Please critique this Barbarian.


Advice


Our DM is starting us at 3rd lvl and doesn't want to run a high level game. So I am assuming 10th lvl as max. The party is to try to have a divine connection (class), but this is workable with history if need be.
What I am looking for out of this character is a strong damage dealer with good target control. I have about 1 year of playing Pathfinder but have never tried to play/build a melee character.

Here is what I have built thus far;

CN Human Invulnerable Rager Barbarian
Favored Class (Barb) Alt: +1/3 to Superstitious bonus
Waves Oracle: Lame Curse (For fatigue immunity at 9th and mist/fog fighting)

Traits; Not chosen (possibly Heirloom Weapon for prof)

Lvl progression: Barb 1, Oracle 1, Barb 2

Stats; (rolled)
Str:20 (18+2)
Dex:14
Con:17
Int:8
Wis:10
Chr:11 (For lvl1 spells)

Feats
H:Combat expertise
1:Power Attack
3:Improved Trip
5:Improved Sunder
7:Greater Trip
9:Extra Rage Power

Rage Powers
2:Superstition
4:Reckless Abandon
6:Strength Surge
8:Lessor Beast Totem
ERP:Beast Totem
10:Greater Beast Totem

Skills:
Perception: max
Rest are open for suggestion

Weapon Considerations:
1-handed Exotic (Heirloom Weapon Trait for prof)
Falcata 18 gp 1d8 19-20/x3

2-handed Martial
Greatsword 50 gp 2d6 19–20/x2
Falchion 75 gp 2d4 18–20/x2

Armor:?

Notes:
Fatigue immunity only has Str Surge to work with at the moment.
Considering Combat Reflexes for +2 AoO, but uncertain what to sacrifice and the overall worth of the feat.
Considering Lunge for mist fighting at reach.
Also considering Improved Crit.
Highly like AoO from Greater Trip, but dislike the 3 feat tree for it and find Combat Expertise worthless.


I would recommend the following:

-Drop the sunder or trip stuff, more rage powers is what you want.
-For skills put a rank or two into climb and swim, a few into knowledge nature, Intimidate is always nice, put a bunch into survival congrats you are now a ranger with anger problems. Put some ranks into your other knowledge's as well particularly planes and religion, spellcraft is good, but your Int is low, sense motive and heal are worth looking at.
-Weapon go greatsword, you won't get enough bang for your buck with the crit feats in a low level game.
- Armor is a breastplate, masterwork it then mithral it if you feel the need later.
-Remember you cannot cast spells whilst raging.


Doesn't Combat Expertise require an INT of 13+?

Also, if you are taking reckless abandon and being an invulnerable rager then AC won't be top notch as it is, so I'd take that 14 and put it into Wis. Will save will be good to boost; nothing worse than having the party's barbarian dominated.

Drop the trip and sunder feats. If you want to do them, just use a reach weapon to avoid the AoOs.


I'm no Barbarian expert, but here's what I say.

If you wanna make use of trip to lock down a single target, its tough. You need Combat Expertise for Improved Trip, and you need 13 INT for Combat Expertise.

I'd say toss out Improved/Greater Trip for Raging Vitality and Extra Rage Power (Witch Hunter). I'd also loose Reckless Abandon, as you don't need a huge bonus to hit at the cost of your AC, which is already gonna be so-so because of medium armor and rage. Take Lesser Beast Totem earlier, and then take Spell Sunder at 9. If you really want to knock things prone, pick up Ground Breaker instead of Spell Sunder, so you can yell "HULK SMASH!" just before you power attack the ground and cause a small earthquake.


Thank you all so far.

pipdreamsam - What rage powers would you recommend?

Yuma - Crap! your right, it does require a 13 int. If I took Combat Reflexes for extra AoO would you recommend, first of all even taking the feat, and secondly keeping the 14 in Dex? Oracle gives me a +2 Will save at 1st level.

...see, this is why I ask for advice!


With a reach weapon and intent to control the battlefield I would recommend Combat Reflexes if you had a Dex of 14+, preferably 16+, especially if you focus on an AoO build. Yuma is built as a battlefield control barbarian who abuses Combat Expertise and Pushing Assault with a reach weapon. Feel free to peruse for ideas. I would also recommend taking the urban rager archtype alongside invulnerable rager. Controlled rage is excellent to get extra AoO when you need them. Since you want a decent Cha for spells anyway, I would recommend the Intimidation focused rage powers mixed with Dazzling Display. Also, the multiclass with Oracle will definitely help with your Will save, since it is about equivalent to picking up Iron Will. The Indomitable Faith trait will shore it up a bit more since you have no modifier into Wis yet.


Delenot wrote:
]pipdreamsam - What rage powers would you recommend?

Rage powers aren't exactly my forte, but lets see what I can offer:

-Witch hunter, more damage is good. More damage against the snarky elf claiming to be a "god" wizard is just delicious.
-Spell sunder, from what I understand this is awesome, plus strike fear into the hearts of spellcasters when you break the wall of force with a sword.
-Scent, find the invisible guy, then smash his spell
-Quick reflexes, Its kinda like combat reflexes while raging, its ok.
-Moment of clarity, for when you HAVE to cast a spell and can't stop raging.
-Knockdown, Trip and hurt the guy at the same time.
-Clear mind, your party will thank you when you save from being dominated and don't eat them.

