
Major_Blackhart |
1 person marked this as a favorite. |
Was taking a look at some of the feats, traits, etc for Orcs and damn, they have some really tough stuff. The build I'm working on ATM is basically a straight up barbarian (no multiclassing or anything) and man, his philosophy is basically 'If I don't kill you with the first swing, I'll do it with the second, third, and fourth.' I'm talking pure power, that's what I'm going for. Pure power all the time.
What's that mean? Morale Bonuses abound, that's what, to damage and attack rolls.
Traits- Mindlessly Cruel is the one I'm going for, just for that extra +1 of damage. Optimistic Gambler is to allow for any Morale Bonuses I have to last longer.
Class - Invulnerable Rager. Why I'm using this class versus others will become obvious shortly, but the reality is I'm going to need all the damage resistance I can get.
Feats (In no particular order)
Power Attack
Improved Sunder
Grudge Fighter
Toughness
Reverse Feint
Combat Reflexes
Resilient Brute
Amplified Rage
Ferocious Action
Ferocious Tenacity
Rage Powers (In no particular Order)
Reckless Abandon
Superstition
Witch Hunter
Spell Sunder
Strength Surge
Come And Get Me
Quick Reflexes
Unexpected Strike
Fueled By Vengeance
No Escape
Now, essentially what I'm going for with this character is the type that gets really really angry when you invade his personal space. Also, with some of these powers and feats, he can definitely be a battlefield controller. The interesting thing about him is that he has the opportunity for heavy damage bonuses when using a +4 Furious Courageous weapon, reach or close (would use obvious Greatsword for close combat or Heavy Flail depending on my mood, and for reach I would figure on a Bardiche, because it's awesome and essentially a big axe on a long shaft, which is Orky enough I figures).
However, I've never really built a character like this before, so I could really go for some advice. My big stats are going to be Str, Con, and Dex (prolly in that order) and everything else being secondary.
With this guy, every time he's hit, raging or no, he has the opportunity to get morale bonuses on his attack and damage rolls, meaning that his courageous weapon will be adding a bonus on top of that. So, he'll be getting out of his +4 weapon when not raging a +3 Morale bonus to damage and attack rolls. When raging and furious, that increases to +4, which is overall damn good. Now, when using that coupled with his Reverse Feint and Mindlessly Cruel trait, he gets a +4 Morale Bonus to Hit and Damage, a +1 trait bonus to damage, and a +2 to hit bonus, so +6 to hit, +5 to damage (unless I'm doing it wrong, which I may be). That's not counting his other damage bonuses from Rage and natural strength (I'll be playing with a Viking that has warleader's rage and an Inquisitor, all of us need Amplified Rage because of it).
Now, the fun part is where the Optimistic Gambler comes in. Those Morale Bonuses of +3 or +4 continue into at least the next turn, depending on the 1D4 roll. THIS IS GOOD says I, and you potentially have an Orc Barbarian that is continually loaded for bear in close combat.
The only problem is that he'll be constantly taking damage in order to get these morale bonuses. That's where those Ferocity traits come in, as well as Resilient Brute. With his Damage Reduction, he'll shrug off a good bit, but a critical, even with half sent to nonlethal damage, could potentially be deadly. Ferocity means he'll continue raging if he reaches the negatives, and the others are there to help ignore and mitigate damage further, etc.
Rage rounds shouldn't be too much of a problem. He's an Orc and they're naturally a pissy race. Plus, that's also what Fueled by Vengeance is for anyway. You hit me, I hit you back and get super angry at the same time.
I meant it when I said this guy doesn't like people in his personal space.
Anyway, any help or advice or criticisms (even if it's just to say Major_Blackhart is a horrible human) is welcome. But I am sensitive.

![]() |
1 person marked this as a favorite. |

i made a guy very similar to this. i used a level dip into unbreakable fighter, and took tenacious survivor my gm had a pain in the ass time killing him, then my cleric just channeled positive and quicken cast a healing spell and i was back in the fight. with the massive bonuses you gain from superstitious he saved on just about every save or die spell leaving the only effective way to kill him HP damage. and we all know how IR's handle HP damage mitigation.

