Survive with a barbarian.


Advice


Greetings to all Forum Members!

After quite a while without playing pathfinder (years), I was invited by a friend to play a pathfinder game in the Iron Kingdoms scenario inspired, as the GM said himself, by the Bloodborne game.

So you know where this might lead to.

I'm rusted, really rusted in the pathfinder system, but I chose to play a barbarian Ogrun race, specific to the scenario (+4 Strength, -2 Intelligence and Wisdom, Large, +2 skill to anything related to metalworking, +2 intimidation, +2 natural AC, if swore an oath he virtually can't break it, an extra hit die.) wielding an "ogrun warcleaver" (2d8, two-handed, reach, can attack at close and long range).

We are going to start at 1rst level and, while the gm doesn't downright cheat most of times, he tends to toss enormous monsters and 'buff' them in order to fight powerful characters, and crush small ones in order to make the group laugh.

So I'm seeking an optimized barbarian build to survive -anything- and kill -anything- that the GM might toss. With extreme prejudice if possible. I thought of using the Invulnerable Rager archetype, but I'm mostly used to play paladins and rogues (since I love roleplaying) and thus, I'm completely lost on everything else (rage powers, feats, etc). And worry not fellow players, I'm not in for the munchkin thrill, I just simply want my character to survive enough for him to buy a cinema projector for his teacher.

PS: Apologies for any grammar mistakes, english isn't my first language.


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Liberty's Edge

Get the superstition rage power, even without the human favored class bonus it'll help a lot with your saving throws. Plus it opens up some other great rage power

The beast totem lines gives you extra AC and pounce (at level 10). I'm also a fan of the dragon totem for a more defensive orientated barbarian.

Invulnerable eager is good.

Come and get me (at 12th) + combat reflexes(and a decent Dex) + respectable DR will murderize things (think offense is the best defense).

Stalwart+improved stalwart + combat expertise will push your DR even higher.


Won't superstition mess with allies trying to heal me?

But again, it could be worse, the gm could be inspired by Dark Souls...

Liberty's Edge

G.Death wrote:

Won't superstition mess with allies trying to heal me?

But again, it could be worse, the gm could be inspired by Dark Souls...

Yes, but only when raging. The big thing about superstition is to make sure everyone is on the same page, buff before combat/rage. It can be an issue if you get to the point that you will die when you leave rage, but that is about the only truly problematic issue. And even then, as long as you don't go unconscious you have options.


The Gm said that the adventure would be from level 1 to 12, perhaps 15, fast progression.

Hmmm any ideas for a good progression?


So far I got these
Barbarian
Str 22 (18 + 4 of race)
Dex 16 (For AoO and combat reflexes)
Con 16
Int 08 (10 - 2)
Wis 10 (12 - 2)
Cha 06

First feat, Power attack

My gm uses a point-per-point system, limiting attributes to 18, and for this adventure he offered 76 points.

What you think?


Should be solid enough for stats, since 18 is the cap (like most sane GM's homerules).


sorry for a slightly off topic post but can anyone lead me to stats/description for ogrun and the warcleaver? mentioned in the OP


http://privateerpress.com/iron-kingdoms/introduction-to-the-iron-kingdoms/r aces-of-the-iron-kingdoms for the description

http://www.revolutionsf.com/iveymojo/IronKingdomsRaces.pdf For the stats, and this is for the 3.5 stats, the +1 level adjustment is nulified in the pathfinder due pathfinder races being 'more powerful' than 3.5's, at least that's what the gm said.


I'm reading the unchained. While I don't like the sudden shift from a bonus in raw strength to a mere bonus in attack and damage... the rage powers got quite good.
Unfortunately it seems the Gm wants me to either adopt the full unchained, or nothing at all...

Bastard.


From what I've been told, the rage powers section states that they work with either Barbarian, doesn't it?


Nope, the introduction makes it clear

"These classes can be used alongside their
original counterparts (although individual characters must
use one version or the other exclusively). Some feats, rage
powers, rogue talents, and other rules might not work with
the unchained classes, and such rules should be reviewed
before being used with the new versions. "

page 8

The Exchange

I think first feat should be combat reflexes. Then at lv 3 pick up power attack. Attempt to trip/murderhobo things before they can get to you!

Not sure if pushing assault is a good idea. It certainly gives more aoos, but I've yet to test that one out myself. Some people also swear on lunge, I prefer quaffing a potion of enlarge person (do orguns count as humans for the purpose of enlarge person?)

Later barbarians have a rage power called come and get me. Try combine this with dazing assault to see how many baddies you can daze before they get to you!

I understand that a lot of baddies have high fort save, but they could always roll a nat 1...


Check this little beauty

I've used this one in the past and it's worked out surprisingly well, even in killer DM territory.


Hmmm checking out, dammit, no one else in the group made anything useful besides a rogue. I'm the only fighter-class. No wizards, no healers.
One wants to be an arcane mechanic
Other wants to be a field mechanic
The third one wants to be a... iron kingdoms ranger to become a sniper
The fourth a rogue.
And me as the barbarian.

I'm thinking in exchanging for a druid to enhance survability


Ok people, I have a lil build for you to think about. Since I can't give three points to intelligence, would you think it would be good if I took two levels of Fighter with both the Archetypes of Unbreakable and Lore Warden? I'd have the breastplate from barbarian, so there aren't any problems with armor nor weapons, and on the second level of fighter I'd be able to get Combat Expertise for free.

