Help me flesh out my Un-Killable Barbarian.


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I am going for a un-killable Barbarian theme. I am not planning on having him be at deaths door for every encounter but I have noticed all my previous characters on the AP have died because they are just overwhelmed by enemies. I still need to buy a bow

Sven the Un-killable:

Male Human (Ulfen) Barbarian (Invulnerable Rager) 12
CG Medium Humanoid (human)
Init +5; Senses Perception +17
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Defense
--------------------
AC 25, touch 12, flat-footed 21 (+11 armor, +4 Dex, +2 natural)
hp 202 (12d12+108)
Fort +19 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +11; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 18/lethal, 9/—; Resist fire 3, extreme endurance (fire)
--------------------
Offense
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Speed 40 ft.
Melee +3 Courageous, Furious Adamantine Greatsword +24/+19/+14 (2d6+33/19-20/x2)
Special Attacks rage (31 rounds/day), rage powers (increase damage reduction, increase damage reduction, increase damage reduction, spell sunder, superstition +9, witch hunter [+4])
--------------------
Statistics
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Str 32, Dex 18, Con 28, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +23; CMD 35
Feats Deathless Initiate, Diehard, Endurance, Ironhide, Power Attack -4/+8, Racial Heritage (Orc), Raging Vitality
Traits Defender of the Society, Veteran of Battle
Skills Acrobatics +18 (+22 jump), Climb +25, Escape Artist +15, Fly +3, Perception +17, Ride +3, Stealth +3, Survival +23, Swim +25 (+29 to resist nonlethal damage from exhaustion); Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ courageous, fast movement +10, heart of the wilderness +6
Other Gear +5 Mithral Mountain pattern armor, +3 Courageous, Furious Adamantine Greatsword, Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Ioun stone (pearly white spindle, cracked), Fighter's kit, 300 GP
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Special Abilities
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Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (18/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (3) You have the specified Damage Resistance against Fire attacks.
Deathless Initiate Not staggered while using Diehard; gain +2 on melee damage rolls
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Ioun stone (pearly white spindle, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It grants the bearer the ability to regenerate 1 point of damage per hour. This works like a ring of regeneration, it only cures damage taken while the character is using the stone.

A Spindle is usually faceted, but as a prism with 10 or more sides has a nearly round cross-section. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 1,700 gp
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Racial Heritage (Orc) You count as another race for the purpose of prerequisites.
Rage (31 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.
--------------------
For generations the viking tribe that you belonged to has guarded a holy artifact JERRODS STONE one night a vicious attack by serpent folks slew your warriors and stole your Artifact. you were selected by your tribe to follow after them. after 2 years of tracking them you came to the portal stone, Takign a deep breath and a whispered prayer to the patron diety of you tribe you stepped through.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The Exchange

You've lost two or more characters in the course of the AP. Are you careful to avoid getting flanked? To fight back-to-back with another PC whenever that's possible? To allow archers and casters to soften the enemies before you charge in? To exploit corners, high ground, and difficult terrain at every opportunity?

I apologize if you're already doing all these things, playing it safe and cagey, and have simply suffered from bad dice luck or overwhelming odds. I'm just trying to help Sven out by making sure you're not accidentally exposing him to more risk than you have to. A barbarian's class features favor offense over defense, so you kinda have to help him avoid "last stand" situations.


thanks! i usually just go for optimazation and pure damage. this time i wanted to take some feats that would be helpful and not just increase damage,

The Exchange

I'm no master of optimization: one of these other folks can surely help you more readily. My gut instinct is to suggest Combat Reflexes and Iron Will over the Diehard tree (half-orcs get a racial benefit that partly replicates Diehard anyhow), but others will probably offer more productive options. For their convenience, can you tell 'em which books your GM has green-lighted for the campaign?


all the books just no gunslingers or alchemists

Sovereign Court

I remember Half-orc was the way to go with this, benefiting from some racial feats that had amazing synergy with guarded life and DR... Can't recall the details though.

Edit: Nevermind I see you got access through Racial Heritage...

Shadow Lodge

why no tenacious survivor? that is my favorite feat for a high hp diehard character. also if youre willing to dont take diehard and endurance instead dip into 1 level of unbreakable fighter. you get both for free, and then you can grab 2 extra feats. i like extra rage power.


TheSideKick wrote:
why no tenacious survivor? that is my favorite feat for a high hp diehard character. also if youre willing to dont take diehard and endurance instead dip into 1 level of unbreakable fighter. you get both for free, and then you can grab 2 extra feats. i like extra rage power.

not a huge fan of negative levels. the fighter dip is interesting.

Shadow Lodge

just remember that when you die again, its going to cost your group thousands of gold to get you back alive, and then 2 thousand more and 2 weeks to remove your negative levels.

you will never truly die from hp damage with that feat, and isnt that the point in the character lol? i mean 28 rounds for your group to finish combat and pick you back up, seems like a worth while investment.


There's a couple of extremely high DR builds in the guide to the builds. I would classify these as "unkillable". They can easily be tweaked for a half-orc. You will want the Ferocious Tenacity feat for the half-orc. If you can gain fatigue immunity (look at cord of stubborn resolve or flawed scarlet and green cabochon ioun stone plus Internal Fortitude rage power) and can rage cycle (highly recommended), then Flesh Wound is great to virtually negate one attack per round. No need to dip Unbreakable fighter if half orc - they can start with Endurance by swapping out Intimidating, but dipping Unbreakable is not a bad way to go either.


Lobolusk wrote:

I am going for a un-killable Barbarian theme. I am not planning on having him be at deaths door for every encounter but I have noticed all my previous characters on the AP have died because they are just overwhelmed by enemies. I still need to buy a bow

I've made this character, in a manner of speaking, and he's one of my favorites. My version is a Human Invulnerable Rager & Urban Barbarian witha 1 level dip in Unbreakable Fighter - I find the ability to increase Dex or Strength adds to his versatility both in and out of combat and that I prefer the better lack of an AC penalty to hit points that disappear when I stop raging. He has some other tricks up his sleeve too like the combination of Dazing Assault and Come and Get Me and the ability to convert an insane amount of damage to non-lethal via Guarded Life & Greater Guarded Life when things get truly desperate.

Without magic items he has DR 14/- at 12th level and DR 20/- at 20th. It could be higher but I chose to skip a couple of Extra DR selections for other feats. If you give me a moment I'd be happy to post the build.


Can your build afford three feats? If so, you can take half damage after DR is applied!

You also will need 13 charisma.


