Sylph Barbarian


Advice


Over the past few days, I've been perusing this board heavily looking for cool Sylph characters and trying to build my own. Thing is, if my GM would say "You can play a Sylph, but only as a Fighter or Barbarian", I would still jump at the chance to play one.

For me, the race is more important than the Class. And in thinking about it, I came to the belief that anyone who plays a race from Advanced Race Guide would probably be playing more for the race than Class as well (with the extreme optimization players of course, who find the perfect race for their perfect class :P)

So, I'm thinking of building a Guide, like those made for the Classes, but for my favorite race, starting with the Barbarian. Obviously the Barbarian would be red/bad as a choice, but hoping to at the same time show the most viable/optimized way to build a Sylph for any class... even a Barbarian.

My initial thoughts for Barbarians is speed and level 9 Fly. A Sylph Barbarian could move at a move-rate of 120 with some effort in the right circumstance... (30 racial move, +5 racial trait move Like the Wind, +10 barbarian move, +15 from 3x Swift Foot Rage Power, double movement for chasing down someone running away No Escape Rage Power).

I'm thinking a small ball of speed and fury as a barbarian. Likely Beast Totem powers, maybe stacked (thematically) with Elemental powers for bonus damage.

Obviously this only works with Weapon Finesse, since you'd be dependent on Dex, and would need too many points into Con to have much Strength left over. A little spitfire wolverine who depends on the sharpness of her claws over the power of her hit.

Would love some input as I begin with this particular class. :)

Grand Lodge

First off, why would any DM restrict a race to two classes?

Now, I suggest an Urban Barbarian dex focused PC is the way to go.

Dervish Dance, or an Agile weapon will be a must.


Dex based Urban Barbarians (who can rage with dex instead) are both quite viable and quite horrible to see coming. Suddenly you hit more often and are more difficult to hit. Always funny. Agile weaponry will also be your best friend.


Not saying any DM would, BBT, just saying if he did, I'd still jump at the chance to play a Sylph. ;)

And yeah, Urban Barbarian looks pretty cool... though would lose the nice bonus movement.

Grand Lodge

That bonus to dex, is really worth that movement.


Ok, I remember Agile Weapon being the allowance of Dex in place of Str for damage, but I can't find it in the books.

Also, Dervish Dance, isn't that a Bard thing? o.O


Yeah, with +2int/+2dex/-2con, I'd say they are quite suited for the witch and wizard classes, and indeed their racial wizard archetype is quite decent. Greater Invisibility as an EX ability is good, as is spontaneous divination (though the arcane bond is probably better, you can get it via feats).

That said, the ability to gain supernatural flight in light or no armour, does go well with a barbarian (even if that -2con doesn't). A constant flight speed of 35 is quite good. Of course, this would also help anyone that don't plan to wear medium or heavier armour tremendously.


Sphynx wrote:

Ok, I remember Agile Weapon being the allowance of Dex in place of Str for damage, but I can't find it in the books.

Also, Dervish Dance, isn't that a Bard thing? o.O

It's both a feat, and a Bard archetype.


Which book please?

Grand Lodge

Pathfinder Campaign Setting: The Inner Sea World Guide


Sphynx wrote:

Which book please?

http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/dervish-dancer

http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/dawnflower-dervish

http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat

So, Ultimate Combat, Inner Sea Magic and The Inner Sea World Guide.

Shadow Lodge RPG Superstar 2010 Top 8

3 people marked this as a favorite.
Sphynx wrote:

Which book please?

The agile weapon property is from Pathfinder Society Field Guide. Link

(Also, as the guy who wrote the Sylph section of the ARG, I think this thread is awesome!)


Ok, so Strength is actually a Dump Stat for a Sylph Barbarian. :P

Lowering it to 8 will do no real harm to the character. Similar with Charisma and Wisdom. Low skills means a decent Int might be desirable, but even that can be dumped a bit. So, you have as many as 16 dump points if you didn't mind low saves...

