Mad Dog Barbarian PFS Advice


Advice

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Scarab Sages

Hello all. I just got my hands on the Animal Archive this last Saturday and saw the Mad Dog archetype for Barbarians and thought, "This is what my next PFS character will be."

My problem is that I have never played a Barbarian before (I usually play casters) and am having trouble figuring out what I should do. I know I'm probably going to need to focus primarily on Strength and Constitution (and to a lesser extent Dexterity). I know I'll need at least 10 in Charisma if not higher since I'll need to use Handle Animal to guide Animal Companion. I'm thinking Human for the extra feat at first lvl and Power Attack and Cleave as my feats. I'm also unsure on what traits would be beneficial for a Barbarian. I'm not sure on what animal for my companion, though a T-Rex sounds pretty cool as one since at 7 you can ride it. So here is what I have so far:

Race: Human
STR 16 (+2 racial)
DEX 14
CON 14
INT 10
WIS 10
CHA 14

Feats: Power Attack, Cleave
Traits: ???
Animal Companion: ???

Any and all advise is welcome and thanks in advance to those who respond.


Never heard of the archetype. What does it give you?

Scarab Sages

Here's a link to the archetype: http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---b arbarian-archetypes/mad-dog-barbarian-archetype

Basically you give up most of your Rage powers, Delay your DR till 10th lvl and Delay Rage till 4th lvl to get an Animal Companion who makes an excellent flank buddy, gets the Improved Drag feat, an awesome ability that involves it dragging opponents to you and an ability that lets you take an attack of opp when the animal succeeds on several different combat maneuvers. If you use one of your few rage powers you can get your animal companion to rage with you. That's the archetype in a nutshell.


Found it. To answer your question, at 1st level animal companion is wolf and traits are (savage of society / optimistic gambler). I say those triats becuase your rage rounds will be laging once you make it to 4th level. Those two traits will allow you to rage for approximately 30 rounds consecutively at fourth.

At 5th, take boon companion and leave the class altogether. Become a fighter for 1 levels and then finish up your remaining levels as an inquisitor with the animal domain. You will have all that you need from that mad dog archetype.

Overall, looks like the archetype is a horrible choice to progress through from beginning to end. You give up too much to get an animal companion.

Silver Crusade

I have a friend of mine playing one in a home game. It is very effective.

This is what he did. We are level 7 at this time.
Human
Str 18 (+2Human +1 Level 4 bouns)
Dex 14
Con 16
Int 10
Wis 10
Cha 8
Human Bonus Feet: Eye for Talent (+2Str to the animal companion)(Race Trait)
1: Power Attack
3: Furious Focus
5: Improved Initiative
7: Extra Rage Power : Reckless Abandon
Rage Power
4: Ferocious Beast
Animal Companion
Wolf


While I don't think the archtype is particularly good, I can see taking it for flavor reasons. IMHO, I wouldn't take cleave. My experience is that its an incredibly circumstantial situation where two enemies are standing next to each other, and your in a position to hit both of them. I might consider it if i had a reach weapon, but if you have a reach weapon, i'd probably go with Combat Expertise instead. Instead I'd probably recommend Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat)or Weapon Focus. Weapon focus equates to a +5% chance to hit, which at early levels is a big bonus. Furious Focus on the other hand at level 1 (in conjunction with power attack) is just a flat +3 damage bonus, all but guaranteeing a one hit kill on most level 1 monsters. Since your looking at having a permanent flanking buddy, I'd probably go with Furious Focus (your already getting a +10% bonus to hit) for the one-shot kill. Further down the line, you'll probably want to pick up overrun and charge through, or potentially sunder.

Scarab Sages

@Driver: Unfortunately Optimistic Gambler is not an option (no campaign traits in Society other than the Faction ones). And I don't think it's horrible, it may not be optimal but it is not as bad as say the vast majority of Rogue archetypes that give up Trapfinding.

