Barbarian-making guide


Advice

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STR Ranger wrote:


Now, to the comment about not putting Good for what ails you earlier in the build. I like the power, BUT!- it doesn't cover the nasty things like domination and I don't think it works on fatigue or exhausted (even though they're in the description), this is because CORE rules say rage powers ONLY work when raging. If you've taken fatigue or exhausted, you are no longer raging so cannot benefit from it.

If you become fatigued or exausted when raging, you don't lose your Rage, you just can't enter another one.


Non-seq time!

The things you learn while writing a guide...

Drunken Brutes can booze out while raging, but are nauseated for 1 round for each round they boozed when the rage ends.

Unless they have Internal Fortitude, which the ability states negates the effect.

But Internal Fortitude only works while raging normally so...

Oh, Pathfinder, how we love your myriad contradictions. ♥


Just as a question, what about not-level 20s? Will you be working on progression guides too? Also what about multi-classing into Alchemist for Mutagen? Is that useful or viable?


Mood lighting- The burning villiage in the background.

Dinner- any form of roasted animal

Music- http://www.youtube.com/watch?v=f4K6ZxDwi34

Alchohol- Mead by the barrel.

Entertainment- Mead by the barrel.


CaspianM wrote:
Just as a question, what about not-level 20s? Will you be working on progression guides too? Also what about multi-classing into Alchemist for Mutagen? Is that useful or viable?

I'm aiming for a hands off sort of approach. I'll be throwing out the important skills and powers for each type of Barbarian, but aside from perhaps one sample build for each, I'll leave the build itself to you the viewer.

To do otherwise would be claiming to know the 100% best build, and I don't.

It is sounding more and more like I should include a multiclass section, though.


Yeah rogue, alchemist and fighter multiclassing have very good synergies. I like the Oracle to Rage Prophet thing but its a bit fiddly and I'm not sure if it's any good.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Trinam wrote:
Mike Schneider wrote:
Home games is as home games does, but I'm pretty certain they're wrong because "triggers" are irrelevant; what matters is the bonus (morale) and the affected aspect (will save) -- if they're both identical, then they don't stack. A 2nd-level barbarian taking Superstition gets a +2 morale bump to Fort and Ref while raging, but his Will wouldn't go any higher because he's already getting a +2 morale bump there from rage.

See now you got me curious. Just to verify, what happens if you're getting a +4 morale bonus on strength and a +1 morale bonus on attack rolls.

Does that not stack?

They are morale bonuses to different things (one to an ability score, one to a separate roll that is affected by that ability score). Same-named bonuses only don't stack when they affect the same thing.

By non-stacking logic, an enhancement bonus to DEX would not stack with an enhancement bonus to your armor or shield because both end up affecting your AC.

IOW, they stack.


Jason Nelson wrote:
Trinam wrote:
Mike Schneider wrote:
Home games is as home games does, but I'm pretty certain they're wrong because "triggers" are irrelevant; what matters is the bonus (morale) and the affected aspect (will save) -- if they're both identical, then they don't stack. A 2nd-level barbarian taking Superstition gets a +2 morale bump to Fort and Ref while raging, but his Will wouldn't go any higher because he's already getting a +2 morale bump there from rage.

See now you got me curious. Just to verify, what happens if you're getting a +4 morale bonus on strength and a +1 morale bonus on attack rolls.

Does that not stack?

They are morale bonuses to different things (one to an ability score, one to a separate roll that is affected by that ability score). Same-named bonuses only don't stack when they affect the same thing.

By non-stacking logic, an enhancement bonus to DEX would not stack with an enhancement bonus to your armor or shield because both end up affecting your AC.

IOW, they stack.

So the question then becomes 'Are will saves and saves against spells, spell like abilities, etc. the same thing for the purpose of a spell targeting the will save.'

If they are, then they don't stack. If not, then they would. Rather than argue this until we are all blue in the face, I'm just going to rate it both ways. It is subject to gm discretion, and should be treated as such. IMNSHO.


Trinam wrote:
Jason Nelson wrote:
Trinam wrote:
Mike Schneider wrote:
Home games is as home games does, but I'm pretty certain they're wrong because "triggers" are irrelevant; what matters is the bonus (morale) and the affected aspect (will save) -- if they're both identical, then they don't stack. A 2nd-level barbarian taking Superstition gets a +2 morale bump to Fort and Ref while raging, but his Will wouldn't go any higher because he's already getting a +2 morale bump there from rage.

See now you got me curious. Just to verify, what happens if you're getting a +4 morale bonus on strength and a +1 morale bonus on attack rolls.

Does that not stack?

They are morale bonuses to different things (one to an ability score, one to a separate roll that is affected by that ability score). Same-named bonuses only don't stack when they affect the same thing.

By non-stacking logic, an enhancement bonus to DEX would not stack with an enhancement bonus to your armor or shield because both end up affecting your AC.

IOW, they stack.

So the question then becomes 'Are will saves and saves against spells, spell like abilities, etc. the same thing for the purpose of a spell targeting the will save.'

If they are, then they don't stack. If not, then they would. Rather than argue this until we are all blue in the face, I'm just going to rate it both ways. It is subject to gm discretion, and should be treated as such. IMNSHO.

Even if it doesn't stack, superstitions bonus is bigger.


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Damn, I screwed up the calc on my Barb's AC again.

It should read:

AC- 10+3(dex)+3(belt)+2(Tome of DEX 4)+6(celestial chainmail)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)=35 when raging and 31 with Come and get me.
I'd start next to the wiz and have him cast displacement on you...or better yet, he can have his Imp familiar do it from a wand :)

NOW it's correct. This can get higher with a dancing shield, Ioun Stone and dodge if you wanna make it higher.

