
Time's Memory |
Hi everyone, I was hoping to get some advice before tomorrow's PF session.
My group just started our first PF campaign a month ago. We decided on slow progression, so just hit second level. After reading the rules more closely, a couple players weren't happy with their archetypes -- and the GM is offering a one-time offer to let anyone switch archetypes on their level 1 class before we start playing this week.
There are 8 players -- and only two are playing melee characters (I'm one of them). I took my first level as barbarian to get rage and more hps. I took the hurler AT because I thought it would be nice way to have some ranged capability in a pinch.
In our first session, my group "withdrew" back to town after about 3 minutes in the dungeon to rest and get spells back. The GM said he was going to have the monsters set traps, ambushes, and recruit reinforcements every time we left like that (he didn't want us resting a day between every fight). We started pushing (and dropping), and I was running out of rage rapidly.
Originally, I'd looked at the wild rager for a two level dip (with the plan of using the reckless fighting for an extra attack and never raging, since that would endanger the group). I was scared off by the -4 AC -- but nothing seems to have trouble hitting me with my current AC. I plan on taking most of my levels as a two-handed AT fighter.
My question, since running out of rage seems like it will be a real issue the way we're running this campaign, especially if barbarian is just a dip for me, would wild rager be a viable AT? Is it survivable, or just asking to get cut down? We have an alchemist in the group, and, if nothing else, I was thinking of switching out with drunken brute to get the potion drinking ability (even though, it has absolutely nothing to do with my backstory).
For anyone who cares, my character was dropped off as an infant at a nunnery/church by her prostitute mother. She was rebellious and had little aptitude for being a cleric. When she was an early teen, mother superior kicked her out for beating up a bully. After that, she grew up on the streets of Taldor. She goes by the name Whorespawn, because that's what mother superior always called her. I took the traits jaded and suspicious. I wanted the first level class to show she's completely untrained and capable of fits of violence. My GM made us roll height and age, so I'm a 4'11" 16 year-old human.
My group is taking a somewhat MMO approach to this campaign -- everybody is expected to optimize and be effective. I'm trying to fulfill my role of damage-dealing meat shield.
Thanks for any advice.

Time's Memory |
Please post your current build.
Also, your build intentions.
Level 1 Barbarian (Hurler)
STR 19
Dex 12
CON 18
INT 10
WIS 10
CHR 10
(25 pt buy)
Feats:
Dual Talent (+2 CON)
Weapon Focus (Greatsword)
I plan on taking most of my levels as a two-handed weapon fighter and focusing on the classics (focus, spec, improved crit). Originally, I had a grand plan of taking Extra Rage multiple times and then getting Raging Brutality at 13th to add in CON bonus to damage when raging. The group I play with has been doing faster and faster progression for years. We have a new GM, and he has promised to reverse that trend (we've had one player already threaten to quit over to slower leveling). So, it could be a year of playing every week before we even see level 13. I started thinking that my master plan might be a little slow for this campaign.
I want to do some high dpr -- but don't want to be a constant drain on the group for in-combat heals or end every fight on the ground.

Paladin of Baha-who? |

Are you allowed to rejigger your abilities? If so, are there restrictions on going below 10? Because you have no real reason, especially with a human, to need an INT and CHA of 10 with a barbarian. Dumping those two stats to, perhaps 8, would give you enough points that you can go back to getting a bonus feat and an extra skill point every level, instead of the two +2 bonuses to ability scores which really is less useful for a feat-hungry build like barbarian. That feat could go to Extra Rage, for example, which could go a long way towards fixing the problems you've mentioned about running out of rage.

Finlanderboy |

ehh rage power s great. But so are feats and extra class abilties.
Me I would dump stats if I were you. That 10 cha I would drop to 7. Then get like 12 in int and wis. Where it is now is meh. Not enough to help, and someone in the party will have better. That extra will save and skills point much more valuable.
Also due to 1.5 strenght bonus with two handers the 20 strenght you are going for at level 4 is not that much better. You are looking at a +1 more damage +1 to hit. If you plan on going well past 20 then you are on the right track, but 18,22,26 are the magic numbers for 1.5 strength. If you plan on passing 20 then start at 20 to do it asap. Otherwise leave it at 18. now you have 3 more points somehere else.
I am not sure how deadly your DM is, but dual focus is a bit better toughness. If you wanna do damage trade that for power attack.
Now to stay barb or go fighter? Both are great choices. The fighter weapon spec is awesom +2 to damage. As well as the tons of feats you will get if you plan it wisely. The rage powers tend to get better as you go. The low level ones are meh.
What archtypes? Honestly the main one I find best.

