Advice with a barbarian build


Advice


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Hello everyone,

I just played my first Pathfinder society game. I have a half-orc barbarian wielding a greataxe.

str 18, dex 14, con 14, int 10, wis 12, cha 8

feat: Power attack

I haven't fully decided on the role I want to fill and could use some advice.

I know I don't want to be specialized in any given area. I would like to deal out a decent amount of damage, as well as tank pretty well.

At the same time, I would like to have some abilities that would allow me to alter or change the battlefied...for example having strength surge and knock back, or knock down (APG), or improved bull rush.

Here are the builds I have in mind and was wondering which one would be the most useful in the most varied of situations.

Build one:
Lvl: Feats/rage powers
1: power attack
2: intimidating glare
3: weapon focus (greataxe)
4: strength surge
5: improved sunder
6: knockback
8: terrifying howl
9: skill focus intimidate
10: surprise attack

Build two:
1: power attack
2: reckless abandon (apg)
3: improved unarmed
4: animal fury
5: improved grapple
6: strength surge
7: toughness
8: knock down
9: improved overrun
10: superstition

I just can't figure out if the above feat/power selections are useful, and in what order they should be selected to maximize the usefulness the character throughout the levels.

Thank you in advance.


To have a maximum versatility and still be able to “tank”, I would suggest going fighter for 3 levels. That would grant you armor training 1 so you can move at full speed in mithril full plate, with proficiency.

To have a high mobility as a straight barbarian you have to forget heavy armor (go for mithril breastplate). But the drop in AC is significant. Also, to emphasize your high mobility “striker” aspect, I would either go for the pounce ability (available at level 10 for the barb in the APG) along the beast totem path, or I would go for spring attack/Vital strike combo. That combo is pretty insane in terms of feats for a barbarian though, and I have found it works quite ok with the mentioned barb 7/ fighter 3 build.

Best advice I can give is to stick with barbarian, pick up animal fury, strength surge, maybe knockback, beast totems, and even the raging vitality and superstitious ones. Lots of good stuff in the APG in terms of rage powers, so I would even take extra rage power as a feat more than once.

The only feat I can't see myself taking is power attack. Then maybe side stuff like iron will/toughness/improved initiative.

The morale affecting abilities are nice but won't grow nicely because of you focus on physical abilities.

-Jelly

Liberty's Edge

daverius wrote:

Hello everyone,

I just played my first Pathfinder society game. I have a half-orc barbarian wielding a greataxe.

str 18, dex 14, con 14, int 10, wis 12, cha 8

feat: Power attack

I haven't fully decided on the role I want to fill and could use some advice.

I know I don't want to be specialized in any given area. I would like to deal out a decent amount of damage, as well as tank pretty well.

At the same time, I would like to have some abilities that would allow me to alter or change the battlefied...for example having strength surge and knock back, or knock down (APG), or improved bull rush.

Here are the builds I have in mind and was wondering which one would be the most useful in the most varied of situations.

Build one:
Lvl: Feats/rage powers
1: power attack
2: intimidating glare
3: weapon focus (greataxe)
4: strength surge
5: improved sunder
6: knockback
8: terrifying howl
9: skill focus intimidate
10: surprise attack

Build two:
1: power attack
2: reckless abandon (apg)
3: improved unarmed
4: animal fury
5: improved grapple
6: strength surge
7: toughness
8: knock down
9: improved overrun
10: superstition

I just can't figure out if the above feat/power selections are useful, and in what order they should be selected to maximize the usefulness the character throughout the levels.

Thank you in advance.

Power attack works great for 2H'ers... huge damage output and you'll still hit more often than a monk flurrying. Furious Focus (APG) isn't a bad one to pick up with that. Your builds are a little scattered, though... look like you're trying to cover multiple bases with each, but diluting the end result thereby.


Jellyfulfish wrote:

To have a maximum versatility and still be able to “tank”, I would suggest going fighter for 3 levels. That would grant you armor training 1 so you can move at full speed in mithril full plate, with proficiency.

To have a high mobility as a straight barbarian you have to forget heavy armor (go for mithril breastplate). But the drop in AC is significant. Also, to emphasize your high mobility “striker” aspect, I would either go for the pounce ability (available at level 10 for the barb in the APG) along the beast totem path, or I would go for spring attack/Vital strike combo. That combo is pretty insane in terms of feats for a barbarian though, and I have found it works quite ok with the mentioned barb 7/ fighter 3 build.

Best advice I can give is to stick with barbarian, pick up animal fury, strength surge, maybe knockback, beast totems, and even the raging vitality and superstitious ones. Lots of good stuff in the APG in terms of rage powers, so I would even take extra rage power as a feat more than once.

The only feat I can't see myself taking is power attack. Then maybe side stuff like iron will/toughness/improved initiative.

The morale affecting abilities are nice but won't grow nicely because of you focus on physical abilities.

-Jelly

I just purchased the APG, I will take a look at those beast totem feats. Thank you.


Apethae wrote:
daverius wrote:

Hello everyone,

I just played my first Pathfinder society game. I have a half-orc barbarian wielding a greataxe.

str 18, dex 14, con 14, int 10, wis 12, cha 8

feat: Power attack

I haven't fully decided on the role I want to fill and could use some advice.

I know I don't want to be specialized in any given area. I would like to deal out a decent amount of damage, as well as tank pretty well.

At the same time, I would like to have some abilities that would allow me to alter or change the battlefied...for example having strength surge and knock back, or knock down (APG), or improved bull rush.

