Barbarian Level 20 vs. Fighter Level 20...any recommendations?


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Liberty's Edge

Are you allowed to level dip in another class or does it need to be straight barbarian?

Dark Archive

Your best bet is Bob's sunder build. Strength Surge means that every round you can auto-succeed with a sunder attempt, so unless he's decided to build an unarmed build, you only need to survive a few rounds to start taking out his best stuff.

A thought: If you use a reach weapon, as he advances into you, you can use your Attack of Opportunity to sunder his weapon with Strength Surge. If he was using a two-handed weapon, he's now stuck attacking you with spiked armour.


For my above post, I forgot to add in the belt of giant strength. If you were to drop the ioun stone for a +6 str belt, you could hit 52 str. 17 start, 2 racial, 5 leveling, 6 ork heritage, 6 belt, 8 size, 8 rage. Your con could also hit 34. 14 start, 6 size, 4 ioun, 8 rage, 2 raging vitality. with your favored class bonus in hp, you would have an average of 390 hp! 20d12 is an average of 130, favored class bonus is 20, 12 con bonus is 240. A max hp pool of 500 is not something to scoff at, and chances are that fighter with 14 con will have around 190 hps. Your cmb should be hugely larger than his, and therefore easier to win grapple checks and your hp should be large enough to survive at least 1 hit.

An evil thought... Bring along a pair of Mwk manacles and use your str surge to force them apon your hapless fighter victim! He should be more than compliant to you smashing in his face with these >:D


To help versus crits you can take fortified armor training and wear a buckler.


Strength Surge means no chance to fail a grapple, we have a grappler/pouncer in our party and the DM hates him because once he grabs a foe, it is utterly doomed


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Leadership with wizard cohort.


Ismodai wrote:
Strength Surge means no chance to fail a grapple, we have a grappler/pouncer in our party and the DM hates him because once he grabs a foe, it is utterly doomed

Favored Class Options

Fighter Add +1 to the Fighter's CMD when resisting two combat maneuvers of the character's choice.

So the fighter could have a CMD around 65.


The barbarian definitely needs a fortified armor. If the fighter crits the fight is over (note taht with the two handed fighter archetype the fighter will crit 95% of time)


Nicos wrote:
The barbarian definitely needs a fortified armor. If the fighter crits the fight is over (note taht with the two handed fighter archetype the fighter will crit 95% of time)

I don't think fortification will help at all, the two handed fighter archetype ability is a pseudo crit. Fortification specifically only negates actual critical hits. The two handed fighter archetype ability is a standard action attack that is treated as a critical threat. Not an actual critical hit.

Below is the wording for Devastating Blow:

At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.

This ability replaces Armor Mastery.

Below is Fortification:

This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.


Gignere wrote:
Nicos wrote:
The barbarian definitely needs a fortified armor. If the fighter crits the fight is over (note taht with the two handed fighter archetype the fighter will crit 95% of time)

I don't think fortification will help at all, the two handed fighter archetype ability is a pseudo crit. Fortification specifically only negates actual critical hits. The two handed fighter archetype ability is a standard action attack that is treated as a critical threat. Not an actual critical hit.

Below is the wording for Devastating Blow:

At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.

This ability replaces Armor Mastery.

Below is Fortification:

This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Not seeing anything in the rules that says Devastating Blow bypasses fortification/immunity to critical hits. It's an ordinary critical threat, except that if the crit confirms you don't trigger any elemental bursts or other weapon properties that only happen on a critical hit.


Yea its treated as a critical threat, that u roll to confirm and if u suceed in activates the fortification property and a %chance is rolled.
Also i wrote my build assuming use of UC, which may not be so. If not then i would suggest a beast totem grappler build, because his is most certainly going to be using a 2hander. Win initiative, charge and grapple... headbutt to death... Additionally the Ultimate Combat and Ultimate Magic are usable threw
http://paizo.com/pathfinderRPG/prd/prestigeClasses.html, so your dm really doesnt have any excuse other than he doesnt want too not let u use them...


No one else thinks str surge, imp initiative, and greater dirty fighting would be the maneuver of choice then?


It becomes a fight of a schrodinger barbarian Vs a Schrodinger fighter. Even with str surge the fighter can have a very high defense against 2 cobamt maneuvers.

10+ 10 BAB+10 Str +5 Dex +5 def +20 favored class option= 60


Nicos wrote:
The barbarian definitely needs a fortified armor. If the fighter crits the fight is over (note taht with the two handed fighter archetype the fighter will crit 95% of time)

All the more reason to take a grappler, shut down that two handed fighting style.

@ Nicos
Going on what I posted above, and assuming you have your armor activated you will have a cmb of 58.
10 BAB +21 str +2 size +4 great/imp grapple, +1 pit fighter, +20 strength surge.

You also forgot to add in -4 dex for having the grappled condition and the -4 to your penalty for wielding a two handed weapon (if it is the two handed fighter we are talking about) and a possible -2 for being shaken (if he goes terrifying howl you will be shaken). You also lose 20 hps. This assumes that you take human, you put the bonus into grapple, out of 10 total combat maneuvers and you build the two handed fighter. If he goes combat maneuver focused or lore warren, then neither of you will be able to hit each other. Your cmd would likewise be around 68.
As with all the rest of the builds that you could take or do, it becomes that game of pokemon I stated earlier.


