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Hal Fling - Halfling [Warslinger] Fighter
1st
Str: 15 (-2)
Dex: 16 (+2) 5
Con: 12
Int: 10
Wis: 12
Cha: 10 (+2)
AC: 18 (3 Dex +4 Armor +1 Small)
Flat: 14
Touch: 14
CMB = +2
CMD = 15
Init: + 5
Spd: 20ft
HP: 11
Fort: + 3
Ref: + 4
Will: + 1
Attack:
Slingstaff: + 4 1d4 + 3
Slingstaff: + 5 1d6 + 2 (+1 within 30 feat, X3)
Feats: Point Blank, Precise Shot
Traits: Reactionary (+2 init) and Deft Dodger (+1 reflex)
Skills (3 [2 Fighter, 1 Human, 1 Favored): Climb: 1 Rank (8-2 = 6), Knowledge Dungeoneering:,0, Survival: 1 Rank (5), Perception: 1 Rank (+4),
Gear (175gp): Chain Shirt (100), Slingstaff (20 gp), Pathfinder Kit 12 Gp, arrows (1 gp) 12 pg misc.
3rd
Str: 15 (-2)
Dex: 16 (+2) 5
Con: 12
Int: 10
Wis: 12
Cha: 10 (+2)
AC: 20 (3 Dex +6 Armor +1 Small)
Flat: 14
Touch: 14
CMB = +2
CMD = 15
Init: + 5
Spd: 20ft
HP: 20
Fort: + 5
Ref: + 6
Will: + 3 (+1 vs Fear)
Attack: +1 Slingstaff: + 7 1d4 + 3 (+5 for 1d4+6 Power attack)
+1 Slingstaff: + 8 1d6 + 2 (+1 within 30 feat, Deadly Aim is +7 1d6+4, X3 crit)
Feats: Point Blank, Precise Shot, Power attack, Deadly Aim
Traits: Reactionary (+2 init) and Deft Dodger (+1 reflex)
Skills (9 [2 Fighter, 1 Human, 1 Favored): Climb: 3 Rank (8-4 = 6), Knowledge Dungeoneering:,0, Survival: 3 Rank (7), Perception: 3 Rank (+6),
Gear (3000gp): Chain mail (100), Slingstaff (2300 gp), Pathfinder Kit 12 Gp, arrows (1 gp) 12 pg misc.
6rd
Str: 18 (-2)
Dex: 16 (+2) 5
Con: 12
Int: 10
Wis: 12
Cha: 10 (+2)
AC: 23 (3 Dex +9 Armor +1 Small)
Flat: 14
Touch: 14
CMB = +2
CMD = 15
Init: + 5
Spd: 20ft
HP: 20
Fort: + 8
Ref: + 8
Will: + 5 (+3 Fear)
Attack:
+1 Slingstaff Melee: + 14/+9 1d4 + 9 (+12/7 for 1d4+15 Power attack)
+1 Slingstaff Ranged: + 13/+8 1d6 + 7 (+1 Damage within 80 feat, Deadly Aim is +11 1d6+10, X3 crit)
Feats: Point Blank, Precise Shot, Power attack, Deadly Aim, Weapon Focus (Sling Staff), Weapon Specialization, Arc Slinger
Weapon Training (Thrown)
Traits: Reactionary (+2 init) and Deft Dodger (+1 reflex)
Skills (9 [2 Fighter, 1 Human, 1 Favored): Climb: 6 Rank (11-3 = 8), Knowledge Dungeoneering:,0, Survival: 6 Rank (10), Perception: 6 Rank (+9),
Gear (16kgp): Masterwork Full Plate Mail (1800), Slingstaff (2300 gp), Pathfinder Kit 12 Gp, arrows (1 gp) 12 pg misc, Belt of Giant Strength (4000), Sash of the War Champion, Cloak of Resistance (1000), Ring of Protection (2000)
I may do 10th later, I was already rushing this on my lunch so who knows what I messed up :)

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For some reason, reloading a sling is not a free action, IIRC... -.-'
Halfling warslinger.
"Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed."
So if you are close enough to provoke, it is a two-handed club, if not it is a sling with a point blank range out to 80ft
Useful at all stops as a switch hitter. I may invest in stealth later since I get the +4 bonus for being small and the ACP will basically go away when I'm 10th level, even in full plate.

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I wanted to do a similar build, but then I realized that with point-blank master there is no need to use the staff-sling as melee weapon, but I suppose this build do not have to worry about running low of ammunition.
It is also that all your enhancements and bonuses are on a single weapon that can be used for either purpose.
EDIT: Also, I don't have to wait until I get point blank master and can instead use the feat on Power attack.
Because if you are that close, I might as well hit you for even more damage.

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Anyway... Politicians are usually not the best looking people in the world, but they're charismatic enough to convince people to vote for them.
Sadly these days it's less about being charismatic and more about weaving believable lies than anything else.
But you don't have to look to politics to find people who are considered to have tons of charisma yet be ugly as sin. Music is filled with 'em - Billy Joel, Lyle Lovett, David Lee Roth - all considered charismatic yet all not much to look at.
In history too, some of the greatest musicians ever were not much to look at but revered as near deities in their circles - Mozart and Schubert come to mind.

