Dwarf Barbarian for PFS play.


Advice


Hey all,
I'm looking to play a Dwarf Barbarian for tonight's Pathfinder society. This is a total rebuild so i will be playing at 2nd level.

So what i'm looking for from the forum is alot of help building this guy. What i want is a Big Damage dealer who can take tons of hits for the group and shrug off status effects and still be fun and useful outside combat. Almost all of the PFS groups i've played with have had next to no melee PC's. I will be the frontline and need to lay waste to mine enemies.

I started tooling around with a human barb but i have been playing a Human Paladin(my back-up if i can't get this guy done today) and i find Dwarves to be really cool so wanted to break from my usual norm.

PFS Legal Build. I hate to be a build it for me type but i really don't know how/where to start. Thanks to all.


Invulnerable Barbarian with superstitious power attacking with a two handed weapon of choice is the usual way to do it, if I remember right.


Dwarf, Invuln. Barb with Waraxe 2-handed?
Feat 1. Raging Vitality (Lvl 1)?
Rage 1. Superstitious (Lvl 2)?
Feat 2. Power Attack (Lvl 3)?

Quick work up.
Raging Version-

Spoiler:

Unnamed Hero
Male Dwarf Barbarian (Invulnerable Rager) 2
CN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 8 (+2 Dex)
hp 31 (2d12+12)
Fort +9, Ref +2, Will +4; +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies', +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Dwarven waraxe +7 (1d10+6/x3) and
. . Unarmed strike +6 (1d3+4/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks hatred, rage (14 rounds/day), rage powers (superstition +2)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 22, Int 8, Wis 15, Cha 10
Base Atk +2; CMB +6; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Raging Vitality
Traits Berserker of the Society, Zest for Battle
Skills Acrobatics +6, Appraise -1 (+1 to determine the price of nonmagic items with precious metals or gemstones), Craft (blacksmith) +1, Knowledge (nature) +3, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +6
Languages Common, Dwarven, Hallit
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Darkwood Composite longbow (Str +3), Masterwork Dwarven waraxe, 1057 GP
--------------------
TRACKED RESOURCES
--------------------
Rage (14 rounds/day) (Ex) - 0/14
--------------------
Special Abilities
--------------------
Berserker of the Society +3 rounds of Rage a day.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Superstition +2 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Non-Raging
Spoiler:

Unnamed Hero
Male Dwarf (Kellid) Barbarian (Invulnerable Rager) 2
CN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 25 (2d12+6)
Fort +6, Ref +2, Will +2; +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Dwarven waraxe +5 (1d10+3/x3) and
. . Unarmed strike +4 (1d3+2/x2)
Ranged Darkwood Composite longbow (Str +3) +3 (1d8+2/x3)
Special Attacks hatred, rage (14 rounds/day), rage powers (superstition +2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 16, Int 8, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Raging Vitality
Traits Berserker of the Society, Zest for Battle
Skills Acrobatics +6, Appraise -1 (+1 to determine the price of nonmagic items with precious metals or gemstones), Craft (blacksmith) +1, Knowledge (nature) +3, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +6
Languages Common, Dwarven, Hallit
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Darkwood Composite longbow (Str +3), Masterwork Dwarven waraxe, 1057 GP
--------------------
TRACKED RESOURCES
--------------------
Rage (14 rounds/day) (Ex) - 0/14
--------------------
Special Abilities
--------------------
Berserker of the Society +3 rounds of Rage a day.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Superstition +2 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Human Version- A tad more flavorful but could go more "OP".
Spoiler:

Unnamed Hero
Male Human (Kellid) Barbarian (Invulnerable Rager, Beast Totem) 2
CN Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (2d12+10)
Fort +5, Ref +2, Will +1; +1 trait bonus vs. arcane spells
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +5 (1d3+3/x2)
Special Attacks rage (8 rounds/day), rage powers (reckless abandon [+/-1])
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Power Attack -1/+2, Tribal Scars (Night Hunt)
Traits Hard to Kill, Superstitious (Kellid)
Skills Acrobatics +6 (+10 jump), Climb +7, Intimidate +3, Knowledge (nature) +4, Perception +8, Survival +9; Racial Modifiers +1 Survival
Languages Common, Hallit
SQ fast movement +10, heart of the wilderness +1
Other Gear 1387 GP
--------------------
TRACKED RESOURCES
--------------------
Rage (8 rounds/day) (Ex) - 0/8
--------------------
Special Abilities
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Superstitious (Kellid) +1 on saving throws against arcane spells