@calagnar: That looks pretty good. Though I don't want to dump CHA due to Handle Animal being CHA based. I already have a Ranger with a wolf, so I'd like to try something else. Based on how I read it, the Mad Dog gets an animal Companion like a Druid so they have a lot more options than my Ranger did. Got any other ideas for a good Animal Companion?

@swish: You make some good points there Swish. Now I'm a little torn between buffing my Animal COmpanion with Eye of Talent or getting Furious Focus.

And can anyone tell me where the list of approved Animal Companions for Society is? I can't seem to find it.

Silver Crusade

I like bears mainly because they only become medium in side. It makes it better for being in side buildings. Plus the bear has a really good starting str. So they can start with a Str 17 (15+2 Eye for Talent).

Large Cats are good, but I dislike the large size. Due to the amount of time you spend in buildings.

Scarab Sages

What about dinosaurs?

Silver Crusade

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I don't ever look at them. As I truly dislike the flavor they add to the game. To me they should be ban on flavor alone. That's not up to me.


I take back what I said earlier about this class being horrible. I think if you focus on what the class is meant to do (teamwork), make some proper selections on companion and feats, and make the most of the rage powers you do have, this class could be formidable.

I may make this the next optibuild.com build. When do you need the character and to what level do you need the build. Also, give any other specific criteria that should be meet (curious about the Society Guidelines). I will try to have it on the site by then or post what I have here by your deadline.

Scarab Sages

@calagnar: Ah, I see we have different tastes then. One of my favorites settings in 3.5 was Eberron. They had tribes of barbarian halflings that rode various dinosaurs. I loved those crazy little buggers.

@Driver: I would love the help. It would be nice to have it by Friday since I'm going to attend a convention where there will be several Society events. But I have other characters to use and at least one that can do the low level stuff. So no real rush. The character would start at lvl 1 and be retired at 12.

As for societies restrictions, there's a whole page for what additional resources are allowed (http://paizo.com/pathfinderSociety/about/additionalResources). But the gist is 20 pt buy, core races plus Aasimar, Tieflings, & Tengu, all classes other than those that require you to be evil (can't be Evil), all traits are available other than Campaign ones (Faction replaces them), and no Crafting feats (you have to buy all your gear). I think that covers it.


Okay, here is the MAD DOG BARBARIAN BUILD I have for now. It will change as I player test it. With that said, I think the access to any companion is a monster that I initially overlooked. His Roc companion is going to Rock.

Here is what I posted wrote:

This is a preliminary posting of a Mad Dog Barbarian Optimized build. I don’t know if I like this build more for the Roc animal companion or for the barbarian. Definitely the tandem is outstanding.

At 12th level, for instance, the Roc will have an AC of 30 without any magic items. Both the Roc and the Barbarian will flank at +4 to attack and +1d6 to damage. For the Roc, total damage would be 2 talons (1d6 + 7 +1d6 precise strike + 6 power attack + 4 witch hunter) and bite (2d6 +7 +1d6 precise strike + 6 power attack +4 with hunter). The bonus on all the attacks, taking into account -3 from power attack and +4 flanking, would be +17. Once again, this is without magic being accounted for. And you know the barbarian is devastating, so I won’t bother to comment.

The Broken Wing Teamwork feat effective gives the tandem the ”come and get me” rage power ability without having to rage. Oh, and I forgot, the Roc can rage and get the rage powers of the barbarian (superstitious and witch hunter by 12th). I also forgot that to say that the Roc is large by 7th level and flies. That means that barbarian can fly as well.

Okay, this is preliminary only, but I believe that Paizo may have finally made an archetype other than invulnerable barbarian that will get played a lot. See the preliminary optimized pathfinder mad dog barbarian build below.

Mad Dog Barbarian Build

Starting Stats (20 point Build): Str (17), Dex (14), Con (14), Int (10), Wis (8), Chr (14) – add all stat bonuses to Str.