Lord Twig |

But you don't have to look to politics to find people who are considered to have tons of charisma yet be ugly as sin. Music is filled with 'em - Billy Joel, Lyle Lovett, David Lee Roth - all considered charismatic yet all not much to look at.
How can you mention Billy Joel and David Lee Roth and not Mick Jagger and Steven Tylor?

Ravingdork |

STR Ranger |

STR Ranger wrote:Wahh, Lemmy never commented on my inquisitor or my Magus!Sry, STR Ranger, your builds are a bit confusing to read. They're too fragmented in too many spoilers.
Could you organize them in a more readable manner?
S' ok dude.
I have been playing those builds.
I know they kick ass already.
Was just playing.
Basically the Inquisitor is awesome cause of Mega high saves and the War domain getting any combat feat as a swift.
(His normal feats of Blindfight, Combat Exp and Power attack meets the prerequisites for just about anything)
The rest of the awesomeness is just from the inherent class abilities.
The Magus is awesome cause he's an Int focused Hexcrafter. (STR is second)
Plus he does both the Magical Lineage, Intensify SG trick
and
He knows the Wayang Spellhunter, Rime Spell, Frostbite, Enforcer Trick.
and he does the spell combat Gtr Invis (Moonlight Stalker bit)

Lemmy |

I have two or three others. One is modeled after Poison Ivy from Batman.Hey, I made one of those too!
S' ok dude.
I have been playing those builds.
I know they kick ass already.
Was just playing.Basically the Inquisitor is awesome cause of Mega high saves and the War domain getting any combat feat as a swift.
(His normal feats of Blindfight, Combat Exp and Power attack meets the prerequisites for just about anything)
The rest of the awesomeness is just from the inherent class abilities.The Magus is awesome cause he's an Int focused Hexcrafter. (STR is second)
Plus he does both the Magical Lineage, Intensify SG trick
and
He knows the Wayang Spellhunter, Rime Spell, Frostbite, Enforcer Trick.
and he does the spell combat Gtr Invis (Moonlight Stalker bit)
Then I'll believe yuou about their ass-kickery! ^^

Ravingdork |

Ravingdork wrote:I have two or three others. One is modeled after Poison Ivy from Batman.Hey, I made one of those too!

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Bigdaddyjug wrote:If anybody knows the DPR formula, I'd love to know what this build's DPR is.You should have posted its offensive options with its attack/damage bonuses, critical threat range and crit damage multiplier already included, (e.g.: Melee: +3 Keen Katana +17/+12 (1d8+9/15-20/x2) it'd have made it easier, but no problem...
At 10th level against AC24 (average AC for CR10), according to my Excel DPR spreadsheet, your Aasimar Ninja's DPR is...
16,74 (without SA)
28.99 (SA only for the 1st attack)
36.87 (Not flaking but still getting SA on all attacks) -> Up to 60.19 using Ki for an extra attack
44.69 (Flanking - SA on all attacks) -> Up to 71.92 using Ki for an extra attackNot mind-blowing, but not bad either, IMHO.
Is that spreadsheet posted anywhere? Also, does it use macros? If not, it'll run under Open Office (or whatever they call it nowadays).

Lemmy |

Lemmy wrote:Wow, they aren't even remotely similar.Ravingdork wrote:I have two or three others. One is modeled after Poison Ivy from Batman.Hey, I made one of those too!
Haha, I thought about making her a druid too... But she is not exactly a wise person... And I'm pretty sure her Cha is above 10... ^^
To be fair, I think you were focusing more on the picture. I was trying to make a PF adaptation of Poison Ivy.

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Lemmy wrote:Is that spreadsheet posted anywhere? Also, does it use macros? If not, it'll run under Open Office (or whatever they call it nowadays).Bigdaddyjug wrote:If anybody knows the DPR formula, I'd love to know what this build's DPR is.You should have posted its offensive options with its attack/damage bonuses, critical threat range and crit damage multiplier already included, (e.g.: Melee: +3 Keen Katana +17/+12 (1d8+9/15-20/x2) it'd have made it easier, but no problem...
At 10th level against AC24 (average AC for CR10), according to my Excel DPR spreadsheet, your Aasimar Ninja's DPR is...
16,74 (without SA)
28.99 (SA only for the 1st attack)
36.87 (Not flaking but still getting SA on all attacks) -> Up to 60.19 using Ki for an extra attack
44.69 (Flanking - SA on all attacks) -> Up to 71.92 using Ki for an extra attackNot mind-blowing, but not bad either, IMHO.
It's a 5 variable formula. Go to the advice thread and search for "DPR Olympics" and the first post has the formula.