But hell you got DR10/-, so 35/31 might be enough for you. Hasn't been a problem in any game I've played. But we have 5 PC's in our barb's group (Witch, Cleric, Scout/Brute Rogue, Barbarian, Arcane Duelist) so if he pounces and flanks with anyone, enemy dies pretty much right away.

Trinam,

Looked at the Guide in Progress.

I like the build themes.

1.My offering would probably be a CAGM, Pouncer under your guide.

2.Pounce is Such a good option that nearly all builds will take it, so unsure if it needs it's own theme. Bowbarian won't need it.

3.Superstition- I'd say blue for humans (and dwarves that take the strong soul feat), green for others. With a note on best methods to accept buffs.
(heart of the fields, moment of clarity, delaying till after friendly caster, roused anger or just dropping rage to accept a heal then rage again)

To anyone else, If the build I posted is gonna go in a guide, I think we need an AC, save solution.

Right now it's at:
Saves (raging)

Fort 12+4(Mighty rage)+8(ConMod+Belt)+5(Cloak of Resist)+6(Superstition)= 35
Ref 6+8(Dex Mod+Belt)+5(Cloak of Resist)+6(Superstition)=25
Will 6+4(Mighty rage-morale)+5(Cloak of Resist)+6(Superstition)= 21, with reroll.

Ref- who cares, you have enough HP
Will- good with the reroll
Fort- Nice n high for spells, but I found Flesh Wound is still difficult to nail vs a real good enemy. Probably needs to be higher. It will auto succeed vs a mooks hit, but an equal CR fighter, cav, samurai etc will do too much damage for this to work. Assuming a 10 (50% chance) you'd save vs 45 damage at 20. CR opponents do alot more than this.

Liberty's Edge

Trinam wrote:
Mike Schneider wrote:
Home games is as home games does, but I'm pretty certain they're wrong because "triggers" are irrelevant; what matters is the bonus (morale) and the affected aspect (will save) -- if they're both identical, then they don't stack. A 2nd-level barbarian taking Superstition gets a +2 morale bump to Fort and Ref while raging, but his Will wouldn't go any higher because he's already getting a +2 morale bump there from rage.

See now you got me curious. Just to verify, what happens if you're getting a +4 morale bonus on strength and a +1 morale bonus on attack rolls.

Does that not stack?

Those stack because the targets are clearly different: one is a physical stat; the other is just to attack -- because, you know, like ol' Jack Burton in Big Trouble in Little China after sipping the weird brew, you're feeling kinda confident and ready to take on anything.


Something else that might be useful in the guide is:

The ideal teammates for the Barbarians.

Some groups are 'bring your character and we'll figure it out' while others are 'build together.'

I've become a huge fan of the Bard of late (playing and having one in party) Their Saving Finale (immediate action, level 1 spell that ends their bardic music (or its equivalent) to give an ally in Close range a Reroll on a save is just...epic.

Cool mounts might also be useful.

As for the posts about Fast Move and Uncanny Dodge, I think they both come down to group style.

Fast Move is amazing if you have wide areas to worry about (and aren't on BATTY WTIH UR LANCE).

Uncanny dodge is useful if your GM likes Invisible shuriken chucking ninja that like to start fights with 30d6 of sneak attack damage or not.

But if you consider that your DR 1 to 10/-, Which scales as the sneak attack damage of the opponents do will apply to each hit, the sneak attack isn't adding as much on you as it would...the wizard or even the fighter.

My GM doesn't use Sneak attack opponents much and the small loss from Normal AC to Flat foot is hardly an issue in the games I play in. I'm sure if you were running the Council of Thieves Adventure Path, it'd probably come up a lot more.

But that really comes down to game and group style. I would love to play a Barbarian in Kingmaker, not dump Charisma and take a trait to give Diplomacy a Class skill. And then with Diplomacy and Intimidate can stroll the Stolen Lands under my sanded feet and sit on a throne with a jeweled crown on my not-troubled brow.


STR Ranger wrote:

Damn, I screwed up the calc on my Barb's AC again.

It should read:

AC- 10+3(dex)+3(belt)+2(Tome of DEX 4)+6(celestial chainmail)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)=35 when raging and 31 with Come and get me.
I'd start next to the wiz and have him cast displacement on you...or better yet, he can have his Imp familiar do it from a wand :)

NOW it's correct. This can get higher with a dancing shield, Ioun Stone and dodge if you wanna make it higher.

But hell you got DR10/-, so 35/31 might be enough for you. Hasn't been a problem in any game I've played. But we have 5 PC's in our barb's group (Witch, Cleric, Scout/Brute Rogue, Barbarian, Arcane Duelist) so if he pounces and flanks with anyone, enemy dies pretty much right away.

Trinam,

Looked at the Guide in Progress.

I like the build themes.

1.My offering would probably be a CAGM, Pouncer under your guide.

2.Pounce is Such a good option that nearly all builds will take it, so unsure if it needs it's own theme. Bowbarian won't need it.

3.Superstition- I'd say blue for humans (and dwarves that take the strong soul feat), green for others. With a note on best methods to accept buffs.
(heart of the fields, moment of clarity, delaying till after friendly caster, roused anger or just dropping rage to accept a heal then rage again)

To anyone else, If the build I posted is gonna go in a guide, I think we need an AC, save solution.

Right now it's at:
Saves (raging)

Fort 12+4(Mighty rage)+8(ConMod+Belt)+5(Cloak of Resist)+6(Superstition)= 35
Ref 6+8(Dex Mod+Belt)+5(Cloak of Resist)+6(Superstition)=25
Will 6+4(Mighty rage-morale)+5(Cloak of Resist)+6(Superstition)= 21, with reroll.

Ref- who cares, you have enough HP
Will- good with the reroll
Fort- Nice n high for spells, but I found Flesh Wound is still difficult to nail vs a real good enemy. Probably needs to be higher. It will auto succeed vs a mooks hit, but an equal CR fighter, cav, samurai etc will do too much damage for this to...