Wiggz |

You're talking about the ultimate tank barbarian?
I've seen those, not bad, and good as soaking up damage.
Any good variation on it that can help with this build?
.
LOL - not bad? Its one of the best builds I've ever made or seen. Thanks.:-P
And yes, I'm putting together a version for you - I assume you're married to Half-Orc as part of the core concept? Humans are a better option in my opinion, but I'm willing to customize the build if that's what you'd like.
Are you worried about being effective at range at all? Out of combat ability?
Honestly, looking at your build selections it seems like you're falling into a very common trap by 'doubling down' on abilities that have similr effects in an effort to make them really good. You get a lot of diminishing returns that way and there are other options available that you might not have considered (like Raging Brutality and Guarded Life/Greater Guarded Life). You also seem to be building for some very long battles and its ben my experience that battles involving Barbarians tend to be very short.
I will often build my Barbarians as both Invulnerable Ragers AND Urban Barbarians (the archetypes stack) for the increased versatility. In truth, I prefer to avoid those false 'bonus hit points' that you lose as soon as you stop ragaing anyway... they're fool's gold and a trap. Better to simply not take the damage, and the Urban/Invulnerable mix is the best option in the class to do that.

Major_Blackhart |
I've seen raging brutality, and I gotta be honest I'm not a huge fan. It is good for damage, no doubt, but it kinda seems to use too much rage for a single hit. And my character needs to save rage because it'll be the way he helps mitigate murdering criticals (he'll have a ton of rage rounds, but he'll be using it constantly in combat and so he'll need to at least have something to help out) and his way of regaining it is by getting hit first and then smacking them back. Just fits for his character really.
And Guarded Live/Greater only work when you're at 0 or in the negatives.
My guy is built to take damage but it's secondary to actually dishing it out. Almost like a glass cannon, but not quite. He just needs to live long enough to do it, and a base invulnerable rager without going all Stalwart Invulnerable Rager should do the trick.
Plus, if he does start to go below 0, then that's what his ferocity is for. Gets Ferocity on, drinks a potion, gets healed, and bam he's back in it for another round, all without worrying about the rage-unconscious instant death problem us barbies normally have.
As far as Ranged goes, give him a +1 Composite Longbow and he'll be fine. Ranged is only a secondary thing for him.
Besides, if I were THAT concerned about damage reduction, I could simply take Bolstered Resilience. Resilient Brute, I'll be honest, is pretty damn good on it's own though. Yes, it's a once per day ability, but treating half damage against you as non-lethal after the enemy confirms a critical against you can certainly save your ass.

klevis69 |

Major_Blackhart wrote:You're talking about the ultimate tank barbarian?
I've seen those, not bad, and good as soaking up damage.
Any good variation on it that can help with this build?.
LOL - not bad? Its one of the best builds I've ever made or seen. Thanks.
Yeah, Wiggz build is boss. Wiggz have you considered using dragon totem in your build for even MORE dr? ;P

![]() |

my debuffer barbarian was dipped into magus for frost bite + rhyme spell + Cornugon Smash + cruel weapon enchant = massive penalties that lower your saves by quite a bit. your target gained the shaken, sickened, entangled, fatugued, and something else
but if you were going to do that you should just go solid magus and be even better at it.

Major_Blackhart |
Ahh, this is more towards a straight (or damn near close to it) barb that I'm going for.
I was thinking debuff for Barbarian style feats, abilities, and rage powers.
And I didn't choose Dragon Totem because it's requirement is Intimidating Glare and Animal Fury. It's just too big of a sink for me, in my mind. That's pretty much it really.
Otherwise, Dragon Totem either way is great Totem power to have, and it really can allow for an Invulnerable Rager to get psycho awesome.

![]() |

Can I ask if we can use a half-orc as the base instead, as honestly I think they're a lot better suited for this, and have much better alternative racial abilities. Also how many other people in your party are able to rage? I ask because of Amplified Rage.
Also thanks for this thread, it's brought a few feats and such to my attention that I hadn't noticed for my Barbarian guide.

Major_Blackhart |
Inquisitor, Viking Fighter, Savage Skald, Myself, Ragechemist
And we're all Orcs/Half-Orcs.
The Ragechemist was contemplating doing a Blood God Disciple, but decided to go Orc Ragechemist instead. She's never done a summoner before. We do these types of theme parties on occasion.
May I ask why half-orc versus full orc? The orc is the only one that can get reverse feint, that's why I chose the Orc.
That and the +4 to Strength. And everybody loves that.