That makes a 16 Con and 20 Dex possible, though 14 Con and 18 Dex would allow a more balanced character at 20 points. Dumping just allows some fluctuation in those numbers or bonus skill points if desired...

Ok, gonna start working on a complete Rage Power list and Archetypes. :)


Benchak the Nightstalker wrote:


(Also, as the guy who wrote the Sylph section of the ARG, I think this thread is awesome!)

Awesome, that makes you one of my heroes. Very nicely done. ;)


I would really advise against dumping strength, a strength of 8 will harm the character, as you still need to carry your armour and weapon(s), plus you might not have anyone to carry your other gear. A light load for a character with a strength of 8 is only 26lbs or less. A chain shirt, the best light armour there is, is 25lbs...
I'd say around 11 is required for anyone wanting to wear armour and fight with a weapon. And the absolute minimum for a barbarian with a scimitar would be 9 (a scimitar plus a chain shirt is 29, capacity is 30).

Grand Lodge

Muleback Cords.

Really, to keep within the max dex bonus, the Armor will need to be light anyway.

8 strength is fine.


blackbloodtroll wrote:

Muleback Cords.

Really, to keep within the max dex bonus, the Armor will need to be light anyway.

8 strength is fine.

Yes, every 1st level character has 1000gp to spare, and every 2nd level character want to spend all their wealth on one item (depending on your GM's interpretation of certain traits, he might have something left over).

Besides those obvious flaws, not every character want to more or less permanently lose a magic item slot, especially not one that clashes with cloak of resistance.
Strength 8 is not a good idea, but then again, not all groups bother with encumbrance.


Those will be factors I include into the guide Leisner, but as a race with a -2 Con in a Class where Con is the most important attribute, it's important to list all possible ways to maximize.
.
.
My current recommended stats are:


  • Epic Fantasy (25pts)
    [list]
  • Str: 13 (3pts)
  • Dex: 19 (13pts)
  • Con 15 (13pts)
  • Int: 12 (0pts)
  • Wis 8 (-2pts)
  • Cha: 8 (-2pts)

  • High Fantasy (20pts)
    • Str: 10 (0pts)
    • Dex: 19 (13pts)
    • Con 15 (13pts)
    • Int: 10 (-2pts)
    • Wis 8 (-2pts)
    • Cha: 8 (-2pts)

  • Fantasy (15pts)
    • Str: 11 (1pt)
    • Dex: 18 (10 pts)
    • Con 14 (10pts)
    • Int: 10 (-2pts)
    • Wis 8 (-2pts)
    • Cha: 8 (-2pts)

  • Low Fantasy (10pts)
    • Str: 8 (-2pts)
    • Dex: 16 (10 pts)
    • Con 14 (10pts)
    • Int: 8 (-4pts)
    • Wis 8 (-2pts)
    • Cha: 8 (-2pts)

    [/list]

    Identifying STR as a dump stat doesn't mean we dump it by default, just that in a game where numbers are tighter, it's an option. ;)


  • Hmmm.... Rage Powers are nearly finished. Basically though, most of the Rage Powers are Red or Orange with minor exceptions. Instead of commenting on each Rage Power, thinking of just posting the Rage Powers that might be actually useful...

    The 3 Beast Totems are all interesting from what I read, not just because they are sweet mechanics, but because they're thematic for the raging-wolverine type that a Barbarian Sylph would be. Since I'll be recommending 3 Archtypes (Totem Warrior, Invulnerable Warrior, and Urban Warrior), the Increased Damage Reduction and Superstition Rage Powers seem like good choices as well.

    Other than those (those are Blue in my book), the others would be stuff like Knockback, Knockdown, Spell Sunder, Lesser Elemental Rage, Elemental Rage, Eater of Magic, Witch Hunter, and Unexpected Strike.

    While not necessarily "glass canons", I'm thinking to discourage some of the "blue" Rage Powers of the previous Guides, and state that the Sylph Barbarian should avoid Rage Powers that make it easier to be hit and take more damage.