If I didn't know what you were building but I was confident you were building a barbarian, I would consider this fighter to go up against you (I used the elite array because it was simple, make whatever adjustments fit your rules. I did the same with the Sundar the Barbarian from earlier.):

Spoiler:

UNNAMED HERO CR 19
Male Human Fighter (Weapon Master) 20
NN Large Humanoid (Human)
Init +9; Senses Perception +20
--------------------
DEFENSE
--------------------
AC 40, touch 15, flat-footed 39. . (+14 armor, +6 shield, +1 Dex, -1 size, +5 natural, +5 deflection)
hp 224 (20d10+100)
Fort +17, Ref +11, Will +6
DR 3/&#151;
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +5 Speed, Wounding Adamantine Longsword +29/+29/+24/+19/+14 (2d6+35/17-20/x3) and
. . +5 Vorpal Adamantine Longsword +29/+24 (2d6+35/17-20/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Critical Specialist: Longsword, Deadly Critical: Longsword (3/day), Reliable Strike: Longsword (4/day), Unstoppable Strike: Longsword, Weapon Training +7: Longsword
--------------------
STATISTICS
--------------------
Str 16/24, Dex 17/21, Con 14/20, Int 14, Wis 10, Cha 8
Base Atk +20; CMB +28 (+30 Bull Rushing, +30 Disarming, +30 Sundering, +32 Tripping); CMD 44 (53 vs. Bull Rush, 62 vs. Disarm, 51 vs. Grapple, 50 vs. Reposition, 62 vs. Sunder, 52 vs. Trip)
Feats Bleeding Critical, Blind-Fight, Blinding Critical (DC 30), Combat Expertise +/-6, Combat Reflexes (6 AoO/round), Critical Focus, Critical Mastery, Double Slice, Greater Trip, Greater Weapon Focus: Longsword, Greater Weapon Specialization: Longsword, Improved Bull Rush, Improved Critical: Longsword, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two-weapon Fighting, Power Attack -6/+12, Two-weapon Fighting, Weapon Focus: Longsword, Weapon Specialization: Longsword
Skills Acrobatics +20, Bluff +19, Climb +2, Escape Artist +20, Fly -2, Intimidate +22, Perception +20, Ride +0, Stealth -4, Swim +2
Languages Celestial, Common, Draconic
SQ Gloves of Dueling, Weapon Guard +5: Longsword (Ex), Weapon Mastery: Longsword (Ex)
Combat Gear +5 Buckler, +5 Fortification, Heavy Adamantine Full Plate, +5 Speed, Wounding Adamantine Longsword, +5 Vorpal Adamantine Longsword; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Boots, Winged (3/day), Cloak of Displacement, Major, Gloves of Dueling, Potion of Enlarge Person (2), Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Boots, Winged (3/day) - 0/3
Deadly Critical: Longsword (3/day) (Ex) - 0/3
Potion of Enlarge Person - 0/2
Reliable Strike: Longsword (4/day) (Ex) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blinding Critical (DC 30) Critical hit blinds or dazzles target.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of opportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Mastery Apply two Critical feats to a critical hit rather than one.
Critical Specialist: Longsword (Ex) Increase the save DC of any critical hit effects by +4 for your chosen weapon.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Deadly Critical: Longsword (3/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Gloves of Dueling These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.
Greater Trip +2 to Trip, target provokes AoO when tripped.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Disarm Disarm at +2, without an attack of opportunity.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Reliable Strike: Longsword (4/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Unstoppable Strike: Longsword (Ex) Standard action: a single attack with your chosen weapon is a touch attack that ignored DR or hardness.
Weapon Guard +5: Longsword (Ex) +5 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Mastery: Longsword (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training +7: Longsword (Ex) +7 to hit and damage with your chosen weapon.

A few things to worry about for the barbarian:
I have a +32 to trip and 6 attacks of opportunity. Good luck. I already have 7 normal attacks per round with two of them being from a vorpal weapon. Sure it may not get that 20, but if it does (and I would take every attack of opportunity I could with it) then you're toast. Even with the lowest attack with that weapon I will automatically behead you since I automatically confirm all critical threats. If I crit with the other sword, I still deal 8d6+140 (your DR means little to me) plus give you 2d6+1 bleed and I can blind you (the Fort DC is 34). The barbarian build I posted has a +26 Fortitude. That may not seem like I have a good chance but remember you will have to roll that every time I crit and I crit on a 17+ and I have rerolls if I feel like using them.

I can blind-fight as well as reroll so I don't care as much if you do have displacement.

I also can sunder (+30) and I can defend myself very well from your maneuvers. My adamantine weapons are hard to sunder already (56 hit points plus hardness of 25 or 71 hit points depending on how you read the rules).

My AC is only 40 but I can increase that if I need to by +6. Remember that most barbarians have low AC so I am not very worried about dropping my attack bonus if I need to. I also come with a 50% miss chance.