This is the build. The Fighter levels come at 5th and 20th.
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.
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Human 2nd level Unbreakable Fighter / 18th level Invulnerable Rager & Urban Barbarian
Heart of the Fields alternate racial trait, Human favored class option for Barbarians

Attributes: (20 point buy)
STR - 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th and 20th level)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7

Traits:
Threatening Defender (reduce Combat Expertise penalties by 1)
Superstitious (+1 save vs. Arcane spells)

Feats & Rage Powers by level:
1st - Combat Expertise
1st - Power Attack
2nd - Superstition
3rd - Combat Reflexes
4th - Lesser Beast Totem
5th - Stalwart
5th - Diehard
5th - Endurance
7th - Deadly Aim
7th - Reckless Abandon
9th - Extra RP: Extra DR
9th - Beast Totem
11th - Improved Stalwart
11th - Greater Beast Totem
13th - Dazing Assault
13th - Come and Get Me
15th - Extra RP: Guarded Life
15th - Greater Guarded Life
17th - Extra RP: Eater of Magic
17th - Witch Hunter
19th - Extra RP: Strength Surge
19th - Auspicious Mark
20th - Improved Initiative

Skills: (6 ranks/level)
Climb* - 1/odd level
Swim* - 1/even level
Survival* - 1/level
Ride* - 1/level after 1st
Handle Animal* - 1/1st level
Stealth - 1/level after 1st
Perception* - 1/level after 1st
Knowledge: Nature* - 1/level after 1st
Craft: Stonemason* - 1/1st level (+1/2 character level)

Diehard and Endurance are the pre-requisites for Stalwart and eventually Greater Stalwart which gives you a substantial boost of DR at the cost of attack accuracy. Reckless Abandon trades that accuracy for AC and Beast Totem trades that AC for nothing, meaning that collectively you get a big boost in DR for nothing.

Deadly Aim, Reckless Abandon and the ability to boost your Dex make you a credible ranged threat when times call for it.

He carries both a Bardiche and a Greatsword so that he has the proper weapon on hand to be able to use Come and Get Me to maximum effectiveness. And speaking of which, when using Come and Get Me, Dazing Assault resolves before your opponents attack, meaning that when it goes off as a result of an AoO, he never gets to actually make the attack. At low levels he focuses on the Bardiche, using Combat Reflexes to get extra attacks and the claws he gains from Lesser Beast Totem for adjacent AoO's.

Guarded Life and Greater Guarded Life allows you to convert damage that would bring you below 0 to non-lethal, up to twice your Barbarian level - and your incredibly high DR doubles against non-lethal meaning that when thigns are most desperate you become almost impossible to kill.

The human bonus to Superstition makes your saves ridiculous for those who try to magic you out of the fight.

Strength Surge, Eater of Magic and Auspicious Mark all kick in right when you gain the ability to Rage cycle. Auspicious Mark + Focused Rage give you all kinds of useful boosts to skills, checks, saves, etc.

He has a broad range of useful skills so that he's not a pure combat machine.


Rogar Stonebow wrote:

Can your build afford three feats? If so, you can take half damage after DR is applied!

You also will need 13 charisma.

Hit me up

Sczarni

To the OP, as a Barbarian you don't qualify to take the Defender of the Society trait. It's a Fighter trait.


Nefreet wrote:
To the OP, as a Barbarian you don't qualify to take the Defender of the Society trait. It's a Fighter Trait.

All the mroe reason to dip Unbreakable Fighter first level.


I'm planning on a build much like this for the PbP I'm doing.

Except I'm an actual Orc. Invulnerable Rager archetype is your friend by the by.


Nefreet wrote:
To the OP, as a Barbarian you don't qualify to take the Defender of the Society trait. It's a Fighter trait.

Thanks I will most likely dip into fighter

That should fix it


Lobolusk wrote:
Rogar Stonebow wrote:

Can your build afford three feats? If so, you can take half damage after DR is applied!

You also will need 13 charisma.

Hit me up

lay your wisdom down


Writer wrote:
Nefreet wrote:
To the OP, as a Barbarian you don't qualify to take the Defender of the Society trait. It's a Fighter Trait.
All the mroe reason to dip Unbreakable Fighter first level.

The only reason to dip Unbreakable is to get the pre-req's for Stalwart and Improved Stalwart... a +1 to AC means nothing to Barbarians who typically have terrible AC anyway.

Mine doesn't, mind you, but most. He'd get better mileage with Berserker of the Society or something else entirely.


Here is my final build thanks for the advice
Sven the Unkillable
Male Human (Ulfen) Barbarian (Invulnerable Rager) 12
CG Medium Humanoid (human)
Init +5; Senses Perception +17
--------------------
Defense
--------------------
AC 20, touch 8, flat-footed 16 (+11 armor, +4 Dex, +1 natural)
hp 231 (12d12+108)
Fort +20, Ref +10, Will +11; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 16/lethal, 8/—; Resist cold 2, fire 3, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Ranged +1 Composite longbow (Str +6) +21/+16/+11 (1d8+7/x3)
Special Attacks rage (31 rounds/day)
--------------------
Statistics
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Str 32, Dex 18, Con 28, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +22; CMD 31
Feats Combat Reflexes (5 AoO/round), Dazing Assault (DC 22), Extra Rage Power, Extra Rage Power, Extra Rage Power, Power Attack -4/+8, Raging Vitality
Traits Northern Ancestry, Veteran of Battle
Skills Acrobatics +18 (+22 jump), Climb +25, Escape Artist +15, Fly +3, Perception +17, Ride +3, Stealth +3, Survival +23, Swim +25; Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ fast movement +10, heart of the wilderness +6, rage powers (come and get me, guarded life, guarded life, greater, increase damage reduction, increase damage reduction, reckless abandon [+/-4], spell sunder, superstition +9, witch hunter [+4])
Other Gear +5 Mithral Mountain pattern armor, +1 Composite longbow (Str +6), +3 Courageous, Furious Greataxe, Arrows (40), Flight arrows (20), Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Ioun stone (pearly white spindle, cracked), Fighter's kit, 96 GP
--------------------
Special Abilities
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (3) You have the specified Damage Resistance against Fire attacks.
Dazing Assault (DC 22) Take -5 to all attacks and maneuvers until your next turn to daze opponents hit in melee for 1r.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (24 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Ioun stone (pearly white spindle, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It grants the bearer the ability to regenerate 1 point of damage per hour. This works like a ring of regeneration, it only cures damage taken while the character is using the stone.

A Spindle is usually faceted, but as a prism with 10 or more sides has a nearly round cross-section. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 1,700 gp
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (31 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.
--------------------
For generations the viking tribe that you belonged to has guarded a holy artifact called JERROD'S STONE. One night a vicious attack by serpent folks slew most of your warriors and stole a part of the artifact. You were selected and trained by your tribes oldest and and greatest warriors to follow after them and return what they stole. After 2 years of tracking them you came to the portal stone, Taking a deep breath and a whispered prayer to the almighty Gorum the patron diety of you tribe you stepped through.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Lobolusk wrote:

AC 20, touch 8, flat-footed 16 (+11 armor, +4 Dex, +1 natural)

hp 231 (12d12+108)
Fort +20, Ref +10, Will +11; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 16/lethal, 8/—; Resist cold 2, fire 3, extreme endurance (fire)

That's DR 16/non-lethal, DR 8/-, correct? I'm surprised you didn't want to raise that, considering the unkillable angle, nor do a little more with your feats. You might find it useful to have ranged ability from time to time...