    Also thinking of identifying 2 basic combat styles IF their GM allows for non-prd material (Agile Weapons or Scimitar Based Dwervish Dancing). One being the weapons, the other being just Claws/Unarmed. The 2nd obviously does a lot less damage, but are a good alternative if certain weapons/feats aren't available.

    Anyhoots, any Rage Powers you think I missed?


    at 12th Come and Get Me would be amazing for such a barb. Your huge Dex will give a ton of attacks of opportunity each round with combat reflexes. Add in Dazing Assault.


    EVERY barbarian has beast totem. Growing claws is not barbarian its animal, girly and just plain ugly and unhygienic!

    If it was adamantine swords growing out your arms I would reconsider!

    If your going a dex build you can actually be a REAL barbarian - unlike all the beast totem clones wearing mass produced celestial armor you can be a bare chested hero of old instead of a storm trooper.
    The guides are often short sighted and narrow minded.

    If you combine savage and urban archetypes you can really focus your on the STAT you need and start with a dex easily of 18. AC = 2 shield, 4 dex for 16 while showing those pecs. 18 if raging (dex rage) and with weapon finesse + 7 to hit to boot. Not bad for 1st level.
    Bonus: we all know how good initiative is and dex = initiative.

    By 10th with savage barbarian and two stat boosts to dex your AC = 2 shield, 5 dex, 2 dodge, 2 nat armour for base AC of 21 a quick mage armour and with a mere 17,000 for a + 4 dex item and + 3 shield makes a 30, 34 when raging and at 11th you get a +2 dex from greater rage. With the wealth you save on armor your items can be substantially better.
    Best is you can still walk round showing your pecks AND hit easier than anyone else through weapon finesse.

    Your dex will be higher than ANY armour can handle.

    You will have attacks of opportunity up the wazoo and your 12th level rage power should be 'come and get me'.

    As for totems and other rage powers now for once these decisions are up to you. Congrats your now not one of those specially schooled, party line, plastic, robot, production line barbarians!

    Celestial 2 give great healing from even the weakest party healing and leaves plenty of rage powers free for anything you fancy - as we adveture in parties it also makes much more sense than superstitious where you resist your allies spells and realistically would be trying to slay any casters in your party and those you meet. That said as a bare chested real barbarian superstition is more sensible than some ponce in silver plate armour being superstitious.

    World serpent 2/6 gives some AC and resistance vs outsiders and abberations if your playing low magic or campaign is heavy with them - the equal opportunity DR penetration here is also great.

    Chaos 2/6/10 is very real for a true barbarian and gives resistance vs lawful copycat types if you lack some deflection and resistance items, some immunity to crits and sneak attacks and 1/2 level DR .. great cause you traded that out for AC in this build. Not bad swapping DR for AC any day, especially if you get better DR in trade anyway!

    But really any are free, even those rage powers that are cool but don't fit into the schooling of some - scent, unexpected strike, sprint, s.foot, lesser hurling, charging hurler (dex is good for ranged so with quick draw or just lesser hurling you can be quite the switch hitter and power attack works on lesser hurling AND melle!

    Tieflings are also good for this build. They cannot fly but do get +2 natural armour at 1st which makes you pretty unhitable while parading round in your jocks for most of the early levels with the savage archetype in the mix.

    Shadow Lodge

    Benchak the Nightstalker wrote:
    Sphynx wrote:

    Which book please?

    The agile weapon property is from Pathfinder Society Field Guide. Link

    (Also, as the guy who wrote the Sylph section of the ARG, I think this thread is awesome!)

    So can you get them to allow more Sylphs into Society play?

    Scarab Sages

    I'd keep STR at 13 and lower DEX slightly to pay for it if needed. Then use a whip and take whip mastery feats. 15 ft reach is very nice when you are 15 feet above your target. Damage is not good, but if you get an agile whip and power attack it is passable, and you have great battlefield control. Then, if your GM allows it, the Pain Taster PRC will bring the damage up.

