| breakerofworlds |
Recently my 12th level ranger got turn to stone then disinegrated, Alis he will be missed now time for the fun his replacement.
I have never been good at buliding a barbarian the can live trough more then a handful of encounters but starting at lvl 12 should open up some options. We roll stats and the dice gods smiled on me 17,17,17,16,13,13.
I'am leaning towrds a cagm invul rager style. the only things really kinda set is human so bonus to superstion and heart of the fields, skill focus intimatdate, antongize feat, and spell sunder power. everything else kinda open right now.
Like i said most my barbars have died quick. So can someplease explain how to rage cycle its a term I have read on here but have never lived long enough to use. Also any other help with equipment or feats and rage powers are greatly appericated. Thank you.
| drbuzzard |
Well this barb build isn't really as damage focused as it could be, but it is tough as nails. Also, it does have rage cycling built in.
Rage cycling means using a once per rage power, then shutting down rage and starting it again. You need the ability to ignore fatigue to do this. Barbarians get this as a class ability (Tireless Rage) at 17th level. You can also pull it off using potions of lesser restoration. However the best, and cheesiest method is to take a level of oracle and use the lame curse which makes you immune to fatigue eventually (and progresses with other class levels).
This build is an example. You can choose a better weapon for damage (Dorn-dergar is chosen so you can fight at 10 and 5 foot ranges). It takes advantage of rage cycling cheese for strength surge, spell sunder, and bolstered resistance. With the metal mystery power he actually moves faster (slightly) than your average dwarf barbarian. He has a pile of HP, good DR most of the time (7) and can pump that to 14 when he really needs to.
If you wished to choose a more common weapon, you could get rid of darting viper and grab steel soul to pump your saves a bit higher.
Colby the Irate
Dwarf Barbarian (Invulnerable Rager) 11 Oracle 1
CG Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 20, touch 12, flat-footed 17 (+8 armor, +3 Dex)
hp 205 (11d12+1d8+120)
Fort +21, Ref +11, Will +14; +4 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 14/lethal, 7/—; Immune fatigue; Resist fire 2, extreme endurance (fire)
Weakness oracle's curses (lame)
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Offense
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Speed 45 ft.
Melee +1 Furious Adamantine Dwarven dorn-dergar +20/+15/+10 (1d10+25/x2)
Special Attacks hatred, rage (41 rounds/day), rage powers (increase damage reduction, increase damage reduction, spell sunder, strength surge +11 [1/rage], superstition +4, witch hunter [+3])
Oracle Spells Known (CL 1):
1 (3/day) Remove Fear, Cure Light Wounds, Air Bubble
0 (at will) Stabilize, Detect Magic, Create Water, Light
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Statistics
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Str 29, Dex 17, Con 31, Int 16, Wis 13, Cha 11
Base Atk +11; CMB +20 (+22 Sundering); CMD 32 (32 vs. Bull Rush, 34 vs. Sunder, 32 vs. Trip)
Feats Bolstered Resilience, Darting Viper, Extra Rage Power, Improved Sunder, Power Attack -3/+6, Raging Vitality
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +18 (+23 to jump, +22 jump), Appraise +7 (+9 to determine the price of nonmagic items with precious metals or gemstones), Bluff +15, Climb +13, Diplomacy +15, Handle Animal +4, Heal +5, Intimidate +15, Perception +16 (+18 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +7, Sense Motive +6, Spellcraft +7, Survival +14, Swim +18
Languages Common, Dwarven, Giant, Terran, Undercommon
SQ fast movement +10, greed, hardy, mysteries (metal), revelations (dance of the blades), slow and steady, stability, stonecunning +2
Combat Gear Jingasa of the fortunate soldier (1/day); Other Gear +3 Mithral Kikko armor, +1 Furious Adamantine Dwarven dorn-dergar, Belt of physical might (Str & Con +4), Boots of striding and springing, Cloak of resistance +4, Handy haversack (1 @ 106.4 lbs), Ring of evasion, 5320 GP
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Special Abilities
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Bolstered Resilience Increase DR against a single attack
Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
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.