Hmmm you said +5 from enhancement to AC.Celestial armor is +3 chaimail actually.So it is +3 from armor enhancement.Nor sure can you make it +5 on some,but i guess it isnt possible,as it is already unique armor.


Leongorance wrote:
Hmmm you said +5 from enhancement to AC.Celestial armor is +3 chaimail actually.So it is +3 from armor enhancement.Nor sure can you make it +5 on some,but i guess it isnt possible,as it is already unique armor.

Yes, you can.


Xum wrote:
Leongorance wrote:
Hmmm you said +5 from enhancement to AC.Celestial armor is +3 chaimail actually.So it is +3 from armor enhancement.Nor sure can you make it +5 on some,but i guess it isnt possible,as it is already unique armor.
Yes, you can.

Ah i see.And how player is supposed to determine which enhancement bonus is on that item?For example,Celestial armor certanly isnt +3 bonus,as there is max dex bonus of +8 and ability to fly.Hopefully it isnt determined about item price,as that would be utterly relative.


+1,

Or if you don't like, then piecemeal armor from UC can sort it.

AC10+2(max dex)+3(belt)+8 (Mithral do-maru chest, with scale limbs)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)+1(Dusty Ioun Stone)=35 when raging and 31 with Come and get me.


Leongorance wrote:
Xum wrote:
Leongorance wrote:
Hmmm you said +5 from enhancement to AC.Celestial armor is +3 chaimail actually.So it is +3 from armor enhancement.Nor sure can you make it +5 on some,but i guess it isnt possible,as it is already unique armor.
Yes, you can.
Ah i see.And how player is supposed to determine which enhancement bonus is on that item?For example,Celestial armor certanly isnt +3 bonus,as there is max dex bonus of +8 and ability to fly.Hopefully it isnt determined about item price,as that would be utterly relative.

Well, that's a very nice question. Some people around those boards are pretty good at breaking down magic items, and they did so with that armor. I (personally) wouldn't use said armors abilites as +X, as they are not on the +X table for special abilities, I would add the GP cost of said ability (as fly, comand and other armor abilities that don't fit the +X category)

But I guess, since the breakdown isn't too specified, you can do it anyway you wish.


Xum wrote:
Leongorance wrote:
Xum wrote:
Leongorance wrote:
Hmmm you said +5 from enhancement to AC.Celestial armor is +3 chaimail actually.So it is +3 from armor enhancement.Nor sure can you make it +5 on some,but i guess it isnt possible,as it is already unique armor.
Yes, you can.
Ah i see.And how player is supposed to determine which enhancement bonus is on that item?For example,Celestial armor certanly isnt +3 bonus,as there is max dex bonus of +8 and ability to fly.Hopefully it isnt determined about item price,as that would be utterly relative.

Well, that's a very nice question. Some people around those boards are pretty good at breaking down magic items, and they did so with that armor. I (personally) wouldn't use said armors abilites as +X, as they are not on the +X table for special abilities, I would add the GP cost of said ability (as fly, comand and other armor abilities that don't fit the +X category)

But I guess, since the breakdown isn't too specified, you can do it anyway you wish.

Yea...tought about something like that as well.


STR Ranger wrote:

+1,

Or if you don't like, then piecemeal armor from UC can sort it.

AC10+2(max dex)+3(belt)+8 (Mithral do-maru chest, with scale limbs)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)+1(Dusty Ioun Stone)=35 when raging and 31 with Come and get me.

True.But i still think 35 is low AC for lvl 20.It is almost in autohit area.Not to mention when he is on 31 cause of CAGM.


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Updating everyone who has dotted this post for interest or not; I'm finishing up the Mounted Combat guy, and with any luck it should be up by the weekend.

Turns out there's a lot of stuff to go through for these guys, and trying to do this and alter NPCs for Jade Regent and Kingmaker?

...it takes some time, even with my inherent +100 wpm for being geek 8/rules scion 4.

I'm might have to use my All-Nighter (Ex) ability, but I'm weighing if I can take the hit to my Dew levels without knowing if there's a boss ahead. :\


STR Ranger wrote:

M,kay

I've updated my Barb.
Had to lose Stepup and Lunge (which were his defense against Reach opponents) to fit Raging Brutality and Raging Deathblow.
Not sure about Raging Deathblow. May not be needed.

Comments welcome. Good for what ails you may not be needed either since he's unlikely to fail a save.
While I LOVE the Knockdown and Knockback rage powers, I could see where to fit them. Str Surge Makes you eat an AOO but it gets the job done. Or he can use a reach weapon and not take the AOO.

Build: Invulnerable Rager 20
Race: Human (Heart of the fields- 1/day ignore fatigue or exhaustion)
Alignment: Chaotic Good
Ability Scores:
STR 17 +2 Human (Level to 22, Belt of Physical Perfection 28)
DEX 13 (Level to 14 Belt of Physical Perfection 20)
CON 17 (Level to 18 Belt of Physical Perfection 23 +5 Manual =28)
INT 10
WIS 10
CHA 7
Favored Class:
Human= 4 skill points per level, Favored Bonus: 2 to skills, 18 to Superstition

Fast Movement, Rage, Power Attack, Raging Vitality
DR1/-, Lesser Beast Totem
Extreme Endurance, Extra Rage Power: Strength Surge
DR2/-, Reckless Abandon
Combat Reflexes
DR3/-, Cold Resist1, Beast Totem
Extra Rage Power: Roused Anger
DR4/-, Superstition
Cold Resist2, Extra Rage Power: Moment of Clarity
DR5/-,Gtr Beast Totem
Greater Rage Dazing Assault
Cold Resist3, DR6/-, Come and Get Me
Raging Brutality
[b]DR7/-
, Witchhunter
Cold Resist4, Raging Deathblow
DR8/-, Spell Sunder
Tireless Rage, Surprise Accuracy
DR9/-, Cold Resist5, Unexpected Strike
Extra Rage Power: Flesh Wound
Mighty Rage, DR10/-, Good for what Ails you.