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Hal Fling Halfling [Warslinger] Fighter 10
Str: 19 (-2)
Dex: 18 (+2) 5
Con: 14
Int: 10
Wis: 12
Cha: 10 (+2)
AC: 28 (4 Dex +11 Armor +1 Small +1 Amulet, +1 Ring)
Flat: 14
Touch: 14
CMB = +2
CMD = 15
Init: + 5
Spd: 20ft
HP: 89.5
Fort: + 10
Ref: + 9
Will: + 8 (+4 Fear)
Attack:
+3 Slingstaff Melee: + 22/+17 1d4 + 11 (+19/14 for 1d4+20 Power attack)
+3 Slingstaff Ranged: + 19/+14 1d6 + 9 (+1 Damage within 80 feat, Deadly Aim is +15/+10 1d6+15, X3 crit)
Feats: Point Blank, Precise Shot, Power attack, Deadly Aim, Weapon Focus (Sling Staff), Weapon Specialization, Arc Slinger, Disrupting Shot, Iron Will, Halfling Slinger, Toughness
Weapon Training (Thrown) 2, (Heavy Blades) 1,
Traits: Reactionary (+2 init) and Deft Dodger (+1 reflex)
Skills (9 [2 Fighter, 1 Human, 1 Favored): Climb: 10 Rank (16-1 = 8), Knowledge Dungeoneering:,0, Survival: 10 Rank (11), Perception: 10 Rank (+12),
Gear (16kgp): +2 Full Plate Mail (5800), Slingstaff (18300 gp), Pathfinder Kit 12 Gp, arrows (1 gp) 12 pg misc, Belt of Physical Perfection (16000), Sash of the War Champion (4000), Cloak of Resistance (1000), Ring of Protection (2000), Boots of Speed (12000), Amulet of Natural Armor (2000), 3k Misc potions

Cantello |
Wow, they aren't even remotely similar.
Just out of curiosity and not wanting to disturb this thread at all, but how do you make these sheets? Just assemble them in a word processor by hand?

Tarantula |

Lemmy wrote:For some reason, reloading a sling is not a free action, IIRC... -.-'Halfling warslinger.
"Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed."
So if you are close enough to provoke, it is a two-handed club, if not it is a sling with a point blank range out to 80ft
Useful at all stops as a switch hitter. I may invest in stealth later since I get the +4 bonus for being small and the ACP will basically go away when I'm 10th level, even in full plate.
I was just looking this over... but I don't think warslinger applies to the halfling sling staff. Only to the basic "sling".
Which means you would want to take the feat "sling flail" to be able to use your sling as a flail in combat.

Kitsune Knight |

Well, I haven't posted in this thread in a while so I think I'll go ahead and give Pepe Le'Boom a shot to see what people think of him.
Pepe Le'Boom
CN Small Humanoid (Gnome)
Initative:+4 Senses:+16
Defense
AC:28 Touch:20 Flat-footed:23
HP:79
Fort:+13 Reflex:+15 Will:+10
Offense
Speed:20 ft.
Ranged:+1 Reliable Pistol +15/+10 (1d6+4/20/x4 Range 20 ft.)
Pistol w/ Point Blank Shot +16/+11 (1d6+5/20/x4 Range 20 ft.)
Pistol w/ Deadly Aim +12/+7 (1d6+16/20/x4 Range 20 ft.)
Pistol w/ Rapid Shot +13/+13/+7 (1d6+4/20/x4 Range 20 ft.)
Pistol w/ Deadly Aim, Point Blank Shot, and Rapid Shot +11/+11/+6 (1d6+17/20/x4 Range 20 ft.)
Special Attacks:
Bombs 11/day +14/+9 (3d6+3/20/x2 Range 20 ft. only 1d6 multiplied on a critical hit)
Bombs w/ Point Blank Shot +15/+10 (3d6+4/20/x2 Range 20 ft.)
Bombs w/ Deadly Aim +11/+6 (3d6+15/20/x2 Range 20 ft.)
Bombs w/ Rapid Shot +12/+12/+7 (3d6+3/20/x2 Range 20 ft.)
Bombs w/ Rapid Shot, Deadly Aim, and Point Blank Shot +10/+10/+7 (3d6+16/20/x2 Range 20 ft.)
Reflex Saving Throw for Splash Damage: DC 15
Extracts:
2nd level (3/day) DC:15
Blur and Cure Moderate Wounds
1st Level (5/day) DC:14
Bomber's Eye, Crafter's Fortune, Cure Light Wounds, Endure Elements, and Expeditious Retreat
Statistics
Str:8 Dex:18 Con:14 Int:16 Wis:16 Cha:10
BAB:+8/+3 CMB:+6 CMD:21
Feats: Rapid Reload, Point Blank Shot, Rapid Shot, Deadly Aim, Iron Will, and Precise Shot
Skills: Acrobatics +12, Climb +7, Craft (Firearms) +16, Craft (Alchemy) +25, Disable Device +12, Knowledge (Engineering) +16, Perception +18, Profession (Engineer) +16, Swim +7, Slight of Hand +12
Languages:Common, Gnome, Sylvan, Elven, Dwarven, and Giant
SQ:Alchemy, Chameleon Mutagen, Alchemical Weapon, Throw Anything, Alchemist Discoveries (Precise Bomb, Fast Bomb, Explosive Missile), Swift Alchemy, Gunsmith, Grit (3), Deeds (Up Close and Deadly, Gunslinger's Dodge, Quick Clear, Gunslinger's Initiative, Utility Shot), Nimble, Pistol Training, Darkvision, Defensive Training, Keen Senses, Obsessive, Pyromaniac, Hatred, and Weapon Familiarity
Combat Gear:+1 Reliable Pistol, +3 Cloak of Resistance, +2 Belt of Dexterity, +2 Headband of Wisdom, +2 Amulet of Natural Armor, +2 Ring of Protection, +2 Mithril Chain Shirt, Cracked Pale Green Prism Ioun Stone, Dusty Rose Prism Ioun Stone, and Jingasa of the Fortunate Soldier