![]() |

Inquisitor, Viking Fighter, Savage Skald, Myself, Ragechemist
And we're all Orcs/Half-Orcs.
The Ragechemist was contemplating doing a Blood God Disciple, but decided to go Orc Ragechemist instead. She's never done a summoner before. We do these types of theme parties on occasion.May I ask why half-orc versus full orc? The orc is the only one that can get reverse feint, that's why I chose the Orc.
That and the +4 to Strength. And everybody loves that.
I just don't see a great value in Reverse Feign, as well as the Toughness prereq. I had issues with other things before looking them over (Didn't know Grudge Fighter was a Morale bonus for one), and you're getting +4 Str for -2 all mental, which is pretty harsh. I'd rather go half-orc and not lose as much, as well as having access to the wonderful Human favored class bonus to make your saves go nova. Also the Mystic half-orc gives away Intimidation for Endurance and Ferocity (a rather lackluster ability) for a +1 luck bonus to all saves. Taking a Drawback could get you Fate's Favored, pumping all your saves by 2 in total in addition to the boosted Supernatural saves from Human Favored bonus class.
Knocking away Toughness/Reverse Feign opens up Diehard and another feat of your choice. With Diehard, you're really using your Tenacious Action even better, as you won't even miss your traded away Ferocity. I could also see swapping out Merciless Cruelty (great, I'll admit) for Touched by Divinity (or Wendifa Apprentice if you're not allowed) for a scaling SLA, which will give you a use for your Swift Action to power it, and add by this point 3 points of untyped damage to each of your swings. Without going Stalwart, taking more hits than you has to seems inadvisable, even with IR DR absorbing punishment and no guarded life.
Also I'm not huge on Amplified Rage. It's nice in theory, but I don't see it being pulled off too much without a more rage-centric party. I wonder if regular half-orcs could get Reverse Feign anyways, due to how halfbreeds have been rules (such as the human favored class ruling) What you can trade away as a half-orc makes them pretty sick sexy brutal as Barbarians, and is easily worth the 2 less strength.

KainPen |
for pure power don't skimp on CHA take eldrich hertigae feats with orc blood line, nets you +12 to str total stackable with rage. +6 natural armor immunity to fear +4 con you become large, -2 dex, and you can make others mini rage for a round gaining + half your level on attack damage and will saves and +3 or 6 to surival checks. If your GM plans on going Mythic mythic eldrich ertiage feats saves you 3 in the chain you do not have to take.

fictionfan |

I am personally very surprised you are playing an orc with sunder powers and not getting Destroyer's Blessing. Become a perpetual hate machine. Using this and a high enough sunder check you can run anywhere in straight line destroying all that crosses your path or gets to close.

Major_Blackhart |
I thought about Destroyer's Blessing and Eldritch Heritage both.
I didn't really feel that Destroyer's Blessing would fit with this particular character, and really I only took those feats and rage powers because without them, a Barbarian is no where nearly as good (plus not much with regards to rage powers really enhances morale bonuses to attack or damage rolls that I saw anyway). Plus, while it's a good way to regain rage, it's not the way that I chose for this character.
With regards to Eldritch Heritage, it's nice and all, but it's waay too feat intensive for my guy I think. Plus, he'll become MAD. The size bonuses are awesome, don't get me wrong, but Touch of Rage is only 1 round, and yeah it's usable 3+ch modifier, but what could that be, max, maybe 7 times per day? And Giant Form, the size bonuses once again are amazing, but still, usable in 1 minute increments and limited in uses per day.
My morale bonuses to damage and to hit however are usable always, and while they're not as much as touch of rage, they are pretty good anyway. Now, granted I'm kind of nitpicking here, but really, I like the idea of my guy being able to use his guns anytime he wants to rather than saying 'Well, this might not be my hardest battle today, so I better save it up' or something similar.

KainPen |
I would never bother with sunder as feats, busting up the treasure is just bad lol. just keep Eldritch heritage in the back of your head. It something I would take at the later levels. +9 because that when it became effect also retraining to it would not be bad either. it gives time to see if gm goes mythic and if he does it will only cost you two feats for all the powers and only cha of 13 which you could buy a tome to increase you cha if you don't tank it completely. You can get retrain sunder and toughness. you’re not going to miss the hp touch of rage is really a small bonus tax, but it an option if you have nothing else to do or can't get to and enemy and someone else can. so 4 to 7 times a day is a good number of uses for the ability. The real power comes from the +6 inherit bonus to str, saves over 150k in books, immunity to fear +2 natural armor is a bonus one. Giant size is the other big one by the time you get it you have 17 one min uses a day. another +6 to str +4 to con makes up for those hp missing from toughness and another +4 natural armor, making up for loss of dex and increased size ac loss. Gain increased weapon damage from it increasing in size and reach.
I find this bloodline makes less mad then you would think, because you don't have to have your str as High when starting off. you can avoid the 17 or 18 in str. giving you extra point in your point by to put in cha and something else. You end up with same str you where original planning on by doing that. But like you said it a bit feat heavy, minimum 3 feats or 2 with mythic. WIth my hellknight I had lots of spare feat from the fighter levels so it was awesome to find this when I did. I had no clue what feats to take. What is your current point buy looking like on build or is GM having you roll?