I do want to point out that neither build I proposed will show which class is better. What it will show is who can build a better character that doesn't have to be an adventurer. I was able to dump every feat into combat. I didn't have to worry about skills or special gear. I don't have to worry about what happens to the character tomorrow.


Now I think the best advice I can give you is from Sun Tzau's the art of war. Know you enemy and half the battle is won. So with that in mind, here is a quick run down of what the fighter can do and possible good ideas to shut him down.

Two handed fighter: This guy is all about power. Insane bonuses on single hits, and insane bonuses on multiple hits. He will have to chose between multiple attacks, or one big one. Gets +5 cmd against sunder. Sunder, grapple, disarm, fear, one shot him, chances are you can survive 1 hit...
Two weapon fighter: He attacks with 2 weapons without penalties, and can attack with 2 weapons on a standard/Aoo. Every attack you hit him with, he gets an Aoo, every attack he hits you with, you get an Aoo. Turn 1 you guys annihilate each other. your saving grace, you get your Aoo's first. He can disarm or sunder you. Grapple, sunder, disarm, fear, Come and Get me(CaGm), reach, damage reduction, kite him
Weapon master: Gets bonus damage, re-rolls, insane crits, ignores damage reduction, bonus cmd to sunder and disarm. This one is a tough cookie. Grapple, fear, CaGm(if two weapon), reach(if two weapon), big weapon(something two handed), fortified armor will probably be a must
Roughrider: Everything you could do with mounted rager, he can do better. He is faster, can pounce/hit and run, mount essentially untargetable, heavily armored, probably using a lance. Ok chances are you cant actually catch this guy, you will have to hit him as he hits you so try to outlast him. Sunder, Grapple(if you can catch him, hes toast), disarm, fear(pick up his weapons) CaGm(probably your best bet), reach, damage reduction, big weapon
Savage warrior: If you see this, laugh. It is poorly designed. Gets bonuses for charging, but natural weapons need full attack to work. His capstone works for 1 natural attack and he probably cant even gain natural attacks normally. Start laughing. Grapple, fear, CaGm, reach, damage reduction, kite him, just plain attack him
Shielded Fighter: More of a team player, grants bonuses to others that is useless in a 1-on-1, has high AC, but you have high str, he hopes to be un-hittable, but you hit anyways. He hopes to outlast you, but you got 3x the hp pool. Watch out for shield feats I guess. Grapple, fear, CaGm, damage reduction (he does low damage), reach, big weapon
Free hand Figher: Another meh class. He can disarm you, and if he attempts to do this multiple times, just punch him in the face. He has to wear light armor and no shield, his ac is non-existent. The rest of his bonuses are situational and his capstone is useless in a duel. gets bonus to CMD against disarm. Grapple, fear, CaGm, damage reduction, reach, big weapon
Mobile fighter: Has to move to get his damage, moves as fast as you, has pounce, can full attack and then move away so you have to come to him, but you got pounce anyways. Acrobatics could be annoying, but you have high CMD. Good class, just not against you. Grapple, fear, CaGm, damage reduction, big weapon (im starting to sound repetitive)
Phalanx solder: Highly defensive, can ready a brace weapon as an immediate action (and thrus gain extra actions) with bonus damage, immune to disarm/sunder and gains evasion. Dont charge him and instead walk up to him and hit him once. You take away a large portion of his damage if you do that, and if he retreats to set up again, just hit him as he leaves. you will win this one easily. watch out for shield feats again.
Polearm master: Another decent fighter. He will have stupid range, lots of Aoo, lots of damage on his attacks, can switch from melee to reach, retreat from melee if you come to close, bull rush you away, and hide behind range. If you do not have a reach weapon and lunge, you will be in for a world of hurt. Thankfully he is fragile. Sunder, grapple, disarm, fear, CaGm, reach, lunge. Your best bet is to pounce him with lunge, he steps back you can still hit him.

Phew thats done.
.
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The following are archetypes that are from ultimate combat or other splat books that are not allowed by the OP but is interesting to note. If he is using one of these, he is using Ultimate combat!
.
.
Barbarian:
Armored hulk
savage barbarian: Ok so we cannot add 10 to our intimidate check for the fear bomb, but it is still doable especially since most archetypes trade away bravery.
scarred rager
sea reaver
titan mauler
true primitive
urban barbarian
wild rager

Fighter:
Aldori swordlord
armor master: Gains dr similar to what you get, 15, but it stays a constant 15 and is not doubled against non lethal damage, nor can he convert damage to non-lethal. He also has half the hp you do if not less. He tries to do your stick but weaker. He does gain immunity to crits, sneak attack, and sundering, witch is worth something.
brawler: He gains good bonuses to damage and to hit, and he specializes in combat maneuvers. You will take penalties while around him and cannot move while he tries to move you around. Just strait up fight him and you will do fine, your str makes your cmd stupid high.
corsair

dawnflower deverish: This is like the mobile fighter on crack. He is more powerful and gains his abilities earlier, but not useful against you.
dragoon
gladiator
lore warden: +8 to CMB and CMD is huge. The ability to ato crit once a round is huge. He will not be pushed around and he might just be able to push you around. If he focuses on critical hits you are screwed unless you can prevent him from attacking or have fortification. If this guy is allowed, take crane style, it will be your one saving grace.
rondelero duelist
tactician
thunder striker
tower shield specialist
unarmed fighter
unbreakable: Interesting note, he is immune to mind affecting effects, so no terrifying howl.