Time's Memory |
He's only letting us change archetypes. One player picked the shape shifting ranger and then found out how good bows are. A bomber alchemist found out that he lost most of his abilities to make potions (and how good that is). And our sacred shield paladin discovered the penalties of tower shields. With three people wanting to change, the GM opened it up to anyone. He had heard me mention wild rager before we started, so he told me to switch if I wanted -- but it has to be now, before we actually start playing at 2nd.
I know the stats aren't perfect -- but the GM had said we'd pay for having stats with penalties. Almost everyone in the group took that seriously and didn't take anything below a 10. The wizard has a 7 or 8 strength and has suffered some for that choice. We haven't done much roleplaying so far (just dungeon crawl), but we're working up to King Maker.

Paladin of Baha-who? |

OK. There are only a handful of archetypes of Barbarian that are worth considering as a player, except in rare circumstances.
Invunerable Rager -- getting lots of DR/- is awesome.
Urban Barbarian -- allows the use of 'controlled rage' to get a bonus on Dex or Str only, avoiding the problem of rage ending and killing you. You can combine this archetype with Invulnerable rager. If you want to be able to do ranged attacks, this is your best bet. Use a bow, though, not thrown weapons.
Mounted Fury -- doesn't stack with other things, but this is useful if you think you'll get a chance to use a mount.
Armored Hulk -- if you like a high AC instead of DR/-, you can go this route.
There are a number of excellent rage powers, including the beast totem chain of powers, which give you claws and pounce eventually.

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I'd drop the hurling archtype. Yeah, it's flavorful but unless you're going to be a ranged barbarian or want to focus on throwing random stuff, it's not that great. Wildrager isn't bad, but I'd either have someone ready with a hold person or pick up Iron Will quickly. If you're just doing barb for a couple levels, don't rage every fight. Since you'll only have 10 rounds of it per day (without extra rage), it should be saved.
If you're going to move over to fighter, the THW is a good choice. Alternatively, you could use fighter as your dip but take the weapon master archtype instead to grab weapon training quicker.

Kairos Dawnfury |

If you plan on staying Barb, take the Totem warrior archetype in UC (I don't know the exact name). It's weird because it doesn't actually change any features, it just lets you take more than one of the totem chains and some DMs may not like you saying "Why wouldn't I be a Totem Warrior Barbarian?"(Beast Totem chain gives you Pounce once per Rage at 10th level)
Personally, I like Barb because I like being faster, and I feel fighter locks you into Fullplate.

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If you plan on staying Barb, take the Totem warrior archetype in UC (I don't know the exact name). It's weird because it doesn't actually change any features, it just lets you take more than one of the totem chains...
Barbarian--Totem Warrior: Does this archetype allow you to take more than one type of totem rage powers?
No, the line in Ultimate Combat is in error; a barbarian cannot select from more than one group of totem rage powers.
This error will be corrected in the next printing of Ultimate Combat.

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The most important feat for barbarians is Raging Vitality. Hold your nose and take it at 1st level.
For 25pt buy, try the 17,16,12,12,12,07 stat array, for:
STR:17(+2)
DEX:12
CON:16
INT:12 or 07
WIS:12
CHA:-7 0r 12
If skills are important in your campaign and/or you need the Combat Expertise chain at some point, start with higher INT; if the only skill your DM subjects your character to (aside from perception) are carousing skills in bars, start with higher CHA.

Kairos Dawnfury |

Kairos Dawnfury wrote:If you plan on staying Barb, take the Totem warrior archetype in UC (I don't know the exact name). It's weird because it doesn't actually change any features, it just lets you take more than one of the totem chains...FAQ wrote:Barbarian--Totem Warrior: Does this archetype allow you to take more than one type of totem rage powers?
No, the line in Ultimate Combat is in error; a barbarian cannot select from more than one group of totem rage powers.
This error will be corrected in the next printing of Ultimate Combat.
Good to know. Best not let the DM see this...

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Know who takes down Invulnerable Ragers easily?
Two Hasted, Invisible 9th-level I-TWF rogues flanking him.
....because he gave up Uncanny Dodge and Improved Uncanny Dodge. Since he can be surprised, he probably was, and won't be raging (yet) even after the rogues have gutted him again in the next round due to his probably far-lower INIT. Flat-footed/denied DEX, there's a good change he's eating forty or more d6s before he can do a damned thing.
See what I mean? The built-in self-nerf isn't apparent until giggling halflings are extracting your spleen; and it's way too late to reconsider a munchkin-trap archetype choice.

