Barbarian Tanker build Help


Advice


I am about to start a new campaign and i am the only melee in the party, so i am attempting to build my barbarian into a tank if you will. Does anyone have any suggestions for feats, rage powers , and equipment. Thanks for any help i get.

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I would start with the Invulnerable Rager archetype and go from there. Take a race that gets +2 to Con and take the toughness feat. At 1st level you can start with a robust 20 hit points, not counting when you go into a rage and get the temporary hit points.

The beast totem rage powers are very solid, offering a bonus to AC as well as pounce. You'll be able to reach your enemies with a full attack before they have a chance to target your teammates. In that regard, I would suggest taking max ranks in perception to maximize your chances of acting in surprise rounds. Getting into an optimal position will be key if you are the only melee. Improved initiative will help with this as well.

Combat Reflexes and Stand Still are good feats for controlling the enemy's ability to reach your friends as well.

I believe there are some feats in Ultimate Combat that will increase your damage reduction too. I love the notion of the barbarian standing tall amidst a combat, barely noticing his enemy's punitive attempts to do him any serious harm.


Brian Fruzen wrote:

I would start with the Invulnerable Rager archetype and go from there. Take a race that gets +2 to Con and take the toughness feat. At 1st level you can start with a robust 20 hit points, not counting when you go into a rage and get the temporary hit points.

The beast totem rage powers are very solid, offering a bonus to AC as well as pounce. You'll be able to reach your enemies with a full attack before they have a chance to target your teammates. In that regard, I would suggest taking max ranks in perception to maximize your chances of acting in surprise rounds. Getting into an optimal position will be key if you are the only melee. Improved initiative will help with this as well.

Combat Reflexes and Stand Still are good feats for controlling the enemy's ability to reach your friends as well.

I believe there are some feats in Ultimate Combat that will increase your damage reduction too. I love the notion of the barbarian standing tall amidst a combat, barely noticing his enemy's punitive attempts to do him any serious harm.

Good tips here :-) One feat I most highly recommend is raging vitality. This way you are much more likely to actually survive ;-)


hey. glad u asked. Made up this build some time ago, as a taunting tripping tanking barbarian. He is very hard to kill and extremely hard to affect with any spells, and if you dont like trip or the intimidate line, then just pick another rage power or feat from the next list. So i hope u can get some ideas from the build.

Dwarf invulnrable rager barbarian lvl 10

str 20
dex 12
con 20
int 13
wis 10
cha 7

hp: 9d12+12+60 = 130.5
damage reduction 5/-
fire resistance 3

saves: +16 fort, +9 reflex, +8 will

AC: 10 + 12(armor) +5(shield) +1(dex) +3(amulet) +2(ring) = 33 ac (36 when combat expertise)

feats: armor proficiency heavy, combat expertise, improved trip, greater trip, raging vitality, skill focus intimidate
future feats: toughness, extra rage power,

Rage: +4 str +4 con, +2 will saves -2 ac 29 rounds per day
rage powers: strength surge, superstitious, terrifying howl, intimidating glare, lesser beast totem,
future rage powers: beast totem, greater beast totem, animal fury, increased damage reduction, guarded stance,

items: +2 physical stats belt, +3 cape of resistance(9000), +3 fullplate armor(9000), +3 shield(9000), +3 amulet of natural armor(9000), +2 ring of protection (8000), +2 trip weapon (8000)

skills: intimidate (+3 class +10 ranks +7 str +6 focus) +26

when raging:
str 24
dex 12
con 26
int 13
wis 10
cha 7

hp: 9d12+12+90 = 160.5
damage reduction 5/-
fire resistance 3

saves: +20 fort, +13 reflex, +14 will

AC: 10 + 12(armor) +5(shield) +1(dex) +3(amulet) +2(ring) -2 rage + 3(fiend totem)= 34 ac (37 when combat expertise)

attack: +10 bab + 7 str +2 wp = +19 to hit (+23 to trip (33 once per rage)) -3 if using CE


Pathfinder Adventure, Rulebook Subscriber

I like the build above, i would drop Expertise and trip and skill focus and take instead Power Attack and Furious Focus and also there is a feat in APG that gives you +1 NA for dwarves (and orcs too I think). I can't remember the name off the top of my head.

Dump the shield and go for a Great Axe or Great Sword. Coupled w/ Furious focus you will be doing +6 to damage at no penalty.


I'll add in to the chorus saying to pick Invulnerable Rager. In addition, don't shy away from medium armor simply because it slows you down to the same speed as everybody else.

Take the improved damage reduction rage power all 3 times once it is available.

Invest in any method allowed to reduce the number of attacks your opponent can take. Knock them over, break their stuff, whatever you can. One attack is will hurt much less than three from the same source.


My Invulnerable Rager looks like this at 20th ...
Only things I would do different is go Beast Totem (I went Fiend Totem, because it was funner at lower levels) and started my superstitious (alternate) racial bonus (human) at 1st level. Funnest character I ever played so far. I think you will love an Invulnerable Rager ... this guy is a living nightmare to try to stop. I can show my gear and weapon attack bonus breakdown also if anyone is actually interested. This is all before UC came out.

