Critique My Barbarian Build


Advice


Any Thoughts? Besides "You are suicidal"

Hit Me Please:

Race: Dwarf
Class: Level 1 Barbarian(Invincible Rager)

HP:18
AC:8

STR: 18
DEX: 7
CON: 20
INT: 7
WIS: 10
CHA: 5

FORT: 7 = 2(Base) + 5(Stat)
REF: -2 = 0(Base) - 2(Stat)
WILL: 0 = 0(Base) + 0(Stat)

Masterwork Large Dwarven Waraxe: +4 2d8+6 x3
Masterwork Large Dwarven Waraxe Rage: +6 2d8+9 x3

Feat: Fight On

Traits:
Destructive Blows = +2 on Sunder
Glory Of Old = +1 Saves Vs Spells / Spell Like

Alternate Race Features:
Deep Warrior (Defensive Training): +2 AC\Grapple Vs Aberrations
Hardy: +2 Vs Spells / Spell Like
Relentless(Stability): +2 on Bull Rush / Overrun
Lorekeeper(Greed): +2 History Dwarf Enemy
Ancient Enmity(Hatred): +1 Attack Vs. Elf Subtype
Xenophobic(Starting Languages): +1 Vs Mind affecting Effects


Well.... if you do not mind to roleplay a clumsy, a bit retarded associal guy, it looks good. But the point is, you need other people to talk for you, think for you and stand around and dig your nose or clean your toenails while there will be no combat. And lorekeeper with a Int 7 char, just feels.... wrong.


Helikon wrote:
Well.... if you do not mind to roleplay a clumsy, a bit retarded associal guy, it looks good. But the point is, you need other people to talk for you, think for you and stand around and dig your nose or clean your toenails while there will be no combat. And lorekeeper with a Int 7 char, just feels.... wrong.

I figured She just knows that "Elves Bad.. tentacles Bad"


A couple of points

1) Large weapon taking -2 to hit to get on average +3.5 points of damage is not worth it at first level. You are going to overkill a lot of monsters as it is.
2) Fight on is not a good feat. Power attack is a better feat. If you want hit points toughness or tribal scars are better feats.
3) That stat array is just not worth it. 20 CON isn't worth dumping dex and int.


1. More of a fluff thing, I like the idea of this tiny dwarf using a giant axe..

See: https://c2.staticflickr.com/6/5016/5415326876_beb90a0d9f.jpg

2. Why isn't fight on a good feat? Thats 7HP while im raging.. vs what.. 3?

3. Its gonna have to be worth it, the whole concept is this character is gonna take every hit they throw, and hopefully survive till level 5 or something lol. That means every HP is gonna matter.


Toughness scales in level. Tribal scars is 6HP and gives other bonuses. 7 DEX means you will be crappy with range weapons. Sometimes creatures fly or are in position where you can't melee. A 12 DEX vs 7 is a 3 difference in to hit.

Play what you want, but your character is one dimensional in combat and won't be able to help out of combat.


Jon Otaguro 428 wrote:

Toughness scales in level. Tribal scars is 6HP and gives other bonuses. 7 DEX means you will be crappy with range weapons. Sometimes creatures fly or are in position where you can't melee. A 12 DEX vs 7 is a 3 difference in to hit.

Play what you want, but your character is one dimensional in combat and won't be able to help out of combat.

Eh she probably wont even live to see level 3 lol. I doubt it will matter. I just think its funny to give the GM's something they can hit, they are so used to complaining about 25+ac's lol


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I remember playing with a guy who made a 14AC barbarian at 7th level. We were fighting hill giants. Our group had no cleric - a bard and a druid. That guy went down in the first battle.

Whatever people say about AC - it does matter.


Jon Otaguro 428 wrote:

I remember playing with a guy who made a 14AC barbarian at 7th level. We were fighting hill giants. Our group had no cleric - a bard and a druid. That guy went down in the first battle.

Whatever people say about AC - it does matter.

In all fairness, dont Hill Giants have like a +18 to hit or something crazy like that?