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Specific built twin enemies built to try to kill one person, who is magically completely unaware, that still have a hard doing so, suddenly makes it a weakness?
No.
Eventually, AC won't matter, and DR/- will prevail.
So, while Uncanny Dodge might have you spraying white gooey happiness, it doesn't top DR, which always comes into play.
Also, Rogue sucks.

Der Origami Mann |

So, while Uncanny Dodge might have you spraying white gooey happiness, it doesn't top DR, which always comes into play.
I also think that DR from the Invulnerable Rager is better than (Improved) Uncanny Dodge from the "standard" barbarian. Because you can get (Improved) Uncanny Dodge as a Feat and from other classes and there are better ways to get "not" hurt" as Uncanny Dodge, too. AND with DR everytime (!) when you get hurt, you take lesser damage.
-> Take a look in the Barbarian-Guides and the other Guides in the forum. You will see that DR is better ranked than uncanny dodge ...
The most guides rankes this Archetypes:
1. Invulnerable-Rager
Totem Warrior
2. Mounted Fury
Urban Barbarian
AND you can take a combination from Invulnerable-Rager + Totem Warrior + Urban Barbarian
EDIT:
- The "standard Barbarian get DR 1/- on Lvl 7, the Invulnerable Rage get it on Lvl 2.
- On Lvl 20 the standard Barbarian has DR 5/- and the Invulnerable rage has 10/- (20/- against nonlethal)
- For the Rage Power "Increased DR you need Barbarian Lvl 8+
btw.: In the lower Levels DR is verry, verry nice, because "1 DMG/hit" lesser is so much that the other players (and the DM) will hate you for this extraordinary ability *g*
Last month we (Lvl 6) had a situation with 30 "easy" foes which has ranged weapons. Everytime this 30 Foes hit us we take 1-3 DMG...
BUT my smile let the DM get angry, because he had vergotten the DR from my inv. rager ;-)

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Specific built twin enemies built to try to kill one person,Because that's the way every NPC rogue tag-team, ever in the history of the game, ideally operates?
who is magically completely unaware...You misspelled "forfeited the groovaliscious Uncanny Dodge chain like damned fool while wearing curly chest-hair & baby-oil armor".
Eventually, AC won't matter, and DR/- will prevail.*Ahem* ...two I-TWF 9th-level rogues are going to dish out 20 dice each every round if all four sneaks hit. That's raw 1dx[weapon]+4d6[sneak]. Doesn't count a thing else (like, for instance, a pair of Cold/Acid weapons cranking out another 8d6 potential per full-attack).
So, while Uncanny Dodge might have you spraying white gooey happiness, it doesn't top DR, which always comes into play.
Your DR is going to avoid more damage off forty dice than a CRB's barbarian's lower DR is going to negate off 8d6? ...I don't think so.
And let's not forget about the entire round the Invulnerable just stands there going "Da, wah?".
Also, Rogue sucks.
They certainly suck for a low-ACs barbarians who forfeits UD and IUD.
...that, of course, being my argument.
(And if you think they're bad, wait 'til you meet the ninjas.)

Der Origami Mann |

"Can get" and "automatically get" is the difference between maybe 2% and 100% when it comes to Invulnerable versus core builds I've seen here.
OK, but you can´t get (higher) DR as a feat. AND as blackbloodtroll says not all barbarians has a AC below 15, there are also Urban Barbarians with DEX 20+ ...
*Ahem* ...two I-TWF 9th-level rogues are going to dish out 20 dice each every round if all four sneaks hit.
OK there are rogues and ninjas ... but that are perhaps 2% of the foes in pathfinder. Btw.: Which CR has two Lvl 9 rogues? ... this lvl 10 rogue has CR 14, so I think 2 lvl 9 rogues perhaps has a CR from 20?

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I am sure your DM running super Rogues against your "tank" using bad tactics surely made it seem like the coolest power ever.
The numbers don't lie.
Every battle involving an enemy dealing physical damage, the DR will come into play.
Note: You can take both the Invulnerable Rager, and Urban Barbarian archetypes.
This means you can have a high AC Barbarian, with DR.
Wait, is that still not better that Uncanny Dodge?

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I remember an encounter with two 3rd-level rogues on either side of a doorway who bottled up a party of all higher-level PCs. The tank charged in and ate the AoO/sneaks...and promptly slipped and fell in the Grease zone the rogues had set up. They hit him again on their turns, then again when he tried to stand up. Other PCs meta-game "They're out of AoOs!" and move in...to Combat Reflexes.
It was ugly; there were four unconscious PCs at one point.