    Shadow Lodge RPG Superstar 2010 Top 8

    thistledown wrote:
    Benchak the Nightstalker wrote:
    Sphynx wrote:

    Which book please?

    The agile weapon property is from Pathfinder Society Field Guide. Link

    (Also, as the guy who wrote the Sylph section of the ARG, I think this thread is awesome!)

    So can you get them to allow more Sylphs into Society play?

    I wish I could, I'm looking for a sylph boon myself!


    Imbicatus wrote:
    I'd keep STR at 13 and lower DEX slightly to pay for it if needed.

    Why?


    insaneogeddon wrote:


    If you combine savage and urban archetypes you can really focus your on the STAT you need and start with a dex easily of 18.

    You will have attacks of opportunity up the wazoo and your 12th level rage power should be 'come and get me'.

    Agreed. :P

    Scarab Sages

    Sphynx wrote:
    Imbicatus wrote:
    I'd keep STR at 13 and lower DEX slightly to pay for it if needed.
    Why?

    Power Attack. If you are a finesse build, it's a great way to add damage to your attacks, even if you are using an agile weapon or dervish dance.


    Imbicatus wrote:
    Sphynx wrote:
    Imbicatus wrote:
    I'd keep STR at 13 and lower DEX slightly to pay for it if needed.
    Why?
    Power Attack. If you are a finesse build, it's a great way to add damage to your attacks, even if you are using an agile weapon or dervish dance.

    No point. If you're dervish dancing/finessing, you're using a 1-hander, so you get +2/-1 tradeoff. You may as well use Piranha Strike, which has no strength pre-req.

    Related, to the OP, you're probably going to have a starting dex of about 18, and which will be Raged up to +22. By mid levels, you'll be sporting a +4 dex belt, +2 or +3 to your dex score, and you'll have a modifier somewhere around +9.

    Regardless: Celestial Plate Armor is your friend. It will allow you to take advantage of 9(!) base armor and 6(!) dex, which is amaaaazing. And it counts as medium armor. In sum, your AC will be 10+9(plate)+3(enhancement)+6(dex) = 28 AC before you take into account natural armor, deflection or dodge bonuses.

    That is sick. Get Celestial Plate Armor as soon as you can afford it.

    -Cross


    Crosswind wrote:
    And it counts as medium armor.

    So then... no Wings of Flight. Kinda defeats one of the main reasons to play a Sylph Barbarian over any other race Barbarian...


    Sphynx wrote:
    Crosswind wrote:
    And it counts as medium armor.
    So then... no Wings of Flight. Kinda defeats one of the main reasons to play a Sylph Barbarian over any other race Barbarian...

    Err. I mean, that's flight 1/day. And it's not the important part of the armor. The important part is the colossal dex bonus you can apply while gaining full +9 base armor bonus and keeping medium armor.

    I don't think it interferes overmuch with your concept. It's just a way to transition your enormous dex bonus into nigh-unhittability.

    -Cross

    Scarab Sages

    Crosswind wrote:
    Imbicatus wrote:
    Sphynx wrote:
    Imbicatus wrote:
    I'd keep STR at 13 and lower DEX slightly to pay for it if needed.
    Why?
    Power Attack. If you are a finesse build, it's a great way to add damage to your attacks, even if you are using an agile weapon or dervish dance.

    No point. If you're dervish dancing/finessing, you're using a 1-hander, so you get +2/-1 tradeoff. You may as well use Piranha Strike, which has no strength pre-req.

    -Cross

    Two things: Piranha Strike isn't available in all games, and even if it is, Dervish Dance doesn't work with it. Dervish Dance lets you treat a Scimitar as a one handed piercing weapon, but Piranha Strike requires a light weapon.


