
I3igAl |

Are you going to start at 11 or play from lvl 1-11?
Anyways, there are some nice Invulnerable Rager builds here: http://zenithgames.blogspot.de/2013/01/guide-to-builds.html (Look at the Unbreakable Fighter Dips for insane DR)
It's not hard at all to make a strong barbarian:
You need: Power Attack, Come and Get Me
You likely also want: Beast Totem Line, Superstition, Spell Sunder, Witch Hunter, Eater of Magic
Good Equipment is: Furious Courageous Two-handed Weapon(get your caster to give you a daily Greater Magic Weapon, maybe even buy him a pearl of power).
EDIT: There is also a great Barbarian Guide out there and if you search the forums, you'll find lots of nice invunerable Rager builds.

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I need help with a lvl11 invulnerable rager build, it is currently an idea I've had because It would be the only tank in the party. I have a 25 point build, I need dps but I want a rager for the damage reduction so I'm not healing the whole time
It depends a little on whether you want some battlefield control or not. However, here are some ideas.
Stalwart and Improved Stalwart greatly increase your Damage Reduction. With Acrobatics you get even more bang for your buck because it synergizes with Fighting Defensively. That's a big boost to DR. Improved Stalwart doubles it. This combines well with Vital Strike. You are giving up damage per round by not adding your Strength bonus more often.
Pick up Combat Reflexes and a reach weapon.
Combine Invulnerable Rager with Drunken Brute. Move and Attack every round, drinking buffs and healing potions without provoking AoO's. Further you can drink alcohol to remove some pretty frustrating effects like Nausea, Sickened, Panic, Poison...though it requires a Rage Power.
Being a Half Orc can give you a leg up with the Alternate Racial Trait that gives Endurance. There's another one that gives you +1 to all saves, too.

Grishnackh |

i wouldnt go stalwart on a char that starts lvl 11. the real reason for stalwart is lvl 6-11 when your defense sucks but you dont yet have cagm+combat reflexes+dazing assault, once you got these 3 you actually dont need any other nonmagic-defense
tattoo your cloak of resistance, get a cloak of minor displacement, prioritise dex or con depending on your GM (many mooks: dex, many big guys: con), dont even try to get AC, between RA, Rage and Cagm you're looking at -10 effective armorclass at lvl 12. charge makes for effektive -12. its really expensive to get even a little bit out of AC, so just be a man, dont carry armor and punch people ^^ And dont let anyone tell you to go urban barb. urban rage is for weaklings. later on you can pickup raging brutality, then you want your constitution!
St/De/Co 16/16/16
In/We/Ch 10/9/7 // 9/10/7
Feats: Powerattack, Combat Reflexes, dazing assault
Rage Powers: Superstition, Come and Get Me, Beast Totem line, reckless abandon
tactic:
stand in chokepoints. if there are no chokepoints, let your wizard make a chokepoint. make the enemy attack you (they will loose actions and take damage by attacking you). and most important: let your wizard cast windwalls. arrows are your doom. im not even kidding. your defense vs casters is superstition, your defense against melee is cogm. your defense against ranged is? nonexistant. you will take +4 damage per arrow more then anyone else because you use cogm all the time. your damage reduction offsets this, unless the archer has clustered shots (which he has once your GM realizes one of his players has damage reduction)
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something i like to add. if you start at lvl 11, i bet you guys plan on going the full way to lvl 20. thats the main reason why i suggest not to take stalwart. that 24 damage reduction might look good on paper, but its not that much better then the 10 + remaining rage powers you get anyways. getting tireless rage a level sooner and having mighty rage in your final battle is awesome. raging brutality is a REALLY strong feat in the high levels, thats why urban rage is nice for pre lvl 10, but for campaigns that start on 10+, i wouldn't even think about it. additionally you get alot more freedom in your build. maybe you want to take some feats just for fluff, maybe you want to keep some options open. stalwart builds dont have the option. if you look at them, most have a completely fixed feat progression up until lvl 17, no room to change anything. the core barbarian is in the feats i suggested. the rest can be taken as needed.

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i wouldnt go stalwart on a char that starts lvl 11. the real reason for stalwart is lvl 6-11 when your defense sucks but you dont yet have cagm+combat reflexes+dazing assault, once you got these 3 you actually dont need any other nonmagic-defense
The reason for Stalwart/Improved Stalwart and Vital Strike is to boost your DR by 3/6 and still attack with significant damage on your turn.
something i like to add. if you start at lvl 11, i bet you guys plan on going the full way to lvl 20. thats the main reason why i suggest not to take stalwart. that 24 damage reduction might look good on paper, but its not that much better then the 10 + remaining rage powers you get anyways.
That's the difference between ignoring the sneak attack damage from a level 13 rogue (7d6 = 24.5 average damage) on every attack the rogue makes and just taking most of the bonus damage. That amount is significant. I never really imagined anyone saying that a 14 DR difference is "not that much better".
getting tireless rage a level sooner
Sooner than L17 Barbarian? Drunken Brute and Invulnerable Rager do not interact with that Barbarian class feature. Where are you getting this?
and having mighty rage in your final battle is awesome. raging brutality is a REALLY strong feat in the high levels, thats why urban rage is nice for pre lvl 10, but for campaigns that start on 10+, i wouldn't even think about it.
Dude, you're the only one talking about Urban Barbarian...the OP even said "I need help with a lvl11 invulnerable rager build"
additionally you get alot more freedom in your build. maybe you want to take some feats just for fluff, maybe you want to keep some options open. stalwart builds dont have the option. if you look at them, most have a completely fixed feat progression up until lvl 17, no room to change anything. the core barbarian is in the feats i suggested. the rest can be taken as needed.
This is mostly just wrong information. The Stalwart chain requires four feats:
Endurance, Diehard, Stalwart, Improved Stalwart.If you cannot get one or two of them in any other way, then they can be bought at 1, 3, 5, 11. That leaves 7, 9, 13+ free for everything else you want to do. That's incredibly flexible. Further, if you have ranks in Acrobatics, when you reach level 11 you could have DR:14(+6 Imp. Stalwart, +5 Invulnerable Rager, +3 Imp. DRx3), it would be DR 18 on Full Defense. That's enough to ignore the sneak attack damage from a level 7-9 Rogue. In the end, the DR is about ignoring small arms fire. Thugs will be unable to significantly harm you and bosses will have a much harder time of it.
Combined with Vital/Improved Vital, (random 1d10 Reach weapon) Enlarged with Impact for 9d8+(Str*1.5)+Other Bonuses. It is not superior damage, but it is very reliable and that's important.
A Beast Totem build is certainly a strong choice if you want to focus on Damage per round. Look into Dragon Style for synergy with the capstone Greater Beast Totem if you want to go that way. Really, once you figure out how much DR you want to invest in, there is plenty of room to do damage however you want, or build in some maneuvers.