Also keep in mind that that likely won't be your AC - standard Rage at the very least drops your AC by 2 and Reckless Abandon drops it even more.

EDIT:
Power Attacking with a Greataxe will give you -4 attack, +12 damage, not +8 since its a two-handed weapon.

Heart of the Fields will allow you to ignore 1 instance of fatigue a day, potentially invaluable should you stop raging and need to begin once more.

Not using a reach weapon will make you unable to use Come and Get Me against anything that does have reach.


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I currently play a barbarian. Invulnerable Rager + Urban Barbarian, with a dip in Unbreakable Fighter. I took Threatening defender (it's basically a +1 to attack) and another trait netting me Stealth as a class skill (Our entire party has stealth, it helps a lot). Heart of the fields, Focused Study . . . Actually I'll just throw up my build. Assumes Headband of Charisma +2 by level 9, +4 by level 13.

Gale the Typhoon:

Human 1st level Unbreakable Fighter / 19th level Invulnerable Rager & Urban Barbarian
Heart of the Fields & Focused Study alternate racial traits, Human favored class option for Barbarians

Attributes: (Dice Roll)
Strength 18 +4 (+2 racial bonus incl., +1 at 4th, 8th, 12th, 16th and 20th level)
Dexterity 16 +3
Constitution 16 +3
Intelligence 14 +2
Wisdom 14 +2
Charisma 13 +1

Traits:
Silent Hunter (+1 Stealth & Stealth is a class skill)
Threatening Defender (-1 Combat Expertise Penalties)

Level: Feats Rage Powers DR Class Features
1st Skill Focus: Perception 0/-
Combat Expertise
Power Attack
Diehard
Endurance
2nd 0/- Rage, Focused Rage
3rd Combat Reflexes Lesser Beast Totem 1/-
4th 1/-
5th Stalwart Superstition 4/-
6th 4/-
7th Extra RP: Reckless Abandon Beast Totem 5/-
8th Skill Focus: Survival 6/-
9th Eldritch Heritage Guarded Life 7/-
10th 7/-
11th Improved Stalwart Eater of Magic 11/-
12th 13/- Greater Rage
13th Improved Eldritch Heritage Greater Beast Totem 14/-
14th 14/-
15th Extra RP: Come and Get Me Greater Guarded Life 15/- Indomitable Will
16th Skill Focus: Intimidate 17/-
17th Greater Eldritch Heritage Witch Hunter (+5 Damage) 18/-
18th 18/- Tireless Rage
19th ????? Extra DR 20/-
20th 20/-

Skills: (6 ranks/level)

Power Attack
-1 attack / +3 damage at 1st, 4th, 8th, 12th, 16th, and 20th
Combat Expertise w/Stalwart & Improved Stalwart
-0 attack / +1 AC at 1st
-1 attack / +2 AC at 4th
-1 attack / +2 DR at 5th
-2 attack / +3 DR at 8th
-2 attack / +6 DR at 11th
-3 attack / +8 DR at 12th
-4 attack / +10 DR at 16th
-5 attack / +10 DR at 20th (?)
Beast Totem
+2 AC at 7th, +1 AC at 8th, 12th and 16th
Improved Eldritch Heritage (Orc: Strength of the Beast)
+2 Strength at 13th +4 at 15th, +6 at 19th
Greater Eldritch Heritage (Orc: Strength of Giants)
+6 Strength, +4 Con, -2 Dex, +4 AC at 17th (15 minutes per day)
Reckless Abandon
+3 attack / -3 AC at 9th, +1 attack / -1 AC at 13th and 17th
Superstition
+2 saves vs. Spells/Spell-like Abilities at 3rd, +1 at 5th, 9th, 13thand 17th
+1 saves vs. Spells / Spell-Like Abilities at 4th, 7th, 10th, 13th, 16th and 19th

Combat statistics by level:

1st level (Breastplate, Falchion)
HP 8 (1d10+2), AC 19, DR --, Fort +5, Ref +3, Will +2
Attack: +5
+1 [BAB] +4 [Str] -0 [Expertise]
Damage: 1d10+6
1d10 +6 [Str]

2nd level (Breastplate, Falchion)
HP 17 (1d10+1d12+4), AC 19, DR --, Fort +7, Ref +3, Will +2
Attack: +7
+2 [BAB] +4 [Str] +2 [Rage] -1 [PA] -0 [Expertise]
Damage: 2d4+12
2d4 +6 [Str] +3 [Rage] +3 [PA]

3rd level (Breastplate, Falchion)
HP 26 (1d10+2d12+6), AC 19, DR 1/-, Fort +9, Ref +3, Will +2
Attack: +8
+3 [BAB] +4 [Str] +2 [Rage] -1 [PA] -0 [Expertise]
Damage: 2d4+12
2d4 +6 [Str] +3 [Rage] +3 [PA]

4th level (Breastplate, Falchion)
HP 35 (1d10+3d12+8), AC 19, DR 1/-, Fort +9, Ref +3, Will +2
Attack: +7
+4 [BAB] +4 [Str] +2 [Rage] -2 [PA] -1 [Expertise]
Damage: 2d4+15
2d4 +6 [Str] +3 [Rage] +6 [PA]

5th level (Breastplate, Falchion)
HP 44 (1d10+4d12+10), AC 19, DR 4/-, Fort +10, Ref +4, Will +3 (+3 saves vs. Spells & Spell-like Abilities)
Attack: +8
+5 [BAB] +4 [Str] +2 [Rage] -2 [PA] -1 [Expertise]
Damage: 2d4+15
2d4 +6 [Str] +3 [Rage] +6 [PA]

6th level (Breastplate, Falchion)
HP 53 (1d10+5d12+12), AC 19, DR 4/-, Fort +9, Ref +4, Will +3 (+4 saves vs. Spells & Spell-like Abilities)
Attack: +9/+4
+6/+1 [BAB] +4 [Str] +2 [Rage] -2 [PA] -1 [Expertise]
Damage: 2d4+15
2d4 +6 [Str] +3 [Rage] +6 [PA]

7th level (Breastplate, Falchion)
HP 62 (1d10+6d12+14), AC 19, DR 5/-, Fort +10, Ref +5, Will +4 (+4 saves vs. Spells & Spell-like Abilities)
Attack: +12/+7
+7/+2 [BAB] +4 [Str] +2 [Rage] -2 [PA] -1 [Expertise] +2 [Reckless]
Damage: 2d4+15
2d4 +6 [Str] +3 [Rage] +6 [PA]

