
Bandavaar the Brave |

Okay, so I had the idea of creating a Barbarian who could wield a Large Bastard Sword, because a Bastard Sword is the biggest One Handed weapon you can use as a Large weapon (albeit with a -2 penalty on every attack).
Anyway, with that in mind I then had the idea of combining Enlarge Person and Lead Blades together to be able to enlarge myself, turning my weapon into a Huge weapon, whilst I grew to Large and then having the ability to make it so my weapon acts one size category above that, so it reaches Gargantuan Size when determining its damage.
Now, I've just spent the last two to three hours or so creating this build and have finally managed to make what looks like a decently powerful build.
Favoured Class: Barbarian
Race: Human
HP: 15
AC: 17 (Breastplate)
Str: 18 (+2 at level 12 and 16)
Dex: 13 (+1 at level 4)
Con: 14 (+1 at level 8)
Wis: 10
Int: 10
Cha: 12 - Only need a +1 for an extra spell for Oracle and Sorcerer
BAB: 1
CMB: 5
CMD: 16
Initiative: 1 (bumps to 5 at level 2 when I get my pet (Familiar) Compy!
Weapon: Large Bastard Sword
Attack Bonus: 3 (5, but -2 due to wielding a Large weapon)
Focus: This guy focuses on power, using his abilities to Enlarge Person and cast Lead Blades, enabling him to deal Gargantuan Damage with a Large Bastard Sword!
- Note: When enlarged with a large weapon, the weapon becomes huge. When casting Lead Blades as Huge, the weapon becomes Gargantuan.
Traits: Magical Lineage: Enlarge Person
- You can't cast spells without Still Spell in Medium Armour, so this enables me to add metamagic and not increase my spell level.
Alternate Racial Trait - Heart of the Wilderness: You gain a bonus equal to half your character level on Survival checks. You also gain a +5 bonus on Constitution checks to stabilize when dying and add half your character level to your Constitution score when determining the negative hit point total necessary to kill you. This racial trait replaces the skilled racial trait.
Skills:
Intimidate - 5
Knowledge Arcana - 4
Feats:
Level 1: Exotic Weapon Proficiency, Still Spell, Eschew Materials (from Sorcerer Class)
Advantages: Can wield a large bastard sword, can enlarge self and can enlarge weapon damage, dealing Gargantuan damage!
Disadvantages: Multi-classed, permanent -2 to hit with Large Bastard Sword, needs 2 levels of Oracle to get Lead Blades. Also loses Uncanny Dodge, Improved Uncanny Dodge, Damage Reduction and Trap Sense.
3. Lightning Reflexes
5. Power Attack
7. Furious Focus
9. Raging Vitality
11. Weapon Focus
13. Critical Focus
15. Raging Brutality
17. Combat Reflexes
Rage Powers:
3. Knockback
5. Beast Totem, Lesser
7. Beast Totem
11. Beast Totem, Greater
13. Reckless Abandon
15. Surprise Accuracy
17. Come And Get Me
Barbarian - Invulnerable Rager 14
Rage
Class Skills: Acrobatics, Climb, Intimidate, Knowledge (Nature), Perception, Ride, Survival, Swim.
Damage Reduction: Equal to half your Barbarian level.
Extreme Endurance: Inured to hot climate effects, 1 point of fire resistance every three levels beyond 3rd.
Fast Movement: Move 10 feet faster
Rage Power: Starting at 2nd level and every two levels past that (totalling 7).
Greater Rage: Level 11
Indomitable Will: Level 14
Life: 1d12
Speed: 40 Feet in Medium Armour
BAB Each Level.
Saves at level 14 Barb: Fort - 9, Ref - 4, Will - 4.
Oracle - Charisma Based - Take at level 9 - 2 levels.
Mystery: Metal
Curse: Lame - Fatigue Immunity
Revelation: Dance of the Blades - Your base speed increases by 10 feet.
Class Skills: Diplomacy (Cha), Heal, Knowledge History, Planes and Religion, Sense Motive
Spells Known: Level 0 - Create Water, Detect Poison, Purify Food and Drink, Guidance, Spark (gained at Oracle 2)
Level 1 - Deadeye's Lore, Endure Elements, Lead Blades (gained at Oracle 2)
Spells per day: 4 level 1 spells.
Healing Spells known: Cure Light Wounds
Life: 1d8
BAB: 1 at level 2
Saves at level 2: Fort - 0, Ref - 0, Will - 3.
Sorcerer - Charisma Based - 1 level
Arcane Bloodline
Familiar: Compsognathus (YAY FOR COMPY'S!) - +4 Initiative
Class Skills: Knowledge (Any - Local), Bluff, Intimidate, Knowledge Arcana, Use Magic Device
2 + Int Mod.
Spells known: Level 0 - Dancing Lights, Detect Magic, Disrupt Undead, Resistance
Level 1 - Enlarge Person, True Strike
Spells per day: 4 level 1 spells.
Life: 1d6
BAB: 0
Saves at level 1: Fort - 0, Ref - 0, Will - 2.
Class total saves at level 17:
Fort: 11, Ref: 8, Will: 9.
BAB Total: 15
Skills at level 17:
Knowledge (Arcana) - 4
Knowledge (Nature) - 4 (from Arcane Bloodline) + 10 ranks = 14
Perception - 11 ranks, 4 Class Skill = 15
Survival - 11 ranks, 4 Class Skill, + 8 Heart of the Wilderness = 23
Climb - 16 ranks, 4 Class Skill, 5 Str = 25
Swim - 16 ranks, 4 Class Skill, 5 Str = 25
Level 1: Barbarian
2: Sorcerer - Bloodline Power (Arcane for a Familiar), Cantrips, Eschew Materials
3: Barbarian
4: Barbarian
5: Barbarian
6: Barbarian
7: Barbarian
8: Barbarian
9: Oracle - Lame Curse, Metal Mystery, Lead Blades spell, Fatigue Immunity, Dance of the Blades (Speed stays the same)
10: Oracle - Taking a second level of this, for the spell "Lead Blades".
11: Barbarian
12: Barbarian
13: Barbarian
14: Barbarian
15: Barbarian
16: Barbarian
17: Barbarian
Now, my two questions are:
1. How much will my build increase when I go from Medium to Large? What will increase and what will decrease because I haven't done this before, but I'm guessing my AC would go down, but my Str will rise?
2. I know a Large Bastard Sword will deal 2d8 damage, but how much damage does a Huge and Gargantuan Bastard Sword deal?
Thanks very much for the help and critique is welcome!
I've made this entirely by the rules as this isn't a homebrew game or character, but I haven't worked out the damage output per round at level 17, so maybe that will be a fun thing for all of you to do. :)
Have a good end of week and weekend guys!