Note that I have never actually played a barbarian so I am just judging by what looks good on paper.


Yeah, the combat expertise doesn't work, but you have other ways to provide battlefield control. Knockdown, groundbreaker, boasting taunt, and knockback are all good for this without using feats.

With the lame oracle you're pretty much free to drop in and out of rage at the beginning of any turn, so spellcasting can be done without a problem.

I'd stick with a falchion, the extra threat range combined with high strength and power attack really dishes out damage.

I would take combat reflexes just for the extra attacks. +2 AoO's per round is more than you'll need most of the time, even if you do take a reach weapon to maximize your threat potential.


With all the advice this is what I am now looking at feat-wise. Stats stay the same as above and taking a Great sword and Bardiche, because it is the only reach weapon I found that has a crit range greater than 20 and does not require a feat for prof to use. (Are there better ones?)

Lame Oracle rage effect begins at lvl 9. I will have all reusable rage powers by then; Knockdown, Str Surge, and Spell Sunder. Plus no movement penalty from wearing armor.

Feats
H:Combat Reflexes
1:Power Attack
3:Pushing Assault
5:Extra Rage Power
7:Extra Rage Power
9:Extra Rage Power

Rage Powers
2:Superstition
4:Knockdown:
5:Witch Hunter
6:Strength Surge
7:Spell Sunder
8:Lessor Beast Totem
9:ERP:Beast Totem
10:Greater Beast Totem

I have not selected traits yet.

Great advice, PLEASE keep it coming!

Edit:
I found this weapon,
2-handed Exotic
Fauchard 14 gp 1d10 18-20/x2 Reach, Trip
Better crit range but would require Heirloom Weapon as a trait for the free prof.

Dark Archive

Heirloom weapon doesn't work for exotic weapons unfortunately.
I'd also reccomend the feat Improved Sunder if you are going to take advantage of the excellent Spell Sunder rage power.


Don't worry so much about crit range on backup weapons, it really isn't that big of a deal. Upon looking at the weapons however, the bardiche does seem to be a superior choice.

Trait wise deft dodger is a no brainer, +1 on reflex saves. Magical knack is a good choice as well to shore up your caster level.

To be honest pushing assault seems kinda "meh" to me I would swap it out for lightning reflexes to get another +2 to the save, but I do have a bias in the fact that I really really hate failing saves. Since you have expressed an interest in critical feats you will qualify for improved critical for your last feat by your estimate of how long the campaign will last. If that is the case then pick up a falchion and go to town. Or you could always grab proficiency in one of those exotic weapons.


Don't underestimate Pushing Assault, with a reach weapon and Combat Reflexes you can keep striking enemies without allowing them to get close enough to strike back, even more so if you invest in ground breaker. But I'd avoid all of the above unless you are using a reach weapon; of which I would likewise recommend the bardiche.

Contrary to pipedreamsam, I wouldn't bother with Lightning Reflexes. Deft Dodger, I'm totally behind, but you'll want a bit more out of your feats. Reflex save or lose effects are rare (and often defeatable via spell sunder), and with the barbarian's d12 HD and a good Con, you should be able to soak up the damage with little problem. I'd take either Toughness or Extra Rage Power magic eater or whatever it is called instead if you are worried about Reflex save damage.


I found one trait; Dangerously Curious. That way I can use a wand of Keen Edge and Lead Blades. Thus taking care of the improved crit range I'm looking for. Granted I need to use an action for it rather than an all the time feat effect. But since I'm banking on around 10th as the highest level I find myself very limited in the feat slots I have available.

Hps are looking good, having rolled with the DM I am sitting with 45 at 3rd lvl.

I would like to take Improved Sunder, but that is more of a crutch for me at this point. Without it I have to plan my sunders more carefully with reach to avoid AoOs.

Saves are at; Fort 10/12, Ref 5, Will 6/8
Deft Dodger is looking good.

As for Heirloom Weapon, yep I now see that it wouldn't work.

AoO question. So far as I now know only leaving a threatened square (Without using 5 foot step or withdraw)or specific actions that list it in the description provoke AoOs. Is there a way to provoke upon entering a threatened square? As it stands now I can Knockdown for str damage (Does Power Attack add to this?) and then AoO if they get up.

This is before having a second attack at 7 HD.

Edit:
Also changed up two stats: Str is now (19)17+2...+1 next level.
Con (18)


Sorry, I will not have full movement in armor by 10th. I will have fatigue immunity.


Tripping isn't that useful considering the feat chain and what you get out of it.


Yeah, I found that out. Plus I need Combat Expertise WHICH I do not qualify for to begin the chain. Half way through the thread I changed the build around to just use a reach weapon for standard tripping, knockdown, and Pushing Assualt. Now I am trying to figure out how to work in Unexpected Strike.


Tripping is lame because you can just be killing them as well.


But but...what if....I 'dont' want to kill them??? I know, I know...,<SMACK!> what am I thinking?!?

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