Advice for a barbarian about to face 1 wizard+2 rogues


Advice


I have a 13th level barbarian/1st level monk half-orc, and it looks like I'm going on a side adventure from the party, to take out 2 rogues and a wizard. I won't go into a long list of special abilities, rage powers, feats, etc. but I'm looking for tips on items or tactics that others would suggest. Here are a few details I think are pretty germane:
Rage powers include Superstition, Witch Hunter
Intimidate bonus is 22, more when raging, and I have the Dreadful Carnage feat
I'll be teleporting into their lair, and I know it'll set off an alarm and they have True Seeing around the portal.
The campaign is sort of a growing-into-gods story, and I have been afflicted (?) with 4 arms and an exoskeleton (Nat armor 4). I have an artifact hammer and a belt with chains on it, the chains are excellent for grappling (CMB 29) and get their own action slots.


Are you with your party before you go through the teleporter? Because getting a True Seeing of your own will give you thirteen minutes of not being sneak attacked by greater invisible rogues. Couple that with Countless Eyes (even a potion or a friend reading a scroll will have 5 hours duration) and the rogues just don't matter because they aren't going to get sneak attack without taking an action to feint.

Get a cheap Guisarme unless your hammer takes three arms to wield. The rogues' CMD will probably be poor and a trip AoO on one will let your belt of chains focus on the other and the AoO won't matter unless the rogues have longspears. It'll also prevent the wizard from 5' stepping out of your threatened area.

The rogues can probably be rendered irrelevant with preparation so you can just focus on the wizard until he drops.


are they equal to your level? Plus I like the idea of you getting true seeing going in as well. Hit the strongest one first and rage away as need be.


My suspicion is the rogues are probably 10th level, the wizard probably higher. I don't know that for certain.
The hammer only takes one hand (though I usually use it two-handed with Power Attack+Furious Focus). Any reason a Guisarme would be better than another pole arm?
My biggest fear with the rogues is the flanking or that they'll have Freedom of Movement, in which case I can't grapple them. Anyone grappled by my chains is Dimensionally Anchored, too.


What do you know about the Wizard? Honestly, the rogues should be a non-concern unless you dropped Uncanny Dodge or don't have access to the spell Atarlost mentioned. The Wizard, though, could be any number of issues.

re: weapons, I'd recommend hammer in 1 hand, reach in 2 hands, and something you can throw (chakram, for instance) in the final hand. This will allow for readied actions if needed.


Tell me you have Spell Sunder. It is way too useful not to have. Savage Intuition might also be useful, so you always have access to your Superstition bonus, even if they go ahead of you in the initiative order.

Also, even with the bonus from Superstition, bad rolls can really mess up your day, so Spell Eater isn't a bad idea to have, either.

From there, I would focus entirely on damage. You want to be able to kill the wizard from turn 1, or things might not go as you would hope. A phase locking weapon would definitely help make sure that the wizard doesn't simply escape when he's down. If you can grapple him first turn, then that should work well.

You may need some method of true seeing, or illusions and invisibility may ruin your day. The Barbarian has the incredibly awesome Ultimate Clarity Rage Power, but the two prerequisite rage powers aren't entirely useful.

But really, this only matters if you fail to kill them on the first round. Pounce can help you get your full attack off, and Beast Totem grants it to you.

As for the rogues, if you haven't gotten rid of Uncanny Dodge, they shouldn't be much of a threat to you. If you have, I'm assuming that you have DR, so try to focus fire one of them first, meaning that the other one will be neutered.


I think the trip property at some got errata'd from doing bupkis to giving some actual bonus to trip attempts. If not than any reach polearm would do.

Countless Eyes flat out negates flanking entirely, is potionable, on one of the common lists, and has a long duration. If you can get any consumables you should be able to get it.

Freedom of Movement is not on the wizard list. If they have it they have to get it from items. It's not potionable, though, so unless they cheat with one charge wands they either need to shell out for a lot of it or get enough UMD to manage a scroll. That's DC 24, which isn't going to be automatic at level 10 without skill mastery. Rings are an option, but they're even more expensive than full wands. Whatever they do to get FoM other than partial wand cheese it's going to cost them significantly.


How are you getting back?


I have, in fact, gotten rid of uncanny dodge - I took brutal pugilist and raging drunk archetypes. Those have given me the bonuses on my CMBs and CMDs, as well as the ability to suck down potions as a move action. (I've got a bandolier of cure serious wounds potions).
I do have Spell Sunder, as well as Lesser Beast Totem. Spell Eater is coming later on my list of rage powers.
The hammer can split into two weapons, can inflict Touch of Idiocy, and returns to my hand.

Given all of your advice (thank you, this is awesome!) I'm thinking I'll hire a mage to come with me to the out-bound teleport pad. He can cast True Seeing, and any other buffs. I'm figuring the Countless Eyes could be a potion, and maybe an elixir of fire breath.
I'll have hammer, guisarme, and human bane mace in my hands, rage before I step through. Then assuming they're right there, I'll start with guisarme tripping one rogue, chains grappling the wizard, and hammer and mace attack on the other rogue.

As for what I know about these guys, the rogues work as a team and have been launching teleport in-and-out attacks on an ally. They work for the wizard. We last encountered the rogues in person when we, and they, were 8th level.


Quandary, there's a teleport pad network that our party has been discovering. You have to know the "code" for each one and then you can access it. So I should be able to step back on the pad, but you do raise the possibility that one of them could scramble the code and I'd go who-knows-where. Ah well, that's the GM's problem, I guess.

The Exchange

Blur(get a potion or have it cast on you)prevents sneaks unless they are unchained rogues/have shadowstrike.

Headband of havoc lets you rage as an immediate action if you get targeted. Also I recommend freedom of movement ring on yourself, a goz mask, necklace of adaptation. Wizards like to cheat, he might be willing to cast cloudkill, and watch you die as you stumble in the fog searching for him. Also elixir of dark sight.

Also, boots of flying/potion of fly. That wizard's probably both invisible, and flying.

If you want to go down the you can't see me route, get an eversmoking bottle and open it. If those 3 don't have a goz mask, they won't be able to determine where, in the cloud of smoke, you are.

It will stop single target spells like icy prison, suffocate(who uses that against a barbarian anyway), hideous laughter.


If your hammer is an artifact then you should find a way to cast antimagic she'll on yourself. Your hammer and rage will work, and most of their defenses will not.

Do you have a good UMD? There is a cheap magic item which can give large bonus to it, all you need then is the scroll.


Assuming you didn't give up Uncanny Dodge, you will nearly be immune to the Rogues. Unless their tactics rely on other things, like Dirty Trick. If they bother you, Sunder their weapons, regardless of your feat choices.

If it's possible, go for the Wizard first. If you can't, deal with his lackeys. When it becomes 1v1, I might actually suggest grappling him, again regardless of feat choices.

I'm just going off of the basic charts of all 3 classes involved. Since your feats and such were not spelled out. Barbarians are natural bullies to Rogues, given their default abilities.

:edit:
Whoops. Yeah I see you gave up UC. The pair of Rogues might actually bother you then. Beware!

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