Character

0) Traits: Dangerously Curious, Savage of Society (Replace to Optimistic Gambler when not playing with Society)
1) War Beast (MDA), Power Attack, Eye For Talent (+2 Dex, switch to +2 Str @ 7th)
2) Pack Tactics (MDA)
3) Combat Reflexes
4) Rage (MDA), Superstitious
5) Ferocious Fetch (MDA), Precise Strike
7) Broken Wings Gambit
8) Witch Hunter
9) Improved Share Spell
10) DR 1/-
11) Extra Rage Power (Ferocious Mount)
12) Greater Ferocious Mount
13) Extra Rage Power (Ghost Rager), DR 2/-
14) Throat Cutter
15) Dazing Assault
16) DR 3/-, Come and Get Me

Note: MDA means Mad Dog Abilities

Animal Companion (Roc)

1) Link, Share Spell, Feat (Power Attack)
2) Feat (Weapon Finesse) switch to (Combat Reflexes) @ 7th
3) Evasion, NA +2, Str/Dex Bonus (+1)
4) Ability Score Increase (+1 Intelligence)
5) Feat (Precise Strike)
6) Devotion (+4 v. Enchantments), NA +4, Str/Dex Bonus (+2)
8) Feat (Broken Wing Combat)
9) Ability Score Increase (+1 Dex), Multi-attack, NA +6, Str/Dex Bonus (+3)
10) Feat (Narrow Frame) or Improved Natural Attack (Bite), DR 1/-
12) NA +8, Str/Dex Bonus (+4)
13) Feat (Improved Natural Attack Talon or Bite), DR 2/-
14) Ability Score Increase (+1 Str)
15) NA +10, Str/Dex Bonus (+5), Improved Evasion
16) DR 3/-

Scarab Sages

Awesome Driver! Though it might be better to switch the Ferocious Mount line with the new Ferocious Beast line. That way the Roc can rage when not used as a mount.

I didn't know that Eye for Talent and Animal Companion Feats could be switched at higher levels. Good to know.

Edit: Know I need to come up with a good back story for this character. Maybe a tribe of Barbarians who have the Roc as there totem. Not sure where Roc can be found in Golarion though.

Silver Crusade

The only way to change them out is to get a new animal companion.

And the Roc looks really good. Right up to the point where half PFSP scenarios are indoors.

Scarab Sages

Ah, I suppose then at 7 I will be releasing the first Roc and getting a new one? Maybe I'll just take the later feats first and keep the initial Roc. I like that idea better of raising a Roc from a hatching to an adult. That is long as it doesn't die from a random crit. Calagnar you wouldn't know where Roc's are located in Golarion, would you?

Silver Crusade

There is one in Kingmaker. So there are some In the northern River Kingdoms.

Scarab Sages

Thank you. I can now start fleshing out the character. Only played a little bit of Kingmaker before the game fell through. There are barbarian tribes there right?

Silver Crusade

Yes there however. All cultures can produce barbarians.


calagnar wrote:

The only way to change them out is to get a new animal companion.

And the Roc looks really good. Right up to the point where half PFSP scenarios are indoors.

He should be okay indoors. First, he flies so no problem with climbing ladders or going down ropes. Second, he can always squeeze. Third, narrow frame at tenth level. Forth, the barbarian is a wand user so reduce person & link spell is the answer if all else fails.


Prospector wrote:
Ah, I suppose then at 7 I will be releasing the first Roc and getting a new one? Maybe I'll just take the later feats first and keep the initial Roc. I like that idea better of raising a Roc from a hatching to an adult. That is long as it doesn't die from a random crit. Calagnar you wouldn't know where Roc's are located in Golarion, would you?

It does not have to be a new Roc. Release your Roc and then bond back with the same Roc.


Prospector wrote:

Awesome Driver! Though it might be better to switch the Ferocious Mount line with the new Ferocious Beast line. That way the Roc can rage when not used as a mount.

Did not know about the Ferocious Beast line. You are correct.

Scarab Sages

Driver 325 yards wrote:
calagnar wrote:

The only way to change them out is to get a new animal companion.

And the Roc looks really good. Right up to the point where half PFSP scenarios are indoors.

He should be okay indoors. First, he flies so no problem with climbing ladders or going down ropes. Second, he can always squeeze. Third, narrow frame at tenth level. Forth, the barbarian is a wand user so reduce person & link spell is the answer if all else fails.