Gets Pounce,CaGM, Dazing Assault- You guys see how this works!!
Hit level 17 and start cycling your 1/rage powers.
Saves (raging)
Fort 12+4(Mighty rage)+9(ConMod+Belt)+5(Cloak of Resist)+6(Superstition)= 36
Ref 6+5(Dex Mod+Belt)+5(Cloak of[/b]...

You wrote,and in bold sentence that fighter cannot match that to hit and that only THW fighter can match it damage wise.

Just had a quick tought of a archer fighter for example....

25 point buy,human,fighter lvl 20

Str 20(5 points.+6 belt of physical might +6 str/dex)
Dex 36(17 points +6”” 5 points level 4/8/12/16/20, +5 Manual of Quickness of action)
Con 14(5 points)
Int 10(0 points)
Wis 10(0 points)
Cha 8 (-2 points)

+5 frost/flaming/shock/corrosive large composite longbow:

So,20bab+13dex+5weapon+6weapon training+2 bracers of archery+2 focus and greater focus+1 haste,1point blank shot,-2 rapid shot=48 hit.With deadly aim 43.

Damage,1d8+4d6+22(6weapon training,5str,4 weapon spec,5 weapon,1 bracers of archery,point blank shot)=41 per hit.With deadly aim 53 per hit.

And most important,he is making seven attacks per round(rapid shot+multi shot).


STR Ranger's barb is a 20 point build. And would have a 20 Bab, 13 from strength, and 7 from weapon (+5 furious club) for a 40 to hit with power attack on, two less then yours(at level 20 the penalty from PA or DA is -6), and at much cheaper of a cost. So his attack chain is 40,35,36 cause he uses surprise accuracy on the last hit(he can rage cycle it to be up every round). The archers attack chain is 42(two arrows), 42, 37,32 and 27. Your last attack has a 40% chance to miss the barb's bad AC.

He hits for 1d6 + 7 weapon + 18 PA + 19 from strength, for a 44 point damage bonus.

That's with a club that's running him 72K vs you 162k bow. And without the additional 50k you spent on gloves, bracers and boots of haste. That's without witchhunter, extra attacks from unexpected strike or CAGM.

The barbarian also has better saves, more hitpoints, DR, more skills and an awakened bat.


Andy Ferguson wrote:

STR Ranger's barb is a 20 point build. And would have a 20 Bab, 13 from strength, and 7 from weapon (+5 furious club) for a 40 to hit with power attack on, two less then yours(at level 20 the penalty from PA or DA is -6), and at much cheaper of a cost. So his attack chain is 40,35,36 cause he uses surprise accuracy on the last hit(he can rage cycle it to be up every round). The archers attack chain is 42(two arrows), 42, 37,32 and 27. Your last attack has a 40% chance to miss the barb's bad AC.

He hits for 1d6 + 7 weapon + 18 PA + 19 from strength, for a 44 point damage bonus.

That's with a club that's running him 72K vs you 162k bow. And without the additional 50k you spent on gloves, bracers and boots of haste. That's without witchhunter, extra attacks from unexpected strike or CAGM.

The barbarian also has better saves, more hitpoints, DR, more skills and an awakened bat.

7th attack have 60% chance to hit.Thats pretty awesome.Well if you are talking 1vs1 that barbarian vs fighter archer...easy win by fighter.not to mention that due to alot better initiative,archer will almost always play first.

Well saving wise,barbarian will have better fortitude,worse reflex,and if rage doesnt stack with superstition(which is kinda logical) will save gonna be little better in barbarian favour.Not that big difference thou.but yea,barbarian is awesome against casters globally,maybe best anticaster around,along with monk and paladin.And this fighter most probably cant handle wizard.But he can handle those i mentioned and it goes all around..and that is point imo,balance.

P.S.I would never make fighter like that anyway.Dwarf fighter with 1h+shield ftw!:)


Leongorance wrote:

7th attack have 60% chance to hit.Thats pretty awesome.Well if you are talking 1vs1 that barbarian vs fighter archer...easy win by fighter.not to mention that due to alot better initiative,archer will almost always play first.

I wasn't talking 1vs1. The barbarian would win in 1vs1. You suggested a 35 AC was into the autohit area.

Leongorance wrote:
Well saving wise,barbarian will have better fortitude,worse reflex,and if rage doesnt stack with superstition(which is kinda logical) will save gonna be little better in barbarian favour.Not that big difference thou.but yea,barbarian is awesome against casters globally,maybe best anticaster around,along with monk and paladin.And this fighter most probably cant handle wizard.But he can handle those i mentioned and it goes all around..and that is point imo,balance.

The barbarian is adding his superstition bonuses to most things, making his in-combat saves far superior to yours. He also has much better con then your build, so many more hitpoints. To have the Strength and Dexterity that you did with 20 point buy, you need to drop your Constitution to 10. With a con of 10 you have something like a third of the barbarians non-raging hitpoints.

The builds aren't balanced, the archer will get turned into a pink mist against most foes, the barbarian wont.


Have the various sections of this guide been posted anywhere? The only links I could find go to a Google Document that seems to just be the cover page, as all the various mini-guides still say *COMING SOON*.


Prost wrote:

...

But that really comes down to game and group style. I would love to play a Barbarian in Kingmaker, not dump Charisma and take a trait to give Diplomacy a Class skill. And then with Diplomacy and Intimidate can stroll the Stolen Lands under my sanded feet and sit on a throne with a jeweled crown on my not-troubled brow.