That's all I have time for now, but I will be back on soon.
Hope you got something out of that and that it was not to long of a read!


@ Bob-Loblaw
Yup. That build looks like it will be a doosy to go against! Im not worried about the tripping or other combat maneuvers as I have a stupid high cmd anyways. If you build your defense up, it becomes a slugfest to see who actually gets theres in-between the ribs first. Weapon master would probably be one of the hardest for a barbarian to go against and I admit that in my post that I was writing before I saw yours! it is brutal, especially those crits... but I will still try to help the OP defend against it if he can... at all...
Sadly I have to skidaddle so I will be back on later.


Why put any of the favored class bonus into CMD vs. Disarm? Fighters wielding their Weapon Mastery weapon are immune to Disarm.


I think this is a dumb exercise. It is basically not a barbarian vs fighter contest anymore. It is whoever can come up with the best combination of magic items pissing contest.

I mean without fortification all a two handed fighter needs to do is win initiative and one shots the barbarian.

So basically the only chance the barbarian has is to get a fortify armor.

So this is dumb because fortify armor isn't a barbarian ability.

On the other hand fighter needs a ring of freedom of movement to prevent the grapple/pin and lose. Once again not an innate fighter ability.

If you ban magic items it is just as meaningless because whoever wins initiative wins.


Heh... Reading those fighter and barbarian builds... I'm more and more convinced that Terrifying Howl is the way to go.

Scare him to death! Pounce him when he runs crying to his mom!

Supposing he took a archetype without Bravery (very likely), didn't pump Wisdom (very very likely) and didn't buy a Cloak of Resistance +5 (even more likely), chances are he will fail that will save (the DC can easily go as high as 28).

He'll drop his weapons and run like a sissy girl for at least 2 rounds. So that's at least 1 round you get a free pounce. Even with bravery and a +2 Wisdom modifier (and why would he get a 14 Wisdom?), he'll have at most a +14 to Will saves. He'd need to roll at least a 14 to succeed his save. That's only a 30% chance of success.

Remove Bravery and he needs a natural 20. Sunder/steal his weapon. Show him how useless he's without his big magic sword.

Finish him with an evil laugh!

Also, post the results. I want to know how that goes.


alientude wrote:
Why put any of the favored class bonus into CMD vs. Disarm? Fighters wielding their Weapon Mastery weapon are immune to Disarm.

Because I have a habit of building characters that are supposed to be playable at all levels and I forgot that I didn't have to do that in this case.


Nicos wrote:
The barbarian definitely needs a fortified armor. If the fighter crits the fight is over (note taht with the two handed fighter archetype the fighter will crit 95% of time)

This man pretty much has it. No fighter can keep a grapple barbarian away for long enough to matter, especially if the barbarian focuses on natural attacks and landing the grapple. Also with strength surge a barbarian can basically break whatever the fighter is holding with his bare hands, and then whatever pieces of the fighter he finds fascinating can be removed and stored elsewhere for later examination. The fight would look a lot like a chimp attack.


Alright lets start again...

Gignere wrote:

I think this is a dumb exercise. It is basically not a barbarian vs fighter contest anymore. It is whoever can come up with the best combination of magic items pissing contest.

I mean without fortification all a two handed fighter needs to do is win initiative and one shots the barbarian.

So basically the only chance the barbarian has is to get a fortify armor.

So this is dumb because fortify armor isn't a barbarian ability.

On the other hand fighter needs a ring of freedom of movement to prevent the grapple/pin and lose. Once again not an innate fighter ability.

If you ban magic items it is just as meaningless because whoever wins initiative wins.

I laughed when I heard you thought this was dumb. I would probably agree with you, but im having fun! The OP is actually planning on having a contest sometime this weekend, and I intend on helping him out if I can. If he learns something from it, or just has fun doing it, well then im happy. If I manage to learn something from it, doubly more so. And so far I have learned quite a bit about fighters, go figure. For instance, I finally understand why the lore warden is so good, and I never gave the weapon master a second glance before this. Your second point has relevance for sure, but its also good to know what you can expect that high level NPC fighter is capable of doing and how to turn it to your advantage. As for the items, all Loblaw has is 2 weapons, a basic suit of armour, a basic ring, a pair of boots, 2! potions, gloves of dueling, a basic belt, a basic amulet and a shield. He dosent even have a backpack!

As for me, I intend to have a (cheap) set of +3 hide armour, a buckler of fortification, a set of boots (speed or flying, I havent decided), a belt, probably an amulet, a cloak, and depending on how I want to attack, most likely a weapon of some sort. Oh ya, and a set of ropes or manacles, incase I ever get the chance to put them on some poor hapless fighter >:D True, the buckler does directly counter criticals, and thats pretty much the only reason I have it, but this is geared to fight a fighter and they tend to crit alot. Same with the gloves of dueling, they are good for a fighter naturally, and great because we are planing on using terrifying howl.
As for grappling, its actually quite difficult to make it work, even more so than I first thought. Defence gets so much extra love, a 10 to start, your dex mod on top (+3-6?), and most abilities that grant cmb bonuses also grant the same amount in defence. Add in the human fighter favored class bonus of +20 to grapple/sunder and your immunity to disarm, its an uphill struggle. If I throw everything I got, I generally come out even or close, and thats with a ridiculous strength mod and strength surge. Also worth noting, if you strength surge for the grapple, you cant use if for anything else that round. Its doable, but defence is so much higher than attack with less effort that its far from guaranteed.