    Imbicatus wrote:
    Crosswind wrote:
    Imbicatus wrote:
    Sphynx wrote:
    Imbicatus wrote:
    I'd keep STR at 13 and lower DEX slightly to pay for it if needed.
    Why?
    Power Attack. If you are a finesse build, it's a great way to add damage to your attacks, even if you are using an agile weapon or dervish dance.

    No point. If you're dervish dancing/finessing, you're using a 1-hander, so you get +2/-1 tradeoff. You may as well use Piranha Strike, which has no strength pre-req.

    -Cross

    Two things: Piranha Strike isn't available in all games, and even if it is, Dervish Dance doesn't work with it. Dervish Dance lets you treat a Scimitar as a one handed piercing weapon, but Piranha Strike requires a light weapon.

    Well noted. Agile weapon away, OP!

    -Cross


    Crosswind wrote:
    Sphynx wrote:
    Crosswind wrote:
    And it counts as medium armor.
    So then... no Wings of Flight. Kinda defeats one of the main reasons to play a Sylph Barbarian over any other race Barbarian...

    Err. I mean, that's flight 1/day. And it's not the important part of the armor. The important part is the colossal dex bonus you can apply while gaining full +9 base armor bonus and keeping medium armor.

    I don't think it interferes overmuch with your concept. It's just a way to transition your enormous dex bonus into nigh-unhittability.

    -Cross

    You misunderstood me boss. Wings of Flight is a Feat that Sylphs get granting them at-will Fly. They can't use that with Medium Armour, and Wings of Flight is one of the reasons to play a Sylph Barbarian over some other Race's Barbarian. This isn't a general Barbarian Guide, it's intended purely for the Sylph race. Grounding a Sylph makes it not really a Sylph. :P


    Sphynx wrote:
    Crosswind wrote:
    Sphynx wrote:
    Crosswind wrote:
    And it counts as medium armor.
    So then... no Wings of Flight. Kinda defeats one of the main reasons to play a Sylph Barbarian over any other race Barbarian...

    Err. I mean, that's flight 1/day. And it's not the important part of the armor. The important part is the colossal dex bonus you can apply while gaining full +9 base armor bonus and keeping medium armor.

    I don't think it interferes overmuch with your concept. It's just a way to transition your enormous dex bonus into nigh-unhittability.

    -Cross

    You misunderstood me boss. Wings of Flight is a Feat that Sylphs get granting them at-will Fly. They can't use that with Medium Armour, and Wings of Flight is one of the reasons to play a Sylph Barbarian over some other Race's Barbarian. This isn't a general Barbarian Guide, it's intended purely for the Sylph race. Grounding a Sylph makes it not really a Sylph. :P

    OH. I did totally fail to understand you. Probably because d20pfsrd.com calls that wings of air. Makes total sense. May I recommend you instead to your standard celestial armor, which remain glorious, wonderful, and full of AC, albeit 2 AC less than you might have possessed otherwise?

    -Cross


    Sphynx wrote:

    Ok, so Strength is actually a Dump Stat for a Sylph Barbarian. :P

    Lowering it to 8 will do no real harm to the character. Similar with Charisma and Wisdom. Low skills means a decent Int might be desirable, but even that can be dumped a bit. So, you have as many as 16 dump points if you didn't mind low saves...

    That makes a 16 Con and 20 Dex possible, though 14 Con and 18 Dex would allow a more balanced character at 20 points. Dumping just allows some fluctuation in those numbers or bonus skill points if desired...

    Ok, gonna start working on a complete Rage Power list and Archetypes. :)

    You know, if you are already working with a 'nonoptimized' race, why should you work trying to get optimized stats? Why must everyone try to get to 20? Why must every race with a dex bonus have to do weapon finesse. Dwarves only have a bonus to CON and they don't have to be CON based to be considered good fighters.