Der Origami Mann |

I understand your point of view, but the DR is (in the most situations) better then the uncanny dodge. And yes, the most Invulnerable Rager have a low(er) AC and no uncanny dodge, but every character have a problem with a 4 rouges sneaking attack ;-)
-->(...)
It was ugly; there were four unconscious PCs at one point.
Also, Rogue sucks.
;-)

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Wait, is that still not better that Uncanny Dodge?
No. I'll trade it all to never be surprised. (Took Urban Barbarian for ultra DEX? All DEX all the time finesse barbarian with Agile weapons? ...guess what you lose when you're surprised and flat-footed. DEX bonus to AC. So: Urban...good; Urban/Invulnerable...danger...)
If there was a feat in the game called "Extra Standard Action And Never Lose Your AC", you'd take it, wouldn't you? Damn right you would. Well, that's what never being surprised is.

soupturtle |
I think the OP will be immensely helped by 3 more pages of this...
Especially considering the fact that the OP wants to take barbarian levels as a dip, and thus will never even get any significant amount of DR, nor improved uncanny dodge...
Personally, for a two level dip, I'd probably take uncanny dodge over one point of DR, although uncanny dodge doesn't actually say you cannot be surprised, so it never gives any extra actions.As to the original topic: I'd stick with either the basic barbarian or urban barbarian. The difference between basic and urban is a matter of taste, but if your main class is going to be fighter you will probably rely at least partially on armor for your defense, so not losing AC while raging is good. As is not dying when your limited rage rounds run out (note that that's only a valid argument if your enemies do not attack unconscious characters much - as in that case being unconscious is saver than being alive on hit points from a con boost that's about to suddenly disappear).

Jodokai |

If there was a feat in the game called "Extra Standard Action And Never Lose Your AC", you'd take it, wouldn't you? Damn right you would. Well, that's what never being surprised is.
Except that "Never being surprised" can be done with a trait Defensive Strategist
Uncanny Dodge and Improved Uncanny Dodge will only help you in limited circumstances, DR will help you in ever fight (even those limited circumstances).

Der Origami Mann |

Except that "Never being surprised" can be done with a trait Defensive Strategist
Nice! THX, I didn´t know this feat and will perhaps take it with my inv. rager :-)

Time's Memory |
I think the OP will be immensely helped by 3 more pages of this...
I do appreciate everyone's input. This is my first PF campaign -- and we actually found we had been doing some stuff incorrectly in 3.5 (no one cheating, just a lot of assumptions that we knew the rules).
I went with a drunken brute/invulnerable rager. The drunken brute doesn't fit into my character story at all, but the group's alchemist wanted some frontline fighter who could benefit from a bunch of potions -- and I don't mind if that's me.
It might be a long time until I take level 2 in barbarian (and see any invulnerable rager DR). For now, I'm going to stay with two-handed fighter to get the feats and the archetype abilities. I'm going to get into full plate as soon as possible. The group's cleric is buffing my AC and there's an animated shield in the magic shop in our starting town. I'm going to try to keep my AC up to a decent number. The group's archer is becoming the main damage dealer and the paladin is the party leader -- so I'm trying to become a consistent frontline fighter who can stay up and hold the line while dealing good damage. The group's rogue is hoping I can be a flanking partner too.
Here is what I was planning on for feats (roughly) with level 1 in barbarian and the rest fighter. [I think the campaign is only going to 18th]. I might replace an Extra Rage with Toughness -- but I left a bunch there because it looks like raging brutality will burn a ton once I get it.
1 Weapon Focus (Greatsword)*
2 Power Attack*
3 Furious Focus* [replace later with Outflank*]
3 Raging Vitality
5 Weapon Specialization*
5 Extra Rage
7 Hammer the Gap*
7 Extra Rage
9 Improved Critical*
9 Extra Rage
11 Weapon Focus, Greater*
11 Extra Rage
13 Weapon Specialization, Greater*
13 Raging Brutality
15 Penetrating Strike*
15 Extra Rage
17 Greater Penetrating Strike*
17 Extra Rage