Silver Crusade

The down side to keep in mind with Superstitious is that you have to make saving throws against friendly magic, too. So you'll only get half healing in battle, and you'll be immune to most buffs.

You don't need Raging Vitality right from level 1. I'd go with Power Attack and Furious Focus as your first two feats, so you can use PA without penalty on the first attack. Just be sure to pick up Raging Vitality by level 5 or so, and you should be fine.

Also, looking at your stats, I think you're spending too many points on wis and cha. You're a dwarf - play it up! Why spend points on an average (by human standards) charisma? That extra +1 on diplomacy won't get you very far, but if you settle for 14 wis and 8 cha, you can boost your strength to 16 immediately, or spend those extra build points on a higher constitution.


There are plenty of examples of barbarian builds on the forums, just do a quick search for "barbarian build" at the top right in the advice threads. I'm sure you'll find something you like that is already put together.

Shadow Lodge

ezrider23 wrote:

Str 15, Dex 14, Con 16, Int 8, Wis 15, Cha 10

Base Atk +2; CMB +4; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Raging Vitality
Traits Berserker of the Society, Zest for Battle

Not sure why 4 build points are sitting there uselessly in CHA....

Try the 15,14,14,14,12,07 array for....

STR:15(19 raging)
DEX:14
CON+16(20 raging)
INT:14 (or 12)
WIS+12 (or 14)
CHA-05

...you will be ugly as sin, but this doesn't matter so much in PFS

Here's a cheesy quadruple multiclass build I once went with in PFS (front loads a lot at lower levels because PFS caps at 12th anyway):

01 barb1 Combat Reflexes
02 cler1 Kurgess(Community/Travel)
03 caval1 [gendarme:(Power Attack)], Raging Vitality
04 figh1 Quick Draw
05 figh2 Pushing Assault, Steel Soul
06 barb2 [Reckless Abandon+1]
07 barb3 Vital Strike
08 barb4 [Reckless Abandon+2][...pick a RAGE POWER]
09 ...etc

Main weapons: bardiche; composite longbow, shortsword (for grapples).

...when I played him, I started with no armor, a 0gp sling and a 0gp greatclub (saving money for masterwork equipment). The first couple mods, I wore armor taken off corpses.

"Yeah; well, I had to hawk everything to pay the fine to get out of jail."

(Sometimes my barbarian was the only source of healing at the table, aside from potions. Everybody loaned their happy-sticks to me.)

Funny anecdote: he had the highest fort-save I've ever seen, but I remember spending two-thirds of one mod snoozing after rolling 1s in the first round of separate encounters versus a sleep-poison and some other damned thing later one.


For shrugging off status effects, Scarred Rager (Ult. Combat) is the bomb. It even allows Rage Cycling from Level 1.
You're a Dwarf, you're a Barbarian, you will be good at taking big hits no matter what.
Don't dump INT and you will have plenty of skills just from being a Barbarian, so you can put Favored Class into HPs.
(or the Dwarf option is bonus Rage Rounds)
I would not go with Superstition as a Dwarf, if you pick up Steel Soul (APG) your Saves vs. Spells get even stronger.
Superstition doesn't even stack with the normal Rage Morale bonus to Will Saves, and starts out at the same bonus (+2).
There's even a Trait to boost your Hardy (Magic/Poison) Saves further:
Glory of Old, requiring you own Dwarves of Golarion Companion to use in PFS.

Adv Race Guide has the Goblin/Orc/Giant Cleaver Feat chain that lets you ignore the adjacency limitation of Cleave.
Going with Power Attack->Cleave as soon as you can could get you into those quickly if you want to.

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