Bandavaar the Brave |

I haven't seen anything that says you can only magically enhance your weapon once. This spell doesn't increase the size of the weapon, but it treats the damage as being one size category up, so the weapon technically isn't changing. It's just the effects of the spell cast.
An Oracle of Metal gains this Ranger Spell at level 2. :)

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Being a large creature/character would confer -1 penalty to attack rolls and armor class, a +1 bonus to CMD and CMB, would take up 10'x10' of space (4 squares), increase his range in melee by 5' (to threaten up to 10' with a melee weapon normally), and takes a -4 penalty to stealth checks.
Any additional penalties are detailed individually by each spell, ability, or effect that would change your size to large.
In the case of enlarge person, you get a +2 size bonus to STR and a -2 size penalty to DEX. It also states you get a -1 penalty to attack rolls and armor class, but I think this is a redundant statement, as standard rules already confer this penalty to the large category.
For the sake of clarity, we'll use an exerpt Monstrous Physique II as an example:
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
As you can see, any number of abilties that make you large can have unique bonuses tied to that specific spell or ability. However, you ALWAYS take the bonuses and penalties stated in the first paragraph for becoming large, no matter what spell or ability you use.

Bandavaar the Brave |

Okay, so I would be right in thinking that when you grow to size Large, your Str increases by 2 which would normally give you +1 atk and dmg, but in this case it only applies to the damage, due to the -1 penalty on attacks? Meaning my attack would stay the same, but my damage would increase by 1 point, as well as getting an AoO from anything that tries to move next to me (due to a now 10 foot reach)?
+1 to CMB and CMD is nice, too.
Thank you for answering that question! :)
Now I need to worry about how much damage I can deal.
If a Bastard Sword jumps from 1d10 to 2d8, would a Huge Bastard Sword become 2d10 whilst a Gargantuan Bastard Sword would become 3d8?

