
Broken |

This is by no means the best build, but it is the current plan for our local Carrion Crown AP. My barb was cured of Lycanthrope by the Professor, and my rage is the "beast" trying to get back out. We are currently level 3 in the first book working our way through Harrowstone.
Yric Volstag: Human [Ulfen] Barbarian (Invulnerable Rager)
STR: 16 DEX: 14 CON: 14 INT: 10 WIS: 10 CHA: 10
Skills: Survival, Acrobatics, Climb, Intimidate, Perception, Knowledge Nature
*I am taking skill points for my favored class as I am covering Knowledge Nature for the group.
Traits: Owe a Favor(CC-AP), Noble Savage
Gear: Battle Ax, Silver Dagger, Javelins x2, Studded Leather
01. F: Power Attack, BF: Furious Focus
02. RP: Lesser Beast Totem (1)
03. F: Dodge
04. RP: Guarded Life (1)
05. F: Outflank (Our group loves this feat)
06. RP: Beast Totem (6)
07. F: Mobility
08. RP: Greater Beast Totem (8)
09. F: Eldritch Claws
10. RP: Renewed Vigor (4)
11. F: Vital Strike
12. RP: Superstition (1)
13. F: Improved Vital Strike
14. RP: Unexpected Strike (8)
15. F: Spring Attack
16. RP: Mighty Swing (12)
17. F: Greater Vital Strike
18. RP: Quick Reflexes (1)
19. F: Combat Reflexes
20. RP: Come and Get Me (12)
At 1st
+4 Power Attack Battle Axe 1d8+7x3 @ 11.5 dmg
or +3 P.A.B.A. on AoO
Raging
+6 Power Attack Battle Axe 1d8+10x3 @14.5 dmg
or +5 P.A.B.A. on AoO
At 3rd
+6 Power Attack Battle Axe 1d8+7x3 @ 11.5 dmg
or +5 P.A.B.A. on AoO
Raging
+8 Power Attack Battle Axe 1d8+10x3 @14.5 dmg
or +7 P.A.B.A. on AoO
or +7/+7 P.A. 2 Claws 1d6+8x2 @11.5 / 11.5 dmg
One of the main reasons I am hanging around these threads is to try and make this better while still preserving the feel. The "Plan" between me and other players is I am the flanker. Using mobility /Charging to setup flanks for Outflank to help boost our Attacks per round as a group.
Flesh Wound looks better and better the more I read. And I am really thinking I need to add in Reckless Abandon. Probably trading out vital Strike for Extra Rage powers. (I thought I could Spring Attack/Vital Strike or Charge/Vital Strike if needed, I have learned a lot since I built this.)
I liked the Idea of "Regenerating" using Renewed Vigor. But Flesh Wound may be better.
Also, I know Come and Get Me is toward the end in the probably unreachable levels for the AP but I am not sure about being the flanker with it.
Feel free to pick apart. I need the help, its why I am here.

riatin RPG Superstar 2010 Top 32 |

You can't get Greater Beast Totem until 10th level, other than that it seems ok. I'd probably try to get Come and Get Me earlier and swap dodge out for something else, use it to get Extra Rage Power Reckless Abandon or something. That +1 AC isn't going to really do alot when you're ditching AC anyway, getting Extra Rage Power: Increased Damage Resistance would be better, although its lvl 8 restricted. Also, I'd probably throw out Eldritch Claws seeing as your primary is the Battle axe, but that may be a flavor thing your going for.