This. ;-)

I'm contemplating doing the same thing in our Kingmaker campaign starting next month. Perhaps re-reading the original conan stuff is flavoring my thinking, lol

Liberty's Edge

Shifty wrote:

Barbarian-making guide..

When the mommy barbarian and the daddy barbarian decide they love each other very much...

Or have to much to drink...


Leongorance wrote:

You wrote,and in bold sentence that fighter cannot match that to hit and that only THW fighter can match it damage wise.

Just had a quick tought of a archer fighter for example....

Str 20(5 points.+6 belt of physical might +6 str/dex)
Dex 36(17 points +6”” 5 points level 4/8/12/16/20, +5 Manual of Quickness of action)
Con 14(5 points)
Int 10(0 points)
Wis 10(0 points)
Cha 8 (-2 points)

+5 frost/flaming/shock/corrosive large composite longbow:

So,20bab+13dex+5weapon+6weapon training+2 bracers of archery+2 focus and greater focus+1 haste,1point blank shot,-2 rapid shot=48 hit.With deadly aim 42.

You've moved the goalposts (though this was never a build challenge ;)

First If I'd have gone for starting str 20 and added a +5 Tome of STR, and all level up bonuses my STR would have been 36 (same as your DEX stat)

That WOULD look like:

at 20 is20 +4(Mighty Rage) +5(enhancement)+ 3(belt of physical perfection) +6(Reckless Abandon)+10(str)+2(Furious Weapon)- 6(PA)= 44/39/34/29
PA/Hasted 45/45/40/35/30(35 with surprise accuracy)

So my Barb vs your fighter (equal attack stat and money spent) 45(PA/Haste) vs 42(DA/Haste)
Barbarian wins. Also vs AC34 (based on Monster CR AC average) I hit on EVERY strike, barring 1's. (you get 1 more attack that MIGHT hit, I get FULL BAB AOO's when he attacks me- guess who hits more?)

I was merely highlighting that barb's can get more to hit bonuses than fighter's
I didn't include the Manual of Gainful exercise +5 in my build post (since you need a friendly archmage or magic mart), but he can afford it.

With Deadly aim your guy does 53 per hit.

(Based on My Origonal Build WITHOUT the manual)
Damage with +5 Furious, Corrosive, Menacing, Keen, Ghost Touch Greatsword is 2d6 +19(1.5 x str w/belt, Mighty Rage)+18(PA)+ +5(enhancement)+1d6(acid)+ 2(Furious)= my does av 54 per hit
67 if he uses Raging Brutality

60 vs Casters
72 when using Raging Brutality vs a Caster.
Again my BARB wins dpr race.

So I say again (PROUDLY)
A fighter CANNOT match this TO HIT bonus and only the Two Handed Fighter can do as much damage per strike (thanks to Gtr Power Attack and Backswing) and he can't pounce of use CaGM

@Andy Ferguson. THX for the backup. BTW the dire bat Belongs to Trinam/AM BARBARIAN (Mounted Spirited Charge Lance Pouncer)


Mauril wrote:
Have the various sections of this guide been posted anywhere? The only links I could find go to a Google Document that seems to just be the cover page, as all the various mini-guides still say *COMING SOON*.

I'm hoping to have the first one finished over the weekend, time and woman permitting.


Leongorance wrote:
STR Ranger wrote:

+1,

Or if you don't like, then piecemeal armor from UC can sort it.

AC10+2(max dex)+3(belt)+8 (Mithral do-maru chest, with scale limbs)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)+1(Dusty Ioun Stone)=35 when raging and 31 with Come and get me.

True.But i still think 35 is low AC for lvl 20.It is almost in autohit area.Not to mention when he is on 31 cause of CAGM.

Absolutely. I am not happy about that AC. Which without Rage and CAGM is 43 (pretty good for a 2 hander at 20th).

However 31 with Come and get me is Mitigated by the
1. Initial Pounce Full attack to close (with Dazing Assault on- if he fails, miss a turn) does 335 damage, barring no 1's rolled.

Enemy Turn- Either failed to Daze and does NOTHING this round or can attack me (provoking a BAB Dazing Assault AOO, now he needs to save again). An enemy full attack will provoke 5AOO's of damage (up to 335 again) and needs to make 5 saves to complete his routine.

Rd 2 (Which the enemy only survives to see if he was dazed last round and didn't eat all those AOO's.) Full attack. Enemy dead.

31 AC is OK, it can stop the iteratives (remember CAGM gets AOO's if the enemy misses an attack as well) and nothing wins a HP race with a BARB.

Really the Reckless Abandon, CAGM builds biggest melee worry is a Fighter who goes Sword/Board TWF AC builds. If they focus they can get around 66 (which even the Barb can't hit unless on a 20) and they'll cream his AC. His best bet might be to Disarm the Shield with STR Surge or use spell sunder to drop the fighter's AC to an acceptable level. (Or Bullrush them into a lethal hazard if there is one near)


Forget I said anything about the AC fighter. AM BARBARIAN already spanked him in another thread.


STR Ranger wrote:
Forget I said anything about the AC fighter. AM BARBARIAN already spanked him in another thread.

Yea and on thread i already answered you.No chance for barbarian to match fighter CMD vs sunder and disarm.Thou high lvl fighters are even immune to disarm and some to sunder.But doesnt matter as 70+CMD vs sunder is mostly untouchable.


STR Ranger wrote:
Leongorance wrote:
STR Ranger wrote:

+1,

Or if you don't like, then piecemeal armor from UC can sort it.

AC10+2(max dex)+3(belt)+8 (Mithral do-maru chest, with scale limbs)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)+1(Dusty Ioun Stone)=35 when raging and 31 with Come and get me.

True.But i still think 35 is low AC for lvl 20.It is almost in autohit area.Not to mention when he is on 31 cause of CAGM.