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Okay, so I would be right in thinking that when you grow to size Large, your Str increases by 2 which would normally give you +1 atk and dmg, but in this case it only applies to the damage, due to the -1 penalty on attacks? Meaning my attack would stay the same, but my damage would increase by 1 point, as well as getting an AoO from anything that tries to move next to me (due to a now 10 foot reach)?
+1 to CMB and CMD is nice, too.
Thank you for answering that question! :)
Now I need to worry about how much damage I can deal.
If a Bastard Sword jumps from 1d10 to 2d8, would a Huge Bastard Sword become 2d10 whilst a Gargantuan Bastard Sword would become 3d8?
Yes, the biggest advantage of being large is definitely the increased melee range and damage dice increase of your current weapon.
It's actually this progression for a Bastard Sword: 1d10(Medium)>2d8(Large)>3d8(Huge)>4d8(Gargantuan)
This is detailed in a section of the Monster Feat Improved Natural Attack:
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Bandavaar the Brave |

Wow, even more powerful than I originally thought. 4d8...that's pretty devastating.
Yea, I looked throughout the rules, weapons and character creation areas of the PRD and found nothing on it. Even google failed me, but you found it, so thanks very much once more!
While attacking enlarged and with Lead Blades (both last a minute per level, so will permanently last a minute each time cast), my damage I'm guessing will be something along the lines of this (assuming level 20 for a laugh):
4d8 + 9 (5 str, 6 when large, two handing) + 15 (Power Attack) + 2 (Con) = 58 max damage per hit with no bonuses to the weapon.
= Max possible damage of 232 per round, + 20 for a +5 weapon = 252
While Raging:
4d8 + 13 (8 str, 9 when large, two handing) + 15 (Power Attack) + 2 (Con) = 62 max damage per hit with no bonuses to the weapon.
= Max possible damage of 248 per round, +20 for a +5 weapon = 268 max.
Normal Large weapon damage with no spells active would be:
2d8 + 7 (5 str, two handing) + 15 + 2 = 40 max damage per attack.
+ 5 weapon = 45 damage per attack - Max = 180 per round.
While Raging:
2d8 + 12 (8 str, two handing) + 15 + 2 = 45 max damage per attack.
+ 5 weapon = 50 damage per attack - Max = 200 per round.
I don't really know how you work out the average of that, but I'd say that's an awesome amount of damage to dish out per round.
The focus would be to save up enough money to make the weapon a +5 Keen for a much higher crit range.

Cavian |

I just threw this character together in HeroLab and without any other equipment taken into account, which would surely increase the damage I'm showing:
+23/+18/+13 as your full attack at: 4d8+25 per hit.
Granted this is assuming: both spells are active, power attacking, raging and using reckless abandon. If you choose to use up your rage rounds at 4x the normal rate by activating Raging Brutality it goes up to: 4d8+34 per hit.
Now keep in mind, that doesn't take into account any additional equipment you would surely have at that level.
Edit: I should note that this is with a basic run of the mill Large Bastard Sword, didn't put any enchantments on it, the thing's not even masterwork!

Mad Jackson |

Are the level dips even necessary? Couldn't you pick up Use Magic Device as a skill and crank it? You only need to get it to 18 in total, because to use a wand only requires a 20 on the check. You could just keep buying Lead Blades and Enlarge wands for about 750g a pop if cast at level 1. Since as wand has 50 charges, I can't see that you'd have to buy a wand very often.
Also, since you're putting together a barbarian based on using large weapons, why are you using invulnerable rated and not titan mauler? Is it just for the DR?

Bandavaar the Brave |

Yea, I looked at titan Mauler, but giving up Fast Movement is something I'm not keen on doing and the Damage Reduction from Invulnerable Rager is always a nice addition.
Wands would be great to have, but as I don't know what campaign I'll be playing, or when I'll get to use this guy, I've gone with the approach of "wands are hard to come by and most settlements may have a low income, so self efficiency is the way forward!"
Of course, if I don't need to be that self sufficient in a future game, buying wands of these spells is a good option. Only trouble is, you never know what's on sale, so enlarge person may be easy to come by, but Lead Blades may be a little harder to find.
As for multi-classing, Oracle gives you Fatigue Immunity and the ability to still remain at 40ft movement, even with the Lame Curse and then Sorcerer is nice just for the Familiar.
Oracle also allows for you to cast Cure Light Wounds at any time (so long as you still have spells remaining), so even if it only heals you by a small amount, it's better than nothing and adds to your chances of survival. The same goes for the Heart of the Wilderness Racial Ability. It means I can go down to -23 (-29 while raging) before I die. Not bad.
@Cavian - I think this guy would be pretty fun to use. :)