Btw Loblaw, I noticed you have blinding critical. You do realize that fortitude is my good save, and with all my bonuses to con, im looking at an almost ato pass for that, and dazzled is only a -1 to attack rolls? You also realize that my terrifying howl as a comparison is targeting your poor will save with nothing supporting it (its literally a 6) with the dc scaling off of my str (up in the high 40s or 50s)? This is essentially an ato fail. I would suggest changing it for something that at least has a decent effect when I pass it like stunning. Just thought I would share that.
I also noticed you grabbed a long sword! I like it, and will use some weapon that is similar!


I will do by the go to way that lemmy say, i wil try build a very CM barbarian for situations like Disarm, Grapple.
I taking all my hopes in Terrifying Howl, hoping that Joaco leave careless his Will Saving throws. Knowing Joaco, in the way he thinks, in think i will build a Two handed fighter, max attack, max damage. So, i in big troubles.


If that CM means what i think it means, you should have wrote CE.


I wanted to say combat maneuvers


Fabricccio wrote:
I wanted to say combat maneuvers

Sorry, i was wrong.

And it may not be my business,but i was reading the thread,and i'm a fan of the fighter class so i may be talking on behalf of your adversary; in which case i apologize.
But how much experience of level 20 char both of you have? If your foe has none it is unfair that you ask for a lot of advices from experienced people while he builds his fighter by himself, don't you think? (of course i don't know whether he is asking someone's help too).


Gobo Horde wrote:

Btw Loblaw, I noticed you have blinding critical. You do realize that fortitude is my good save, and with all my bonuses to con, im looking at an almost ato pass for that, and dazzled is only a -1 to attack rolls? You also realize that my terrifying howl as a comparison is targeting your poor will save with nothing supporting it (its literally a 6) with the dc scaling off of my str (up in the high 40s or 50s)? This is essentially an ato fail. I would suggest changing it for something that at least has a decent effect when I pass it like stunning. Just thought I would share that.

I also noticed you grabbed a long sword! I like it, and will use some weapon that is similar!

When I built the character, I didn't build him with your particular build in mind. That wouldn't show what the fighter could do. That would show that someone can build a character specifically to stop your character.

As for Blinding Critical, it doesn't really matter if Fortitude is your best save. If you fail, you're blinded (the DC is 34) and if you succeed then you have a penalty to hit. I also have Bleeding Critical, can use both at the same time, and automatically confirm criticals. Did you notice that I also have vorpal? It may not come into play but there is a 5% chance you simply die, no save.

Terrifying Howl has a DC of 20+ your Strength modifying. Not sure how you're going to get it to the high 40s to 50s using just the books you're restricted to.

If I go first, it may not matter anyway. If I win initiative, I move up, use unstoppable strike, reroll if it's not a crit, if it is a crit I ignore your DR and deal the 8d6+140 (168 average). If I roll a 20 you simply die.

Terrifying howl is going to require you to cause me to be shaken first (DC is currently 30). You can do both in the same round but that doesn't mean that you will be able to. Especially if I take your advice and drop Blinding Critical and take Staggering Critical instead. Of course, I can just buy a stone that has silence cast on it for 60 gold and call it good. I have just over 7,000 left to spend still.


Gandal wrote:

And it may not be my business,but i was reading the thread,and i'm a fan of the fighter class so i may be talking on behalf of your adversary; in which case i apologize.

But how much experience of level 20 char both of you have? If your foe has none it is unfair that you ask for a lot of advices from experienced people while he builds his fighter by himself, don't you think? (of course i don't know whether he is asking someone's help too).

nah man, dont you apologize its okey.

Well, my highest character was i Ranger level 7 in a Low Fantasy Campaing. I was start whit the rpg like 7 months ago(D&D and Pathfinder, Vampire, Fallout) like 7 months ago, so i dont have so much experience in high levels in Pathfinder.
Joaco (The Fighter) is playing this game like 4 years ago DandD 3.x and i think is playing pathfinder like one year ago. I really i dont know he has to much experience in Pathfinder`s Fighter, the campiang we are playing we are level 5. He is a Fighter and I am a Bard (seriously?, I know! . XD).
Any way, i dont know he is begging help like i do, but i think this like...
"Okey, i always dream to be like Barbarian o Fighter like this i never had the chance to play whit it, oh okey well lets make this character and beat it the crap each other" XD
Maybe he is asking for advice too, maybe in this fourm XD i dont know. XD but i wanted to see how he cry when i beat down his Fighter....(I will laugh out loud when i cant even touch him and he kill just whit a full attack XD).