Absolutely. I am not happy about that AC. Which without Rage and CAGM is 43 (pretty good for a 2 hander at 20th).

However 31 with Come and get me is Mitigated by the
1. Initial Pounce Full attack to close (with Dazing Assault on- if he fails, miss a turn) does 335 damage, barring no 1's rolled.

Enemy Turn- Either failed to Daze and does NOTHING this round or can attack me (provoking a BAB Dazing Assault AOO, now he needs to save again). An enemy full attack will provoke 5AOO's of damage (up to 335 again) and needs to make 5 saves to complete his routine.

Rd 2 (Which the enemy only survives to see if he was dazed last round and didn't eat all those AOO's.) Full attack. Enemy dead.

31 AC is OK, it can stop the iteratives (remember CAGM gets AOO's if the enemy misses an attack as well) and nothing wins a HP race with a BARB.

Really the Reckless Abandon, CAGM builds biggest melee worry is a Fighter who goes Sword/Board TWF AC builds. If they focus they can get around 66 (which even the Barb can't hit unless on a 20) and they'll cream his AC. His best bet might be to Disarm the Shield with STR Surge or use spell sunder to drop the fighter's AC to an acceptable level. (Or Bullrush them into a lethal hazard if there is one near)

Yea,i see you and Andy loves barbarians alot:)

Firstly,barbarian will almost never play before archer fighter.And point blank master gives you ability to use ranged attacks ain melee without provoking AOO.Against 35 AC range fighter can do 350 dmg in round,if no natural 1s and that is without single crit from 7 attacks so...:)


Leongorance wrote:


Yea,i see you and Andy loves barbarians alot:)

Firstly,barbarian will almost never play before archer fighter.And point blank master gives you ability to use ranged attacks ain melee without provoking AOO.Against 35 AC range fighter can do 350 dmg in round,if no...

STR Ranger's barb has 415 hitpoints while raging. I already pointed out your last hit has a 40% chance to miss. He's also got cold resist 5, so subtract 25 from your damage total, 10 for DR so your total is 315 in a round, baring misses. The archer only has +8 on dex vs the barbarian, so 'almost never' might be extreme as far as going first.

To match the barbarian's 20 point buy you needed to reduce your con to 10, so you're sitting at 154 hitpoints, with toughness. Think the barbarian can do that much damage in a round? You're character is a glass cannon, and STR ranger pointed out how a more offensively minded barb would have a better to-hit bonus.


Andy Ferguson wrote:
Leongorance wrote:


Yea,i see you and Andy loves barbarians alot:)

Firstly,barbarian will almost never play before archer fighter.And point blank master gives you ability to use ranged attacks ain melee without provoking AOO.Against 35 AC range fighter can do 350 dmg in round,if no...

STR Ranger's barb has 415 hitpoints while raging. I already pointed out your last hit has a 40% chance to miss. He's also got cold resist 5, so subtract 25 from your damage total, 10 for DR so your total is 315 in a round, baring misses. The archer only has +8 on dex vs the barbarian, so 'almost never' might be extreme as far as going first.

To match the barbarian's 20 point buy you needed to reduce your con to 10, so you're sitting at 154 hitpoints, with toughness. Think the barbarian can do that much damage in a round? You're character is a glass cannon, and STR ranger pointed out how a more offensively minded barb would have a better to-hit bonus.

As i said,more feats.I didnt saw in that build imp initiative,archer fighter will always have it.So its 12 more which is alot and as i said,almost every time will play before.Hmmm i will have belt for con as he have and wont dump con as i said.Will leave it 14.So with belt is 100 health more than you said.And archer fighter will have way better AC due to higher dex,Reckless abandon,rage.Around 11-12 more.So barbarian will hit him less than archer will.Plus archer will most prolly play first.As well archer gan shoot from very very far distance btw.


Leongorance wrote:
STR Ranger wrote:
Forget I said anything about the AC fighter. AM BARBARIAN already spanked him in another thread.

Yea and on thread i already answered you.No chance for barbarian to match fighter CMD vs sunder and disarm.Thou high lvl fighters are even immune to disarm and some to sunder.But doesnt matter as 70+CMD vs sunder is mostly untouchable.

70+ on a sunder is not untouchable....you were re-answered on the thread. Barbarians can get into the 60+-70's+ range on their bonus to sunder before they even roll the die.

With the addition of spell sunder I really do think that sunder should be a focus of barbarians. Grabbing improved sunder can help with dispelling spells and with taking care of those difficult metal turtles. People tend to ignore sunder because of the loot issue, but I say live first loot later.


The anti-sunder was answered on the other thread as well. but the Phalanx Soldier is only has immunity for his shield. That is powerful, but not all powerful. So his armor, weapon, and loved ones are all fair game.

And with the +20 to sunder with Strength surge the numbers still favor the barbarian for the sunder.

As for initiative, a Barbarian might take the 'poor man's improved init' trait for a +2 which could help there. Not really sure if there are any 'must have' traits for Barbarians. (Dangerous Curious is cute.)