8th level (Breastplate, Falchion)
HP 71 (1d10+7d12+16), AC 19, DR 6/-, Fort +10, Ref +5, Will +4 (+5 saves vs. Spells & Spell-like Abilities)
Attack: +12/+7
+8/+3 [BAB] +5 [Str] +2 [Rage] -3 [PA] -2 [Expertise] +2 [Reckless]
Damage: 2d4+19
2d4 +7 [Str] +3 [Rage] +9 [PA]

9th level (Breastplate, Falchion)
HP 80 (1d10+8d12+18), AC 19, DR 7/-, Fort +11, Ref +5, Will +4 (+5 saves vs. Spells & Spell-like Abilities)
Attack: +14/+9
+9/+4 [BAB] +5 [Str] +2 [Rage] -3 [PA] -2 [Expertise] +3 [Reckless]
Damage: 2d4+19
2d4 +7 [Str] +3 [Rage] +9 [PA]

10th level (Breastplate, Falchion) Estimated DPR ~49.0125
HP 89 (1d10+9d12+20), AC 19, DR 7/-, Fort +11, Ref +6, Will +5 (+6 saves vs. Spells & Spell-like Abilities)
Attack: +15/+10
+10/+5 [BAB] +5 [Str] +2 [Rage] -3 [PA] -2 [Expertise] +3 [Reckless]
Damage: 2d4+19
2d4 +7 [Str] +3 [Rage] +9 [PA]

11th level (Breastplate, Falchion)
HP 98 (1d10+10d12+22), AC 19, DR 11/-
Fort +12, Ref +6, Will +5 (+7 saves vs. Spells & Spell-like Abilities)
Attack: +17/+12/+7
+11/+6/+1 [BAB] +5 [Str] +3 [Greater Rage] -3 [PA] -2 [Expertise] +3 [Reckless]
Damage: 2d4+20
2d4 +7 [Str] +4 [Greater Rage] +9 [PA]

12th level (Breastplate, Falchion)
HP 107 (1d10+11d12+24), AC 19, DR 13/-
Fort +12, Ref +6, Will +5 (+7 saves vs. Spells & Spell-like Abilities)
Attack: +16/+11/+6
+12/+7/+2 [BAB] +5 [Str] +3 [Greater Rage] -4 [PA] -3 [Expertise] +3 [Reckless]
Damage: 2d4+22
2d4 +7 [Str] +4 [Greater Rage] +12 [PA]

13th level (Breastplate, Falchion)
HP 116 (1d10+12d12+26), AC 19, DR 14/-
Fort +13, Ref +7, Will +6 (+7 saves vs. Spells & Spell-like Abilities)
Attack: +19/+14/+9 w/Pounce
+13/+8/+3 [BAB] +5 [Str] +1 [EH] +3 [Greater Rage] -4 [PA] -3 [Expertise] +4 [Reckless]
Damage: 2d4+25
2d4 +7 [Str] +2 [EH] +4 [Greater Rage] +12 [PA]

14th level (Breastplate, Falchion)
HP 125 (1d10+13d12+28), AC 19, DR 14/-
Fort +13, Ref +7, Will +6 (+9 saves vs. Spells & Spell-like Abilities)
Attack: +20/+15/+10 w/Pounce
+14/+9/+4 [BAB] +5 [Str] +1 [EH] +3 [Greater Rage] -4 [PA] -3 [Expertise] +4 [Reckless]
Damage: 2d4+25
2d4 +7 [Str] +2 [EH] +4 [Greater Rage] +12 [PA]

15th level (Breastplate, Falchion)
HP 134 (1d10+14d12+30), AC 19, DR 15/-
Fort +13, Ref +6, Will +6 (+9 saves vs. Spells & Spell-like Abilities)
Attack: +22/+17/+12 w/Pounce
+15/+10/+5 [BAB] +5 [Str] +2 [EH] +3 [Greater Rage] -4 [PA] -3 [Expertise] +4 [Reckless]
Damage: 2d4+26
2d4 +7 [Str] +3 [EH] +4 [Greater Rage] +12 [PA]

16th level (Breastplate, Falchion)HP 143 (1d10+15d12+32), AC 18, DR 16/-
Fort +14, Ref +8, Will +7 (+9 saves vs. Spells & Spell-like Abilities, +4 saves vs. Enchantments)
Attack: +22/+17/+12/+7 w/Pounce
+16/+11/+6/+1 [BAB] +6 [Str] +2 [EH] +3 [Greater Rage] -5 [PA] -4 [Expertise] +4 [Reckless]
Damage: 2d4+28
2d4 +9 [Str] +3 [EH] +4 [Greater Rage] +15 [PA]

17th level (Breastplate, Falchion)
HP 152 (1d10+16d12+34), AC 19, DR 18/-
Fort +15, Ref +8, Will +7 (+10 saves vs. Spells & Spell-like Abilities, +4 saves vs. Enchantments)
Attack: +26/+21/+16/+11 w/Pounce
+17/+12/+7/+2 [BAB] +6 [Str] +2 [EH] +2 [PoG] +3 [Greater Rage] -5 [PA] -4 [Expertise] +5 [Reckless]
Damage: 2d6+41
2d6 +9 [Str] +3 [EH] +5 [PoG] +4 [Greater Rage] +15 [PA] +5 [Witch Hunter]

18th level (Breastplate, Falchion)
HP 161 (1d10+17d12+36), AC 19, DR 18/-
Fort +15, Ref +8, Will +7 (+11 saves vs. Spells & Spell-like Abilities, +4 saves vs. Enchantments)
Attack: +27/+22/+17/+12 w/Pounce
+18/+13/+8/+3 [BAB] +6 [Str] +2 [PoG] +2 [EH] +3 [Greater Rage] -5 [PA] -4 [Expertise] +5 [Reckless]
Damage: 2d6+41
2d6 +9 [Str] +3 [EH] +5 [PoG] +4 [Greater Rage] +15 [PA] +5 [Witch Hunter]

19th level (Breastplate, Falchion)
HP 170 (1d10+18d12+38), AC 19, DR 20/-
Fort +16, Ref +9, Will +8 (+11 saves vs. Spells & Spell-like Abilities, +4 saves vs. Enchantments)
Attack: +29/+24/+19/+14 w/Pounce
+19/+14/+9/+4 [BAB] +6 [Str] +3 [EH] +2 [PoG] +3 [Greater Rage] -5 [PA] -4 [Expertise] +5 [Reckless]
Damage: 2d6+42
2d6 +9 [Str] +4 [EH] +5 [PoG] +4 [Greater Rage] +15 [PA] +5 [Witch Hunter]

