Advice on barb druid build


Advice


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My idea for this character is a huge raging gorilla like King Kong. He basically balanced being able to take damage with being able to give it.

Lvl 11 barbarian invulnerable rager lvl 4 druid
Human

Desert domain: heat shimmer

Str 15 (+1@4)
Dex 14
Con 17 (+2 racial)(+1@8)
Cha 10
Int 8
Wis 13 (+1@12)

Traits
Heart of the fields
Magical knack +2 cl
Deft dodger +1 reflex save

Skills 3x per

1 barbarian 1 fast movement
(G) Power attack
(H) endurance

2 druid 1 natures bond, natures senses, wild empathy

3 druid 2 woodland stride
(G) combat expertise

4 druid 3 trackless step

5 druid 4 resist natures lure, wild shape 1x
(G) shaping focus

6 barb 2 DR 1 wild shape 2x
RT reckless abandon

7 barb 3 extreme endurance
(G) die hard

8 barb 4 DR 2 wild shape 3x
RT raging vitality

9 barb 5
(G) stalwart

10 barb 6 DR 3
RT boastful taunt

11 barb 7
(G) nimble moves

12 barb 8 DR 4
RT ground breaker

13 barb 9
(G) improved stalwart

14 barb 10 DR 5
RT intestinal fortitude

15 barb 11 greater rage
(G) intimidating prowess or extra rage improved dr


Oh I considered superstitious and beast totem but I'd bet my gm wouldn't be happy if I just made another pouncing spell immune barbarian.


Ever consider the "hungry, hungry hippo" build? It revolves around massive damage with a single attack using the behemoth hippo's 4d8 bite, which becomes 16d8 with greater vital strike (or 32d8 with strong jaw, or guaranteed 256+ static mods damage with rage cycling and furious finish)?

Prototype00


Yup it would last bout 5 minutes before my gm said " ya I don't think so".


Aww, your GMs no fun then. :p

Prototype00


Lol


Duncan888 wrote:

Yup it would last bout 5 minutes before my gm said " ya I don't think so".

Hmm...balancing able to take damage with being able to give it and a no-fun gm? Well...I'd honestly recommend a bit of a switch for that (especially given the level 15 start).

Fighter (Viking) 6
Inquisitor (Anger Inquisition or any other which grants rage).

You get 3* fighter bonus feats, which are designed to free up feats for:

Diehard, Endurance, Fast Healer (add 1/2 con bonus to your hp each time you are healed which is every round with judgment up), *4th feat is for a rage power, so you can take extra rage power and grab greater guarded life.

What does this do? You get double your barbarian level (only 9) converted to nonlethal damage when you go below 0hp, which means you heal twice as fast from judgment and don't go unconscious.

Second Judgment means you can add to damage, you have bonus feats to pick up cleave, power attack, furious finish (and then remove fatigue with spells).

If you want to go the stalwart (feat) route, it's still open and will still create DR. Gives a totally layered defense of AC, DR, splitting damage into lethal and nonlethal, Fast Healing, and an adapatable offense.

You'd want a passable wisdom (no more than 14/15 late game), decent strength (14/15) and a high con (17+ to start). Dex (max 12), Int, and Cha won't matter.

So you can't actually transform into a Gorilla 2x/day...


I'm not starting at 15 I'm going to 15. I never really looked at inquisitors. Would they work for a chaotic neutral campaign? I like the idea of a giant raging gorilla though lol. I wanted to take animal companion boon companion but I couldn't spare the feat till lvl 15n and then it still just be lvl 8.


I wanted to use intimidating roar also but I didn't see a way to fit it in there.

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