Actually Link Spell only works with spells you cast, rather than items you activate. I've heard several Society Judges point this out at various events. The barbarian will have to get a 2nd level wand of Reduce Animal instead of the cheaper wand of Reduce Person.

Scarab Sages

Oh, I'm also thinking that second Ability Score Increase should go into Con rather than Dex, since HP is so critical and Rocs have so little. Besides I hate odd numbered Con scores, they seem like wasted potential.


Prospector wrote:
Oh, I'm also thinking that second Ability Score Increase should go into Con rather than Dex, since HP is so critical and Rocs have so little. Besides I hate odd numbered Con scores, they seem like wasted potential.

Can't argue with that. I believe you are correct again.


Prospector wrote:
Driver 325 yards wrote:
calagnar wrote:

The only way to change them out is to get a new animal companion.

And the Roc looks really good. Right up to the point where half PFSP scenarios are indoors.

He should be okay indoors. First, he flies so no problem with climbing ladders or going down ropes. Second, he can always squeeze. Third, narrow frame at tenth level. Forth, the barbarian is a wand user so reduce person & link spell is the answer if all else fails.
Actually Link Spell only works with spells you cast, rather than items you activate. I've heard several Society Judges point this out at various events. The barbarian will have to get a 2nd level wand of Reduce Animal instead of the cheaper wand of Reduce Person.

I am pretty sure using a wand is casting. The judges may be wrong in their rule interpretation. However, they are the judges. If that is how they run their games then you are correct a wand of reduce animal is needed


Here is what wand activiation says,

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Just becuase you activate a wand does not mean that you are not casting when you activate it.

Dark Archive

If you're going human, consider the Focused Study alternate racial trait. It will give you Skill Focus: Handle Animal at first level, and another Skill Focus of your choice at level 8.

You could also consider the Huntmaster feat for raising your Handle Animal skill and raising your animal's effective level. The downside of Huntmaster is that your choices are more limited, with small cat probably being the best choice; then again, dog is underrated as a medium-sized companion with decent stats. Even with Narrow Frame, squeezing is still kind of a pain.

1 Huntmaster, Skill Focus: Handle Animal
2 Superstition
3 Power Attack
4 Ferocious Beast
5 Extra Rage
6 Reckless Abandon
7 Extra Rage Power: Witch Hunter
8 Greater Ferocious Beast, Skill Focus: Perception

That's a pretty good start. At level 1 you have a small cat with 3 hit dice and a BAB of +2. With a single rank in Handle Animal and a charisma of 10 you have a +9 to command small cats, and +13 with your bonded animal. If you add a training harness to that, you can take 10 to push your uninjured companion.

Definitely look into the Totem Guide archetype for whatever animal you choose. Eldritch Claws at level 9 is amazing, and a sure pick over Multiattack for anything with three or more attacks.

Silver Crusade

PRD wrote:
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Scarab Sages

I love the feel of Totem Guide, and it fits the character concept very well. My only concern is the loss of Evasion. I have seen that save many Rogues and ACs.


Mergy wrote:

If you're going human, consider the Focused Study alternate racial trait. It will give you Skill Focus: Handle Animal at first level, and another Skill Focus of your choice at level 8.

You could also consider the Huntmaster feat for raising your Handle Animal skill and raising your animal's effective level. The downside of Huntmaster is that your choices are more limited, with small cat probably being the best choice; then again, dog is underrated as a medium-sized companion with decent stats. Even with Narrow Frame, squeezing is still kind of a pain.

1 Huntmaster, Skill Focus: Handle Animal
2 Superstition
3 Power Attack
4 Ferocious Beast
5 Extra Rage
6 Reckless Abandon
7 Extra Rage Power: Witch Hunter
8 Greater Ferocious Beast, Skill Focus: Perception

That's a pretty good start. At level 1 you have a small cat with 3 hit dice and a BAB of +2. With a single rank in Handle Animal and a charisma of 10 you have a +9 to command small cats, and +13 with your bonded animal. If you add a training harness to that, you can take 10 to push your uninjured companion.

