
Rynjin |

I'm sure it can, but why?
Like, what exactly is the purpose for doing so?
It could make a neat Trap guy with Spell Sunder and still be a decent combatant with Beast Totem and a Natural Attack focus.
I don't have time for a full build ATM but something like Barbarian 3/Oracle 1, playing a Ragebred Skinwalker?
Hoof attacks (or a Gore) from Skinwalker, claws from Beast Totem, Bite from Animal Fury, and you can be lookin' pretty good.
Only issue is Ragebred has a Cha penalty. But if you're not taking more than one or two Oracle levels, you can get by with a 13 starting Cha, and maybe a lower Con since they get a Con bonus while transformed, and drop Wis to 8 to make up for it since they get a Wis bonus too.
So stats like...
Str: 16
Con: 14
Dex: 14
Int: 9
Wis: 8
Cha: 13
Post-racial: 16 14 (16 while transformed) 14 9 10 11

Rynjin |

Hmmm...well I already suggested Ragebred Skinwalker, that'd be my go-to for a build that's pretty much forced to be based on Natural Attacks or Unarmed Strikes.
Orcs are always a good Barbarian option, but they make the Oracle level entirely pointless. The Trapwrecker Feat accomplishes what the Curse will give you, with none of the drawbacks.
You could go Aasimar. Grab the Str/Cha variant (Angel Blooded I believe) and have it synergize pretty well.
Go for the Feats that eventually give you Wing Attacks and with Animal Fury and Beast Totem you can have as many Natural Attacks as the ragebred, albeit for more Feats (but more utility).

AndIMustMask |

wait. wait wait wait.
question: if you have the body bludgeon rage power, you can treat someone as a two-handed improvised weapon.
all your weapons (including this living person in your grip) automatically gain the broken condition. weapons with the broken condition can be destroyed if you roll bad enough or you use the feat to automatically destroy a broken weapon to confirm a critical hit with them.
what happens to the person you're holding in this case? are they destroyed?

Major_Blackhart |
Ok, now I'm really interested in this.
I wonder, would the wrecker barbarian/oracle be good with the following:
Aasimar (Scion of Humanity)
Racial heritage Orc for rage, destroyer's blessing etc.
Grappling feats perhaps? Grabbing onto a man's armor, is that enough to make it broken status or does he have to wield it?
Damn this is interesting now.
Obviously, you'll want sunder, spell sunder, all that goodness eventually. Along with strength surge, but you might not need it in this case.
You wield a greatsword, and by level 20 you're not getting any penalty to attack and have a +6 damage bonus to it ON TOP of power attack and all that other goodness.
This is an amazing find BBT!
Not only do you not need natural attacks, but you can still get wings and pounce if you make Aasimar Angelkin.
Not only that, but this can make you INSANELY hard to hit. Come and Get Me, all that goodness, by high levels, you get through this and BAM! They hit you, all of a sudden they fail their saves and now that giant is punching you instead of braining you with a warhammer. This is pretty friggin nasty if I do say so.

Chris P. Bacon |

(EDIT: Sorta ninja'ed, but oh well.)
The trouble with the Wrecker curse is that Barbarians probably get more mileage out of the Smasher and Spell Sunder rage powers, combined with Strength Surge, and to be most effective you'll want to be able to rage cycle to get these benefits every round. And one of the best ways to do this is to take the "Lame" curse to 5th level (usually via an Oracle dip and a few levels of Rage Prophet).
If for some reason you don't want to Spell Sunder, then just get an adamantine weapon and go to town.
Half-orc is a must: they have the "gatecrasher" alternate racial trait that provides a +2 to sunder checks, which is a good start, but they can also take Destroyer's Blessing, which is cake.
There's also the Destructive Blows trait for an additional +2 to sunder.
Trouble is, there are a lot of feats involved: power attack, improved sunder, greater sunder, destroyer's blessing, etc, and cramming the right rage powers in there (smasher, superstitious, witch hunter, spell sunder, strength surge, moment of clarity) will also be tricky. It'll take some finesse and/or patience.

Rynjin |

I'm a big fan of the Dark Tapestry mystery, but not so much for a dip.
Metal with Armor Mastery as the Revelation could be pretty good.
Go for 3 levels later and get Dance of Blades for the extra speed and you can be a swiftly pouncing mofo, though you won't be able to get Greater Beast Totem until 13th with that option.

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I'm a big fan of the Dark Tapestry mystery, but not so much for a dip.
Metal with Armor Mastery as the Revelation could be pretty good.
Go for 3 levels later and get Dance of Blades for the extra speed and you can be a swiftly pouncing mofo, though you won't be able to get Greater Beast Totem until 13th with that option.
Or you could spend a Feat on Extra Revelation. Seriously, much better option than two more levels of Oracle.