20th level (Breastplate, Falchion)
HP 179 (1d10+19d12+40), AC 19, DR 20/-
Fort +16, Ref +9, Will +8 (+12 saves vs. Spells & Spell-like Abilities, +4 saves vs. Enchantments)
Attack: +28/+23/+18/+13 w/Pounce
+20/+15/+10/+5 [BAB] +6 [Str] +3 [EH] +2 [PoG] +3 [Greater Rage] -6 [PA] -5 [Expertise] +5 [Reckless]
Damage: 2d6+45
2d6 +9 [Str] +4 [EH] +5 [PoG] +4 [Greater Rage] +18 [PA] +5 [Witch Hunter]

Attributes: (Level 20, full speed ahead)
Strength 41 +15 (16 Base +2 Racial +5 Level +6 Inherent +6 Size +6 Rage)
Dexterity 16 +3
Constitution 26 +8 (16 Base +2 Enchantment +4 Size +4 Rage)
Intelligence 14 +2
Wisdom 14 +2
Charisma 17 +3 (13 Base +4 Enchantment)

Magic Items:
Cord of Stubborn Resolve
Headband of Charisma +4

Huh, maybe not. We rolled stats, and I got an extra feat at first level above what's traditionally allowed. But even watered down it's still tough to chew through.


Writer wrote:

I currently play a barbarian. Invulnerable Rager + Urban Barbarian, with a dip in Unbreakable Fighter. I took Threatening defender (it's basically a +1 to attack) and another trait netting me Stealth as a class skill (Our entire party has stealth, it helps a lot). Heart of the fields, Focused Study . . . Actually I'll just throw up my build. Assumes Headband of Charisma +2 by level 9, +4 by level 13.

** spoiler omitted **...

What Eldritch Heritage Bloodline did you take?


Wiggz wrote:
Writer wrote:

I currently play a barbarian. Invulnerable Rager + Urban Barbarian, with a dip in Unbreakable Fighter. I took Threatening defender (it's basically a +1 to attack) and another trait netting me Stealth as a class skill (Our entire party has stealth, it helps a lot). Heart of the fields, Focused Study . . . Actually I'll just throw up my build. Assumes Headband of Charisma +2 by level 9, +4 by level 13.

** spoiler omitted **...

What Eldritch Heritage Bloodline did you take?

Orc. +6 strength, and another +6 strength from Power of Giants that stack (for +12 total)


Writer wrote:
Wiggz wrote:
Writer wrote:

I currently play a barbarian. Invulnerable Rager + Urban Barbarian, with a dip in Unbreakable Fighter. I took Threatening defender (it's basically a +1 to attack) and another trait netting me Stealth as a class skill (Our entire party has stealth, it helps a lot). Heart of the fields, Focused Study . . . Actually I'll just throw up my build. Assumes Headband of Charisma +2 by level 9, +4 by level 13.

** spoiler omitted **...

What Eldritch Heritage Bloodline did you take?
Orc. +6 strength, and another +6 strength from Power of Giants that stack (for +12 total)

Figured that. I use it in other builds but not this one.

You build and mine are very similar but for the extra feat, Focused Study, Eldritch Heritage line and rolled stats. And I have some ranged ability and use the Dazing Assault trick with Come and Get Me...

You should consider working in Dreadful Carnage. Free action Intimidates against everyone every time you make a kill kill can be very useful.

And be careful making magic items an integral part of your build - I can't speak for your campaign obviously but relying on items to make your character work is taking a pretty big chance, especially since we play in a low magic environment.


Wiggz wrote:
Lobolusk wrote:

AC 20, touch 8, flat-footed 16 (+11 armor, +4 Dex, +1 natural)

hp 231 (12d12+108)
Fort +20, Ref +10, Will +11; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 16/lethal, 8/—; Resist cold 2, fire 3, extreme endurance (fire)

That's DR 16/non-lethal, DR 8/-, correct? I'm surprised you didn't want to raise that, considering the unkillable angle, nor do a little more with your feats. You might find it useful to have ranged ability from time to time...

Also keep in mind that that likely won't be your AC - standard Rage at the very least drops your AC by 2 and Reckless Abandon drops it even more.

EDIT:
Power Attacking with a Greataxe will give you -4 attack, +12 damage, not +8 since its a two-handed weapon.

Heart of the Fields will allow you to ignore 1 instance of fatigue a day, potentially invaluable should you stop raging and need to begin once more.

Not using a reach weapon will make you unable to use Come and Get Me against anything that does have reach.

I was super confused how stalwart defender worked fighting defensively takes a standard action. Combat expertise gives me -4 to hit. Reckless abandon does not cover,that because it covers the negative to power attack.

I had to give up one rage power so I figured guarded life was better to take now instead of improved dr I am terrible about making up my mind on feat selection and rage powers so I cut my self off at refocusing on rage powers and feats later. Though has i type stalwart is looking mighty fine.

I just can't figure out what to give up I don't like dipping it ruins my capstone and drops my superstition bonus. I will sleep on it wiggz you have been most helpful

As for range I took a composite bow that will suffice. I may take a reach weapon that is a good idea


Combat Expertise will give you -3 to hit with Threatening Defender. Full BAB builds don't need anything to make up for Power Attack as they will hit regardless. As far as your capstone, do you really think you're going to be doing THAT much level 20 play?

At 12th level with the dip and Threatening Defender, Improved Stalwart will give you +8 DR for -3 attack and that DR stacks with Invul Rager. No fighting defensively or standard actions about it.

Its a balancing act sure, but Wiggz does it better than anyone i've seen. Definitely something to think about.


Damocles Guile wrote:

Combat Expertise will give you -3 to hit with Threatening Defender. Full BAB builds don't need anything to make up for Power Attack as they will hit regardless. As far as your capstone, do you really think you're going to be doing THAT much level 20 play?

At 12th level with the dip and Threatening Defender, Improved Stalwart will give you +8 DR for -3 attack and that DR stacks with Invul Rager. No fighting defensively or standard actions about it.

Its a balancing act sure, but Wiggz does it better than anyone I've seen. Definitely something to think about.

Thanks! I think I will I cant keep my mind made up.


just to double check the the furious courageous weapon is at +5 when I rage giving me a +2 to str con will and my superstitions bonus. any other moral bonuses it will improve?


A +3 Courageous, Furious Great Axe will grant you...
.
.
.
.
Normally:
+3 enhancement bonus to attack
+3 enhancement bonus to damage
+3 saves vs. fear

When Raging:
+5 enhancement bonus to attack
+5 enhancement bonus to damage
+2 Strength
+2 Constitution
+2 Will saves
+2 Superstition bonus

For what its worth, I think the bonuses would be the same if your weapon was +2 instead of +3, leaving room for the Keen weapon enhancement...


