Hi hi hi.
While I'm not in immediate need of a character, I sort of fall in love with the attitude/flavor of Golarion goblins every time I read anything about them. I keep a folder of builds that usually go from 1-20. While I'll usually tailor a character's origin and personality to the campaign, I like to have a few road maps so when I ding so I don't spend all week wallowing in indecision about what feat to take.
Anyway! I realized I haven't played a barbarian since... I think 3.0! I also haven't played a grappling character in Pathfinder, so the Feral Gnasher began to look pretty fun after re-reading some of the rules.
I wanted to bounce the skeleton of the build off the boards and see what people think.
Here's what I got--
For attributes, the DMs in my circle usually toss out 20 pts or more, but it is good to plan for a rainy day. My go to plan would be to put 13 pts into Str, take two from Int and Cha, and throw 2 into Dex, Con, and Wis. So that spread would look something like this:
Str 15 Dex 16 Con 12 Int 8 Wis 12 Cha 6
Stat bumps would go into Strength.
The skills every level would be Acrobatics, Perception, and... Linguistics. I know I just I usually tailor a background for a campaign, but I was thinking about shoe horning the idea of a goblin that was banished from his tribe for being cursed with letters, and having the compulsion to read aloud any writing he finds. Something like that.
Here's the spread for feats:
1st Improved Unarmed Strike
3rd Improved Grapple
5th Weapon Focus (Grapple)
7th Greater Grapple
9th Rapid Grappler
11th Deadly Aim
13th Roll With It
15th Body Shield
17th Quick Draw
19th Raging Hurler
For me, 1st through 9th is pretty set in stone because the grappling feats in conjunction with Lockjaw and Grab are the core for most fights. I usually don't see campaigns last past 13th level, so everything 13th and up is sort of a *fun* choice. Deadly Aim at 11th makes a lot of sense for this because anything I can't grapple, I'll be throwing improvised weapons at.
Wait... *gasp* no Power Attack? What kind of barbarian doesn't have Power Attack? Well, I think one that if he's in melee range, is always grappling. Because maintaining grapple checks controls the fight. I'm flexible on this, though.
I'm a little bit less confident about my rage power selections:
2nd *Archetype*
4th Superstition
6th Ghost Rager
8th Clear Mind
10th Eater of Magic
12th Fearless Rage
14th Strength Surge
16th Unexpected Strike
18th Witch Hunter
20th Spell Sunder
Basically I have a strongly ingrained fear of Save or Suck spells, and most of those powers are about making sure I survive long enough to pin you to the ground and chew your face off.
Any tips on gear priority?