Immunity to Fatigue You are immune to the fatigued condition.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (41 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
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.
Strength Surge +11 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
| drbuzzard |
I think this is the best you're going to do:
Every killing blow gives you a surge of vitality, further fueling your rage.
Prerequisite: Greater rage class feature.
Benefit: While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.
| drbuzzard |
So 1 level of lame orcale of battle with the war sight revaltion I'd be immune to fatigue and roll twice of inti. and take the better result?
Yes, that would work. The nice thing is that you're starting at 12th. The rage cycling with this trick isn't normally available until 9th level. You get to skip the part without the trick.
Personally I value mobility more than initiative myself, but as always YMMV. Remember, if you don't take metal mystery, you will have a base move of 15 feet, and 25 when raging.| Byrdology |
Here is a dmg ranger build with a will bump. Urban ranger 7/ grey warden (PrC) 5
stats and equipment
20 pt buy
Str: 16
Dex: 16 (+2 from human)
Con: 12
Int: 10
Wis: 13 (+1 @ 4, 8, and 12)
Cha: 10
Obviously your rolls are better, so this is just a guideline...
Looking to buy a +4 belt of phys perf, mithril full plate, comp longbow (+5 str), and a holy fauchard.
lvl beakdown:
1) ranger- combat ref, exotic weap prof: fauchard*, FE: undead
2) ranger- power attack
3) ranger- furious focus
4) ranger-
5) ranger- FE: evil outsider
6) ranger- Vital Strike
7) ranger- skill focus: sense motive
8) GW-
9) GW- imp critical
10) GW-
11) GW- bleeding critical
12) GW-
He ends up with +4 to hit/ dmg (instant enemy wand), 2d6 SA, 3d6 bane, 2d6 holy, the destruction judgement, and 4d8 weapon dmg (lead blades + vital strike. 80 skills, plenty of in and out of combat utility, and tons of flavor.
You can play him like a non lawful paladin, or a competent rogue, or whatever.
| drbuzzard |
Oh I plan to stay human cause of the supertison bonus so I'd have 30 foot move right
Thing is, if you take Steel Soul as a feat, you will get most of the way to the human superstition bonus, and you can take the class level bonus for extra rage rounds, which is likely to be pretty useful since you will be burning through rage fast with this cycling build.
| breakerofworlds |
breakerofworlds wrote:Oh I plan to stay human cause of the supertison bonus so I'd have 30 foot move rightThing is, if you take Steel Soul as a feat, you will get most of the way to the human superstition bonus, and you can take the class level bonus for extra rage rounds, which is likely to be pretty useful since you will be burning through rage fast with this cycling build.
I'll build him out both ways and see which I like better.
Any suggestions for other feat or equipment?| drbuzzard |
Depends on if you like the dorn dergar. I think it's a neat gimmick, which is why I'm running with it. Honestly, though, a big hard hitting 2 hander is probably a better deal. Trading darting viper for improved critical and grabbing a falchion would do nice things to your damage because of the critical boost. Otherwise the two handed sword won't do you wrong. I do recommend furious on any weapon you go with. Also if the GM allows it, the quickrunners shirt is a good idea since it makes up for not having the pounce ability derived from the beast totem line.
ArmouredMonk13
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+2 Furious Courageous Impact Earthbreaker, modify to fit budget as needed. You wind up with a weapon that does 3d6 damage and while raging you get a bonus to the rage bonus.
Dwarven Longaxe/hammer for the Dwarf because it is the best reach weapon in the game IMO, other than the bow:)
Furious Focus if you go with the 2h build because it never hurts
Vital Strike for that one time you have to take a move action in combat.
Scythe for performing Coup de Grace's because you really know that it will die when you scythe it in the eye
Wand of cure x wounds/infernal healing as budget permits if you take the oracle level.
Thats all I can think of that hasn't been mentioned.