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I would like some help with this build idea. Im trying to decide how to take it and if there are any better feat choices in the two section where I have feat or feat options.

I understand there is some argument as to weather a person immune to fatigue is fatigued by Furious Finish Im going to assume they are not as it would only change that feat choice if that turns out to be the case. Also I know that Single attack non-mounted Barb is not the strongest but it is what I'm going for. Thank you for all the help.

Levels: 19 Barbarian Invulnerable rager/1 Oracle (Oracle will be taken at 9th)

STR: 17
DEX: 14
CON: 14
INT: 10
WIS: 12
CHA: 11

Feats:
1st: Power attack
Human: Furious Focus
3rd: Iron will or Cleave
5th: Toughness or Cleaving Finish
7th:Vital Strike
9th:Furious Finish
11th:Devestating strike
13th:Improved vital Strike
15th: Lighting Reflexes (Weapon Trick two handed)
17th: Greater Fortitude ( Great Cleave)
19th: Dreadful Carnage or (Improved Cleaving Finish

Curse:
Lame

Mystery Metal(I think)
Revelation: Dance of blades or armor mastery

Rage Powers
2nd:Reckless Abandon
4th: Surprise Accuracy
6th: Scent
8th: Sharpened Accuracy
11th (Barb 10): Primal Scent
13th : Mighty Swing
15th: Deadly Accuracy
17th: Lethal Accuracy
19th: Flesh Wound


The Fortitude/Reflex/Will boosts would be better spent on other feats once you get to higher levels. Consider spending one on something like a Deific Obedience (really nifty things), unless your character worships Gorum. Alternatively, Extra Rage Power can net you something really nifty, like Superstition (which gets boosted really hard by Human alternate class bonus).

Definitely avoid Great Cleave at 17th. At that level, you can just do a full attack, and get just about as many swings in. It's a rare case where Great Cleave will let you kill significantly more than just regular Cleave or a Full Attack.

Consider Raging Vitality as an option once you are able to boost your CON. It provides an option to avoid sudden rage HP failure, and gives a similar HP boost as Toughness. It's mostly useful for when you're down to your last dregs of HP (-18 or so), since a character with Toughness would have died at that point (assuming they took the same amount of total damage). Situationally better, although Toughness is easier to write down/use.

Vital Strike is interesting, but rather questionable, since lots of people recommend either maxing it out (size increase + big weapons), or dropping it entirely. You'd be fine in the middle, I guess. Consider the Gorum Divine Fighting Technique as a mid/late-game filler feat/rage power, which gives you a couple nifty Vital Strike bonuses.

The Animal Totem is a popular chain since it gives you bonus AC as well as a full attack on a charge. And natural weapons, which don't really hurt. Swapping the Scent/Flesh Wound stuff could earn you these at a delayed pace. Scent is useful against invisible enemies, but unless your GM caters specifically to your playstyle, it will only see limited use, since you can only use it while raging.


My question to you is this: Are you building this as a levelling plan to play the character from level 1, or are you going to start at level 20?

If you're building from level 1, a one level Oracle dip lets you Rage cycle from 9th level. If you're beginning the character at level 20, the Oracle dip isn't worth taking. Tireless Rage at 17th Barbarian level takes care of this already.

If you're building an Invulnerable Rager consider adding massive DR bonuses with the Stalwart feat line. You can achieve DR 19/- quite easily, but it's feat intensive.

If you go this route, Half-Orc (Mystic) gets you free Endurance at level 1, and +1 Luck bonus to saves, with +2 if you trait for Fate's Favored. This bonus is worth THREE FEATS. Human would spend their level 1 bonus feat on Endurance, have less saves, but 1 extra skill rank per level and can put their FCB into an extra +6 to Superstition. In my opinion, an extra skill rank per level and +6 on one Rage Power isn't worth three feats. Half-Orc wins.

My feat selection would be:

Combat Expertise, Combat Reflexes, Deathless Initiate, Diehard, Endurance (Shaman's Apprentice), Heroic Defiance, Improved Stalwart, Power Attack, Raging Brutality, Stalwart


Waitwaitwait...

You didn't seriously just bash on Superstition, did you?

+6 to Superstition is +6 to all saves against magic. Considering most of your saves will come against magic, this is very, very good! It's basically an additional +4 to saves, since nonmagic saves are few, far between, and generally much less dangerous than magic saves.

The build is clearly going for some sort of Vital Strike-based approach, so recommending an Endurance chain and durability-based secondary feats would completely alter the character. Also: Feat-intensive =/= easy. In a non-Endurance chain situation, the flexible bonus feat is definitely worth more.

While Endurance might not be a primary draw in a Vital Strike build, I'd look at Half-Orc for the other possible benefits, such as Darkvision or the chance to get full-on Ferocity. The Human bonus skill point/level is handy if it alters how you spend your skill points. And it can patch up a skill weakness if you spend your FCB on HP or the specific class bonus. But it's not a huge leap, since Half-Orcs would get a FCB as well, which could either be +20 rage rounds, Toughness (equivalent to it), the same Superstition bonus (Half-Orc means Half-Human), or +1 skill point/level.

Combat Expertise will be a hard pull at 13 base INT, assuming the character starts at 1st. Combat Reflexes, on the other hand, is a decent filler, but less than necessary without extra reach. Improved Initiative never hurts. I'd exercise caution around Raging Brutality, since rage-cycling already spends rage rounds faster than normal. Although it does combo with Raging Vitality.


Yeah, I didn't really organise my recommended feats by level taken, my bad.

Personally, I'd build my Half-Orc Barbarian with a stat array as follows:

Str: 15 + 2 Racial
Dex: 14
Con: 14
Int: 14
Wis: 12
Cha: 7

A Barbarian doesn't need Charisma. Dump it hard. Bump your Int for skill ranks or Wis for Perception and Will saves. In my case, I'd go for Int since it means I also get to pick up Combat Expertise for the Stalwart line of feats.

And yes, per the FAQ you can choose to pump Superstition like a Human instead of the regular Half-Orc FCB. Nothing like having your cake and eating it too.

Unless that cake is magic.

Can't trust magic cake.

SMASH MAGIC CAKE RAWR!


I'm assuming from level 1. Also Furious finish causes you to max out your weapons damage dice at the cost of being Fatigued and ending the rage on a vital strike.

I'm taking the Oracle dip at level 9 to get immunity to fatigue.

Ill look into the Stalwart feat line.

This is being built as a single hit barbarian I know its weaker then going full monster mash attacks but that's the goal. The idea behind cleave was to give me options and weapon trick lets you vital and cleave at one tear of vital down.

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