismiss this effect as a move action. Otherwise, it lasts until the temporary hit points are exhausted, or for one minute per level, whichever comes first. When it ends, you are fatigued for 5 minutes, and cannot channel spirits during that time.
You may only have up to 3 spirits of magical beasts following you around at once. Any more, and you must choose one to dismiss.
This probably pushes the Spirit Barbarian into Tier 2. Maybe. It takes set-up to command the right beasts. This does push the optimization ceiling of the class much, much higher- I don't think there's a comparable effect elsewhere in Pathfinder.

Extended Channel: Starting at 12th level, spirits love to hang around you! Your Spirit Channel lasts 10 minutes/level.
I realized that a Tireless Rage equivalent for Spirit Channel would break it in two, since it gives temporary hit points. Take this instead!

Superior Totem: Starting at 13th level, the barbarian's admiration of his totem animal increases to a greater height. He chooses one trait he emulates from his animal. Allies within 30 feet gain the bonus provided by that totem as though they were emulating that trait. Furthermore, he increases the bonus he recieves from that trait. Unless noted, they do not stack with the original bonus, but instead overlap it.



Trait
Bonus


Racial bonus to a skill
+4 bonus to that skill. +8 if the racial bonus is conditional, only under that condition (bonus to Survival checks when tracking, etc.)


Blindsense
Blindsense 30 ft in whatever conditions the original creature could use it (for example, whale emulators can only use this underwater)


Ferocity
The Diehard feat.


Blood Rage
+1 to attack and damage against creatures who have attacked the Barbarian in the past.


Large or larger size
Powerful build


Small or smaller size
Slight build (like powerful build, but for being smaller, including bonuses to AC, attack rolls, and Stealth, etc.).


Improved Grab
+2 bonus to damage dealt while grappling the target


Poison
Immunity to poison


Swim/Climb/Fly speed
Swim speed at base land speed/Climb speed at base land speed/Can move in any direction, even through the air, but only in straight lines. If they end their movement unsupported, they fall


Burrow speed
5 ft burrow speed through loose dirt. Cannot breathe underground if more than 5ft away from the surface


Pounce or Sprint
+1d6 to damage rolls in the first round of combat


Hold Breath
+20 to checks made to hold your breath


Skill Focus(a skill)
+4 bonus to that skill


Endurance feat
+6 bonus to checks to which the Endurance feat applies


Run feat
Wind Stance feat


Spiny Defense, or whatever the equivalent is for armadillos
+1 to AC and attack rolls when fighting defensively or using Combat Expertise


If the ability grants a feat, you may take a different feat instead if you already have the feat.

Shield of the Spirits: Starting at 15th level, the Barbarian gains Spell Resistance 12 + their level.

Strength, in Any Form: Starting at 17th level, the Barbarian's strength of body and strength of presence have become so intertwined that they are virtually indistinguishable. Whenever one of his Strength or Charisma is lower than the other, the lower score gains an untyped bonus equal to the difference.

aimlessPolymath
2017-02-17, 09:55 AM
Four-day bump.

I've filled out the class up to level 12, based on the sleep-deprived ramblings in my notes, but I have no idea what I need to fill out the remaining levels. Three-dimensional charging? Sunder ongoing spells?

Things this class has:
-Bonus feats
-A Rage replacement
-A partial solution to golf-clubbing- if needed, it can hit the werewolf over the head with a silver candlestick. However, +1 special ability weapons suffer.
-Impressive durability.
-Despite being a martial class, requires little Constitution.
-A minor casting mechanic.
-Possible T2 status starting at level 11. Unsure.


Things this class can not yet do well:
Saving throws.
Many things out of combat.
Round-by-round combat adaptation.
Unlike a Barbarian, they have to take a standard action to enter a rage. This limit should probably be removed at some point, but I'm not sure when. It's a cost of their insane sustainability, as well as the general power of martials at low levels.

Bump bonus: Class feature intended to replace Superstition for a Berserker archetype, which will be closer to the vanilla barbarian:
Seethe: A Berserker cannot strike his foes down with magic like a spirit channeler might. No, when faced with an upcoming fight, all he can do is seethe in hatred. As a free action, a Berserker can name an individual- the specifics of this name does not matter, only that it definitely identifies that foe. Names like "The six-fingered man who killed my father" and "Whoever was in charge of burning this village" are just as acceptable as Genghis Khan. Then, for each day in which they are forced to wait before fighting that target, they accumulate a +1 bonus. When the Berserker enters battle with a creature who he believes to be that individual, they gain that bonus to initiative, up to twice their Berserker level. Furthermore, they may enter a rage as they roll initiative for the fight. If they end the battle unfulfilled, either because they turn out not to have been fighting the target, or because it escaped, they retain half the bonus. Otherwise, if their revenge is fulfilled, the effect ends. A Berserker may retain hatred against 3 + 1/4 their level in targets at once, and may drop one as a free action.

Kaskus
2017-02-18, 01:50 PM
Weapon and Armor proficiencies are not listed.