Definitely look into the Totem Guide archetype for whatever animal you choose. Eldritch Claws at level 9 is amazing, and a sure pick over Multiattack for anything with three or more attacks.

Is this a Mad Dog Barbarian Build. That was the initial request of the post. With that said, the Skill Focus Alternative Trait is worth considering for the mad dog build to get a bonus in handle animal and use magic device.


calagnar wrote:
PRD wrote:
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Duly Noted.


Prospector wrote:
I love the feel of Totem Guide, and it fits the character concept very well. My only concern is the loss of Evasion. I have seen that save many Rogues and ACs.

I am finishing up the final build. Could you point me to this Totem Guide? I would like to consider it before finalizing the build

Dark Archive

Driver 325 yards wrote:
Is this a Mad Dog Barbarian Build. That was the initial request of the post. With that said, the Skill Focus Alternative Trait is worth considering for the mad dog build to get a bonus in handle animal and use magic device.

I'm assuming your first statement was a question, and that your question mark button is just broken. To answer you, of course it's a mad dog barbarian build!

It focuses on rage powers that both can use, and works towards a good Handle Animal skill. Huntmaster gives a great benefit to an excellent animal companion choice, and Superstition and Greater Ferocious Beast eventually combine to make both the barbarian and the kitty unstoppable juggernauts. Extra Rage is of course to cover the massive rounds of rage that Ferocious Beast costs, especially since your rounds per day are reduced by 6.


Mergy wrote:
Driver 325 yards wrote:
Is this a Mad Dog Barbarian Build. That was the initial request of the post. With that said, the Skill Focus Alternative Trait is worth considering for the mad dog build to get a bonus in handle animal and use magic device.

I'm assuming your first statement was a question, and that your question mark button is just broken. To answer you, of course it's a mad dog barbarian build!

It focuses on rage powers that both can use, and works towards a good Handle Animal skill. Huntmaster gives a great benefit to an excellent animal companion choice, and Superstition and Greater Ferocious Beast eventually combine to make both the barbarian and the kitty unstoppable juggernauts. Extra Rage is of course to cover the massive rounds of rage that Ferocious Beast costs, especially since your rounds per day are reduced by 6.

I did not mean for you to take offense. I actually used some of the advise you gave. The only reason that I asked is because it appears that you were selecting rage powers every other level. Mad Dog Barbarians only get rage powers at 4, 8, 12, 16, 20.

I just assumed you were making a Mounted Fury Barbarian.


If your still around Mergy, what would be your advise on equipment at higher levels for a Mad Dog Barbarian Build?

Dark Archive

Ah, I didn't notice the reduced rage powers, and I should have. My mistake, which would of course result in no Reckless Abandon and no Extra Rage. Berserker of the Society would give half that benefit, in any case.

Equipment should include mithral barding for the pet, and an amulet of mighty fists. Go for either straight enhancement bonus or menacing and furious. Furious will only apply when your pet rages, but menacing will increase the bonus that your pet gives to flanking with you to +6. Naturally you will also want your companion to know the flank trick.

Barbarian equips himself the same way. Go for a +1 furious weapon, and get a stat belt when it's convenient to do so.

New suggested progression is:

1 Huntmaster, Skill Focus: Handle Animal
2
3 Power Attack
4 Superstition
5 Extra Rage Power: Ferocious Beast
6
7 Extra Rage Power: Witch Hunter
8 Greater Ferocious Beast, Skill Focus: Perception

Scarab Sages

Driver you still feeling Roc is the best AC?

Scarab Sages

Oh, is it just me or would a Roc count for Huntmaster feat since it is a bird?

Edit: here are the details in the Spirit Guide Archetype for ACs Driver: http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/animal -companion-archetypes/totem-guide-companion-archetype


calagnar wrote:
PRD wrote:
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

I just came across the sylvan sorcerer. They get animal companions. I guess that qualifies reduce person for share spell


Prospector wrote:
Driver you still feeling Roc is the best AC?