Heh... Best part is that Terrifying Howl only needs 2 Rage Powers to work (and a good Str score, but you gonna need that anyway).

So you still have 10 feats (11, if human) and 8 Rage Powers to work with.

Greater Sunder? Smasher? Strength Surge? Unexpected Strike?

You can have it all. And still make a full-grown man run in fear (and, mostly important, drop his weapon/shield/whatever-he-is-holding)


Lemmy wrote:
Heh... Best part is that Terrifying Howl only needs 2 Rage Powers to work

and two rounds.


Nicos wrote:
Lemmy wrote:
Heh... Best part is that Terrifying Howl only needs 2 Rage Powers to work
and two rounds.

One, actually. Intimidating Glare uses a move action to Intimidate.

Althougn, now that I think about it,Intimidating Prowess would be useful, for the first Intimidate action to have a better chance of working. Not that Intimidate is too hard to succeed. It'll be about 30. The Barbarian will have at least a 22 (and that is with Cha 8 and no Intimidating Prowess or similar feat)


Lemmy wrote:
Nicos wrote:
Lemmy wrote:
Heh... Best part is that Terrifying Howl only needs 2 Rage Powers to work
and two rounds.

One, actually. Intimidating Glare uses a move action to Intimidate.

Althougn, now that I think about it,Intimidating Prowess would be useful, for the first Intimidate action to have a better chance of working. Not that Intimidate is too hard to succeed. It'll be about 30. The Barbarian will have at least a 22 (and that is with Cha 8 and no Intimidating Prowess or similar feat)

move to the target+ intimidating glare= end of your turn, unless they start at 5ft of distance.


Nicos wrote:
Lemmy wrote:
Nicos wrote:
Lemmy wrote:
Heh... Best part is that Terrifying Howl only needs 2 Rage Powers to work
and two rounds.

One, actually. Intimidating Glare uses a move action to Intimidate.

Althougn, now that I think about it,Intimidating Prowess would be useful, for the first Intimidate action to have a better chance of working. Not that Intimidate is too hard to succeed. It'll be about 30. The Barbarian will have at least a 22 (and that is with Cha 8 and no Intimidating Prowess or similar feat)

move to the target+ intimidating glare= end of your turn, unless they start at 5ft of distance.

Which is a possibility the OP mentioned. But you're right, it's not as good as I first thought. (I missed the line that enemies had to be Shaken already)

If they start 10ft or more away from each other, I guess the Barbarian's bet would be to Pounce/Sunder the Fighter's sword and armor. Maybe he can even use Cornugon Smash for a free Intimidate.


We are gonna star at 120 feet of distance not bow are alowed and potions are alowed, but the potions that Joaco says that he want it are Healing Potions, and maybe one bull str, or some like that, nothgin to fanzy. So Ponce is in my list, and i have time , if a play carefull to make the Terrifying Howl.


I realize this has probably already been said (I'll admit to not reading the whole thread), but I'd think that -- if I were facing a lvl 20 fighter -- the strongest piece of defensive gear would be the Greater Fortification armor enhancement.

One of the quickest ways he can kill you is to falchion-crit you with his falchion being his WEapon Mastery weapon and a few key critical feats... so giving yourself a 75% chance of ignoring that is probably key.

EDIT: nvm... it was definitely mentioned a few times.

This is not the post you're looking for.


I think in the end it depends on the style of play you are most comfortable with. In terms of gaming I think it is the difference between a Roman officer and one of the hordes that he had to deal with during the Invasions. In their own way they were the best warrior of their civilization/culture.


Fabricccio wrote:


Well, my highest character was i Ranger level 7 in a Low Fantasy Campaing. I was start whit the rpg like 7 months ago(D&D and Pathfinder, Vampire, Fallout) like 7 months ago, so i dont have so much experience in high levels in Pathfinder.
Joaco (The Fighter) is playing this game like 4 years ago DandD 3.x and i think is playing pathfinder like one year ago. I really i dont know he has to much experience in Pathfinder`s Fighter, the campiang we are playing we are level 5. He is a Fighter and I am a Bard (seriously?, I know! . XD).
Any way, i dont know he is begging help like i do, but i think this like...
"Okey, i always dream to be like Barbarian o Fighter like this i never had the chance to play whit it, oh okey well lets make this character and beat it the crap each other" XD
Maybe he is asking for advice too, maybe in this fourm XD i dont know. XD but i wanted to see how he cry when i beat down his Fighter....(I will laugh out loud when i cant even touch him and he kill just whit a full attack XD).

Welcome to this marvelous hobby that are RPG then, i'm playing/mastering since 1985 (but relatively new to pathfinder).

Sorry cannot help wit your request, not a connoisseur of sort for barbarians.


Story Archer wrote:
Here's the deal - this character was designed to fight with a Bardiche as a reach weapon, and Beast Totem allows him to grow claws so that he can make adjacent attacks as well. He will have DR 24/- at 20th level which should be enough for you to win the fight all by yourself, but there's also a trick to him - due to Guarded Life and Greater Guarded life, whenever you...

How did you get to 24?


