| TheJollyLlama875 |
I was thinking about a build based around being a giant damage soak that can take as much as he can dish out for an upcoming campaign. I want this guy to be able to withstand more punishment than anyone can take out. The DM is giving us the Adventurer's Armory, Core Rulebook and Advanced Player's Guide to work with, and I think a 25 point buy. I want it to be a playable build at all levels, because he likes to start us anywhere from 1-6.
Grunthak the Unstoppable
Human - Heart of the Wilderness Variant
Barbarian - Invulnerable Rager Variant
Str - 16
Dex - 14
Con - 16
Int - 8
Wis - 11
Cha - 11
Feats/Rage Powers:
1 - Power Attack (Feat), Raging Vitality (Feat)
2 - Guarded Life (RP)
3 - Endurance (Feat)
4 - Reckless Abandon (RP) (+1 Con)
5 - Diehard (Feat)
6 - Renewed Vigor (RP)
7 - Fast Healer (Feat)
8 - Improved Damage Reduction (RP) (+1 Con)
9 - Combat Reflexes (Feat)
10 - Improved Damage Reduction (RP)
11 - Bodyguard (Feat)
12 - Come and Get Me (RP) (+1 Str)
13 - In Harm's Way (Feat)
14 - Improved Damage Reduction (RP)
15 - Lunge (Feat)
16 - No Escape (RP) (+1 Str)
17 - Toughness (Feat)
18 - Flesh Wound (RP)
19 - Stunning Assault (Feat)
20 - Rolling Dodge (RP)
Thoughts?
| Ardenup |
Your DR is great anyway. Dump Endurance, Diehard and fast healer. Use the spots to reshuffle for the 3 beast totem powers. The extra Natural armor counters the reckless abandon ac penalty. Pounce is king!!!! Also swap the later extra dr/ feats for witch hunter and it's preq. At later levels nearly everything has magic.
Will post a build for you later.
YuenglingDragon
|
I agree with Ardenup. It would also be awesome if you could find your way to get the Elemental Rage powers. I think one of the important things about this build is making your damage output on the attacks of opportunity high enough that it justifies the increased danger you put your Barbarian in. Remember that all the damage you take takes up party resources in healing. Fast Healer is a nice thing to include, but the feats that lead up to it suck to a high degree. Not worth it. Get better stuff or more rage powers.
| Ardenup |
| 3 people marked this as a favorite. |
Rage Powers (the new ones at least) are better than feats
Try This:
DR1/-, Lesser Beast Totem
Extreme Endurance, Combat Reflexes
DR2/-, Guarded Stance
Extra Rage Power: Guarded Life
DR3/-, FireResist1, Beast Totem
Furious Focus
DR4/-, Reckless Abandon
FireResist2, Extra Rage Power: Inspire Ferocity or Cleave.
DR5/-,Gtr Beast Totem
Greater Rage, Dazing Assault
FireResist3, DR6/-, Come and Get Me
Extra Rage Power: Moment of Clarity
DR7/-, Superstition
FireResist4, Extra Rage Power: Clear Mind
DR8/-, Witch Hunter
Tireless Rage, Dreadful Carnage
DR9/-, FireResist5, Disruptive
Step up
Mighty Rage, DR10/-, Spellbreaker
.
Now ths build rocks DR10/-,
Has awesome saves
Has Good AC
Has Awesome Attack
BAB20 +4(Rage STR+8) +6(Reckless Abandon) + 5(STR) +3(Belt of Physical Perfection) +5(wpn enhancement) -6(PA) 37/32/27/22. UNBUFFED! Furious Focus means first attack is +43
Can Buff Allies
And has Awesome Damage
D12+ 5(wpn enhance) +12(str,belt x1.5) +1d6 (shock) +2d6(holy)+ 18(PA)= ave 44 +6 For casters (nearly everything after 10 has magic!
You Like? Haven't worked out the dpr but basically your full attack is only a little less damaging than a 2H fighter archetype (you lack backswing and overhand chop powers) vs a non caster and the same vs a caster, but you can full attack more often. And Eat alot more hits!!
(Cookies to Paizo for giving us this goodness)
| TheJollyLlama875 |
That is a straight-up, all around awesome build that wrecks face. I love what they've done with barbarians. Mostly because I love barbarians (who doesn't love making rogues cry when they think they have good damage output? :-P)
I think, though, that I'd leave off Furious Focus, unless my DM rules that it stacks with Dazing Assault. I dunno how it goes RAW, but I think it's a no-go. And between Reckless Assault and all the Bull Strengths I will be cajoling out of my party cleric, a +1 on my first attack is not going to be terribly impressive.
Inspire Ferocity is pretty good, but if I were going to do that, I'd pump my CHA a bit, and base the build around Intimidate (which is another build for another thread). So I think I'll leave that out. Though if we end up being a group of tanks, I might slap it back in, and go that route. Hard to say. I would like to point out, however that it is an untyped bonus, which is super-mega-awesome. Cleave doesn't really impress me either, but it is a good way to soak the AC down to "HIT ME!" levels.
My DM is super-stingy with magic items - my level 12 fighter just got a +2 bow, and the best armor in our group is +2. So in a normal game, yes, those numbers would be par for the course, but I'm going to have to take them with a grain of salt.
The Witch Hunter business is a good call. I might try to shoehorn those in sooner.
I do agree with YuenglingDragon when s/he says that I need to make every point of healing count, and I really think that Diehard will help me, you know, not die. Plus, with it I might not really need Guarded Life. I was thinking about taking the Drunken Rager variant, so I could move-action a potion. I'd say that's worth fast movement, and I can slap on Boasting Taunt if I feel crazy.
| Ardenup |
I do agree with YuenglingDragon when s/he says that I need to make every point of healing count, and I really think that Diehard will help me, you know, not die. Plus, with it I might not really need Guarded Life. I was thinking about taking the Drunken Rager variant, so I could move-action a potion. I'd say that's worth fast movement, and I can slap on Boasting Taunt if I feel crazy.
Dude, check the SRD- there's a trait that lets you down a potion with a move action.
Glad you liked the build, hope it gave you some good ideas!
YuenglingDragon
|
I do agree with YuenglingDragon when s/he says that I need to make every point of healing count, and I really think that Diehard will help me, you know, not die. Plus, with it I might not really need Guarded Life.
You're taking my point and ending with the exact opposite conclusion. My point was that you get very little benefit for Endurance and Diehard to make it worth Fast Healer.
My point was keep your damage nice and high so that you demolish those who dare to strike you. In so doing you shorten the fight and make you need less healing overall. Hence, dropping those for more Rage Powers to slip in the elemental rage powers.
| Archmage |
Well that´s some nice build actually too nice in my opinion the combination of stunning assault (which you definetly should take at 17), combat reflexes and CaGM is too strong.
I tried to point this out here -
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/comeAndGetMeStunningAssault&page=1&source=search#0