4 feats, 1 trait, and 10k for an extra DR / -10 for my barbarian. Worth it?


Advice


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Barbarians are rather feat starved and have a lot of interesting feats they can take, especially with Extra Rage Power. However, an interesting opportunity opened up with some homebrew rules; first, there are a select few feats that can be trained instead of taken, for a price, such as:

Dodge (5k)
Endurance (2.5k)
Improved Unarmed Strike (2.5k)

I've also been permitted to have a campaign trait that gives me +1 to ac when fighting defensively.

So... If I do buy those 3 feats and take that trait, I could get DR/- 10 with 4 feats:

Diehard
Stalwart
Crane Style
Improved Stalwart

Fighting defensively:
-4 atk, +2 ac
With crane style:
-2 atk, +3 ac
With trait and 3 ranks in acrobatics:
-2 atk, +5 ac

Enough to get DR/- 10, which stacks with the DR gained from being an Invulnerable Rager.

Examples on what I'm missing:

Trait:
Berserker of the Society - 3 extra rounds of rage

Feats:
Extra Rage Power: Knockback
ERP: Strength Surge
ERP: Ghost Rager
Raging Vitality

There's also some timing benefits to skipping these feats, since I'm taking Improved Stalwart at level 11 instead of Dazing Assault

So do I pounce on this opportunity like a greater beast totem Barbarian? Or do I find less resource intensive ways to power up my character?


Ya do it if you can just buy feats why not?


Conundrum wrote:
Ya do it if you can just buy feats why not?

Well, I can only buy 3 of the 7 feats, but I think it could be worth it. If nothing else, it's cool that I can get that much DR. DR/-15 by level 11!

RPG Superstar 2012 Top 16

FYI, proper notation is DR 15/- ;)

==Aelryinth


I am confused. How is original poster able to buy feats?


Rogar Stonebow wrote:
I am confused. How is original poster able to buy feats?
The Chort wrote:
with some homebrew rules


Quote:
some homebrew rules; first, there are a select few feats that can be trained instead of taken, for a price,

They use a house rule which he told us about.


Aelryinth wrote:

FYI, proper notation is DR 15/- ;)

==Aelryinth

Haha, thanks for the tip. I like to do things proper, so, really, good to know. XD

...what VRMH said. We have some feats we're allowed to buy, like the improved combat maneuver feats, the alertness line of feats, metamagic, and a few others.


The general reasoning behind our feat buy system is to encourage less popular tactics (combat maneuvers, channel energy as an attack) and to enable interesting but feat intensive builds, so the first feat of a number of feat trees can be gotten (dodge, improved trip, iron will, improved unarmed strike and so on)

Perhaps most interestingly is feats as a form of loot. GMs can give great fortitude after a particularly harrowing ordeal. A GM can have the poor, but well trained town guard teach the fighter effective combat maneuvers. A wizard can research new ways to manipulate his spells. GMs even have the latitude to hand out feats we don't actually allow you to buy, like teamwork feats.

So... It's not a particularly crucial homebrew rule, but we enjoy it.


So, this sort of thing can lead to DM frustration due to him having to come up with scenarios that challenge the whole party.

Thus, talk this over with your DM. I am pretty sue he’ll be OK with it, but he’s thank you for being considerate and it will prevent the whole game from crashing to a stop the first time you use it and he has to figure out how the heck you’re getting those numbers.

This is good advice for any “one trick (but it’s a darn good one) pony build”.


DrDeth wrote:

So, this sort of thing can lead to DM frustration due to him having to come up with scenarios that challenge the whole party.

Thus, talk this over with your DM. I am pretty sue he’ll be OK with it, but he’s thank you for being considerate and it will prevent the whole game from crashing to a stop the first time you use it and he has to figure out how the heck you’re getting those numbers.

This is good advice for any “one trick (but it’s a darn good one) pony build”.

Well, I'm currently at level 2 and my character has a mostly linear growth of power, so I think it'll be okay? Crane Style won't be until level 7, Improved Stalwart won't be until level 11... And other things will be going on, like superstition at level 4, pounce by level 10, Come and Get Me level 12...

So I'm not sure there's any one point my build gets "out of control", I think it's just strong most of the way along. xD

But yes, fair point, I'll let my GM know what I'm up to. He's pretty good at adapting anyway, since we're in the world that he made up.


...Wait, what?

The Chort wrote:


Fighting defensively:
-4 atk, +2 ac
With crane style:
-2 atk, +3 ac
With trait and 3 ranks in acrobatics:
-2 atk, +5 ac

Enough to get DR/- 10, which stacks with the DR gained from being an Invulnerable Rager.

How are you taking a whole bunch of stuff that grant +AC and winding up with +DR? Those are two separate systems, or is there another rule I missed?


The feats Stalwart and Improved Stalwart let you turn the AC from fighting defensively into DR.


Aha. I learned something new today.

Hrm. I'd do it, if I wanted being unkillable by weapons as my concept.


SoulGambit wrote:

Aha. I learned something new today.

Hrm. I'd do it, if I wanted being unkillable by weapons as my concept.

And hopefully superstitious combined with the human favored class bonus will help complete the circle of unkillable-ness!


DrDeth wrote:
Thus, talk this over with your DM. I am pretty sue he’ll be OK with it, but he’s thank you for being considerate and it will prevent the whole game from crashing to a stop the first time you use it and he has to figure out how the heck you’re getting those numbers.

Explained to my GM all of the gritty details, he liked it and will keep my capabilities in the back of his mind. Actually he said it gave him an idea for another one of his characters. Scary. xP


I can certainly see the draw for Invunerable rager, but 2lvls of fighter gives you back some of those feats for only DR 1/-...

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