AndIMustMask |

alright, a tentative build idea:
progression: barbarian 1 / oracle 1 / barbarian 9 / rage prophet 9
*gatecrasher alt. racial trait
str 32 (7pt +2r), dex 20 (5pt), con 20 (5pt), int 16, wis 14 (-2pt), cha 24 (5pt)
str/str/str/str/str (level), +6 all (belt/headband), +4 str/cha (wish/book)
.
traits: magical knack (oracle), destructive blows
rage powers: superstition +9 (+6 ECL 19 +3 FCB), witch hunter +5, spell sunder, strength surge (ECL 19), body bludgeon, lesser beast totem, beast totem, greater beast totem, auspicious mark
revelations: Dance of Blades, Armor Mastery
rage prophet mysteries: unseen servant, see invisibility, spiritual weapon, speak with dead
feats
1 - Power Attack
3 - Improved Sunder
5 - Destroyer's Blessing
7 - Extra Rage Power (lesser beast totem)
9 - Extra Rage Power (beast totem (+5 nat armor))
11 - Extra Rage Power (moment of clarity)
13 - Extra Rage Power (greater beast totem)
15 - Extra Revelation (armor mastery)
17 - Extra Rage Power (auspicious mark)
19 - Raging Vitality (or) Greater Sunder
first FCB into a skill point, the rest into the human FCB--which half-orc should qualify for via the human racial subtype (source).
.
for gear: grab a +5 courageous furious (weapon of choice), mithral breastplate, and standard defensive items and go to town. make whole and mend make maintenance less of a hassle.
the courageous enchant on a +7 weapon (while raging) will give every morale bonus you're under a +3 bonus (rage, superstitious, cracked pale green prism ioun stone, moment of greatness, etc.)
end result:
-BAB 16 (dont let the lowish number fool you, you'll still be respectable-if-not-great)
-12/6/10 saves (before stats or superstitious)
-hands-free rage cycling at level 9
-effective barbarian level 19 for strength surge/superstitious/witch hunter/beast totem (nat armor bonus)
-pounce, spell sunder/strength surge, body bludgeon (because why not?)
-3rd level cleric/oracle spells (CL 19 while using moment of clarity, with con mod to spell DCs)
-all lame curse abilities (effective level 15)
-free guidance (as the spell, once per rage), increases to +9 vs fey/incorporeal/undead/outsiders (rev up that ragecycle)
-(immediate action) spend rage round to add ghost touch to weapons/armor
+6 to sunder attempts (+2 racial +2 trait +2 imp sunder) before strength surge
main hiccup:
buffing yourself is a righteous pain in the tuchus, since you still have to roll against your saves (can't drop it even for ally sells, and you are your own ally)
you're also going to have to ration your rage rounds, since you're running on a 10th-level barb's supply (though eating spell slots can mitigate this)
- - - - - - - - - -
I could actually see this seeing some use in wrath of the righteous, since it is presumably crawling with outsiders

Major_Blackhart |
There are really 4 good races you can choose for this class, but the biggest problem is that this class MIGHT be a bit feat starved. Still, these are all good choices.
Choice 1
Half-Orc
Why? 1 extra rage per level, plus the orc feats and traits regarding sundering.
Choice 2
Human
Why? Extra feat, racial heritage opens them up to Orc feats, plus superstition bonuses. But it's human, so it's boring as a default.
Choice 3
Angelkin Aasimar
Why? Bonus to Str and Cha, plus you can exchange your SLA for a bonus to Str. Scion of Humanity Trait, and Racial Heritage (Orc). However, you'll be feat starved. Still, you'll get some great Rage and feat options. Plus, if you get the racial heritage at 3rd level, you can still take Aasimar Oracle advancement for 2 levels, meaning one of your revelations will be one rank higher. And you'll still get 18 extra rounds of rage.
Choice 4
Pitborn Tiefling.
Why? Shatter SLA is fluffy, bonus to Str and Cha. Cannot take Scion of humanity so no racial heritage, no oracle or barbarian favored bonuses, and must choose a feat for the Pitborn option. Still, she's a good choice she is. Fluffy as all hell too. And fun! Plus, the Alternate Racial traits more than make up for that. Tail, bonus to movement speed? Definitely good choices. Plus fly skill should you decide to go dragon totem.
Leveling should go as follows. I treat this as primarily a combat class with some badassery thrown in, so I'll keep it as such.
Half-Orc
Level 1 Oracle
Level 2-20 Wrecker Barbarian
Human
Same
Aasimar
Level 1-2 Oracle
Level 3-20 Wrecker Barbarian
-OR-
Level 1-4 Oracle
Level 5-20 Wrecker Barbarian
It depends less on spells and more on Revelations for that one. You can bump one revelation up decently if it needs it, or you can do two revelations up a rank higher.
Pitborn
Level 1-2 Oracle
Level 3-20 Wrecker Barbarian
-OR-
Level 1 Oracle
Level 2-20 Wrecker Barbarian
Doesn't really matter with this guy because he doesn't get bonuses for either class. The extra level would just be for spellcasting if you wanted it. Not nearly as awesome as the first three with regards to leveling options and such.
So, that's the scheme I would go with. Now, I'd honestly stay away from those prestige classes and such because I just don't think it's worth it.
Now, is it cool? Sure, and you get a good will save and it does progress your revelations further and your curse faster than before. However, I just don't think it's entirely worth it. You miss out on high level rage powers, and that can be a deal breaker.
Now, going this route means you miss out on the highest rank for the wrecker curse. Which certainly sucks. So, you can change the level scheme if you want the best curse AND greater rage (Oracle 9/Barb 11 or Oracle 8/Barb 12). You can still get beast totem with some good maneuvering on it, but depending on the race you choose (like Aasimar) things could get iffy with regards to your revelation levels.
Your biggest problem overall to consider? Feats. You're going to mix and mash your feats specifically towards several things: sunder, rage, rage powers, and oracle revelations. Depending on the race, you'll spend a feat on Racial Heritage, so already you'll only have 9 feats left. That means Power Attack and Improved Sunder and Destroyer's Blessing are probably gonna be it for some things, and the rest is devoted to rage powers and oracle revelations.
HOWEVER, if you go Tiefling Pitborn, it's even MORE feat starved because you don't get Racial Heritage. Instead, you pick that fiendish heritage trait at first level, then Power Attack and Improved Sunder and either Raging Deathblow or a rage power that lets you regain rage, and on top of that you have to get Rage Powers and Revelations.