Broken |

You can't get Greater Beast Totem until 10th level
Whoops
I'd probably try to get Come and Get Me earlier
So try to work in Combat Reflex too right? Otherwise I still only get one AoO.
swap dodge out for something else, use it to get Extra Rage Power Reckless Abandon or something. That +1 AC isn't going to really do alot when you're ditching AC anyway, getting Extra Rage Power: Increased Damage Resistance would be better, although its lvl 8 restricted.
You know with all the penalties to AC (Rage, Reckless Abandon, Charge) Is wearing armor even worth it? Nothing says awesome like a shirtless barbarian :)
Also, I'd probably throw out Eldritch Claws seeing as your primary is the Battle axe, but that may be a flavor thing your going for.
It is for flavor, but I am thinking that it just may not be sweet enough to keep.
Thank you raitin.

riatin RPG Superstar 2010 Top 32 |

I forgot about Combat reflexes, but yeah, its pretty much needed to make Come and Get Me really useful. A bit of a feat tax, but worth it, especially if you can manage a high dexterity. AC for barbarians seems to be their throw away stat, there are methods of getting it back, Beast Totem, Guarded Stance, etc, but attempting to keep it high while still doing things like charging, raging, and reckless abandoning means that you're really just trying to negate penalties that you're really piling on yourself anyhow. If you're gonna take the penalty, why not maximize the use of the benefit rather than attempting to negate it, but that's just based on my personal philosophy toward it, ymmv. And if you have room to be effective while building in good flavor, I totally say go for it.

riatin RPG Superstar 2010 Top 32 |

riatin wrote:...and swap dodge out for something else...I forgot to ask about this. Should I not worry about the Dodge/Mobility/Spring attack.
Instead use Charge/Full Attack, and Tumble around the target for flanking?
Would sure free up some feats...
Hmm, I read it and must have missed those feats. If you want those then go for them, they certainly have their uses, I just overlooked them both somehow.

Matt Beatty |
I forgot to ask about this. Should I not worry about the Dodge/Mobility/Spring attack.Instead use Charge/Full Attack, and Tumble around the target for flanking?
Would sure free up some feats...
Completely ignore the spring attack chain. Here is the reason. You have POUNCE! (Greater Beast Totem) At lvl 10 you can charge and make a Full Attack. It does not get any sweeter for a mobility based character.
As far as AC goes, all those negatives will mean you will get hit on the first attack, maybe the second, but from then on you still have a decent chance of not getting hit. Also Beast totem gives you a natural armor bonus that will stack with an amulet of natural armor (buy one). Add to this the fact that you are an invulnerable rager that gets DR = 1/2 lvl. I would not worry about a AC but I would not ditch the armor unless you took savage barbarian and channeled your inner Conan.
Also.
Take Come and Get Me at lvl 12. It is a huge bonus to damage.
Ditch the vital strike chain of feats. You will be full attacking every round. If you have to move, you can just charge and full attack them. On the rare occasion when you can not charge then just take a standard attack and be thankful you didn't waste 3 feats for such a rare occasion.

Broken |

Based on what I have learned (thanks guys!) this is build 2.0
3rd level is dodge at the moment, I will have to talk to the DM to see if he will let me switch out Dodge for ERP:Animal Fury. Based on what I have learned then the more attacks I can throw at my targets the better off I will be.
01. F: Power Attack, BF: Furious Focus
02. RP: Lesser Beast Totem (1)
03. F: *Dodge/Extra Rage Power: Animal Fury
04. RP: Reckless Abandon (1)
05. F: Outflank
06. RP: Superstition (1)
07. F: Raging Vitality
08. RP: Beast Totem (6)
09. F: Extra Rage Power: Witchhunter
10. RP: Greater Beast Totem (10)
11. F: Combat Reflexes
12. RP: Come and Get Me (12)
13. F: Eldritch Claws
14. RP: Strength Surge
15. F: Extra Rage Power: Unexpected Strike (8)
16. RP: Mighty Swing (12)
17. F: Stunning Assault
18. RP: Flesh Wound
19. F: Toughness/Step Up
20. RP: Quick Reflexes (1)
The order of feats/rp after 12 I am still thinking about.
I like Eldritch Claws, but if I delay it more should I bother. It would help with the Bite attack from Animal Fury if I get it too.
Strength Surge seems like a get out of "X" free card, and I like it, but would I be better served getting something else sooner
Unexpected Strike helps get another AoO, but do I need it or will I run out of AoO before I am done being attacked, Would Quick Reflexes help that if I got it sooner.
Toughness or Step Up, and should either be taken sooner. As high in the build as those are I am not sure I need even worry about it.