Mad Jackson |

Yea, I looked at titan Mauler, but giving up Fast Movement is something I'm not keen on doing and the Damage Reduction from Invulnerable Rager is always a nice addition.
Wands would be great to have, but as I don't know what campaign I'll be playing, or when I'll get to use this guy, I've gone with the approach of "wands are hard to come by and most settlements may have a low income, so self efficiency is the way forward!"
Of course, if I don't need to be that self sufficient in a future game, buying wands of these spells is a good option. Only trouble is, you never know what's on sale, so enlarge person may be easy to come by, but Lead Blades may be a little harder to find.
As for multi-classing, Oracle gives you Fatigue Immunity and the ability to still remain at 40ft movement, even with the Lame Curse and then Sorcerer is nice just for the Familiar.
Oracle also allows for you to cast Cure Light Wounds at any time (so long as you still have spells remaining), so even if it only heals you by a small amount, it's better than nothing and adds to your chances of survival. The same goes for the Heart of the Wilderness Racial Ability. It means I can go down to -23 (-29 while raging) before I die. Not bad.
@Cavian - I think this guy would be pretty fun to use. :)
Total self-sufficiency is a concept I can wholeheartedly get behind. Loved the 3.5 psychic warrior for just that reason. "Gear? Who needs gear? Just drop me naked in the wilderness, I'll be fine..."

Bandavaar the Brave |

Just a thought but if you took 4 lvls of ranger instead of 2 oracle you could get lead blades without sacrificing a point of attack bonus and also get some cool Ranger abilities and a d10 hd instead of d8s?
Yea, I'd say this is down to player preference over anything else, because that would work, but you'd be sacrificing the ability to Rage Cycle, which allows for you to make better use of your Rage Powers. Those once per rage powers really benefit from Rage Cancelling because with Fatigue Immunity, you can jump in and out of Rage as much as you like, constantly using those once per rage abilities. It's a nice feature.
@Mad Jackson - That last quoted statement is pretty funny. :p
I've actually only played one 3.5 game I think. I'm fairly new to Pathfinder, only been playing for between 1 - 2 years and learn by jumping between character classes all of the time, but primarily I do prefer the Fighter types (Barbarian and Fighter etc), but I always try to make self sufficient characters with the concepts I have in mind, as I don't ever like to rely on others.
Working in a team is great, but you need to build your own character in such a way where they can survive alone too, because you never know what might be around that next corner if you get split up from your group or are the only survivor left etc.
The biggest challenge for me now is to make such a multi-classed lunatics back story convincing enough to seem decent and fit well within the world of Pathfinder.
Most Barbarians hate magic, but I've already decided this Barbarian rebelled against that stereotype and out of curiosity, has been searching for ways to improve his damage output. He knows he's strong but always strives to be stronger, as he feels if he can outperform himself, he can outperform anyone else out there and wants to use magic to enhance this, to prove a point to every other Barbarian tribe out there that magic doesn't need the stigma attached to it. Instead, it can aid you and be a key element to surviving the harsh conditions of Golarion.
^Not bad for making that up on the spot just then. ;)

Bandavaar the Brave |

Well, I didn't but if I go the Tattooed Sorcerer line, it replaces Eschew Materials, so my Enlarge Person is more likely to fail as I'd be running around in Breastplate armour. :p
Otherwise, it'd be an awesome option. It's just a shame it replaces that bonus feat, because I'd have gone with it otherwise.

Cyberwolf2xs |

Suggestions:
- You could either tweak those ability scores around or take items to get a charisma score of 15 (17 eventually), which allows you to take eldritch heritage (orc bloodline). First feat is tax, second is a little buff, third is +6 inherent str bonus (fourth could be another way of becoming large with a +6 size str bonus).
- Be a tiefling, either Demon-Spawn (+2 Str, +2 Cha, -2 Int) or Oni-Spawn (+2 Str, +2 Wis, -2 Cha, so you'd have to tweak around a bit more, but allows the superior clutch trait (weapons of larger size deal +1 damage)), both get nice resistances