Tool User(Su): Starting at 4th level, your spiritual talents have grown to the point where you can imbue objects with essential weapon-ness. You may use any object which you can hold as an improvised weapon, and gain proficiency with improvised weapons used this way. If you do, the weapon has an enhancement bonus equal to 1/4 your level. This replaces the natural properties of magic weapons, even artifacts, used this way, as their inherent magic properties were never designed to be used in this way. When you gain Weapon Bond at level 5, you discover how much this irritates them.

Improvised weapons used this way do not gain the fragile quality, as your spiritual might reinforces them.

Some variation on this ability that could be applied to skills (improvised tools) might give the class some more non-combat utility. Since charisma is a big stat for the class, you might consider giving them diplomacy as well. You could even tie their diplomacy score into their abilities (Superstition references contracts which somewhat insinuates negotiation).


SUPERNATURAL STRENGTH(Su): Starting at 9th level, your raw strength begins to transcend the physical realm. Rather than the result of your "mere" muscles, it is the superb influence of your will on the physical realm. Add your Charisma bonus to Strength checks, and vice versa. At will, you may replicate an effect similar to the telekinesis spell, except that it is limited to objects which you are grasping, and it can only make use of the sustained force and violent thrust modes. You can affect an object of up to 25 lbs * your level * your Strength score in this way. However, when throwing it using the violent thrust maneuver, you can only deal damage up to 1d6 per Barbarian level, as your ability to lift quickly outpaces your ability to throw. Use your Strength bonus for the attack roll.

This initially feels like too much to me. At 9th level with strength 14, you can lift 3,150 lbs. (pick up a rhino, small elephant, etc) At level 20 with a little investment into strength, you could easily be lifting 10,000 lbs. or more (Many bulldozers and RVs weight about this much). - - - I was gonna delete the above and not comment on this ability at all but I actually think its okay as is. After looking at the above numbers, I tried to think of fantasy feats of strength and the most iconic in my own mind is lifting a portcullis (If this is not iconic for you, I suggest you stop reading this right now and go watch Princess Bride... How about now?). I found a discussion on rpg.net about portcullis weight that put a 10x10 at roughly 1500 lbs. I think their calculations are fine but I really think an average portcullis would be bigger so being able to lift 3,000+ lbs is what you need, especially if there are soldiers (weaklings) on the other side opposing you. 10k at level 20 is okay because its level 20 and you should be able to do ridiculous things at that level and you already nerfed the combat application to prevent abuse. Sorry for such a long comment to end up saying I think it is okay :)


See Beyond(Su): Starting at 9th level, you gain the ability to view the spirit world. You constantly see magical auras, as arcane sight, you can view ethereal and invisible beings, as see invisibility, and you may make a Will save to disbelieve illusions upon seeing them.

This time, I do honestly feel its a bit much. That is 2 3rd level spells as always on abilities (Continuous spell metamagic on those spells would make them level 7 each and paying for permanency would cost 12,500 gp). Perhaps just one of the spells? Perhaps a duration in rounds per day?


Power of the Beast: Starting at 11th level, you have the ability to claim the power of defeated beasts for your own. Whenever you defeat a magical beast singlehandedly, if it is of CR equal to or less than half your Barbarian level (rounded up), you can choose to dominate its spirit, which then follows you around until you choose to call upon it. When you channel spirits, instead of gaining the normal benefits, you can call out the spirit of one of the beasts you defeated by spending a number of hit points equal to twice your CR. The effects of this are similar to that of channeling spirits, except that your own powers are nearly replaced by its:
-You gain temporary hit points equal to its normal maximum hit points.
-You gain access to its natural attacks.
-Your Strength becomes the larger of yours and its.
-You gain an armor bonus to AC equal to its natural armor bonus
-Your size category becomes the larger of yours and its. You take a -2 penalty to Dex for each size larger which you grow. Do not otherwise modify your ability scores or natural armor from this effect.
-Your Dexterity takes a further -4 penalty.
-You gain all its extraordinary and supernatural special abilities and qualities.
You may dismiss this effect as a move action. Otherwise, it lasts until the temporary hit points are exhausted, or for one minute per level, whichever comes first. When it ends, you are fatigued for 5 minutes, and cannot channel spirits during that time.
You may only have up to 3 spirits of magical beasts following you around at once. Any more, and you must choose one to dismiss.
This probably pushes the Spirit Barbarian into Tier 2. Maybe. It takes set-up to command the right beasts. This does push the optimization ceiling of the class much, much higher- I don't think there's a comparable effect elsewhere in Pathfinder.

