| Bob_Loblaw |
The OP has made no statements on Traps.
Maybe I missed it?
Yup, you missed it:
Just got a short notice invite to a game... and I would like to play a class combo I have never tried. The GM mentioned it would be in an urban setting, with social, [/b]trap[/b], and combat elements.
That being said, unless they are magical traps they are still going to be taken care of without needing trapfinding. In addition, the barbarian and the rogue both have trap sense so it may still be possible to deal with the traps simply by avoiding their attacks and then just smashing them when possible. A little UMD for some dispel magic can help to overcome some of the problems. Spell sunder can also come in handy as it can work against magic traps once per rage. Simply rage, sunder, end rage.
There are options that can be used that won't require trapfinding.
| Rynjin |
The OP has made no statements on Traps.
Maybe I missed it?
Just got a short notice invite to a game... and I would like to play a class combo I have never tried. The GM mentioned it would be in an urban setting, with social, trap, and combat elements.
In short, i would like to play a Barbarian Rogue. Has anyone got any advice or builds up their sleeve? I haven't had time to work a build out yet.
That, to me, implies he wants to be the trap disarming guy, otherwise it was pointless to mention it and he probably wouldn't be so attached to Rogue specifically.
That was my interpretation anyway.
| Bob_Loblaw |
| 1 person marked this as a favorite. |
Here's something I threw together real quick. It's not pretty and I didn't spend all my money (14,330 left still). It can dish out some damage, deal with some social issues, traps, and can take a little bit of a beating. He still has room to grow. I built him with the elite array since I didn't know what you were looking for. I also didn't choose the 5 languages he knows. He does lose out on evasion because of his armor but since you wanted someone who charges and gets lots of damage when he does so, I figured it would be ok. I also didn't know what level to build him at so I went for level 10. I can adjust him as needed. He also still has one trait to select. I didn't know what else to choose other than reactionary.
Sweet Baby Ray (raging)
Male Human Barbarian (Invulnerable Rager) 6 Rogue (Scout) 4
CG Medium Humanoid (human)
Init +9; Senses Perception +19
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Defense
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AC 20, touch 11, flat-footed 17 (+6 armor, +3 shield, +3 Dex)
hp 107 (6d12+4d8+30)
Fort +11, Ref +11 (+1 vs. traps), Will +7; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities
Defensive Abilities trap sense; DR 3/-;, 6/lethal; Resist fire 1, extreme endurance fire
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Offense
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Speed 30 ft.
Melee +2 Furious Greatsword +15/+10 (2d6+22+2d6 on charge/19-20/x2)
Special Attacks rage (14 rounds/day), rage powers (spell sunder, superstition +3, witch hunter [+2]), scout's charge, sneak attack +2d6
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Statistics
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Str 22, Dex 16, Con 16, Int 14, Wis 10, Cha 12
Base Atk +9; CMB +15; CMD 26
Feats Eclectic, Fast Learner, Improved Initiative, Power Attack -3/+6, Skill Focus (Perception) (Focused Study), Skill Focus (Stealth) (Focused Study), Surprise Attack
Traits Reactionary
Skills Acrobatics +15, Bluff +12, Climb +9, Diplomacy +14, Disable Device +19, Disguise +8, Escape Artist +2, Fly +2, Intimidate +14, Knowledge (local) +10, Linguistics +8, Perception +19 (+21 to locate traps), Ride +2, Sense Motive +6, Stealth +21, Survival +5, Swim +5, Use Magic Device +14
Languages Common
SQ fast movement +10, rogue talents (fast stealth, trap spotter), trapfinding +2
Other Gear Rhino hide, +2 Buckler, +2 Furious Greatsword, Belt of physical perfection +2, Cloak of resistance +2, 14330 GP
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TRACKED RESOURCES
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Rage (14 rounds/day) (Ex) - 0/14
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Special Abilities
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Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex)
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rhino hide Extra 2d6 damage on charge attack rolls.
Scout's Charge (Ex) Charge attacks deal sneak attack damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spell Sunder (Su)
Superstition +3 (Ex) +3 save vs. magic while raging.
Surprise Attack You can burst out at a foe and strike before it realizes what you are doing.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 +2 to find or disable traps.
Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.
| Shadowlord |
I just read up a little on Barbarian stuff. The rage powers in the APG that give the Barbarian Pounce are pretty impressive. It would be a great match with the Rogue Skulking Slayer. With that combination I would invest in the Improved & Greater Feint feats. The combination of Charge, Pounce, Full Attack using d8s for Sneak Attack could be pretty devastating.
....
It was mentioned that multi-classing is a bad idea. It could be, if you are sure you're getting to lvl 20 and going to be playing after level 20 for a while. Otherwise it really doesn't matter much. And if you do multi-class I would try to build up something that will make up for the loss of your capstone ability.
| Zoucat |
And if you do multi-class I would try to build up something that will make up for the loss of your capstone ability.
to be fair(and I know this is an old thread), our capstone is int-based and if you have punishing dm's like I do it insta-kills nothing unless they roll a 1.
That said we also always have a "trap guy" ever since our usual dm made up a trapped doorknob that had phantasmal killer on it that was powered to recharge infinitely until the power was removed and it was drained of energy(lost 3 party members and the druid's ape to that damn door) and that was one 37 traps in a three-room shop-building. So what is important in your campaigns depends on what you or your dm make important.