![]() |

My party uses a Savage Skald, Viking, Anger Inquisitor, and a Ragechemyst and it's not rage centric enough?
It's just not my thing, really. Also I don't think the Rage Chemist actually is raging unless they use the Rage extract, and that's a really subpar buff for what they could be doing at that level. I guess it just depends on what you consider Rage, which while reading all this does make me think that the term has been used freely enough that any of these would fit the description.
But I don't care for teamwork feats, so that's just me. What about everything else?

klevis69 |

I would never bother with sunder as feats, busting up the treasure is just bad lol. just keep Eldritch heritage in the back of your head. It something I would take at the later levels. +9 because that when it became effect also retraining to it would not be bad either. it gives time to see if gm goes mythic and if he does it will only cost you two feats for all the powers and only cha of 13 which you could buy a tome to increase you cha if you don't tank it completely. You can get retrain sunder and toughness. ...
3 total feats right? Skill Focus, Eldritch, and Mythic Eldritch.?

KainPen |
yeah, but mythic eldritch is mythic feat so it does not count toward normal feat limit. so 2 normal feats. If the dm goes mythic , Also mythic Eldritch gets you the capstone if game went over 20, if not then your looking at 4 feats to 5 feats depending on what you want out it.
if you want everything 5 feats, with one semi useless feat. which is the 1st one. Touch rage is good when you have absolute nothing you can do, but you can't use it on your self so that why I say it is semi useless. The bloodline actual has good skill to mix with it for skill focus so I see that not really a feat tax. +6 to survival I will take that. =) improved gets you +6 to str or immunity to fear and +2 natural armor. considering you can't take the feat till level 11 str for melee is the better choice, especially barb. then greater at 17 gets you size bonuses and all the other ability function at full power. so not bad a feat chain to take at all.
like I said it not as mad as you would think because stop your str at 15 or 16 you save 7 to 10 points in point buy. which you can use in Cha and net your self the same ability score in str at the end and have a actual useable Cha. no minus to intimate, not inapt social on skills. take dangerously curious as back ground trait and all of a sudden use magic device is actual useable for any class.
Reverse Feint I'd pass on that one feat also.

KainPen |
lets try this again. every time i try to edit and post this extra stuff in never takes.
1 get rid of Grudge Fighter it a moral bonus and it the most common bonus so does not stack with most buff you are going to get.
2 drop reverse feint, it cost you full attack or move to give your enemy and extra attack at +4 vs you, for you to get 1 attack at +2 worst feat ever. you going to be getting lots of aoo's any way and have bonus to hit from your rage powers.
3 drop Resilient Brute, replace with fortification on your armor this is always active or that helm that does the same function and add +1 luck to ac. it cost about 5k and both of these work on sneak attack also. it's called Jingasa of the Fortunate Soldier (the helm)luck bonus to ac is very rare. I think this is the only place i know to get one.
4 replace Courageous with vicious, Dr x/- works on it's kick back damage so at level 12 you immune to it. it going to net you more damage 2d6, all you are going to get out of courageous is bonus to hit +2 which is. you already getting a moral bonus to will saves while raging so that negates what you get from this. You will be raging all of the time you get plenty of uses in a day.

![]() |

Kain, I don't think you're getting some parts of his build.
The Courageous weapon is boosting the morale bonus of both their rage and the Grudge Fighter Feat. Assuming they're not raging, the +4 base on the weapon turns that from a +1 bonus to a +3 (for half the weapon's ench vale), and while raging it turns it from a +1 to a +4 to both attack and damage. At this point they're using Opportunistic Gambler to keep those bonuses for 1 to four rounds longer. I personally think the trait isn't needed, as your Barb is going to get tagged every round since Barbs tend to have poor AC, and should go towards Touched by Divinity.
Courageous is actually also boosting his rage bonuses by +3 to Strength and Con, which as stated, is pretty sick nasty sexy.