Pathfinder Lost Omens Subscriber

what ever you do, I recommend making it so (if you do survive) you disable people. like get good at tripping or sundering. which means don't take giant axes, get normal axes. you NEED to hit more than you need to do damage with that build.


reika michiko wrote:
Jon Otaguro 428 wrote:

I remember playing with a guy who made a 14AC barbarian at 7th level. We were fighting hill giants. Our group had no cleric - a bard and a druid. That guy went down in the first battle.

Whatever people say about AC - it does matter.

In all fairness, dont Hill Giants have like a +18 to hit or something crazy like that?

Hill giant Great club +14/9. Part of the problem with absurdly low ACs is that all those secondary +9 attacks also hit.


no need to min/max stats that badly, especially con, which has an upper limit of relative usefulness.


Pathfinder Lost Omens Subscriber

yeah, don't max out CON unless you happen to have like 4 18's...

Liberty's Edge

Yeah...I'd drop Str to 16 and Con to 18, personally. That'd let you get Dex to 12, Int to 10, and Wis to 14 and make you much more survivable. You could also grab Heavy Armor Proficiency and actually have a very high AC to go with standard Barbarian offense.


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Due to the obvious choices for barbarians to pair with combat reflexes, I'd never play a barbarian with less than 14 dex.


I took some advice from this thread, thanks for all the responses

The Exchange

I agree with the above posters that you should not have to dump stats that much also have you considered getting a normal axe or regular great axe and get power attack it is great for two handed fighters and it also scales

maybe a little less min maxish

str 16
dex 12
con 18
int 10
wis 10
cha 8


reika michiko wrote:

Any Thoughts? Besides "You are suicidal"

** spoiler omitted **

Dude(tte) you need some initiative score mod at least. You have the potential for HIGH hp and DR to soak up damage, reflex saves are cool but more often than not a failure won't kill you, at worst take you out of a fight temporarily. So-um...yyeaa, how bout reactionary as a trait and improved initiative say A>S>A>P? I think you have an awesome concept here. I might tweak this and make it my own I like it that much!


Ah...lol upon second examination I see that would be quite a bit of tweaking actually. Hrrm. Still there is alot I like the 18 str, 20 Con big axe (I'd go greataxe likely) lots of hp more with Raging vitality and toughness. Power Attack, Furious focus would be on there and yes a 10-12 Dex would be nice, also not having to tank mentals so hard would be good. This isn't any official point buy just a fantasy of an ideally statted version

Str:18
Dex:12
Con:20
Int:10
Wis:11
Cha:9

Feats: Power Attack,Furious Focus,Raging Vitality,Toughness, Improved Initiative, Combat Reflexes.

The Exchange

actually depending on the group initiative may not be the biggest factor it would give time for the bard/cleric/nice wizard to get those important buffs up so you can hit harder when it is your turn.

or you could just go rage lance pounce

also you could read up on some alternate advice
the ever useful guide to guides

Shadow Lodge

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Quote:

STR: 18

DEX: 7
CON: 20
INT: 7
WIS: 10
CHA: 5

Barbarians get a lot of nice skills and dwarves have a wisdom bump -- so why be brainless? For the same 20pts, you could have....

STR:16
DEX:12
CON+18
INT:12
WIS+12
CHA-05

01 barb1 Raging Vitality
02 cleric1 [Kurgess:Travel/Community]
03 barb2 [Quick Reflexes] Power Attack

Instead of the large axe, your primary weapon will be a normal-sized dwarven longhammer. (And you'll receive two AoOs even if Enlarged.)

Relative differences between OP build and mine at 2nd:

* attack-bonus with primary weapon: unchanged
* AC and ranged attack bonus: +3
* Fort+0/Ref+3/Will+3
* Move +10 (or 40)
* heal 1d6+1 and remove Fatigued/Shaken/Sickened 4 times/day
* +3 skills/level (5 vs 2 every level except 2nd)
* divine spells


if you're going for CON-centric, look into the guarded life (ad it's greater variant) and flesh wound rage powers, as well as raging brutality

if you're looking for a barbarian who is hard-pressed to actually die, damocles guile, myself, and others have posted various tank-barians in the guide to the builds thread.

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