CRB Only Barbarian Build


Advice


Hello,
I'm sorry to start a new thread about yet another build, but what I'm looking for is something that I have not found with a simple search. I'm playing a vanilla Barbarian and I just hit lvl 4. Unfortunately our GM allows us to use the CRB only so I can't access all the cool stuff from other books. That makes me in a troubling position, since I would have played as an Invulnerable Rager, if not for this restriction. So here's my actual build:

Lvl 3 Human Barbarian

STR 20
DEX 12
CON 14
INT 11
WIS 11
CHA 8

Feats: Improved Initiative, Power Attack, Improved Sunder
Rage Power: Knockback
Weapon: Greatsword
Armor: Chainmail

I don't know which stat to bump in the first place. I have high STR, so my options would be DEX and CON and I can't decide between them. But what troubles me most is the choice of the new rage power. I was thinking about Superstition or Strength Surge, but also I would like Intimidating Glare in order to unlock Terrifying Howl at lvl 8.
Thank you in advance for your help.


What level do you expect the campaign to go to? If less that 8, put the point into Int.


I think we're going to reach high levels, since my master is building a long campaign.


Barbarians have the ability to go Super Saiyan and break puny spellcasters with Superstition, Witch Hunter, Spell Sunder, and Strength Surge.

It's not quite world-breaking, but it's pretty funny to see a Barbarian let out a kiai, get a huge boost to CRB, and then literally punch reality so hard that they break magic.


chbgraphicarts wrote:

Barbarians have the ability to go Super Saiyan and break puny spellcasters with Superstition, Witch Hunter, Spell Sunder, and Strength Surge.

It's not quite world-breaking, but it's pretty funny to see a Barbarian let out a kiai, get a huge boost to CRB, and then literally punch reality so hard that they break magic.

except he's stuck with core only


I forgot that Spell Sunder is from UC.

Ghostnote - your DM's kind of a toolbag, in that case.

I can understand not allowing PFS materials like Player's Companions, Campaign Settings, etc. - but the other 6 player-centered books from the PRD are "core" material, as well, and nothing in them is more powerful than the CRB.

Ultimate Combat, Magic Equipment, Advanced Player's Guide, and Advanced Race Guide are what most people would consider the "basic" Pathfinder game, with the ACG now joining those ranks.

The CRB (because it's a near-direct port of the PHB from the d20 SRD) heavily favors the Druid, Cleric, and Wizard, though the Sorcerer gets nice options with the Bloodlines - almost all their best options are in the CRB.

By only allowing the CRB, however, he's denying all the Martial and skill-based classes their best tricks and tools. No archetypes, fewer feats and class options, etc.

Monks don't get their best options (the Zen Archer and Pummeling Style), the Fighter loses out on several Archetypes, the Ranger can't play as a Skirmisher, etc.

As a Barbarian, especially, he's not allowing you to be an Invulverable Rager, which is the Barbarian's best form, especially if you're going to high levels.

I'd talk to him about it - they're all available on both d20PFSRD and - more importantly - on paizo.com/prd.

This isn't like the Complete Warrior material not being available unless you bought the book - these are all "core" rules of the game available to everyone.


I tried to let him see the point you explained and his answer was that maybe at later levels (8-10 he says) he will allow us the use of more books. Until then I'm stuck with CRB. What would you do in this case? I think I'm going to get Superstition, so that maybe I can access all the anti-spellcaster powers later in the game, but still have no idea about the ability boost.

Dark Archive

Superstition is still core, and a core barbarian is still fine for just about any encounter. Continuing up the sunder line makes sense, as does investing in feats like Critical Focus and Improved Critical.

The most powerful feat in the game is Leadership, and that's core. Are you planning on making use of a cohort? A sorcerer or cleric would be great for buffing you before combat.

Grand Lodge

No suggestions re. attribute distribution, but another suggestion: if this barbarian carries a reach weapon, in addition to that greatsword, combat effectiveness will almost certainly increase. This is only true, though, if your team has the tactical savvy to sometimes wait for foes to approach. If you always rush the foe, without consideration of tactics, then stick to the greatsword.


Well, Witch Hunter is APG, is basically the key Spellcaster-killer ability, BUT it is dependent on Superstition.

So, yeah Superstition first is a good first going.

Roused Anger is also a strong possibility, though it's use is negated later. Retraining would help, but those rules are from other books, so... yeah, might be a dead choice later.

---

If your DM isn't allowing non-Core Rulebook stuff until later, I might suggest taking 4 levels of Barbarian, 1 level of Sorcerer with the Dragon bloodline, and then charging head first into Dragon Disciple.

It's in the Core rulebook, and it's VERY powerful. You don't get much spellcasting, especially compared to the Bloodrager, but you get, in total, +4 Str, +2 Con, +2 Int., along with increases to Natural AC, Elemental resistances, and, best yet, Wings that are always on and grant you a fly speed of 60ft. (Good Maneuverability)


If your charisma is too low to cast sorcerer spells, then do you even count as being able to spontaneously cast arcane spells?


Anyone willing to give me advice on where to spend the ability point? I was thinking of spending 4th lvl point in DEX, get Combat Reflexes at level 5, and then spend next ability boost in DEX again, so that by 8th level I can perform three AoO per round (I'm considering Come and Get Me, always if my DM allows it). Later I would go one point in CON (for Raging Vitality) and two in STR. What do you think about it?

Grand Lodge

It's probably only worthwhile to get Combat Reflexes and boost DEX if you are using a reach weapon. While Come and Get Me barbarians are very powerful, this ability doesn't come online until 12th level, quite late in your career. Either run with reach and combat reflexes early, when it's most useful, else don't bother until CagM comes online. The CagM barbarians I've GMd for have tended to get more AoOs through regular reach than through the CagM ability.


If you go DD, you can start with a 10 in Cha, and spend your level 4 boost to get 11. That'll give you just enough Cha to cast sorcerer spells.

Otherwise, Strength and Con are your two main stats.

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