Nicos |
A halfling that only care about fights and being bad ass.
=== Stats ===
Str 16 (18),Dex 16,con 14,Int 12,Wis 12, Cha 9
=== Defense ===
AC: 28 (+12 armor, +3 dex, +1 def, +1 nat, +1 size)
HP: 89 (10d10+30)
CMD: 27 (33 against Disarm and sunder, 37 Against trip and grapple)
=== Saves ===
Fort: +16
Ref: +13
Will: +12
+5 Aganst fear effects.
=== Attacks ===
Speed: 30 Ft
Melee
+2 Greataxe : +24/+16 (1d10 +21 20/x3)
Or against large or larger enemies
+2 Greataxe : +24/+16 (1d10 +27 20/x3)
Ranged
+1 adaptative Shortbow: +19/+14 (1d6+6 20/x3)
CMB: +13
=== Traits===
Defeder of the society, indomitable will.
=== Feats and talents===
1. Weapo focus (Greataxe), Power attack
2. Furious focus
3. Iron will
4. Weapon specialiation (Greataxe)
5. Toughness
6. Lunge
7. Lighting reflexes
8. Risky striker
9. Great fortitude.
10. Greater weapon focus (Greataxe)
=== Skills ===
Perception +13
Knowledge (dungeoneering) +14
Acrobatics +2
Stealth +7
Climb +3
Swim +3
=== Special ===
Fearless
Fleet of foot
keen senses
Weapon traiing 2 (axes, bows)
Armor training 2
Bravery 3
=== Gear ===
+2 Belt of Str (4 K)
+2 Full plate mail (5,5 K)
+3 Cloak of resistance (8 K)
+2 Greataxe (8 K)
Gloves of dueling (15 K)
Ring of protection +1 (2 K)
Amulet of natural armor +1 (2 K)
Pale green prism Ioun stone [attack] (4 K)
Pale green prism Ioun stone [Saves] (4 K)
+1 adaptative Shortbow (3 K)

Nicos |
This one is to settle an argument with Thomas long
Senses; darkvision 60 ft
=== Stats ===
Str 18 (22), Dex 16 (20), con 14, Int 12, Wis 12, Cha 7
=== Defense ===
AC: 42 (15 armor +5 dex + 7 shield + 1 dodge +1 def +1 nat +1 insight +1 luck)
Hp: 132
CMD: 40
=== Saves ===
Fort +17
Ref +16
Will +12
+5 Against Spell, SLA and poison.
=== Attacks ===
Speed: 30 ft
Full Attack
+5 Adamantine Scimitar: +28/+23/+18 (1d6+24 15-20/x2)
And
+5 light shield: +30/+23 (1d4+15 15-20/x2)
Or full attack + Lightning Strike
+5 Adamantine Scimitar: +26/+26/+21/+16 (1d6+24 15-20/x2)
And
+5 light shield: +28/+21 (1d4+15 20/x2)
CMB: +21
=== Traits===
Defender of the society, Glory of old
=== Feats and talents===
1. Power attack, Improved shield bash
2. TWF
3. Steel soul
4. Weapon focus (scimitar)
5. Double Slice
6. Dodge
7. Improved TWF
8. Improved critical (scimitar)
9. GWF (scimitar)
10. Weapon focus (light shield)
11. shield focus
12. Two weapon rend
13. Shield slam
14. Shield mastery
15. Bashing finish
=== Skills ===
Perception +16
Acrobatics +22
Sense motive +14
Swim +7
Climb +7
=== Special ===
Burst of Speed
Desert Stride
Rapid Attack
Lightning Strike
Hardy
Stability
=== Gear ===
+4 Celestial plate + Armored kilt (32,000 gp)
+5 Adamantine Scimitar (53,000 gp)
+5 light shield (25,000 gp)
Gloves of dueling (15,000 gp)
+4 Belt of Dex and Str (40,000 gp)
+5 Cloack of resistance (25,000 gp)
Cracked pale green prism Ion stone (attack) (4,000 gp)
Cracked pale green prism Ion stone (Saves) (4,000 gp)
Jingasa of the fortunate soldier (5,000 gp)
Dusty rose Ioun stone (5,500 gp)
Clear spindle Ioun stone + Wayfinder (4,500 gp)
Boots of striding and sprinting (5,500 gp)
Duelist vembrances (8,000 gp)
+1 Amulet of natural armor (2,000 gp)