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Wrecker
The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings.
Effect:
Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.
At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.
At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 + 1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).

redward |

Or Halfling, if you want to use the Isger Fixer trait to ignore the broken condition on a weapon for 24 hours.
Or take Adopted->Isger Fixer if your Half-Orc Wrecker Breaker was raised by Halflings.
If you go the Rage Prophet route, the Seeker Oracle archetype will give you Trapfinding, which allows you to disable magical traps.
The Battle Mystery gives you access to the Maneuver Mastery Revelation, which won't get you Improved Sunder for free (you'd have to hit level 7) but will give you full BAB for Sunder checks.
Here's a build I was working on a while back. It's not polished or complete, but if there's anything useful there, go nuts...
Half-Orc Barbarian (Breaker) 4/Oracle (Seeker) 2/Rage Prophet 6
CN Large humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 8, touch 8, flat-footed 7 (+1 Dex, -1 size)
hp 139 (4d12+6d10+2d8+60)
Fort +12, Ref +4, Will +9
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +13/+8 (1d4+14)
Space 10 ft.; Reach 10 ft.
Special Attacks destructive, rage (12 rounds/day), rage powers (moment of clarity, smasher), revelations (maneuver mastery - sunder)
Spell-Like Abilities (CL 12th; concentration +19)
. . 1/rage—guidance (+3 vs. fey/outsider/undead/incorporeal)
. . 1/day—dancing lights, ghost sound (DC 12), mage hand
Oracle (Seeker) Spells Known (CL 14th; concentration +21):
3rd (3/day)—cure serious wounds, deadly juggernaut, magic vestment, speak with dead (DC 15)
2nd (6/day)—boiling blood (DC 14), cure moderate wounds, fog cloud, make whole, see invisibility
1st (7/day)—bless, cure light wounds, divine favor, enlarge person (DC 13), protection from evil, shield of faith, unseen servant
0 (at will)—bleed (DC 12), detect magic, guidance, light, mending, read magic, stabilize
--------------------
Statistics
--------------------
Str 24, Dex 12, Con 21, Int 10, Wis 10, Cha 14
Base Atk +9; CMB +15 (+21 sunder); CMD 26 (28 vs. sunder)
Feats Greater Sunder, Improved Sunder, Improved Unarmed Strike, Power Attack, Raging Vitality, Smash
Traits magical knack, mindlessly cruel
Skills Acrobatics +7, Climb +11, Disable Device +17, Intimidate +19, Knowledge (religion) +12, Perception +15 (+16 to locate traps), Sense Motive +4, Survival +4, Swim +11; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bypass construct dr, bypass object hardness, disable by touch, enduring rage, mysteries (mystery [battle]), oracle's curses (wrecker), orc blood, weapon familiarity, ragecaster, raging healer, spirit guardian, tireless rage, trapfinding +1
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bypass Construct DR At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.
Bypass Object Hardness At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive (+2) (Ex) + 1/2 barbarian level to sunder damage.
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Enduring Rage (Su) While raging, can sacrifice spell slot to extend rage for spell level rds.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Oracle [Seeker]) +2 CL for a specific class, to a max of your HD.
Maneuver Mastery - Sunder +2 (Ex) Selected maneuver uses your oracle level in place of BAB.
Mindlessly Cruel Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ragecaster (+6 CL) (Su) Oracle CL adds Barbarian level with moment of clarity.
Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Smash You overcome obstacles by breaking them.
Prerequisites: Power Attack, half-orc.
Benefit: When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength check
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Spirit Guardian (Sp) Swift action to spend rage and grant arms ghost touch for 1 rd, even when not raging.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed

redward |

Honestly, I could care less about Trapfinding. You can get that with a spell now.
That's a nice build, but why did you not grab the Toothy trait?
Omission. I was trying to rebuild it from memory.
You can also pick up Destroyer's Blessing, although Archives of Nethys and Hero Lab disagree as to whether it's PFS-legal (if you care).