When I am raging it is a +5 over coming alignment damage I plan to upgrade it to + 5 so I is a +7 eventually


Okay after a sleepless night I figured that stalwart and a dip into fighter was worth it here is the build.. ALso not I had to fix the power attack using hero lab adjustments and add in stalwart manually and take away the dodge bonus,it is not set up yet

SVEN THE MIGHTY:
Sven the Unkillable
Male Human (Ulfen) Barbarian (Invulnerable Rager) 11 Fighter (Unbreakable) 1
CG Medium Humanoid (human)
Init +4; Senses Perception +17
--------------------
Defense
--------------------
AC 21, touch 9, flat-footed 17 (+11 armor, +4 Dex, +1 natural)
hp 236 (11d12+1d10+108)
Fort +21 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +10; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 18/—, 26/lethal; Resist cold 2, fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 40 ft.
Ranged Longbow +19/+14/+9 (1d8+4/x3)
Special Attacks rage (29 rounds/day)
--------------------
Statistics
--------------------
Str 32, Dex 18, Con 28, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +22; CMD 32
Feats Combat Expertise +/-4, Diehard, Endurance, Extra Rage Power, Extra Rage Power, Improved Stalwart, Power Attack -4/+8, Raging Vitality, Stalwart
Traits Northern Ancestry, Threatening Defender
Skills Acrobatics +18 (+22 jump), Climb +24, Escape Artist +15, Fly +3, Perception +17, Ride +3, Stealth +3, Survival +23, Swim +24 (+28 to resist nonlethal damage from exhaustion); Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ courageous, fast movement +10, heart of the wilderness +6, rage powers (guarded life, guarded life, greater, increase damage reduction, increase damage reduction, increase damage reduction, reckless abandon [+/-3], superstition +7)
Other Gear +5 Mithral Mountain pattern armor, +3 Courageous, Furious Adamantine Greatsword, Arrows (40), Flight arrows (20), Longbow, Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Ioun stone (pearly white spindle, cracked), Fighter's kit, 21 GP
--------------------
Special Abilities
--------------------
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (18/-) You have Damage Reduction against all attacks.
Damage Reduction (26/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (22 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Stalwart Double DR gained from Stalwart
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Ioun stone (pearly white spindle, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It grants the bearer the ability to regenerate 1 point of damage per hour. This works like a ring of regeneration, it only cures damage taken while the character is using the stone.

A Spindle is usually faceted, but as a prism with 10 or more sides has a nearly round cross-section. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 1,700 gp
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
--------------------
For generations the viking tribe that you belonged to has guarded a holy artifact JERRODS STONE one night a vicious attack by serpent folks slew your warriors and stole your Artifact. you were selected by your tribe to follow after them. after 2 years of tracking them you came to the portal stone, Takign a deep breath and a whispered prayer to the patron diety of you tribe you stepped through.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Stalwart and Improved Stalwart is definitely worth it.

It looks like you have a Courageous weapon. Where's the furious weapon? Also, Courageous adds a bonus equal to half the enhancement bonus of the weapon to all morale bonuses (that means, Str, Con, Superstition, etc. while raging). I think Hero Labs screwed up in their interpretation of how this works.

I think Guarded Life/Greater Guarded Life is worthless. There's better rage powers you can take. I would suggest one level dip into oracle or a magic item to gain fatigue immunity. Then you can use Flesh Wound every round instead of once per rage. Much more effective than Guarded Life.

Maybe I've missed something, but how are you gaining resistance to both cold and fire? It's one or the other.

If you want another feat, and don't want to invest points to a 13 Int, just get rid of Combat Expertise and Fight Defensively. With Dodge (+1 dodge AC) and a runeforged weapon (another +1 dodge AC) - you can actually get a +10DR from Improved Stalwart quicker than with Combat Expertise.


D'arandriel wrote:

Stalwart and Improved Stalwart is definitely worth it.

It looks like you have a Courageous weapon. Where's the furious weapon? Also, Courageous adds a bonus equal to half the enhancement bonus of the weapon to all morale bonuses (that means, Str, Con, Superstition, etc. while raging). I think Hero Labs screwed up in their interpretation of how this works.

I think Guarded Life/Greater Guarded Life is worthless. There's better rage powers you can take. I would suggest one level dip into oracle or a magic item to gain fatigue immunity. Then you can use Flesh Wound every round instead of once per rage. Much more effective than Guarded Life.

Maybe I've missed something, but how are you gaining resistance to both cold and fire? It's one or the other.

If you want another feat, and don't want to invest points to a 13 Int, just get rid of Combat Expertise and Fight Defensively. With Dodge (+1 dodge AC) and a runeforged weapon (another +1 dodge AC) - you can actually get a +10DR from Improved Stalwart quicker than with Combat Expertise.

I have the long bow equipped in hero lab apparently I have a +3 courageous and furious great axe.

yes I had to add temp ability boosts under hero lab to get the weapon to work.

the fire Resistance is from the invulnerable rager. the cold resistance is from a trait out of winters reign my character is a viking from trollhiem.

what about the oracle gives me immunity to fatigue? I am not familiar with the class.


D'arandriel wrote:
I think Guarded Life/Greater Guarded Life is worthless. There's better rage powers you can take. I would suggest one level dip into oracle or a magic item to gain fatigue immunity. Then you can use Flesh Wound every round instead of once per rage. Much more effective than Guarded Life.

Dipping into Oracle pushes back his Rage Powers and the effectiveness of his Barbarians abilites even more, and I always discourage people from building around items they may or may not have access to.

The aspect of Guarded Life/Greater Guarded Life that you're missing is the ability to convert damage that would take you below 0 to non-lethal. A 12th level Invulnerable Rager (for instance) would be able to convert 24 points of damage that would take him below 0 to non-lethal damage - and his DR is doubled against non-lethal damage up to twice his level, meaning those 24 points are negated. THEN normal DR applies to the remaining damage. Its a big part of what makes a Barbarian with this build virtually unkillable.

D'arandriel wrote:
If you want another feat, and don't want to invest points to a 13 Int, just get rid of Combat Expertise and Fight Defensively. With Dodge (+1 dodge AC) and a runeforged weapon (another +1 dodge AC) - you can actually get a +10DR from Improved Stalwart quicker than with Combat Expertise.

Stalwart/Improved Stalwart does not grant DR bonuses based on your total dodge bonus regardless of source, only that gained from Expertise (scales with BAB) or Fighting Defensively (static -4 attack/+2 AC).

In short:
Fighting Defensively with Improved Stalwart = -4 attack/+4 DR
Combat Expertise with Threatening Defender and Improved Stalwart = -3 attack/+8 DR

The numbers make Expertise definitely the way to go - especially with Threatening Defender - and a few extra skill points never hurt. Also, I'm not exactly sure how dropping Combat Expertise and taking Dodge grants him another feat...