Thomas Long 175 |
...
Lol kk just got home but I'll whip something together real quick.
Invulnerable Rager 15
Favored Class: +1/3 Superstition
Traits
Berserker of Society
Indomitable Faith
STR 25 (34)
DEX 18
CON 20 (31)
INT 7
WIS 10
CHA 7
HP 185 (260)
AC 33
T. AC 27
DR 7/-
Fire Resist 5
Fort 18 (35)
Ref 12 (25)
Will 10 (23)
Feats
1. Power Attack
1. Raging Vitality
3. Weapon Focus
5. Improved Sunder
7. Extra Rage Power: Witch Hunter
9. Improved Critical
11. Extra Rage Power: Spell Sunder
13. Combat Reflexes
15. Extra Rage Power: Eater of Magic
Rage Power
2. Superstition
4. Lesser Beast Totem
6. Beast Totem
8. Ghost Rager
10. Greater Beast Totem
12. Come and Get Me
14. Clear Mind
Equipment 240 k
+3 Cloak of Resistance
+4 Furious Courageous Adamantine Falchion
Boots of Haste
Belt of Perfection +4
Mithral Breastplate +4
Amulet of Natural Armor +2
Ring of Protection +3
Flawed pale green prism Ion stone (attack)
Cracked pale green prism Ioun stone (attack)
Dusty Rose Prism
Guantlet of the skilled Maneuver (Sunder)
+36/36/31/26
2d4 + 36 (40) 15-20/x2
AOO: 4
Sunder: +40
Just for fun, a caster of equal level requires a 30 to suppress their spells and a 40 to dispell them altogether. On a natural 1 my sunder check is 41 :P

Conundrum |

And whats with all the halflings? is it the medium sized mount thing for dungeon-based charger builds? Cuz the -2 strength, -1 Cmd and Cmb and small weapon damage kill it for me . I HATE SMALL races for pc's(just my own that is) and to top it off if it only has a 20' movement speed you can bet I will NEVER make one. Dwarf being an exception because they're not small and they're awesome. Clerics with travel and halflings with fleet footed, goblins with Goblin Gunslinger feat are also exceptions so never isn't accurate but yeah I really don't like small races.

Nicos |
And whats with all the halflings? is it the medium sized mount thing for dungeon-based charger builds? Cuz the -2 strength, -1 Cmd and Cmb and small weapon damage kill it for me .
Uldar, the halfling I posted in this page, have normal speed, a good CMD (against the 4 most common maneuvers) and definitely hit hard.

Nicos |
Nicos wrote:...Lol kk just got home but I'll whip something together real quick.
** spoiler omitted **
Just for fun, a caster of equal level requires a 30 to suppress their spells and a 40 to dispell them altogether. On a natural 1 my sunder check is 41 :P
I am pretty sure your barbarian is strong, but the build miss the point in having the best AC posible for the class.
EDIT: it also seems like you do not take into account the penalty from power attack.

Thomas Long 175 |
Thomas Long 175 wrote:Nicos wrote:...Lol kk just got home but I'll whip something together real quick.
** spoiler omitted **
Just for fun, a caster of equal level requires a 30 to suppress their spells and a 40 to dispell them altogether. On a natural 1 my sunder check is 41 :P
I am pretty sure your barbarian is strong, but the build miss the point in having the best AC posible for the class.
EDIT: it also seems like you do not take into account the penalty from power attack.
Nope I did
15 BAB + 4 Morale + 6 Weapon + 12 Strength -4 Power attack + 1 competence + 1 weapon focus + 1 haste = 36
Even without haste I'm at 35. this is because the flawed green prism gives a +1 morale bonus to attacks, saves, skills, and abilities. Obviously saves won't stack with superstition, but I have no morale bonus to attack so that stacks. The courageous property on my weapon increases all morale bonuses by 1/2 enhancement bonus and furious kicks enhancement bonus by 2 while raging. So +6 attack and damage and +3 to all morale bonuses... i.e.
Strength, Con, touch AC, superstition, all saves non magical, skills, abilities, attacks.
Edit: I never argued that if you went shield you wouldn't have a better AC. I conceded that off the bat. I told you flat out you lost the competition because they were doing damage in the first place and you were giving up all the benefits of two handed fighter. If a standard CR 15 monster (AC 30 or so) tried to full attack my Barbarian I'd end in the 380's of DPR due to my 4 attacks and then 4 AOO's which pretty much all hit.