Barbarian / Human / 20th Level
(Archetype: Invulnerable Rager)
(Alignment: Chaotic Nuetral)

Strength: 26 / 34* (+8) (+12)*
Intelligence: 10 (+0)
Wisdom: 15 (+2)
Constitution: 30 / 38* (+10) (+14)*
Dexterity: 18 (+4)
Charisma: 10 (+0)

Armor: 32 (24)*
Hit Points: 387 (487)*
Initiative: +5
Move: 30 ft
CMD: 46 / 42
CMB: +27 (+30)*
Attack: +25 (+28)*

(Base +20 / +15 / +10 / +5), (Strength +8 / +12)
(Weapon +5)

Damage Resistances
Lethal: 12/-, Non-Lethal: 22/-, Fire: 5

Saving Throws (12/6/6)

Fortitude: +28 (No Rage)
Fortitude: +32 (Rage)
Fortitude: +43 (Rage vs. spells etc)

Reflex: +15 (No Rage)
Reflex: +15 (Rage)
Reflex: +26 (Rage vs. spells etc)

Will: +13 (No Rage)
Will: +24 (Rage vs spells etc)
Will: +28 (Rage vs. spells/enchants)

Feats

(Fr) Simple / Martial Weapons
(Fr) Light & Medium Armor / Shields
(St) Power Attack (-6 +18) two handed
(St) Cleave (Bonus Feat for Human)
(03) Toughness
(05) Extra Rage Power (Reck Aband)
(07) Imp Critical Strike (Great Sword)
(09) Vital Strike
(11) Combat Reflexes
(13) Raging Vitality
(15) Leadership
(17) Step Up
(19) Stunning Assault

Barbarian Rage Powers*

Rage Per Day = 46
Free action to enter / exit rage.
Strength +8 / Constitution +8 / AC: -2
Indominable Will: +6 to will saves / ench
Tireless Rage

Rage to the Death
May fight up to my negative con value. Attacks = 1 hp damage / per attack (My DM house ruled this one and called it "Rage to the Death" it's basically Endurance & Diehard combined. He felt barbarians in his campaign should only have to spend 1 feat for this instead of two)

Fiend Totem (Lesser)
Horns / gore attack / piercing / 1d8 dmg

Fiend Totem
Spikes / 1d6 dmg to all who strike me

Quick Reflexes
Gain +1 Attack of Opportunity

Reckless Abandon
Gain -6 AC to Gain +6 to hit on all attacks

Improved Damage Resistance
Add 2 / - additional damage resistance

Superstition
Add +7 (+4) morale bonus to all saves vs spells, spell-like abilities or supernatural abilities.

Come & Get Me
All enemies gain a +4 to hit & dmg against me on all attacks. I gain up to 6 attacks of opportunity on any incoming attacks.

Witch Hunter
Gain +6 damage bonus against all who possess spells or spell-like abilities

Strength Surge
Gain +20 to any strength check, combat maneuver or combat maneuver defense.

Smasher
Ignore the hardness of an unattended object or sunder attempt.


I might end up playing an invulnerable rager barbarian in an upcoming AP (Rise of the Runelords) and I am thinking the World Serpent Totem myself, for the second rage power of the chain. Having your weapon count as having every form of alignment DR when facing an aberration or Outsider. One thing I have learned is that the AP writers are in absolute love with tossing out DR 10+ critters when nothing has been given to the party that can bypass it yet. My gaming group just faced off against an incorporeal demon with DR 10 on top of it in Second Darkness, and we only managed to win because I metagamed my inquisitor's spell selection. I took align weapon as my very first second level spell simply because I was sure some encounter like this was coming eventually.


Jason Ellis 350 wrote:
I might end up playing an invulnerable rager barbarian in an upcoming AP (Rise of the Runelords) and I am thinking the World Serpent Totem myself, for the second rage power of the chain. Having your weapon count as having every form of alignment DR when facing an aberration or Outsider. One thing I have learned is that the AP writers are in absolute love with tossing out DR 10+ critters when nothing has been given to the party that can bypass it yet. My gaming group just faced off against an incorporeal demon with DR 10 on top of it in Second Darkness, and we only managed to win because I metagamed my inquisitor's spell selection. I took align weapon as my very first second level spell simply because I was sure some encounter like this was coming eventually.

Yup doesn't it always seem like you end up fighting something that nobody is quite prepared for? lol


Malthule wrote:
Yup doesn't it always seem like you end up fighting something that nobody is quite prepared for? lol

It would be less annoying if the "something no one is prepared for" had more variation than "DR nobody is equipped to bypass" over and over again, but that is just my opinion. I'm also still fresh off that last encounter which could have easily been a tpk. It likely would have had we not seen the same thing before in other APs and figured (correctly) that it WOULD happen again.

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