Critique my barbarian build


Advice


Our DM has awarded us a free feat at level one.

Human Barbarian, Invulnerable Rager

Stats: 18 Str, 14 Dex, 16 Con, 7 Int, 10 Wis, 9 Cha

Barbarian1) Power Attack, Improved Unarmed Strike, Furious Focus
Barbarian2) Rage:Superstition
Barbarian3) Dragon Style
Barbarian4) Rage: Reckless Abandon
Barbarian5) ERP: Lesser Beast Totem (Claws)
Barbarian6) Rage: Beast Totem (NA)
Barbarian7) Bolster Resistance
Barbarian8) Rage: Unexpected Strike
Oracle1) ERP: Extra Damage Reduction (Lame/Flame for move/nimble moves)
Barbarian9)
Barbarian10) ERP: Flesh Wound(???), Rage: Beast Totem, Greater (Pounce)
Barbarian11)
Barbarian12) Combat Reflexes, Rage:Come and Get me Barbarian13)
Barbarian14) ERP: Extra Damage Reduction, Rage: Extra Damage Reduction

I can't decide on traits. I'm not sure flesh wound is worth it at that level (I assume you don't get to add your superstition). He's going to be an Ulfen viking raider for S&S AP, but I haven't made up my mind yet.


Why do you take IUS?

And how do you want to play him? With 2 Claws?

You will be stuck to 2 attacks/round FOREVER with huge problems overcoming DR and with weak ST-Bonuses to damage, I kinda feel like I'm missing something because this build seems like not working at all to me.


You should get Ghost Rager to add your Superstition bonus to your touch AC. Eater of Magic can be nice with rage hopping/cycling. I think Flesh Wound is definitely worthwhile. Won't help on really high damage hits, but good odds on a 20ish damage blow to significantly reduce damage thanks to invuln. rager's doubled DR against nonlethal.

You should really try to get Dazing Assault at BAB +12, it becomes avalable right when CaGM does and makes every one of your AoOs have a fair chance of ending the foe's turn.

I don't know if Bolstered Resilience is worth having. You could probably better spend that feat, and the action use type will just interfere with Flesh Wound anyway.

Have you considered Strength Surge? Youcould use it for tripping even w/o the Imp. Trip feat w/o provoking AoOs if nothing else.

I think you're confused on Cinder Dance. It will not get you nimble moves till oracle 5 and does not work w/ lame curse.

Spoiler:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

That said, Metal mystery has a +10 ft speed revelation that will work with Lame.


Wasum wrote:

Why do you take IUS?

And how do you want to play him? With 2 Claws?

You will be stuck to 2 attacks/round FOREVER with huge problems overcoming DR and with weak ST-Bonuses to damage, I kinda feel like I'm missing something because this build seems like not working at all to me.

He took IUS for Dragon Style so he can later on basically pounce regardless of obstacles/terrain. I don't think it's worth 2 feats, but it's ok.

And he obviously took beast totem line for the pounce at 10, claws and IUS would be backup weapons if disarmed or something ONLY.


Dragon style is useful right off the bat. On the deck of a ship there's going to be water and gear and tons of people and he will need to get up into melee, so with that he can charge through the terrain effectively from level 3. It's worth two feats to me, because my DM enforces terrain/charge rules properly and my party members aren't going to wait around for me to charge first so I have a clear perfectly straight line.

EDIT: Cinder dance would work just fine, your oracle level is half your non oracle level (Barb8=4) plus your oracle level (1) for a total of 5. I'd get nimble moves and the movement.


Getting pounce is great. Getting Dragon Style is great as well. But then I would go into fighter after you picked the most important BRB stuff. Still - I'm not really sure wether this build is really optimal...


Also, I plan on using any old two handed weapon that I can find. Also, explain what's not optimal. He's able to get into the fight, and once in there he's able to deliver not only his full attack but a number of extras from come and get me and unexpected strike. He rage cycles. He's got all the numbers a fighter brings to the table, but less defense.


Lastoth, I quoted Cinder Dance. It explicitly does not work with Lame curse. And your non-oracle levels are added at half rate only for curse benefits, not revelations.

Oracle's Curse says, "An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle."

Quote me where it says something like that for mystery/revelations.


(Archer voice) This is why we critique builds!

Thank you, I will update to the metal mystery


Anymore advice on traits, or critiques on what won't work well?

I feel like Bolster Resilience 1/round is a guaranteed extra 6-9 extra damage off once I can rage cycle. It seems good to me, but what would you take in its stead?