    You can work with STR just fine using point buy. And really, for most barbarians, that is the most important stat. Your penalty to con might be a bit worrying, but here is a bit of a misconception: barbarians do not need that much CON. It only gets added once, and that is only for rage rounds. You end up getting much more from leveling up. So a 14 (after racials) should not be that bad. The bonuses to DEX and INT can be used to help bolster less important stats. So maybe dump int, put a couple of points into dex so you have 14 (after racials), and you will be fine. While I can't say much on CHA, you might not want to dump WIS though. You do not want to be the one failing your will save and charging at your teammates, now do you? (although....).

    Overall, unless you go ranged, I am not sure I could advice a DEX build. The problem with it is that barbarians have no way of adding damage to each hit other than boosting STR. While a boost in DEX would do more damage with agile, you have to get an agile weapon first. What are you going to do before you scrounge up the money? What happens if someone uses sunder? Plus, it only applies to light weapons, rapier, and the elven curved sword. There is also dervish dance, but you have to one hand for that. Most of those are rather poor for damage unless you have a bonus to damage to each hit(sneak attack, favored enemy, smite, various fighter things). This is just the reality of the damage system in the game.


    Lemeres that is because Dexterity in this case covers another important aspect of what it means to be a melee character. Normally Dexterity is the attribute of evading hits and aoes, the attribute of skills like stealth and fly. Yet it is rarely the source of hitting [u]and[/u] damage for a melee character that isn't using the Dervish Dance.

    Spoiler:
    One day I decided to create a monk as a simple idea of how high his damage and strength could get. I wound up making Jopo. A Tengu monk (master of many styles) 10, barbarian 2, alchemist 2 (Rage Chymist), rogue 3, druid 2 (Lion Shaman), Fighter 1. His only three stances were Dragon, Crane, and Tiger. He could go from 22 STR to 34 STR in a single round. Dragon style made it so his first unarmed strike always hit with for 1 & 1/2. Vital Strike or Tiger Style with Tiger Claws complemented it.

    I could go on about what he could do with such a high strength but the point is: He had a low AC score because he was cheesed up to be this Tengu Monk who could deal only high damage. So although he had the potential to one shot the big bad he also was an easy target for any attack.

    Which is why I have to say even I am envious of the Barbarian who can have a good ac and good damage without having to invest much into STR.


    Yes, that is a problem with a monk, but does a barbarian experience the same problems? Sure, their AC may be low, but they are practically damage sponges, especially with the possibility DR starting from second level. Plus, armor is an actual option for them. Even medium armors.

    And part of my problem with this is that it takes either the cost of a +2 weapon or two +1 weapons. It takes until level 4 or 5 for most characters to afford that, and that is using just about everything they own for that sole purpose. Compare that to the STR based barbarian, who are the kings of level 1 even if they only used a free club because of their strength damage that one shots just about everything by itself. Compare this with a dex barbarian with the suggested strength. Also note: you are not a spell caster or skill monkey. So what is your role in the party until you find that agile weapon

    Sure, dervish dance is a bit more tenable, but that is still level 3 if he doesn't take a level of fighter. And that still runs into the problem that one handing a weapon tends to do less damage. I am particularly looking at how stat mods are added to damage with two handed weapons and the use of power attack.

    Now, am I entirely against DEX characters? No, but this thread started from the idea that sylphs should not be relegated into certain classes just to be viable. Plus, I will admit: people are always looking for ways to get around needing strength. That does bug me, but that doesn't invalidate anything else I said.


    lemeres wrote:


    You know, if you are already working with a 'nonoptimized' race, why should you work trying to get optimized stats? Why must everyone try to get to 20? Why must every race with a dex bonus have to do weapon finesse.

    Two things... :P

    1st, we're finding that Sylphs are optimized for Barbarians, if done right.

    2nd, Because this is an optimization guide... it's kinda the whole point.

    If a person does as you suggest, and gets that 14 Con, that's 10 points already. It not only, doesn't leave much for other stats, but doing Strength instead of Dex kills off one of the advantages of being a Sylph. If there wasn't an optimized way to use a racial bonus, then of course we'd be looking at Strength.

    Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Sylph Barbarian All Messageboards

    Want to post a reply? Sign in.