I wasn't sure of this so I looked at an example. At level 11 when you get this ability, you can affect a CR 6 Magical Beast. So lets look at the Girallon...
- You gain 73 temporary hp (at level 11, you probably have around 100hp so this is a 70% increase)
- You gain a bite attack and x4 claw attacks
- Your strength becomes 19 if it wasn't equal to that or higher already
- You gain a +6 Natural AC Bonus
- You take a -6 to Dex (unless your Dex was 24 or higher in which case, it becomes 17)
- You become large

If you go with Glacier Toad it's worse (better?)...
- same 73 temp hp
- stronger bite attack with energy damage
- strength increased to 23
- +9 Natural AC bonus
- Same -6 to Dex
- same size increase

This seemed like way too much to me, especially the huge hit point boost. However: Summon Monster VII, which a wizard gains access to at the same level, lets them summon a Tyrannosaurus. Having a Tyrannosaurus do your bidding is probably similar or even a little better than the bonuses the Barbarian would be getting. Based on THAT, I think this is okay. Please let me know if you think I am over/under valuing any of the above.


That's all the abilities I had in my notes. More ideas would be appreciated.

Here are a few ideas for now...

Perhaps an ability that expands the creature types that the "Power of the Beast" ability can be used with. BTW: Does anyone else have Iron Maiden stuck in their head right now?

An ability that lets you visit the Spirit world rather than juts see it (Ethereal Jaunt?)

Improved totem animal which lets you select additional traits.

Reduction in Dex penalties from Power of the Beast at a higher level. You could also increase the maximum number of following spirits allowed at a higher level.

Ability to grant others use of one of your abilities such as Tool user, See Boyond or Power of the Beast.

A Tribal Totem ability that grants some of the totem benefits to the whole Party

aimlessPolymath
2017-02-18, 03:38 PM
Thanks for the feedback!



Some variation on this ability that could be applied to skills (improvised tools) might give the class some more non-combat utility. Since charisma is a big stat for the class, you might consider giving them diplomacy as well. You could even tie their diplomacy score into their abilities (Superstition references contracts which somewhat insinuates negotiation).
I really like the idea of extending that to tools! Diplomacy is actually less of a focus for this class, though- handling spirits is more of a cross between intimidation and religion. I might incorporate those skills explicitly.


This time, I do honestly feel its a bit much. That is 2 3rd level spells as always on abilities (Continuous spell metamagic on those spells would make them level 7 each and paying for permanency would cost 12,500 gp). Perhaps just one of the spells? Perhaps a duration in rounds per day?


Yeah, you're right. I'll drop arcane sight.



I wasn't sure of this so I looked at an example. At level 11 when you get this ability, you can affect a CR 6 Magical Beast. So lets look at the Girallon...
- You gain 73 temporary hp (at level 11, you probably have around 100hp so this is a 70% increase)
- You gain a bite attack and x4 claw attacks
- Your strength becomes 19 if it wasn't equal to that or higher already
- You gain a +6 Natural AC Bonus
- You take a -6 to Dex (unless your Dex was 24 or higher in which case, it becomes 17)
- You become large

If you go with Glacier Toad it's worse (better?)...
- same 73 temp hp
- stronger bite attack with energy damage
- strength increased to 23
- +9 Natural AC bonus
- Same -6 to Dex
- same size increase

This seemed like way too much to me, especially the huge hit point boost. However: Summon Monster VII, which a wizard gains access to at the same level, lets them summon a Tyrannosaurus. Having a Tyrannosaurus do your bidding is probably similar or even a little better than the bonuses the Barbarian would be getting. Based on THAT, I think this is okay. Please let me know if you think I am over/under valuing any of the above.
I'm OK with the hit points, since once they run out, the Barbarian turns into a sitting duck, more or less- can't channel again for 5 minutes + fatigue. He can still swing around weapons, but he's definitely way more vulnerable.

The large AC bonuses are supposed to be kept in check by being converted to armor bonuses by the channel- they don't stack with worn armor.

Those examples are actually roughly in line with what I'd like. For comparison, a 6th level Astral Construct (available one level later) is also Large, grants around 70 hit points after the only-partial-construct-hitpoints reduction, has two slam attacks, and has a +15 natural armor bonus to AC- net +11 after size and dexterity penalties, and Strength 33 minimum.

... I may need to add some limitations on how powerful the constructs get to be, on second thought. Will think about this.

I think I'm less concerned about magical beasts with high ability scores, since astral constructs generally overshadow them as beatsticks. I'm more worried about a Barbarian going out to beat up a basilisk, then soloing encounters with the gaze attack. On the other end of my balancing yardstick, though, is mass hold person, which comes out at Wizard 7, and has similar power but generally higher save DCs.

Edit: I've put a cap on the natural armor bonus.


Perhaps an ability that expands the creature types that the "Power of the Beast" ability can be used with. BTW: Does anyone else have Iron Maiden stuck in their head right now?

An ability that lets you visit the Spirit world rather than juts see it (Ethereal Jaunt?)

Improved totem animal which lets you select additional traits.

Reduction in Dex penalties from Power of the Beast at a higher level. You could also increase the maximum number of following spirits allowed at a higher level.

Ability to grant others use of one of your abilities such as Tool user, See Boyond or Power of the Beast.

A Tribal Totem ability that grants some of the totem benefits to the whole Party
Thanks for the ideas! I'll start putting them together