Wiggz wrote:
D'arandriel wrote:
I think Guarded Life/Greater Guarded Life is worthless. There's better rage powers you can take. I would suggest one level dip into oracle or a magic item to gain fatigue immunity. Then you can use Flesh Wound every round instead of once per rage. Much more effective than Guarded Life.

Dipping into Oracle pushes back his Rage Powers and the effectiveness of his Barbarians abilites even more, and I always discourage people from building around items they may or may not have access to.

The aspect of Guarded Life/Greater Guarded Life that you're missing is the ability to convert damage that would take you below 0 to non-lethal. A 12th level Invulnerable Rager (for instance) would be able to convert 24 points of damage that would take him below 0 to non-lethal damage - and his DR is doubled against non-lethal damage up to twice his level, meaning those 24 points are negated. THEN normal DR applies to the remaining damage. Its a big part of what makes a Barbarian with this build virtually unkillable.

D'arandriel wrote:
If you want another feat, and don't want to invest points to a 13 Int, just get rid of Combat Expertise and Fight Defensively. With Dodge (+1 dodge AC) and a runeforged weapon (another +1 dodge AC) - you can actually get a +10DR from Improved Stalwart quicker than with Combat Expertise.

Stalwart/Improved Stalwart does not grant DR bonuses based on your total dodge bonus regardless of source, only that gained from Expertise (scales with BAB) or Fighting Defensively (static -4 attack/+2 AC).

In short:
Fighting Defensively with Improved Stalwart = -4 attack/+4 DR
Combat Expertise with Threatening Defender and Improved Stalwart = -3 attack/+8 DR

The numbers make Expertise definitely the way to go - especially with Threatening Defender - and a few extra skill points never hurt. Also, I'm not exactly sure how dropping Combat Expertise and taking Dodge grants him another feat...

I don't like building around items either, BUT...if he's starting at 12th level, I would assume he can purchase items. If starting from 1st level, I would never build around items and would think that whatever build you have in mind will probably change to some extent.

He does not need to dip Oracle to gain fatigue immunity, there's two magic items that will do it for him. If the GM allows custom items, then all the better.

Fighting Defensively vs. Combat Expertise:

Fighting Defensively: +2 AC + 1AC (with 3 ranks of Acrobatics) +1AC (Dodge) + 1 AC (dodge bonus from runeforged weapon) = +5 AC = 10DR, with -4 to hit. This can be achieved as quickly as he can get his hands on a runeforged weapon, and he can have the 8DR by 3rd level without a runeforged weapon) instead of 12th level (not that it matters in this case, but the point is he can have a +10DR at his level instead of a +8DR). Remember dodge bonuses stack and your dodge bonuses apply while fighting defensively, so you get the DR.

Combat Expertise with Threatening Defender: Need to be 12th level to have 8DR/-3 to hit and 16th level to have 10DR/-4 to hit.

One thought about Threatening Defender - The GM may allow Threatening Defender with Fighting Defensively. It does fit within the "spirit" of the trait.

Guarded Life/Greater Guarded Life vs. Flesh Wound (with Rage Cycling):

Guarded Life/Greater Guarded Life: With Guarded Life you need to be below 0 HPs before this kicks in. Admittedly, the combination is not bad once it kicks in.

Flesh Wound: With rage cycling, this becomes a great power. Without rage cycling, I would take Guarded Life over Flesh Wound. Once you can use this power every round (instead of once per rage), you can essentially negate 20-30 HPs every round. Most creatures have some attacks that are weaker than others. Use this ability on the attacks you know you have a good chance of making the save. That's almost as good as fast healing 20-30, isn't it? Also, this works on all types of damage. If you were just blasted by acid or fire - as long as you can make your save, you just took half damage, and it's now non-lethal. I see more utility in using an ability every round, instead of waiting for a specific condition (dropping below 0 HPs) to occur.

Anyway, that's my two cents.


Gotta clarify some things here...

D'arandriel wrote:
Fighting Defensively: +2 AC + 1AC (with 3 ranks of Acrobatics) +1AC (Dodge) + 1 AC (dodge bonus from runeforged weapon) = +5 AC = 10DR, with -4 to hit. This can be achieved as quickly as he can get his hands on a runeforged weapon, and he can have the 8DR by 3rd level without a runeforged weapon) instead of 12th level (not that it matters in this case, but the point is he can have a +10DR at his level instead of a +8DR). Remember dodge bonuses stack and your dodge bonuses apply while fighting defensively, so you get the DR.

This isn't right at all. Yes, dodge bonuses stack, but they are still separate bonuses. Dodge doesn't increase the bonus you get from fighting defensively, it simply stacks another bonus on top of it and the same holds true for 'runforged weapons' or any other dodge bonus. Three ranks of Acrobatics on the other hand alters the bonus you get from Fighting Defensively so it would apply.

Fighting Defensively + Dodge + Runeforged Weapon + 3 ranks of Acrobatics + Stalwart + Improved Stalwart woudl give you:
-4 attack from Fighting Defensively
6 DR from Fighting Defensively+Acrobatics+Stalwart/Improved Stalwart
+1 dodge bonus to AC from Dodge
+1 dodge bonus to AC from Runeforged weapon

Moreover, let's keep in mind that Stalwart has a pre-requisite of +4 BAB and Stalwart a pre-requisite of +11 BAB, meaning that there is no way he could possibly get any of this at 3rd level.

D'arandriel wrote:

Guarded Life/Greater Guarded Life vs. Flesh Wound (with Rage Cycling):

Guarded Life/Greater Guarded Life: With Guarded Life you need to be below 0 HPs before this kicks in. Admittedly, the combination is not bad once it kicks in.

Flesh Wound: With rage cycling, this becomes a great power. Without rage cycling, I would take Guarded Life over Flesh Wound. Once you can use this power every round (instead of once per rage), you can essentially negate 20-30 HPs every round. Most creatures have some attacks that are weaker than others. Use this ability on the attacks you know you have a good chance of making the save. That's almost as good as fast healing 20-30, isn't it? Also, this works on all types of damage. If you were just blasted by acid or fire - as long as you can make your save, you just took half damage, and it's now non-lethal. I see more utility in using an ability every round, instead of waiting for a specific condition (dropping below 0 HPs) to occur.

First off, let's keep in mind that there is no difference - none - between being at full hit points and being at 1. In other words, no Guarded/Greater Guarded doesn't kick in until you need them to... because you don't need them to.