Bob Loblaw wrote:

As for Blinding Critical, it doesn't really matter if Fortitude is your best save. If you fail, you're blinded (the DC is 34) and if you succeed then you have a penalty to hit. I also have Bleeding Critical, can use both at the same time, and automatically confirm criticals. Did you notice that I also have vorpal? It may not come into play but there is a 5% chance you simply die, no save.

Terrifying Howl has a DC of 20+ your Strength modifying. Not sure how you're going to get it to the high 40s to 50s using just the books you're restricted to.

If I go first, it may not matter anyway. If I win initiative, I move up, use unstoppable strike, reroll if it's not a crit, if it is a crit I ignore your DR and deal the 8d6+140 (168 average). If I roll a 20 you simply die.

Terrifying howl is going to require you to cause me to be shaken first (DC is currently 30). You can do both in the same round but that doesn't mean that you will be able to. Especially if I take your advice and drop Blinding Critical and take Staggering Critical instead. Of course, I can just buy a stone that has silence cast on it for 60 gold and call it good. I have just over 7,000 left to spend still.

Hmmm. Alright lets see here. true that I will have a penalty to hit anyways if you blind me, but with a fort of 12, a con of 36 (will explain how in a sec), you have a base of 25. with the d20 roll, its an average of 35.5 so not an atto pass, like I suggested but around a 50%. Tack on fortified armour witch will be mandatory, and you will blind me 12.5% of the time. also because of fortified, you have an 1.25% chance to decapitate me. Both could happen, but with Str 46, the dc is 38 (10 base, 10 level, 18 str) and you will fail that one. Granted your gloves of dueling allow you to keep your weapons ;D Good find there sir!

Now for my stats, here is what I am looking at 46str and 36con. You start with 17 str. 14 con. (2str) racial bonus your 5 for levels goes into strength, your (6str/con) belt of physical perfection, (8str/con) for rage in both, (2con) raging vitality, and (8str, 6con) Cloud giant hide armour. I think most people missed the armour, and that is an important part! big bonuses, 10 extra ms, more reach, +2 to cbm (size bonus) and you could chuck rocks if given the inclination :P Your first turn should look something like this... You grow to size huge, then walk away from him with your 50 ms. You should still be outside his charge range, and you can now dictate the pace of battle. your ms of 50 is larger than his 30.

As for the rock, ya you could do that... Lets hope that it is banned like ranged combat :P I got no workaround or contingency for that.

I am almost finished a build, and I will be done by tonight, All I have left is the feats.

Edit:

slacker2010 wrote:
Story Archer wrote:
Here's the deal - this character was designed to fight with a Bardiche as a reach weapon, and Beast Totem allows him to grow claws so that he can make adjacent attacks as well. He will have DR 24/- at 20th level which should be enough for you to win the fight all by yourself, but there's also a trick to him - due to Guarded Life and Greater Guarded life, whenever you...
How did you get to 24?

There was a feat that gave you 10 dr that he had added to that that required ultimate combat. His total should have been 23, unless I missed something as well.

here and here


Uhm to many information ...no compute ...no compute!XD....well i was building my Barbarian so far, Tomorrow i will put it so you can see it, good ideas i was seeing, and learn alot about the game. But now i have to study, I have a epistemology exman tomorrow, after that i will put the barbarian build and the sunday i wil posting the results of the fight. This is gonna be fun XD XD


Gobo Horde wrote:
Bob Loblaw wrote:

As for Blinding Critical, it doesn't really matter if Fortitude is your best save. If you fail, you're blinded (the DC is 34) and if you succeed then you have a penalty to hit. I also have Bleeding Critical, can use both at the same time, and automatically confirm criticals. Did you notice that I also have vorpal? It may not come into play but there is a 5% chance you simply die, no save.

Terrifying Howl has a DC of 20+ your Strength modifying. Not sure how you're going to get it to the high 40s to 50s using just the books you're restricted to.

If I go first, it may not matter anyway. If I win initiative, I move up, use unstoppable strike, reroll if it's not a crit, if it is a crit I ignore your DR and deal the 8d6+140 (168 average). If I roll a 20 you simply die.

Terrifying howl is going to require you to cause me to be shaken first (DC is currently 30). You can do both in the same round but that doesn't mean that you will be able to. Especially if I take your advice and drop Blinding Critical and take Staggering Critical instead. Of course, I can just buy a stone that has silence cast on it for 60 gold and call it good. I have just over 7,000 left to spend still.

Hmmm. Alright lets see here. true that I will have a penalty to hit anyways if you blind me, but with a fort of 12, a con of 36 (will explain how in a sec), you have a base of 25. with the d20 roll, its an average of 35.5 so not an atto pass, like I suggested but around a 50%. Tack on fortified armour witch will be mandatory, and you will blind me 12.5% of the time. also because of fortified, you have an 1.25% chance to decapitate me. Both could happen, but with Str 46, the dc is 38 (10 base, 10 level, 18 str) and you will fail that one. Granted your gloves of dueling allow you to keep your weapons ;D Good find there sir!

Now for my stats, here is what I am looking at 46str and 36con. You start with 17 str. 14 con. (2str) racial bonus your 5 for levels goes into strength, your (6str/con)...