Bandavaar the Brave |

I'd have to change way too much to be able to do that and would still need Sorcerer as one of my classes, because it allows me to cast Enlarge Person at 1st level, where as the Orc Bloodline only allows for that to be an available option at level 15 (17 due to having to count your character level -2 as your pre-req to these abilities).
Tiefling's, from what I'm aware of wouldn't be allowed. They have been before, but only once or twice. Still, it might be worth a try. Half-Ogre's are sometimes allowed.
Anyway, I think the best option for a build like this would be to dip into Sorcerer, Fighter, Oracle and Barbarian.
You'd get more feats for doing this and still get all of the other abilities (with less Rage Powers etc), but you'd get Weapon and Armour Training if you stuck with Vanilla...or I dunno, I'll have to make a build for a different character, but the Two-Handed Fighter Archetype, mixed with Invulnerable Rager (or Vanilla if it gets to a point where you get so little Damage Reduction it's useless), then with Tattooed Sorcerer and Vanilla Oracle of Metal.
If I were to do that, I'd either play as a Half-Elf, Half-Orc or Human for the extra feat.
Still, I think this could also be a good build and maybe, I'd focus more on the Two-Handed Fighter than Barbarian, just adding in the Barbarian for Rage and getting Extra Rage feats.
I'll actually make something along these lines soon and have it as a totally different character, but with similar abilities to that which I've statted out above. :)
Thanks for the suggestions though. They'll come in handy in the future sometime, I'm sure. :)
Have a great weekend!

Jon Otaguro 428 |
An alternative to sorceror is alchemist. Alchemist get enlarge person and you won't have to worry about arcane spell failure. You get less uses of enlarge person, but get mutagen in return (+4STR and some natural armor and lasts 10 minutes; and you can create a mutagen in 1 hr so multiple times per day is possible).
If you take the vivisectionist alchemist archtype, you lose bombs and gain 1d6 sneak attack.

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I would skip sorcerer altogether. If you want to be enlarged, rely on party members or grab potions of enlarge person. At 50 gp a fight, that's a bargain.
Furious Finish is your best friend for an oracle/barbarian build, because being lame renders you immune to the fatigue that it brings. A vital striking lead blade'd enlarged barbarian with a base 2d8 weapon is ridiculous damage.
Anyway, this build just begs for Vital Strike. There is also the rage power Bestial Leaper, which allows you to take a standard action in the middle of your move action. What would you think of a character with base 40 movement speed (30 + 10 barbarian - 10 lame + 10 dance of blades) who can Vital Strike in the middle of his movement, being always out of range of a full attack? Would you be more receptive if the Vital Strike was actually doing competitive damage?

Bandavaar the Brave |

Hmm, both sound like good ideas.
I'm tempted to throw in every Vital Strike line in there somehow, just to be ridiculous.
My latest build is possibly more broken than the last, though I still need to check it all over to make sure feats are in the right places etc.
2 levels Oracle
1 level Tattooed Sorcerer
4 levels Barbarian
Str: 16 +2 (Human)
Dex: 13
Con: 14
Wis: 9
Int: 10
Cha: 13
Feats:
1. Additional Traits, Exotic Weapon Proficiency Bastard Sword, Skill Focus: Survival
2. Power Attack
3. Eldritch Heritage: Orc Bloodline
5. Still Spell
6. Furious Focus
7. Lightning Reflexes
9. Raging Vitality
11. Extra Rage, Critical Focus
13. Improved Eldritch Heritage
14. Improved Eldritch Heritage
15. Raging Brutality
17. Extra Rage, Greater Eldritch Heritage
Rage Powers:
Reckless Abandon
Surprise Accuracy
Traits:
Magical Lineage - Enlarge Person
Deft Dodger - +1 on Reflex Saves
Barbarian of the society - +3 rounds of rage
Level 17:
27 rounds of rage
40ft movement
Vanilla Oracle: Lame Curse - Fatigue Immunity
Mystery - Metal (+10 foot movement, negating Lame Curse speed loss), Lead Blades
Tattooed Sorcerer - Familiar (Compy for Initiative), Enlarge Person spell
Weapon Training +2, Two-Handed Fighter for massive damage
Eldritch Heritage - All but the last Bloodline Powers from Orc Bloodline
Vanilla Barbarian: Raging Brutality, Raging Vitality, Reckless Abandon, Surprise Accuracy
Heart of the Wilderness racial trait
Favoured Class: Fighter - +10hp
1. F feat x3
2. F feat
3. F feat
4. S
5. B feat
6. F feat
7. B feat
8. F
9. O feat
10. O
11. F feat x2
12. F
13. B feat
14. F feat
15. B feat
16. F
17. F feat x2
I'm not actually familiar with Alchemists at all and when I had a look at them, to be honest they pretty much confused me.
If you can guide me with which Archetype of Alchemist I should go for to get Enlarge Person at Alc 1 instead of Sorc 1, that'd be awesome. +1d6 sneak when flanking is just silly on top of this.
I'm tempted to swap out Raging Brutality for Furious Finish (if I decide to go with Vital Strike at all), though it says you'd be fatigued even if you wouldn't normally be, so I guess you aren't immune to this one. :p
Still, opinions on this latest build? I'm thinking it's even stronger than my beginning one with Overhand Chop and Backswing with Power Attack on every hit!!!
It's almost 3.30am here so I'm not going to work the damage out, but feel free to go nuts! :)
Edit: I'm not going the Vital Strike route as I just realised it only allows for me to make one attack per round, though Furious Finish probably gets around that.
Also, with the above stats, I've been trying to work out how many extracts of Enlarge Person, how many times I can use a Str Mutagen for and how many times I can create a potion per day? I don't really know how it works, but what I do know is with a bonus of 10 I get no bonuses.