Secondly, and this is the most important difference between the two options - even if you jump through all the hoops necessary to get Rage cycling and take Flesh Wound, you can still only use Flesh Wound once per round. Which is great if you're only getting attacked once per round. Guarded/Greater Guarded applies constantly, meaning if you are surrounded and taking a half-dozen hits a round, you still aren't taking damage from them...

Finally, I think we can all agree that Rage cycling, especially at low levels, is both cheesy in the extreme and in opposition to spirit and intention of the rules.


what oracle curse or what ever gives me immunity to fatigue?


I'd like the point out that you don't get to apply the double DR to nonlethal damage to guarded life because that damage has already been subject to DR. It only becomes nonlethal after it has already affected you and therefore you can't apply the DR twice.


Lobolusk wrote:
what oracle curse or what ever gives me immunity to fatigue?

Lame does, but I believe it takes a while to kick in. However you shouldn't feel it too much since you have fast movement.


Lame oracle curse provides fatigue immunity, at the cost of -10 speed to your movement.

It's taken at 9th level, because for curses, non-oracle levels count for half to qualify. So a level 8 barbarian.... 8/2=4. 4+ 1 oracle level means 5 to qualify. Which would occur at 9th level.

Upside is that the flame oraclatoms battle( or metal I think, no books with me right now), provides a +10' movement, so the curse and this bump to speed negate each other.


I did forget about the pre-req for Stalwart and Improved Stalwart.

I don't think I'm wrong about applying all dodge bonuses while fighting defensively, but it is a matter of interpretation, and if you are correct, then clearly Combat Expertise is the way to go. The way I see it, since all dodge bonuses stack, then while fighting defensively, all your dodge bonuses by default are dodge bonuses while fighting defensively.

I would still prefer to use Flesh Wound once per round than need to wait for a specific circumstance to occur before Guarded Life kicks in.

But to each their own.


Wiggz wrote:
Lobolusk wrote:
DR 16/lethal, 8/—; Resist cold 2, fire 3, extreme endurance (fire)
That's DR 16/non-lethal, DR 8/-, correct?

No he has it right. It's DR 16/lethal, meaning you have to deal lethal damage to get through it.

Also, shouldn't Sven's standing AC be at least 27? The stats I'm seeing are not reflecting baseline info.

Guarded life is awful. As are the diehard feats. The only reason they're even remotely kosher for this build is because you're getting them for free with that level dip. Otherwise, you're taking feats to alter your experience of a tiny window of HP that you should never really get to if you're doing everything right.


1 person marked this as FAQ candidate.
Just Some Bard wrote:
I'd like the point out that you don't get to apply the double DR to nonlethal damage to guarded life because that damage has already been subject to DR. It only becomes nonlethal after it has already affected you and therefore you can't apply the DR twice.

Again, untrue. Look at it this way: if you get hit by plasma damage (which is 50% fire and 50% electricity) and you have electricity resistance 5 and fire resistance 10, they both apply. So if a plasma ball does 18 damage, you ignore the 9 fire damage (due to 10 fire resistance) and take 4 electric damage (9 damage -5 for resistance = 4).

Same is true of guarded life. It takes effect if an attack WOULD reduce you to 0 hitpoints or less emphasis mine. Before applying damage, convert your barb level to nonlethal, and take the rest like a man. so against Darius (who is currently 8th level, DR 6 (3 from class and 3 from CE)) an attack that does 22 damage that would put him below 0 instead does 7 nonlethal (which is negated, since my DR/-- vs nonlethal is 9) and 15 lethal damage, reduced to 9 damage thanks to my DR/-- vs lethal. This works because lethal and nonlethal damage are two different catagories, much like fire and lethal damage are also two seperate catagories. Does this help?


Your analogy doesn't really apply because that's not the issue with Guarded Life. Rather than the issue being two different kinds of DR being applied, we're worried about applying DR twice.

Say you're at 8 hp. Some jerk fires an arrow at you. Hits you right in the eye for a whopping 20 lethal damage.

Now, the DR 8 would reduce that to 12, but that's still enough to drop you to below zero. Guarded Life kicks in. Do we then convert 12 of that damage to nonlethal and watch as your DR absorbs the whole thing?

Sounds like it should work that way by the only simple way to interpret that. But now anything that hits Sven for less than 30 damage is completely negated. That's not right.

Maybe you look at whether it would bring you below 0 before applying your DR 8/-? So if somebody hits you for 10 lethal damage, Guarded Life kicks in even though if it didn't kick in, you'd only drop to 6. Which means when you're at 8 hp, you can still only be damaged by attacks of 20 damage or more. Does that seem right?

I guess it does, but it means you're applying Guarded Life earlier and earlier as we're not counting your current DR for the purposes of the rage power and then applying pretty much all of it. Which I just redid the math and while raging that's actually up in the 50s. It's in the 70s if we let it apply normal DR twice. Any damage less than 50 is negated when your life total under 50. That's a problem.


Guarded life kicks in before the damage is applied. You convert x amount to nonlethal, then apply both damage resistance. It's wierd in that it's after damage is totaled up but prior to any reductions in damage occur. But that's the way it's written.

EDIT: yes, he can easily soak 20 points of damage. At level twenty this will be upwards of 40+ damage. This is why it's called Unkillable, and it's why this build is so strong.


How the DR is applied vs. lethal and non-lethal is also up for interpretation. I do agree with Writer's interpretation, since it is two different types of damage being applied against the barbarian, then both his regular DR and his DR vs. non-lethal should apply against each damage type. Why shouldn't the DR be applied twice?


ExposedWires wrote:
Wiggz wrote:
Lobolusk wrote:
DR 16/lethal, 8/—; Resist cold 2, fire 3, extreme endurance (fire)
That's DR 16/non-lethal, DR 8/-, correct?

No he has it right. It's DR 16/lethal, meaning you have to deal lethal damage to get through it.

Also, shouldn't Sven's standing AC be at least 27? The stats I'm seeing are not reflecting baseline info.

Guarded life is awful. As are the diehard feats. The only reason they're even remotely kosher for this build is because you're getting them for free with that level dip. Otherwise, you're taking feats to alter your experience of a tiny window of HP that you should never really get to if you're doing everything right.

i use hero lab and this stat block is with every thing on power attack, wreckless abandon, and combat expertise which gives me DR instead of ac and he is raging so he has -2 -4(to counteract the +4 from combat expertise) and -3 due to reckless baondon

with every thing turned off I have hero lab giving me 26=11(armor)+4 dex +1 nat
with ever thing on i have 21=11(armor) +4 dex +1 nat -5 untyped bonus


I guess it does, but it means you're applying Guarded Life earlier and earlier as we're not counting your current DR for the purposes of the rage power and then applying pretty much all of it. Which I just redid the math and while raging that's actually up in the 50s. It's in the 70s if we let it apply normal DR twice. Any damage less than 50 is negated when your life total under 50. That's a problem.

not for me

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