Nicos |
Edit: I never argued that if you went shield you wouldn't have a better AC. I conceded that off the bat. I told you flat out you lost the competition because they were doing damage in the first place and you were giving up all the benefits of two handed fighter. If a standard CR 15 monster (AC 30 or so) tried to full attack my Barbarian I'd end in the 380's of DPR due to my 4 attacks and then 4 AOO's which pretty much all hit.
Unless it have reach.
But we are building for diferent things so I so not think we can do a good comparision.
Here is a more suitable build to compare
=== Stats ===
Str 21 (25), Dex 14,con 14(18),Int 12 (14),Wis 12 (14), Cha 7
=== Defense ===
AC: 36 (+16 armor +2 shield +2 def +2 nat +1 insight +1 luck)
Hp: 132
CMD: 38 (53 against grapple or trip, 45 against disarm or sunder)
=== Saves ===
Fort +19
Ref +15
Will +16
=== Attacks ===
+5 Adamantine Falchion: +35/+26/+21 (2d4+36 15-20/x2)
Or with lighting strike and haste
+5 Adamantine Falchion: +34/+30/+30/+25/+22 (2d4+36 15-20/x2)
CMB:22
=== Traits===
Carefully hidden, Defender of the society.
=== Feats===
1. Power attack, Furious focus, Weapon focus
2. *Retrained at level 12*
3. Iron will
4. Weapon specialization
5. Intimidating prowess.
6. Lunge
7. Lighthing reflexes
8. Improved critical
9. Greater weapon focus
10. Critical focus
11. Cornugon smash
12. Dazing assault, Greater weapon specialization
13. Staggering critical
14. Critical mastery
15. Blinding critical
=== Skills ===
Intimidate +28
Perception +20
Survival +10
Knowledge (dungeoneering) +20
Acrobatics +5
Swim +10
Climb +9
=== Special ===
Armor training 3 (heavy blades, bows, close)
Burst of Speed
Desert Stride
Rapid Attack
Lightning Strike
=== Gear ===
+5 Adamantine Falchion (53,000 gp)
+5 Mithral full plate + armored kilt (36,000 gp)
Gloves of dueling (15,000 gp)
Cracked pale green prism Ioun stone (4,000 gp)
Cracked pale green prism Ioun stone (4,000 gp)
Boots of speed (10,000 gp)
+2 Ring of protection (8,000 gp)
+2 amulet of natural armor (8,000 gp)
+2 ring of force shield (8,500 gp)
Jingasa of the fortunate soldier (5000 gp)
dusty rose Ioun stone (5500 gp)
+5 Cloack of resistance (25,000 gp)
Clear spindle Ioun stone + Wayfinder (4,500 gp)
+4 belt of str and con (40000 gp)
Circlet of persuation
+2 Headband of int and wis
eyes of the eagle
Masterwok tool (intimidate)
+1 adaptative longbow.
SAves: The barbarians win by far as expected.
AC: The fighter win by 2 points, nevertheless the barbarian have the better touch AC.
DPR: without taking into account Come and get me i suspect my fighter will have a higher DPR against CR 15 monsters and your barbarian will have a higher DPR against higher ACs.
CMD: you did not write it.
Other offensive tricks: Spell sunder is great in combat and out of combat. Come and get me will rise your DPR against mosnters without reach.
for the fighter, Dazing assault is game changing. Stagering and blinding critical can also be nasty.

Thomas Long 175 |
SAves: The barbarians win by far as expected.
AC: The fighter win by 2 points, nevertheless the barbarian have the better touch AC.
DPR: without taking into account Come and get me i suspect my fighter will have a higher DPR against CR 15 monsters and your barbarian will have a higher DPR against higher ACs.
CMD: you did not write it.
Other offensive tricks: Spell sunder is great in combat and out of combat. Come and get me will rise your DPR against mosnters without reach.
for the fighter, Dazing assault is game changing. Staggering and blinding critical can also be nasty.
Sorry I don't take dazing Assault due to people whining about it in games in my area. Here, I'll write the stuff down.
CMD: 39 (41 Sunder)
Rage CMD: 44 (46)
I'm also winning out heavily in DR and HP.
Furthermore I can still contribute should we come across incorporeals and I get 2 free rerolls on saves (one versus magic, one on will) per rage.
Also my damage pops heavily when facing anything with spells, spell likes, and supernaturals, which is most things at this level.
Still, I'll give you benefits on the build it is good.

Nicos |
Nicos wrote:SAves: The barbarians win by far as expected.
AC: The fighter win by 2 points, nevertheless the barbarian have the better touch AC.
DPR: without taking into account Come and get me i suspect my fighter will have a higher DPR against CR 15 monsters and your barbarian will have a higher DPR against higher ACs.
CMD: you did not write it.
Other offensive tricks: Spell sunder is great in combat and out of combat. Come and get me will rise your DPR against mosnters without reach.
for the fighter, Dazing assault is game changing. Staggering and blinding critical can also be nasty.Sorry I don't take dazing Assault due to people whining about it in games in my area. Here, I'll write the stuff down.
CMD: 39 (41 Sunder)
Rage CMD: 44 (46)I'm also winning out heavily in DR and HP.
Furthermore I can still contribute should we come across incorporeals and I get 2 free rerolls on saves (one versus magic, one on will) per rage.
Also my damage pops heavily when facing anything with spells, spell likes, and supernaturals, which is most things at this level.
Still, I'll give you benefits on the build it is good.
True.
The fighter win in the skill department and have a slightly better CMD against the 4 most common maneuvers but worst against the other maneuvers.
And I thin kthat is all.

Lord Twig |

Nicos: I am a bit confused with your last build. Did you use an archetype? If not, why did you give your Fighter mithral armor instead of adamant armor? With armor training I think mithral is redundant, might as well get the DR. Unless I am missing something?
Also I can't seem to find some of the "special" abilities listed:
Burst of Speed
Desert Stride
Rapid Attack
Lightning Strike
Where did they come from?
Note: I would totally take a fighter over a barbarian any day. ;-)

Thomas Long 175 |
They're 3rd party stuff found for certain races.
Lightning strike is a class power that lets him make one additional attack on a full attack for a -2. He gets it at level 15. Honestly this is THE optimal level for him, whereas half my powers go up again next level.
It also contains Desert stride which allows him to move 10 feet through difficult terrain per round.
Rapid attack allows him to move but and full attack but forfeit his highest attack.
Burst of speed is a 3rd level spell so he's either got wands I'm not seeing or he's waiting or expecting buffs at the beginning of combat. But it does put him at equal to my speed with it.
Its one of the more powerful fighter archetypes but he's basically giving up his highest attack to do what I can do on my own, then he can spend a -2 to hit to get it back.
Frankly I feel I flat out won this fight because we have about equal offensive capabilities whereas my defensive are close to double his and I have more utility and damage versus incorporeal or casters.