Jon Otaguro 428 |
Alchemist get "spells" like other casting classes. They get 1 1st level spell at 1st level. Enlarge person is on the spell list.
The vivisectionist archtype (ultimate magic) replaces bomb use with sneak attack.
You also get the brew potion feat to enable you to create additional enlarge person potions (or cure light wounds or anything else on the alchemist spell list).

Bandavaar the Brave |

Can I brew potions of Enlarge Person as many times as I want throughout the day, providing I have enough time and cash to do so?
I'm looking at being able to get 4 Enlarge Person's per day, but I guess that's impossible as I'd need to use my extracts to cast it once, effectively meaning I lose my 1 Enlarge Person to gain 1 enlarge person, making it a pointless endeavour.
Sorcerer it is I guess, unless I throw in one level of Alchemist as well. Not sure how many mutagens I get per day either.

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Bandavaar, are you not interested in the semi-Spring Attack? :)
A Furious Finish build with Vital Strike would take advantage of your large damage dice; being immune to fatigue when you get it means you rage, Vital Strike for maximum die damage (8d8 is 64 damage + strength); of course Improved Vital Strike will make that even more ridiculous.
That combined with Bestial Leaper would make you a high damage (although possibly not the highest) and very mobile character.

Bandavaar the Brave |

Bandavaar, are you not interested in the semi-Spring Attack? :)
A Furious Finish build with Vital Strike would take advantage of your large damage dice; being immune to fatigue when you get it means you rage, Vital Strike for maximum die damage (8d8 is 64 damage + strength); of course Improved Vital Strike will make that even more ridiculous.
That combined with Bestial Leaper would make you a high damage (although possibly not the highest) and very mobile character.
That would total to 12d8 (highest I can reach are the pre-req's for Improved) + 25 (from Power Attack and Overhand Chop) = 121 damage without a critical hit!
You can get an extra 8d8 in there from a critical hit, making 64 + 121 = 185 damage, but Vital Strike replaces all of your other attacks, so I like the idea of going the normal attack route, dealing 62 max damage with the possibility of pulling out a x3 Crit Card on every attack much more.
It would allow me to get a possible 186 damage with every x3 crit and at 3 attacks for level 17, that'd mean I could effectively roll high enough to deal 3x that amount, totalling to 558 damage per round, which is ridiculously awesome!
Note: Add another 12 while in Rage, because Strength would be +7 with Overhand Chop and Backswing, not the original +5. Total that up and it's 570 damage max.
I'd be after a +5 weapon, would get weapon training from Fighter (which would add 63 damage to it on a x3 critical hit, totalling 633 damage assuming you crit on all three rounds, which is unlikely. This is all if I follow the path of the new Fighter based build, rather than the Barbarian, which should actually be even more devastating...especially with Eldritch Heritage of Orc on top of it! - I haven't worked out the bonuses from Eldritch Heritage yet....Edit: Add another 24 onto that, assuming x3 crit still, making 657 damage), a belt of Str (max) and any form of AC to sacrifice for Reckless Abandon.
As for Bestial Leaper, I actually do like the idea of that because while enlarged (with 10 foot reach), I could move in 15 feet, full attack, then move back 25 feet again while enraged....nothing could touch that if I managed to combine it with pounce!
Edit: Reading it I'm not so sure you can combine the two, but still, they'd both be good for certain situations. :)
@Zenlike - Yea, but the problem there is you're not getting use out of the entirety of the spell. For a Sorcerer it lets you use it for 1 minute per level, which is awesome and means I can cast it 4 times a day, along with Lead Blades, which also lasts a minute per level, so actually....Lead Blades would last double that time as I'd be two levels Oracle. Still, when I shrink from Large to Medium, I'll still be dealing Huge Weapon damage, so that's just fun really. I'd cast Lead Blades first, then Enlarge Person and move in to attack. Total devastation would then follow!
Edit again: I'm thinking I'll no longer need a stronger build than this. A Max possible damage of 657 in one round is so ridiculously huge that I could just steamroll anything....maybe even a Tarasque. ¬_¬