Could I leave a char I love to play here...seems a good spot. He played up through the levels also so it might be more play friendly than a lvl 20 build

Here is Ljot the Pale: Gutbuster
Build: Invulnerable Rager 6
Race: Dwarf (Chose some racial & favored class alternates from APG)
Alignment: Chaotic Good

Ability Scores: (We rolled with subs sorry)
STR 21 (1@4th, +2 Belt of Physical Might)
DEX 13
CON 22 (+2 Belt of Physical Might)
INT 10
WIS 10
CHA 8

Favored Class Bonus: 2 to skills, 4 to rage per day (24 rage per day)
Traits: Glory of Old and Armor Expert (total of +3 to Spells, SLA, and Poison with Hardy...-1 ACP)
Fort: +13(+15 Rage, +18 Spells or Poison) +2 Cloak of Resistance
Ref: +5(+8 Spells or Poison) +2 Cloak of Resistance
Will: +4(+6 Rage, +9 Spells or Poison) +2 Cloak of Resistance
CMB +11(+13 Rage, +14 vs Orcs/Goblinoids)
CMD 22(24 Rage, 28 Giants, Grapple, Trip, Bull Rush)

Fast Movement, Rage, Improved unarmed Strike
DR1/-, Animal Fury
Imp Grapple
DR2/-, Lesser Elemental Rage
Endurance
DR3/-, Fire Resist 1, Good for What Ails ya
RP feat instead of Hero points (We do these in our games): Greater Grapple

(Later levels plan to)
Diehard
DR4/-, Increased DR
Fire Resist 2, Pinning Rend, Rapid Grappler, Stalwart
DR5/-, Flesh Wound
Greater Rage, Pinning Rend, Rapid Grappler, Stalwart, Improved Stalwart
DR6/-, Fire Resist 3, Elemental Rage
Indomitable Will, Pinning Rend, Rapid Grappler, Stalwart, Improved Stalwart
DR7/-, Increased DR
Cold Resist4, Pinning Rend, Rapid Grappler, Stalwart, Improved Stalwart
DR8/-, Increased DR
Tireless Rage, Body Shield maybe?
DR9/-, Rage power
Feat
DR10/-, Mighty Rage, Rage power

We do armor=leathal conversion in our games so that diehard lets us use SA when subdual equal leathal...as opposed to being unconcious.

@lvl 6:
Grapple CMB
To hit +15 (+5 Str, +6 BaB, +4 Feat)
Orc/Gob +16 (+5 Str, +6 BaB, +4 Feat, +1 Orc/Goblinoid)
Maintain+20 (+5 Str, +6 BaB, +4 Feat, +5 Maintain)
Bite +12 (+7 Str, +6 BaB, +1 Enhancement, -2 Grappled)
Fury +24 (+7 Str, +6 BaB, +4 Feat, +5 Maintain, +2 Fury)

Dmg
Spike 1d6+6 Move to and grab
Fury+Spike 1d6+1d4+12 Rage, Maintain w/Move+ other SA
Fury+Spike+Strike 2d6+1d4+20 Rage, Maintain w/Strike + other SA
Fury+Spike+Strike+Fury+Spike+Strike 4d6+2d4+40 Rage, Maintain w/Strike + Greater
Fury+E+Spike+E+Strike+E+Fury+E+Spike+E+Strike+E 4d6+2d4+40+6d6 Element

Grapple assumes the following:
-The enhancement bonus for enchanted spikes do not count towards the CMB to make the grapple even though you will take a penalty to that roll if your not proficient
-Armor spikes do 1d6+str mod in dmg when they do the additional dmg with a successful grapple
-Barb rage power animal fury will give the bite attack while raging to each maintain attempt (pretty much every grapple roll past the first)
-Any ability that gives dmg per attack (like the rage power lesser elemental) will apply the extra dmg to the Fury bites, the grapple strikes, and the grapple armor spike extra dmg
-the +5 to maintain the grapple is applied to all the CMB grapple attempts during the round after the initial hold is kept(MA, SA, SW for imp, greater and rapid grapple)
-If you chose to do so in the imp, greater, rapid grapple feat scenario, grapple a buddy and move up to x1.5 your speed for the round selecting the move grapple option for each of the 3 attempts that round (creative find CyderGnome)

Other gear: +1 Armor Razors (slash dmg) want to add furious next
+2 Vital Guard Agile Breastplate
+1 Buckler of Light Fortification (will increse fort later lvls)
We came into a tiny bit more cash than norm

His AC and Touch is crap, his DR should cover for lower/mid levels, and I hope to be pinning most foes to keep them from hitting me.

Whatcha think of the Grabarian?


Leongorance wrote:

As i said,more feats.I didnt saw in that build imp initiative,archer fighter will always have it.So its 12 more which is alot and as i said,almost every time will play before.Hmmm i will have belt for con as he have and wont dump con as i said.Will leave it 14.So with belt is 100 health more than you said.And archer fighter will have way better AC due to higher dex,Reckless abandon,rage.Around 11-12 more.So barbarian will hit him less than archer will.Plus archer will most prolly play first.As well archer gan shoot from very very far distance btw.

Improved initiative would give you a 60% chance to go first, again, not 'almost every time'. The belt gives you 60 more hitpoints, still not enough. Instead of saying way better AC, why don't you use numbers. And your figures have always taken into account point blank shot, so don't say it happens at long range. You set the fight at close range.


Lab_Rat wrote:
Leongorance wrote:
STR Ranger wrote:
Forget I said anything about the AC fighter. AM BARBARIAN already spanked him in another thread.

Yea and on thread i already answered you.No chance for barbarian to match fighter CMD vs sunder and disarm.Thou high lvl fighters are even immune to disarm and some to sunder.But doesnt matter as 70+CMD vs sunder is mostly untouchable.

70+ on a sunder is not untouchable....you were re-answered on the thread. Barbarians can get into the 60+-70's+ range on their bonus to sunder before they even roll the die.

With the addition of spell sunder I really do think that sunder should be a focus of barbarians. Grabbing improved sunder can help with dispelling spells and with taking care of those difficult metal turtles. People tend to ignore sunder because of the loot issue, but I say live first loot later.

And you were rereanswered on same as well:)


Couple of things for the Invulnerable Rager Build.

Looked at Bolstered Resilience, think it's a trap. A whole feat for one damn hit and constantly being fatigued after.

Improved Stalwart looks good, stacking it for DR20/- is a Massive payoff but, man that's a huge feat investment. Combat expertise gets all the DR with least attack penalty. Not sure if it's worth it.