Nicos |
Nicos: I am a bit confused with your last build. Did you use an archetype? If not, why did you give your Fighter mithral armor instead of adamant armor? With armor training I think mithral is redundant, might as well get the DR. Unless I am missing something?
Also I can't seem to find some of the "special" abilities listed:
Burst of Speed
Desert Stride
Rapid Attack
Lightning StrikeWhere did they come from?
Note: I would totally take a fighter over a barbarian any day. ;-)
It is the dervish of dawn (or dawnfolwer dervish) archetype.
http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/dawnflower-dervish
I take mithril cause It does not have armor training.

Lord Twig |

Honestly Thomas, I think you won the argument that power creep exists.
Pounce is so incredibly overpowered that you would be an idiot to make a barbarian and not get it. The same can be (and is) said about the gloves of dueling for fighters to the point where fighter archetypes are now invalid because of features that replace weapon training with features that are identical, but don't allow use of the gloves.
And how are you getting these saves?
Fort 18 (35)
Ref 12 (25)
Will 10 (23)
A 35 Fort save? Really? Why not just give yourself immunity to all spells and abilities that target Fort? It is almost (within 5%) the same thing. If these saves do not work against everything, then your Will save is pathetically low vs. the things you are not virtually immune to.
Wait a minute...
I just looked up Superstition. How has this never been mentioned before in any of the thread I have seen superstition come up?
While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
It seems to me this is equal to a dead barbarian. I mean, it's nice you resisted that Finger of Death and Disintegrate. It's just too bad you also resisted that heal spell and are going to die next round now.

Thomas Long 175 |
Honestly Thomas, I think you won the argument that power creep exists.
Pounce is so incredibly overpowered that you would be an idiot to make a barbarian and not get it. The same can be (and is) said about the gloves of dueling for fighters to the point where fighter archetypes are now invalid because of features that replace weapon training with features that are identical, but don't allow use of the gloves.
And how are you getting these saves?
Quote:Fort 18 (35)
Ref 12 (25)
Will 10 (23)A 35 Fort save? Really? Why not just give yourself immunity to all spells and abilities that target Fort? It is almost (within 5%) the same thing. If these saves do not work against everything, then your Will save is pathetically low vs. the things you are not virtually immune to.
Wait a minute...
I just looked up Superstition. How has this never been mentioned before in any of the thread I have seen superstition come up?
PSRD wrote:While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.It seems to me this is equal to a dead barbarian. I mean, it's nice you resisted that Finger of Death and Disintegrate. It's just too bad you also resisted that heal spell and are going to die next round now.
Human Superstitious. That said, my HP is nearly as large as or larger than most CR equivalent monsters, I have great DR, and I can still take healing from half the healing classes in the game (witch hexes, paladin lay on hands, cleric and paladin channels).
Its mentioned all the time. It's also easily bypassed because so many classes have non spell based healing and the fact that healing in combat is horribly suboptimal and you kill nearly everything in 1 maybe 2 turns. In terms of optimal play, you don't heal in combat nearly ever. It shouldn't even be coming up for a barbarian while raging.
The bonuses don't work against the things that are not spells, supernaturals, or spell likes. That said the lower bonuses are also not calculated correctly, I forgot the morale bonuses for when not raging (another +3)
Superstition = 14 (2 + 1/4 level + 1/3 level + 3)
Fort 20 (Base 9 + 3 morale + 5 Con + 3 resistance)
Ref 15 (Base 5 + 4 dex + 3 resistance + 3 morale)
Will 12 (Base 5 + 1 trait + 3 resistance + 3 morale)
so my saves correctly calculated while raging are:
Fort 36 (Base 9 + 14 morale + 3 resistance + 10 con)
Ref 26
Will 23
My Touch AC also goes up by 1 to 28, nearly equal to our total AC's.
Edit: Yeah Nicos is right on this one. For most barbarians its a +7 on saves for pretty much anything a caster can ever do. But if you go human and take the favored class it pops to +13. Furthermore if you take the courageous and furious properties your bonuses to saves and touch AC pop to +16 making you basically the ultimate mage killer while still being great at other forms of combat.
That said, I still dislike this level because next one, my AC goes up by 1, my touch AC goes up by 1, my superstition goes up by 1 in addition to normal save increases, and my damage to casters goes up by 1, in addition to what martials normally get.