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Oracle of metal, two levels of.
You can definitely combine Bestial Leaper and Vital Strike. Vital Strike is a standard action, and Bestial Leaper allows you to take your standard action during your move, rather than after or before.
Also, don't forget that you want a +1 furious weapon, not a +2 weapon.

Bandavaar the Brave |

Hmm, I guess a +5 Furious Weapon wouldn't work because the damage bonus on a weapon can only be increased up to a +5, not 7...or is that ruled void in this situation? :p
Otherwise I'll just get a +4 weapon and add this to it, making a +5 weapon as it'll be a +3 with a +2 enhancement bonus on it from this....still, I'll actually have to pay for a +5 as I can then use that 5th cost to make it a Keen weapon, which is my main priority!
657 max damage (if lucky enough to pull a x3 crit card out on each of the three attacks - almost impossible, but still, this is a good example) from the workings out of my latest build though, with 27 rounds of rage. Ridiculous.

Bandavaar the Brave |

Not as good as it should be. Without Reckless Abandon, if you just add my Str to BAB at level 17, it'll be +23 (-2 Bastard Sword, +5 str, +5 weapon and 15 BAB), +25 in Rage.
It's not at all bad though!
Edit: 27 with Reckless Abandon (only 4 levels Barb in the latest build. The other one will hit for stupid amounts though, but not deal as much damage).
29 with Surprise Accuracy while in Rage. 27 out of rage.

Bandavaar the Brave |

The other build would be + 5 from RA, + 5 from SA, + 15 from BAB, + 5 from Str, + 5 Weapon, - 2 from Bastard Sword = 33, +2 in Rage = 35.
So yea, the first one hits more, but the latest build deals more damage. So, there's a difference of 6 ATK Bonus in the builds, but the latest one deals stupidly overpowered damage.

Bandavaar the Brave |

Oops, add 2 to the last posts Atk Bonus from Weapon Training. :)
That totals 31 while in Rage. Not too bad for me really. Two-Handed Fighter allows you to keep Weapon Training, so if I got Duelist Gloves, I've read somewhere that it boosts your Weapon Training up, so that would increase my atk and dmg by 2.......making a +33.
Ahhh. Yea, that's more like my original build, but this one above deals far greater damage with a +31 to hit while not in Rage.
On my above rebuild, I strayed from Barb more in favour of the feats for Eldritch Heritage as it makes a much stronger build, even without Greater Rage.

Bill McGrath |
Inspired by this idea, I've just built a Titan Mauler/Oracle/Rage Prophet (I've been wanting to build a rage prophet for a while). I know Titan Mauler rules are a little vague, but by my reading I should be able to wield a Large Bastard Sword two-handed without penalty.
Will post up stats when I'm complete.

Atarlost |
Oops, add 2 to the last posts Atk Bonus from Weapon Training. :)
That totals 31 while in Rage. Not too bad for me really. Two-Handed Fighter allows you to keep Weapon Training, so if I got Duelist Gloves, I've read somewhere that it boosts your Weapon Training up, so that would increase my atk and dmg by 2.......making a +33.
Ahhh. Yea, that's more like my original build, but this one above deals far greater damage with a +31 to hit while not in Rage.
On my above rebuild, I strayed from Barb more in favour of the feats for Eldritch Heritage as it makes a much stronger build, even without Greater Rage.
If you're already not getting Greater Rage you may as well take Oracle to 4 and either Sorcerer to 2 or Alchemist to 4 for more castings and duration.