Der Origami Mann |

I went with a drunken brute/invulnerable rager.
(...)
1 Weapon Focus (Greatsword)*
2 Power Attack*
3 Furious Focus* [replace later with Outflank*]
3 Raging Vitality
5 Weapon Specialization*
5 Extra Rage
7 Hammer the Gap*
7 Extra Rage
9 Improved Critical*
9 Extra Rage
11 Weapon Focus, Greater*
11 Extra Rage
13 Weapon Specialization, Greater*
13 Raging Brutality
15 Penetrating Strike*
15 Extra Rage
17 Greater Penetrating Strike*
17 Extra Rage
I would prefer this:
I. Raging VitalityII. Power Attack + Furius Focus
III. Extra Rage
IV. Weapon Focus and Co.
Raging vitality (can) save your live when you are down, as a frontline fighter, you should take this feat first.
Power Attack is the damage-dealing feat, so take it verry fast If you want furius focus take it fast, because in the first levls you only have one attack (BAB < 6) and furius focus only count for your first attack.
Extra Rage powers (mostly) better than feats and with 2 Barbarian levels you "only" get 1 Ragepower. For example: Good what ails for, Knockdown Knockback, Roused Anger, ...
-> Perhaps take two more level of barbarian instead of taking Extra Rage with the extra fighter feat. You gain a rage power, 4 ragerounds and DR 1/- per 2 Barbarian lvl. And the better barbarian rage powers on higher level, too...
Weapon Focus and Co. are nice, but don´t take it in the first (1-6) levels, because you don´t know which treasure you will find and it´s terrible, if you find a +3 keen weapon that nobody want´s and you haven´t "focused" ;-)
What about your Traits?
Perhaps you should take Berserker of the society for 3 additional ragerounds, because you can not take every round a alcoholic drink for more rage rounds ;-)

Time's Memory |
I thought about getting a second level in barbarian and taking Lesser Celestial Totem (While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.)
That fits with my character growing up in a church/temple, but going a different direction in life than a cleric (I'm still a sucker for flavor). We've got a paladin and a cleric in the party and a wizard who can cast cure lights as some part of a racial ability, so plenty of magical healing.
The second level would get me DR 1/- from invulnerable rager and put my feats from fighter back on even levels.
Is that worth it to have all of my fighter feats (spec, greater focus, greater spec) pushed back by two levels instead of by just one?
And I didn't know about the trait berserker of society when I made my character, or I would have gotten it. Maybe if I bring good enough snacks the GM will let me switch.

Der Origami Mann |

Is that worth it to have all of my fighter feats (spec, greater focus, greater spec) pushed back by two levels instead of by just one?
Good question, but I am not sure. (I think) It´s a point of view and the difference between multiclassing and class-dip
And I didn't know about the trait berserker of society when I made my character, or I would have gotten it. Maybe if I bring good enough snacks the GM will let me switch.
Every Character get´s 2 Traits on 1 Lvl you should take them - they are free ;-)
And take the Accelerated Drinker trait if potions are coming your way free all the time.

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Yeah; there are way more Extra Rages in there than he'll ever use (like, probably all of them).
And take the Accelerated Drinker trait if potions are coming your way free all the time.
Nevermind Accelerated Drinker (Drunken Brute gets that built in to the archetype).
...I plan on taking most of my levels as a two-handed AT fighter.
I am not a fan of that archetype (I'd rather be core barbarian or core fighter or really any mix of the two.) You're also losing a hitpoint every dip out of barb.
Consider a mixed F/B(mostly) who uses reach weapons and the Reckless Abandon rage power. Take Quick Draw as a feat near BAB6 so you snap off arrows when your main melee attack dropped a solitary nearby opponent. Combat Reflexes generates extra attacks, especially while Enlarged. Do not overlook the importance of Raging Vitality.
Synergistic non-melee dip: Cleric [Kurgess(Community/Travel)] -- never be fatigued ever again.

AndIMustMask |

to note for your choices, urban barbarian is a nice choice since it can choose between controlled rage and normal rage, which combined with the usual rage-loop options can make for a very versatile switch hitter (dex controlled rage for ranged attacks, swap to regular rage for melee).
also raging vitality, while totally awesome, isn't actually required to play a barbarian--and before raging vitality folks get upset, here's an example build that doesn't have it that's more than fine.
2HF has flat-out amazing damage in melee (thanks to weapon training, overhand chop, and backswing mostly), which is fine if that's your aim. combine it with the hurler AT, the charging hurler and imp. charging hurler (feats) and/or hurling charge (rage power), two handed thrower (feat), a belt of mighty hurling (or the greater version later), and you can chuck throwing returning claymores like a boss.

Der Origami Mann |

Nevermind Accelerated Drinker (Drunken Brute gets that built in to the archetype).
Correct - I meant this trait: Fortified drinker to get an other +2 on saves against mind-affecting effects.
Without the Urban Barbarian controlled Rage this trait can also be nice: Coherent Rage