Lord Twig |

No, I'm still not buying it. People say over and over how the Monk's Spell Resistance is more hindrance than help because it resists beneficial spells as well as harmful ones. But apparently if a barbarian does the same thing it's no big deal. Name a buff spell and the barbarian can't (or most likely won't) be affected by it while raging, and he is apparently always raging during a battle.
And I didn't say healing spells, I said Heal. Heal will keep up with damage, and removes many other negative effects. The fighter can benefit from this, your barbarian almost certainly won't. Why would the healer even bother to try?
The character is ridiculous anyway. He is definitely not a mage killer. Difficult terrain or something in the way (like a lowly fighter) and the barbarian can't pounce. (I know, all battles take place on flat featureless terrain.) The first mage he sees is going to turn invisible and fly up above him. Then he just waits for your barbarian's rage to run out and it's over. (You didn't give your 15th level character any ranged weapons and he has no way to fly.) The wizard can drop him in a pit, charm or dominate him, send him to another plane... The possibilities are endless.
Okay, I will admit that if you put this barbarian in a party all of a sudden he becomes a lot more useful. But so will the fighter. Against a CR appropriate challenge either character's party could send them off to charge the beastie and draw it's attention. The barbarian will probably do more damage in the initial charge, but I'm not so sure he will survive the encounter any better than the fighter, possibly worse.
Incidentally, what is his save vs. a dragon's fear? Frightful Presence (Ex) DC22. What is the fighter's? It looks like the barbarian has about a 50/50 chance of running away like a little girl. ;-)

Thomas Long 175 |
his save versus dragon fear will be about + 18 courageous adds your weapon enhancement (+6 while raging) versus fear.
Edit: Try learning the basics of equipment before calling that out ;)
Edit: Edit: and the barbarian can receive any spells or spell likes he wants before the battle begins. He just can't do it while raging.
Furthermore anything that full attacks him is over doubling his DPR since he auto attacks back whenever they attack him. He can fly plenty fine so long as its cast before he rages. Might wanna brush up on basic tactics :P

Thomas Long 175 |
Additionally, a lot of barbarians are able to rage cycle, and thus can strategically leave rage down for a cleric to heal them if it is absolutely needed.
True, but even I feel rage cycling is pure cheese and refuse to use it.
2 free saves, Per turn!
1 +6 to attack per turn!
1 +6 to damage per turn!
1 +6 to to cmb per turn!
Ridiculous.

Lord Twig |

his save versus dragon fear will be about + 18 courageous adds your weapon enhancement (+6 while raging) versus fear.
Edit: Try learning the basics of equipment before calling that out ;)
One of the arguments against the fighter is that he may not always have his signature weapon, and this is a weakness. It more likely that you will not have a courageous weapon than a fighter will not have some type of falchion (or whatever). I looked up some of your equipment, but I missed the courageous ability. Happens to the best of us.
Edit: Edit: and the barbarian can receive any spells or spell likes he wants before the battle begins. He just can't do it while raging.
That is the same argument people try to use for the monk. It doesn't seem to help. I will grant that at least you can have spells cast on you if you are knocked unconscious, because your rage goes away.
On the down side you can also receive spells like Dominate Person before the battle begins. Then you rage on your turn and start tearing up your own party. Or he could order you to rage and then stop raging, leaving you fatigued and incapable of raging for a couple rounds.
Furthermore anything that full attacks him is over doubling his DPR since he auto attacks back whenever they attack him. He can fly plenty fine so long as its cast before he rages. Might wanna brush up on basic tactics :P
I mentioned that if you include him in a party he suddenly becomes a lot more useful. That would include thing like casting Fly on him.
I have two thought experiments for you. First, imagine this character was an enemy and you party had to go up against him, would the players be happy about the Come and Get Me ability? I can guaranty they would not. It is overpowered.
Second, try to make a barbarian without using any of the feats or powers that this barbarian has. There are hundreds of feats and powers, it should be easy. If you can't do it then the ones you are using are broken. Ones that stick out as broken are Come and Get Me, Raging Vitality and Superstition.

Nicos |
The one think I do not like about the barbarian class is that it seems highly dependent on a very specific subset of rage powers. Everytime someone mentions the barbarian for some comparision is the human + invulnerable rager + superstition + beast totem + come and get me+ spell sunder barbarian.
If you remove some link in that chain the build worsen by a lot. If you remove the beast totem good bye AC and good bye pounce. if you remove superstition hello bad saves...
Either the other rage powers have to be buffed or the powers I listed have to be nerfed, I dislike that much disparity.
EDIT: By the way this is a build thread, we need more builds.

Tarantula |

Tarantula wrote:Additionally, a lot of barbarians are able to rage cycle, and thus can strategically leave rage down for a cleric to heal them if it is absolutely needed.How do they rage cycle before 17th level? I might be missing something again...
Dip of 1 level lame oracle at level 10 or later will get you fatigue immunity.
Cord of stubborn resolve converts a fatigue effect into non-lethal damage (that the DR a barb has will eliminate).
There are some other ways as well, I'm not super familiar with them, as I don't consider rage cycling when I make builds, its part of what makes barb's silly.

Chengar Qordath |

Rage-cycling can get a little ridiculous, but I would say it's worth getting the ability to do so even if you don't plan to eventually go for any of the 1/rage powers that really make it crazy. Superstition does become a lot less problematic when you can freely turn rage on and off as needed, and not getting knocked out or rage by a simple fatigue spell is nice as well.
Spell Resistance on the Monk is hurt a lot by needing a standard action to raise/lower. Turning it off and on mid-combat isn't really an option unless you can afford to burn multiple turns.