Here are the builds I have in mind and was wondering which one would be the most useful in the most varied of situations.

Build one:
Lvl: Feats/rage powers
1: power attack
2: intimidating glare
3: weapon focus (greataxe)
4: strength surge
5: improved sunder
6: knockback
8: terrifying howl
9: skill focus intimidate
10: surprise attack

Build two:
1: power attack
2: reckless abandon (apg)
3: improved unarmed
4: animal fury
5: improved grapple
6: strength surge
7: toughness
8: knock down
9: improved overrun
10: superstition

I just can't figure out if the above feat/power selections are useful, and in what order they should be selected to maximize the usefulness the character throughout the levels.

Thank you in advance.

Power attack works great for 2H'ers... huge damage output and you'll still hit more often than a monk flurrying. Furious Focus (APG) isn't a bad one to pick up with that. Your builds are a little scattered, though... look like you're trying to cover multiple bases with each, but diluting the end result thereby.

I really like furious focus. Thanks for the input. That feat would allow me to power attack and hit almost all of the time.

The reason I chose a varied set of feats/powers was because in the past I noticed that when I play specialized classes, there are times in an adventure where I have nothing to contribute and that sort of takes the fun out of playing for me.

I want a character that would be decent in many types of situations. Any suggestions on how I can be specialized and adaptable?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For a bump in melee damage potential, replace the greataxe with a greatsword or a falchion; the falchion requires you to invest a feat or two (Improved Critical, Critical Focus) or some weapon abilities (cunning, keen) for full effect, however. Vital Strike can also be useful for rounds that you are moving and can't full attack.

Intimidating Prowess is a better feat choice than Skill Focus (Intimidate) for demoralizing enemies. Also, you may want to consider taking it at 3rd or 5th level in place of either Weapon Focus or Improved Sunder to get more use out of Intimidating Glare and Terrifying Howl.

If your abilities were a bit different (higher Dex), I might have suggested a barbarian/ranger with an orc double-axe and Animal Fury. For the second build, look at the Brutal Pugilist alternate abilities in the APG for bonuses to unarmed attacks and grapples. Or you could ditch melee weapons entirely and go with a Brutal Pugilist/Beast Totem barbarian.

One of the primary ways to increase your versatility is to carry a reach weapon (a longspear is inexpensive, but some of the martial polearms can be used to trip) and invest in a composite bow built for a +4 Str modifier (the composite short bow should be sufficient at 675 gp for a masterwork version, in most circumstances) ASAP. If there is a caster with enlarge person on their spell list in the party, think about purchasing a wand for them to use on you before each fight (a 750 gp investment that can go a long way). Alternately, or in addition, 2 levels of ranger can be useful for the Combat Style feat (although you lose a rage power), some extra skill ranks, and the ability to use wands of ranger spells yourself (including barkskin and longstrider).


Dragonchess Player wrote:

For a bump in melee damage potential, replace the greataxe with a greatsword or a falchion; the falchion requires you to invest a feat or two (Improved Critical, Critical Focus) or some weapon abilities (cunning, keen) for full effect, however. Vital Strike can also be useful for rounds that you are moving and can't full attack.

Intimidating Prowess is a better feat choice than Skill Focus (Intimidate) for demoralizing enemies. Also, you may want to consider taking it at 3rd or 5th level in place of either Weapon Focus or Improved Sunder to get more use out of Intimidating Glare and Terrifying Howl.

If your abilities were a bit different (higher Dex), I might have suggested a barbarian/ranger with an orc double-axe and Animal Fury. For the second build, look at the Brutal Pugilist alternate abilities in the APG for bonuses to unarmed attacks and grapples. Or you could ditch melee weapons entirely and go with a Brutal Pugilist/Beast Totem barbarian.

One of the primary ways to increase your versatility is to carry a reach weapon (a longspear is inexpensive, but some of the martial polearms can be used to trip) and invest in a composite bow built for a +4 Str modifier (the composite short bow should be sufficient at 675 gp for a masterwork version, in most circumstances) ASAP. If there is a caster with enlarge person on their spell list in the party, think about purchasing a wand for them to use on you before each fight (a 750 gp investment that can go a long way). Alternately, or in addition, 2 levels of ranger can be useful for the Combat Style feat (although you lose a rage power), some extra skill ranks, and the ability to use wands of ranger spells yourself (including barkskin and longstrider).

Thank you. I saw the beast totem feats and puglist. That is a very interesting build. I think I might lean toward the falchion, for the criticals. I liked the greataxe for the x3, so when a crit does land....its game over.

I actually was thinking of another approach. It is going to be awhile before I play, and have some time to develop my build approach. My character is still level 1.

What do you know about the barbarian/oracle/raging prophet build?

I was playing around with it...it does add to some versality and the ability to self-heal and self-buff looks great.

I was thinking barb 5/oracle 1 before leaping into raging prophet.
str 18, dex 12, con 14, int 10, wis 8, cha 14

lvl feat/power/spells
bar 1: power attack
bar 2:. intimidating glare
bar2/ora 1: toughness, battle revelation, weapon mastery (wf falchion) divine favor, shield of faith
bar3 / ora 1: charisma bump
bar 4/ora 1: clarity of mind, intimidating prowess
bar 5 / ora 1:
bar 5 /ora / rp 1: vital strike, or critical focus (can't decide)

I wonder if a straight barbarian would be better.

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