Lastly, I think we might be able to boost his saves, mostly for flesh wound (but with Improved Stalwart he may not need it.)

So far we got.
Saves (raging)
Fort 12+4(Mighty rage)+9(ConMod+Belt)+5(Cloak of Resist)+6(Superstition)= 36
Ref 6+5(Dex Mod+Belt)+5(Cloak of Resist)+6(Superstition)=22

Will 6+4(Mighty rage)+5(Cloak of Resist)+6(Superstition)= 21

If we can get the DR up to 20, well, screw AC.


Andy Ferguson wrote:
Leongorance wrote:

As i said,more feats.I didnt saw in that build imp initiative,archer fighter will always have it.So its 12 more which is alot and as i said,almost every time will play before.Hmmm i will have belt for con as he have and wont dump con as i said.Will leave it 14.So with belt is 100 health more than you said.And archer fighter will have way better AC due to higher dex,Reckless abandon,rage.Around 11-12 more.So barbarian will hit him less than archer will.Plus archer will most prolly play first.As well archer gan shoot from very very far distance btw.

Improved initiative would give you a 60% chance to go first, again, not 'almost every time'. The belt gives you 60 more hitpoints, still not enough. Instead of saying way better AC, why don't you use numbers. And your figures have always taken into account point blank shot, so don't say it happens at long range. You set the fight at close range.

Seriouslly man,no offence but your mats is very bad.With 12 better i have 60% and you have 40% to win initiative?You serious?

Well if we have SAME initiative we have 50-50 to win right?I am not that brilliant in maths as well but i think 3 difference in initiative will make somethin around those 60-40 you are talking about.12 more means that WHENEVER i roll 8+ you will loose(if you know,same initiative count always is won by guy with higher initiative bonus).If i roll 7,you have to roll 20,If i roll 6 you have to roll 19+,if i roll 5 you have to roll 18+ etc etc.

So not sure totally about that,but if i have 12 better initiative i will win it around 85-90% of times:)And by that i meant almost always will win.Not even close to 60%.

AC:base 10,+5mithral full plate-21,5 ring,5 amulet,1dodge,1haste,1ioun stone.That is 44AC.It is 9 more and while CAGM its 13 more.

Okay,take that 1 hit and dmg while i am hitting your from 200+feats.So will have in 85-90% situations 2 FULL attacks(14 attacks in total) before you even hit me.Very enough i would say.

Cheers:)


STR Ranger wrote:
STR Ranger's Barbarian Build

I played a Barbarian in a way similar to the one you posted. I did not really care about AC, because I used Combat Patrol, a reach weapon while Enlarged and Pushing Assault, having a total reach area of 60 feet. Every move in that area provokes an AoO and you can move while making it, thus in fact 'dodging' and moving away from enemies. Also Combat Patrol neutralizes charge attacks (you can effectively attack and move laterally).

Finally, you can combine Combat Patrol with Come and Get Me and Dazing Assault for greater effects and fun, on of these being the possibility to counterattack even archers that fires in the threatened area (and you can even move to flank them or to get cover).


EDIT-My last post.

To Andy Ferguson.Out of curiosity asked friend,that studies maths,so he is much better than me with percents:),to count me what is chance,to win with 12 bigger initiative.It is 93% actually.
So i think it is enough to be said "almost every time".

Cheers!

Dark Archive

Leongorance wrote:


EDIT-My last post.

To Andy Ferguson.Out of curiosity asked friend,that studies maths,so he is much better than me with percents:),to count me what is chance,to win with 12 bigger initiative.It is 93% actually.
So i think it is enough to be said "almost every time".

Cheers!

I don't really know why you're posting in a barbarian guide thread. Yes, archers do a lot of damage, and yes, high dexterity begets high initiative. If you don't have something constructive to post about making a barbarian, then please just make a separate thread extolling the virtues of the fighter.


Leongorance wrote:


EDIT-My last post.

To Andy Ferguson.Out of curiosity asked friend,that studies maths,so he is much better than me with percents:),to count me what is chance,to win with 12 bigger initiative.It is 93% actually.
So i think it is enough to be said "almost every time".

Cheers!

If you really wanted, I could write another 600 word diatribe in all caps that proves why exactly your fighter still fails to be a credible threat to a properly built barbarian.

However, instead I'm going to resume typing up my barbarian guide.

You can tell barbarians are the new casters because I don't even have to back up my arguments with logic anymore. :D

Dark Archive

Has someone made a list of multi-class options that get rid of fatigue?

-Horizon Walker (3 levels)
-Oracle (5 levels)
-Monk (martial artist, 5 levels)
-Heart of the Fields (Human alternate trait, not legal in PFS)

That's all I've found right now. Any others?


You only need 1 level of oracle. Barbarian levels count for the other 4 once you hit Barbarian 8.

There's also Allnight from the Adventurer's armory, which negates fatigue for 8 hours at which point you are immediately exhausted. Risky, but an idea.


Trinam wrote:
Leongorance wrote:


EDIT-My last post.

To Andy Ferguson.Out of curiosity asked friend,that studies maths,so he is much better than me with percents:),to count me what is chance,to win with 12 bigger initiative.It is 93% actually.
So i think it is enough to be said "almost every time".

Cheers!

If you really wanted, I could write another 600 word diatribe in all caps that proves why exactly your fighter still fails to be a credible threat to a properly built barbarian.

However, instead I'm going to resume typing up my barbarian guide.

You can tell barbarians are the new casters because I don't even have to back up my arguments with logic anymore. :D

aww, man. I love it when AM BARBARIAN rants. Funny Stuff.

Dark Archive

Trinam wrote:

You only need 1 level of oracle. Barbarian levels count for the other 4 once you hit Barbarian 8.

How's that work? Sorry, I don't get it.

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