Quote:
I don't know if Bolstered Resilience is worth having. You could probably better spend that feat, and the action use type will just interfere with Flesh Wound anyway.

Bolster resilience is an immediate action, while flesh wound is a free action. My concern is that my fort save won't be high enough to negate the kinds of hits I'm actually worried about, it would be great vs mooks but useless vs big guys.


Flesh Wound...?

You can't use both the same round anyway. Guess it's up to you which you think will be more useful. I'm assuming the damage does not "apply" till after you use flesh wound and so makingi t nonlethal will further cut the amount done down. If that is not the case, it seems Bolstered Resilience wins for being nearly as good and w/ 100% success rate and makes me question why Flesh Wound even exists.

I would try to free up a feat for Combat Reflexes earlier, so you can get Dazing Assault and CaGM simultaneously. Or are you not as impressed w/ that combo as I am? CaGm lets you strike first, so the damage mitigation would be huge, on top of the turn-robbing.

EDIT: Nevermind, Flesh Wound is not an immediate action. I was wrong on something, too. :)

Keep both then, I guess. It's funny how even w/ human and the DM's bonus feat you're still so hungry for feats.


Your edit trumped my observation, but your other points are valid and I'm making adjustments.

UPDATE:

Still not sure on flesh wound, I'll be watching incoming damage carefully to see if my odds of making the save are more than 50% or so as I near that level. If it looks to be a bust I'll grab a 6th point of DR instead.

Barbarian1) Power Attack, Improved Unarmed Strike, Furious Focus
Barbarian2) Rage:Superstition
Barbarian3) Dragon Style
Barbarian4) Rage: Reckless Abandon
Barbarian5) ERP: Lesser Beast Totem (Claws)
Barbarian6) Rage: Beast Totem (NA)
Barbarian7) Combat Reflexes
Barbarian8) Rage: Unexpected Strike
Oracle1) Bolster Resistance (Lame/Metal, movement washout)
Barbarian9)
Barbarian10) ERP: Flesh Wound(???), Rage: Beast Totem, Greater (Pounce)
Barbarian11)
Barbarian12) Dazing Assault, Rage:Come and Get me Barbarian13)
Barbarian14) ERP: Extra Damage Reduction, Rage: Extra Damage Reduction

I liked ghost rager, but I lack room. I also wanted witch hunter for even more ungodly damage (since most things cast) and that's another candidate instead of flesh wound.


Why bother with Extra Damage Reduction? I think that Ghost Rager is much more useful...


Yeah, Ghost rager is another one that could either fit in there instead of flesh wound or at level 15, I've marked it up. It feels like I should snag it sooner, but then again I'm not sure how many incorporeals/touch attacks I'll see in a pirate campaign.


One more time to see if anyone can suggest some good traits.


I listed most of my favorites in here: http://paizo.com/forums/dmtz5le6?Best-Traits#14

I'd say since you lost Uncanny Dodge to take Defensive Strategist.

People in that thread kept talking about Tusked, but I have no idea what or where that is. Opportunistic Gambler will mess up your rage hopping and should be avoided, IMO.

Liberty's Edge

StreamOfTheSky wrote:
People in that thread kept talking about Tusked, but I have no idea what or where that is. Opportunistic Gambler will mess up your rage hopping and should be avoided, IMO.

Tusked is in Orcs of Golarion and grants a 1d4 bite attack. It's cool, but not something I'd ever allow on a Human even with Adopted. Your GM may disagree and allow it.

Optimistic Gambler is actually blatantly illegal being a Campaign Trait for a different campaign.

Actual good Traits I'd reccomend? Reactionary's an old standby, Indomitable Faith is good if you need Will Save (and you probably do), extra Class Skills are always fun if you, say, want to be good at Diplomacy or some such thing. In fact, I'd look really hard for one that gives you Profession as a class skill (or ask your GM for a custom one) since it's not for you, and likely to be vitally important in S&S.


He has Int 7 and is definitely not spending his favored class bonus on skill points, I don't think he'll be able to make too much use out of extra class skills. :D

Liberty's Edge

StreamOfTheSky wrote:
He has Int 7 and is definitely not spending his favored class bonus on skill points, I don't think he'll be able to make too much use out of extra class skills. :D

In S&S I get the impression that not having a maxed Profession (Sailor) is an actively bad idea and makes one useless in a medium to large selection of the encounters...but that probably is the only skill worth grabbing this way.


I'm working on it. I could swap Int and Cha if needed for one extra skill point, but human helps a bit. Being Ulfen I'd think he'd be game for a custom trait.

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