This is what I mean by stupid, you basically absolutely need a custom made magic armor in order to even make it past first round with any chance. This is not a fighter vs barbarian thread, it is who can bend the magic crafting rules pissing contest.


So you are starting at 120 feet but not allowing for bows (or is it no ranged combat?). That will favor the barbarian. The fighter's strength lies not in melee alone but in versatility. If you take that away, all you've done is show that the barbarian will shine in his environment.

As for the fortified armor, it is not going to stop the crits. It may negate them but only 75% of the time. Remember, vorpal isn't necessarily negated. Depending on the reading of it, it may not actually be a critical hit even though you still need to confirm as if it is a critical. Double check with your GM to see how it's interpreted if he brings vorpal weapons into the combat.

While I enjoy building characters, I don't really see this as proving anything other than who can build the better character with assistance from the boards.


The thing i have it in mind be or Breaker Barbarian or a Drunk Barbarian, Joaco says thats potions are alowed, but only Healing Potions, Bull Str, and maybe Dex Potion, but nothing to fanzy like invisibile or something like that, he says he want the potions in order to the fight be more longer.
Cuz in any casy the stats that i having so far to my str is this.

Human
Str, 37 (In Rage)
Level 1 Str 16+2 racial+5 (levels)+ 6 Belt+ 8 (Rage) = 37 + 13

So i was planing to wear a GreatSword +5 , Speed, Flaming (Thats is something to see this saturday, but that make a weapon plus 10, so is legal right now XD XD).

So if a counting the damage the thing is so far, like this.
Attack: 44/39/34/29 (I not Counting the Speed of the Sword)

But the thing that matter is the damage, in one hit i can deal 3d6+24, but any case, whit critic or just say that i am one lucky bastard, and deal 4 attacks!, (i just saying). Its gonna be something like this, 12d6+96, (This Attack dont have Power attack, and Vital Strike, or something like that), but any way it would still dealing a very strong deal. (Okey he can do more damage to me, i can do more damage, but this works only for a example.)

But how much is hes Pg?. 20d10 plus i dont know...i just asuming that he will have Toughness and a 16 on Con at the first level, so lets do the maths.
20 (Toughness) +20 (Favorite Class Point) + 60 (3x20 con). so I just thinking that his pg are something like 200 pg, but still. Maybe he hits first and leaving seeing stars, thats why Joaco says, healing potions, allowed!. Okey, well i wild take that chance whit Druken, Potion, attack, potion, attack, XD or somthing like this.
Okey, back to study.

also alcoholic Drinks can helping for intimidate and leaving shaken.

RPG Superstar Season 9 Top 16

If he is good or neutral, you can combine

http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo--- rage-powers/fiend-totem-greater-su

with

http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final

To eliminate his dex bonus to AC and remove his ability to make AoO, giving you free positioning.

This is more potent against non-heavy armor types, which is often a minority among fighters. Good against dextrous types though.


Not sure how a potion of Bull's Strength would help... It does not stack with the bonus granted by magical belts, so what's the point?

I don't see the point in them being more than 30ft away, unless they want to spend a few rounds drinking potions and stuff... And that is not class feature, just a little profit for the owner of the local Magic Mart.

Also, I don't think Stalwart is a good idea. It requires the character to fight defensively and has two nearly useless feats as prerequisites.

Also, I don't think DR stacks, but I could be wrong.


Lemmy wrote:
Not sure how a potion of Bull's Strength would help... It does not stack with the bonus granted by magical belts, so what's the point?

I dont know that, well i have my alcoholic and healing potions for Drunk Archetype.

Lemmy wrote:
I don't see the point in them being more than 30ft away, unless they want to spend a few rounds drinking potions and stuff... And that is not class feature, just a little profit for the owner of the local Magic Mart.

I think he wanted to drink some potions before attack, but if the Bull Str, dont stack, whats the point. I dont know that cuz i havy a Bellt Of Pshycical Perfection +2 whit my Ranger and i allways drink Dex Potions, i have to said to Red (Our Master), thanks lemmy for the tip.

If a I have 11 DR, the fighter still ignore 5 DR?.
( 10 DR for the acrhetype of Invulnerable Rage and 1 for the Rage Power).

Cuz i had reading his
Greater Penetrating Strike?.

He will ignore 5 cuz i have 10, but if i have 11 he will still ignoring 5 DR?.

Petty Alchemy wrote:
http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/pa izo--- rage-powers/fiend-totem-greater-su

This is Great for TH, it will allowme to do TH in one, all hes character are Neutral, so still works. But i will have to think about.


Okey results of the PvP.

4ROUNDS!....The Fighter wins all! XD lol!.

But i have something to say abouta that, i wanna to be a Smasher Barbarian for x and something i dont do it, i be a Unvulnerable Rager, he has a Fightar Amor Master!, but for some reason even that he had +7 in Str. he can do me +15 in damage, why? k dont know i dont. So he was doing the Ultimate Combat!..i just realise that XD


Let me understand better!!! He used options from the UC book when you knew it was forbidden? (and truth to be told, i couldn't understand which options, if ever, where used).


Yup! facking Joaco! and he wants to use invisible potions!!!! when by the phone i say no potions like that!!! XD XD XD

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