I just player testing the Roc at first level. AC was 22. First question I got from the GM was how did you get 22. +5NA +5Dex +2barding.

Yes I still think it is the best

Scarab Sages

Yep, but I believe that archetype isn't allowed in PFS. Also see above for Spirit Guide.

Silver Crusade

PRD wrote:
Benefit: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses.

It list the animal companions that are affects with this feet. Roc is not one of them. As it is not a bird animal companion it is a Roc animal companion.


Prospector wrote:

Oh, is it just me or would a Roc count for Huntmaster feat since it is a bird?

Edit: here are the details in the Spirit Guide Archetype for ACs Driver: http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/animal -companion-archetypes/totem-guide-companion-archetype

Definitely need to update the build. Goldmine, especially at early levels. The only thing I was worried about at 1st level was the Rocs hitpoints.


Is there an actual bird companion? There may be one. However, I tried to check for one and could not find it.

All I saw was companions the are listed under the bird category


Calagnar is correct. Oh well. Birds companions are only owls, eagles, and hawks.

Silver Crusade

This is my suggestion. After looking over the class/archetype. The idea is the animal companion goes first. With a good chance of tripping the enemy. Then the character moves in to flank with the +4 to hit for flanking, and +4 to hit for pron. Giving the Character a very good chance to hit.
Going with the Dog has the advantage of more damage. At the cost of a lower to hit bonus for both you, and the dog.

Human
Mad Dog (Barbarian Archetype)
Human Bonus : Eye for Talent
1: Huntmaster
3: Power Attack
4: Ferocious Beast
5: Out Flank
7: Extra Rage Power: Elemental Rage, Lesser
8: Greater Ferocious Beast
9: Extra Rage Power: Elemental Rage

Cat, Small
Starting Statistics
Size Small; Speed 50 ft.; AC: 18 (+6 Dex Mod +1 natural armor +1 Size); Attack bite +8 to hit(1d4 plus trip), +8 to hit 2 claws (1d2); Ability Scores Str 12, Dex 23(+2 Eye for Talent), Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Feet's : Weapon Finesse, Agile Maneuvers

4th-Level Advancement: instead choose to increase the companion's Dex, and Con by 2.
4: Out Flank
7: Extra Item Slot: Belt
9: Toughness

Or

Dog
Starting Statistics
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 15 (+2 Eye for Talent) , Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
Feet's: Toughness, Power Attack

4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
4: Out Flank
7: Extra Item Slot: Belt
9: Weapon Focus: Bite


I have a few comments about your cat build. First,I can see some GMs saying that outflank and pack tactics do not stack. They both just say you get +4 while flanking. It would be better if they both said you add +2 when flanking.

Second, I see the PFS only allows neck slot and barding for animal companion. Do they allow tattoos. If so, you could have two slots on the neck (neck tattoo slot and regular slot). Maybe that would negate the need for Extra Item Slot. Maybe not also.

You take Ferocious Beast long before you have the rage rounds to use it.

Lesser Elemental Rage / Elemental Rage are not as good as you would get from precise strike. 1d6 either way and precise strike will not be swallowed up by energy resistance.

If I were trying to get to Ferocious Beast as soon as possible I would go

Human
Mad Dog (Barbarian Archetype)
Human Bonus : Eye for Talent
1: Huntmaster
3: Power Attack
4: Superstitious
5: Precise Strike
7: Witch Hunter
8: Ferocious Beast
9: Extra Rage Power: Greater Ferocious Beast

Silver Crusade

Additional Resources wrote:

Pathfinder Player Companion: Animal Archive

*Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature’s anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source.

I have not seen any legal tattoo slots for PFSP. As the only ones paizo ha published are not legal for play. With the exception of tattoo sorcerer.

That's not all out flank dose for you. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. However Precise Strike is a good idea. It can work better for the build over all. Replacing Out Flank for Precise Strike is a good idea.

If you go with a high crit weapon, and out flank. Trading out the level 9 feet for combat reflexes is not a bad idea.

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