| Krell44 |
My Barbarian will be level 3 soon, and I am looking for input on which feats I should look to pick up for the next few levels.
Currently, he wields a 2-handed weapon and I would like to build him into a Trip/AoO machine. Is there a way to pick up the Trip ability, or does it need to be done with a weapon having that feature.
If that will not work I imagine a big hitter, with the Terrifying Howl Feat worked in will have to do.
Human Barbarian: Level 1 Feats: Exotic Weapon Prof & Power Attack
| Chess Pwn |
you can trip with any weapon you wield, or with no weapon. All the trip weapon adds is if you fail by 5 or more you can drop the weapon rather than becoming tripped yourself. I don't know of a way for a barbarian to gain the trip ability. But any character can do a trip combat maneuver in place of an attack. That means on a AoO you can trip.
what is your exotic weapon? the standard weapons would probably have what you need. Also, do you qualify for combat expertise?
Captain Zoom
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you can trip with any weapon you wield, or with no weapon. All the trip weapon adds is if you fail by 5 or more you can drop the weapon rather than becoming tripped yourself. I don't know of a way for a barbarian to gain the trip ability. But any character can do a trip combat maneuver in place of an attack. That means on a AoO you can trip.
what is your exotic weapon? the standard weapons would probably have what you need. Also, do you qualify for combat expertise?
If you need Combat Expertise (to take Improved Trip and Greater Trip) and you don't have the needed INT 13 prerequisite, you can consider taking a one level hit to your progression as Barbarian by taking a level in Brawler, which gives you a pseudo INT 13 to qualify for Combat Expertise. It also gives your Barbarian unarmed combat abilities and the ability to gain a combat feat 4/day for 1 minute each, which can be useful, plus it's a full BAB class so the multi-class hit isn't so bad.
| storyengine |
The one thing about the trip build is that it requires planning from L1, a bunch of feats and a relatively good Str/Dex (which, IMO are totally worth it). These suggestions above are good as they get you some limited Trip capability without the feat tax, but (more opinion), it doesn't seem like your question got answered.
Your minimum feat chain is:
Combat Expertise
Improved Trip
Greater Trip (a must - not worth the attempt if you dont get this)
Some optimizing feats on top of these are:
Combat Reflexes (only if Dex is good)
Felling Smash (only worth it Dex is good)
Lunge
Combat Patrol (meh - more feats to unlock than worth it to me)
Tripping Strike
Tandem Trip (teamwork feat, awesome for you and a buddy!)
Cleaving Finish (via Power Attack > Cleave)
Other strategies:
Use a reach weapon - you can trip without the feats and incurring the AoO from the target doesn't matter (because they can't reach you).
Add improved disarm to the chain (because prone and unarmed is really good)
Look for CMB bonuses from archetype, traits, gear
Also, consider the bladed belt item. It can change to any P/S weapon and be enchanted at the same cost as a regular weapon but the bonus carries over to all the forms it takes. Very efficient for mixed tactics. Note that it takes a command word to change it's form. Commands take a standard action.
Finally, if you want to knock people down, tripping isn't the only way. This is less feat intensive and possibly more appropriate for a Barbarian:
Power Attack (your were gonna get this anyway, right?)
Improved Overrun
Greater Overrun
Optimizers:
Charge Through
Spiked Destroyer
So, w just two feats, people are going down and AoOs are happening for much cheaper. W the optimizers, while wearing spiked armor, you rush a target, knockdown anyone in your way, get a free swift action attack on them, generate an AoO on them for you and/or your allies, and/or then smash into the 2nd target, either overrunning them for an AoO, or just ending the attack as a charge in front of them. If you like this, check out the Rhino Hide armor item. Hella affordable, and adds another 2d6 damage on a charge.