Major_Blackhart |
Exactly.
And, stacking that with the amplified rage feat gets me a +15 to strength and con by level 20. And we will go that high.
The thing about those feats I have is that, besides grudge fighter, you also have reverse feint if needed, which brings my to-hit to +6 (+4 morale and +2 untyped) on average and my damage rolls +4 morale bonus and +1 trait bonus.
Not only that, but reverse feint is essentially a move action for a proppa smack back, not a bad exchange really. You get into some of those enemies that have just huge hp bloats for whatever reason and this could definitely be something that could help out with whittling him down.
And Vicious I'd rather not get. The reason? Well, I'm already gonna take a ton of damage, I don't need anymore.
And I thought it was errated that Vicious bypasses your DR.

![]() |

I still question Reverse Feign, as it is making you sponge more damage, and it conflicts with your Strength Surge and No Escape, both of which are immediate actions. I don't think you'll have the Immediate Actions needed to take full advantage of Reverse Feign, which adding with how little Toughness really adds to your build, makes it a poor build choice. Unless you're facing combat that often goes 4+ rounds, I doubt you'll see a great use since
1st round Spell Sundering their best buff.
2nd round Chasing someone who's running
3rd round Maybe getting the chance to use Reverse Feign.
I'll admit it makes my Arcane Strike suggestion not work either, so instead I'd suggest just embracing it and taking Extra Rage Power for the Beast Totem. Toughness, Reverse Feign, and Ferocious Tenacity are all solid swaps to end up picking up +6 Natural Armor and Pounce, both of which will really enhance this build.
Or of course there's always the standard half-orc (for free endurance or Boar's Resilience Trait to ignore prereq) to pick up Diehard/Stalwart/Improved.
If you're really set on taking a hit, why not drop Improved Sunder, let them take the AOO against you, and let that trigger Grudge Warrior (if you're going low AC for this) which would give you another feat to play with.

![]() |

Reverse Feint is a cost of a move action, not an immediate action.
What I was referring to was:
Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.
The move action is just even worse, as you're not getting a full attack routine on whatever you're up in melee against. You're paying a move and immediate action a round when you could just full attack, five foot step out of their range, and then Unexpected Strike them for only the cost of an AOO.
Reverse Feign is kind of awful once you have more than one attack you can make a round.

Major_Blackhart |
How does the below look by way of feats?
Feats (In no particular order)
Power Attack
Improved Sunder
Grudge Fighter
Extra Rage Power (Guarded Life)
Extra Rage Power (Greater Guarded Life)
Combat Reflexes
Resilient Brute
Amplified Rage
Ferocious Action
Ferocious Tenacity
Also, I don't see a reason why you wouldn't be able to use Touch of Rage on yourself.

KainPen |
KainPen wrote:Touch rage is good when you have absolute nothing you can do, but you can't use it on your self so that why I say it is semi useless.Why can't you use on self?
because it is a standard action to do it, and it last for 1 round so when your next turn comes up it is expired.
I missed the part about raising his str and con but raising it by 3 is nothing compare to raising it by 12 str and 4 and gain 6 natural armor reach and increased weapon damage and out right immunity to fear. Also again moral bonus is the 2nd most common bonus so they don't stack, if there is a bard or cleric in the party odds are you are wasting that feat. your better off using the money for vicious gain 2d6 damage. or save the money all together and put it toward something else.

Major_Blackhart |
Where are you getting Morale bonuses stacking and not stacking in my case?
Amplified Rage -Increase in morale bonuses to Str and Con by +4.
Courageous adds 1/2 the enhancement bonus of the weapon to any and all morale bonuses.
What's not stacking in this? You have with mighty rage +8, then +4, then +3 from courageous. That's +15, so what's not to love about it?

![]() |

I missed the part about raising his str and con but raising it by 3 is nothing compare to raising it by 12 str and 4 and gain 6 natural armor reach and increased weapon damage and out right immunity to fear. Also again moral bonus is the 2nd most common bonus so they don't stack, if there is a bard or cleric in the party odds are you are wasting that feat. your better off using the money for vicious gain 2d6 damage. or save the money all together and put it toward something else.
I don't get the Bard issue here, as they give a competence bonus with their song. Most good Cleric buffs seem like they're luck anyways, which is another point towards Fate's Favored.
I could see the issue with Touch of Rage only being a turn, since it's a poor use of a standard action though.
Courageous is like the second best thing a Barbarian can get on a weapon, and it's only a +1, so there's really no reason why not to pick it up though.