| PhilagenPlunder |
What are the pros and cons of these races for a barbarian? I am currently playing an Evil game where my party will eventually meet up and battle with the good group. I hate to sound uneducated in the matter but the GM of my regular game is very indecisive and starts and stops games at the turn of a hat and I've never really gotten a good run at playing a Barb.
Out of this: I would like to hold my own and do massive amounts of damage, yet help protect other members of my party when we do finally battle the group of good.
| Matt Beatty |
What are the pros and cons of these races for a barbarian? I am currently playing an Evil game where my party will eventually meet up and battle with the good group. I hate to sound uneducated in the matter but the GM of my regular game is very indecisive and starts and stops games at the turn of a hat and I've never really gotten a good run at playing a Barb.
Out of this: I would like to hold my own and do massive amounts of damage, yet help protect other members of my party when we do finally battle the group of good.
Here is my + and - on those two races plus I threw in humans for consideration. Their favored class bonus to superstition makes them an extremely good race for barbarians.
Half-orc:
Pros - +2 str, darkvision, ferocity.
Cons: Not really any
Dwarf:
Pros - +2 Con, darkvision, Hardy/stubborn
Cons - 20ft movement
Human:
Pros - +2 Str, extra feat, +1 skill, Superstition (OMG Awesome)
Cons - Not really any
| AceMcGrudy |
I just started a human barbarian for society play. I enjoy the extra skill point and the Superstition power.
I almost chose dwarf, but I wanted the +2 to strength.
However, as a dwarf you can wear medium armor without slowing down, so an effective 30ft speed without having to spend 4,000 gold on Mithril.
Hell, you could buy an Adamantine breast plate for the dr/- 2. I think that stacks with other forms of dr/-. It would make a nice addition to an Invulnerable Rager.
| sphar |
DWARF
Pros:
1.Better Con.
2.Hatred is good if there's a half-orc in the other party.
3.Stability means its very hard to make you move.
4.Hardy is amazing vs. spellcasters or rogues that use poison.
Cons:
1.No Strength bonus means you'll either lose out on damage or have to dump a bunch of stats.
2.Slow,but Fast Movement might make up for it.
HALF-ORC
Pros:
1.Can get a bonus to Str.
2.Orc Ferocity can let you get that finishing blow on an opponent.
3.You'll get a bonus to Intimidate.
Cons:
1.You won't be as tough as the dwarf.
2.You will be more vulnerable to casters.
| Thanael |
Make sure to also check out the optional racial traits and favored class alternatives for those races: Half Orc, Dwarf
Also which Barbarian archetype are you leaning toward?
| Nordlander |
Also review your feat plan and party composition. There seem to be many feats floating around that may favour Orcs {ie Amplified Rage}. This will depend on what source books you are allowing. Having said that,the Dwarf book provides being able to use a Dorn Duergar as reach or 5' weapon which is a mechanical advantage.
| PhilagenPlunder |
Make sure to also check out the optional racial traits and favored class alternatives for those races: Half Orc, Dwarf
Also which Barbarian archetype are you leaning toward?
I'm thinking of going Invulnerable Rager, I've read that reckless abandon is an amazing skill to have.
However I'm welcome to suggestions.
I'm just wanting to do as much damage and or kill as many of the good group as I possibly can during the final battle which will probably be at level 20, so I have enough time to build a better barbarian and learn.
Hitokiriweasel
|
I'm thinking of going Invulnerable Rager, I've read that reckless abandon is an amazing skill to have.
However I'm welcome to suggestions.
I'm just wanting to do as much damage and or kill as many of the good group as I possibly can during the final battle which will probably be at level 20, so I have enough time to build a better barbarian and learn.
In that case, go with invulnerable rager, beast totems, a falchion with either keen or improved crit (or a fauchard with the same if you feel like burning a feat for it) and go to town on them. The superstition tree might not be bad if you'll get any rounds to buff before hand.
Reckless abandon is nice if you're of the "I'm going to get hit anyway, I might as well make it easier for me to hit them" school of thought.
And since you know they'll be good, make sure you get unholy on your weapon. Or, if you wanted to be slightly silly, be NE (or just N) and make it unholy, axiomatic, anarchic. Get your bases covered for some untyped damage they can't avoid.
Hitokiriweasel
|
So if I go Invulnerable Rager can I still dabble in Superstition? Apparently there are a few spellcasters on the good side.
If you take the Superstitious archetype, no since both Invulnerable Rager and Superstitious give up Trap Sense and Damage Reduction. You can however take the superstition rage power and those that have it as a pre-req if you go with the Invulnerable Rager. Which, honestly, I think is the better of the two archetypes.