In the end, assuming a 4th level barbarian/fighter, the first two levels of barbarian, two levels of fighter, enabling me to get stawlwart at the 4th level. Assuming I survive this far.


Is the movement trait really that awesome? I mean, what would be better, heavy armor, or another foot of movement?


G.Death wrote:
Ok people, I have a lil build for you to think about. Since I can't give three points to intelligence, would you think it would be good if I took two levels of Fighter with both the Archetypes of Unbreakable and Lore Warden?

Those archetypes do not stack. Both replace same class abilities.


pezlerpolychromatic wrote:

Check this little beauty

I've used this one in the past and it's worked out surprisingly well, even in killer DM territory.

great build, i like to add 1 more dip of oracle as it offers fatigue immunity.

Rage cycle for me is worth the delay in BAB and rage powers.
adding your barbarian level to sunder with spell sunder offer something NO OTHER character can do.
with trait *2 (+1 to all cmb, +2 with 1 weapon to sunders), str surge, imp & grt sunder and rage you auto dispel anything.

we had a fight Vs a high level cleric, all the party went for the kill vs the many minions he had.
i delayed.
the cleric summoned? i ran in, attacked and dispelled the summon.
he than used a blade barrier for "divide and conquer tactic" - i attacked once more.
he used a scroll and started blinking, with huge AC and freedom of movement.
a full attack round of me was > dispel *4, 2 worked and 1 delayed the spell.

it was a great and offered something not only "hack and slash".

another concept i like is to take the archetype with a mount, not that of DR.
be a 1/2 orc. low level take a dino or rhino, later on take a petrosaur and fly.
yes, your survival will be lower as DR will be very small. but your rhino can cover you if you need to step back - and an ally = team feats, bodygaurd feats etc.


+4 to strength, and a 20 feet attack zone. Just get combat reflexes and a decent dex and con. Inv rager is good but so is normal barbarian. Get iron will and dont sell out on wisdom and you will do fine. Raging vitality is a great feat.
Unless your GM plans on making this game very hard your super race and equipment alone is totally over the top. I am sure you will do fine.


it depends a lot on the DM.
i had a game where DM used many foes each fight.
the barbarian player (mounted fury) had whirlwind attack.

mount used move to put him into position (flyer) .
barbarian attack all with reach.
sundering magic, tripping and dazing assault with a drop of damage.
i can search his build.
he had no DR, no armor and suck touch AC.
but with acrobatics and team feats he always got to position without AOO.
the AOE attack just SMACKED the area around him.

the animal companion used greater bull rush for more AOO, was great.

tanking isnt always about being a huge wall.
bull rush, trip, sundering magic and items and dazing is making sure nothing gets to any one else.


titan mauler gnome barbarian!


I can't use the oracle dip trick, Iron Kingdoms don't have oracles...

Buuuuut, iron kingdoms have a nice, neat equipment piece called armored trenchcoat, it gives the wearer dr 5/blunt AND the gm allowed characters with armor building skills to make their own equipment.

Grand Lodge

I suggest an abyssal bloodrager. At level 4 you'll be huge (3x3) whenever you rage. Since you're using a reach/nonreach weapon. and will threaten anything within 30 feet. You'd be wasting the claws, though. But your weapon will be 3d6 (actually, at level 4 you could 3d8 claws (if you had the rageshaper archetype or the Improved Natural Attack feat), but you'd only threaten everything within 15 feet).

Also, you'll be incredibly overpowered for level 1 with a 2d8 weapon.


Ok, things are looking grim, I can't go for the stalwart route due not being able to buy combat reflexes. Guess all there is left then is go for beast totem.

Grand Lodge

G.Death wrote:
Ok, things are looking grim, I can't go for the stalwart route due not being able to buy combat reflexes. Guess all there is left then is go for beast totem.

You can take my suggestion and be a primalist bloodrager. Swap out your 8 and 12 bloodrage abilities for beast totem and you'll have pounce at level 12 while enlarging while you're raging and your claws would eventually be 4d6. I mistyped, if you enlarge yourself while bloodraging your 2d8 weapon would be a 3d8 weapon.


I can't, Ogruns can't be arcane spellcasters in Iron Kingdoms, and I'd need points towards charisma.

One option I found to make things better would mix a single level of Gladiator on it, winning two feats: power attack and combat expertise, with power attack out of the way I could get both endurance toughness on the side (actually endurance comes from a second level in Gladiator)


I think you are over doing it mate. Even with out dumping stats and class dipping you have a insanely strong character. That would be totally out of Line in normal games. I realize i dont know a lot about iron Kingdoms but i assume the power level is proper for that stuff.


Overdoing?
I was just about to start talking about my multi-barrel area-hitting Ogrun cannon! =P

But seriously, apologies, the GM is fed up with the players screwing around and said that the game would be very hard and punishing. It's my first game with the group in two years.


Hmmm yeah the GM cut the gladiator's class. Back to the basics.


Just keep going barbarian, what you need is power attack and combat reflexes, and you can have both at level 3. From there on just get ragng vitaliy, Toughness, iron will and extra rage powers damage reduktion. pounce at level 10 and come and get me at level 12 is so good that almost nothing in the Martial World is worth delaying them for.
all the tricks sounds good but until level 12 the best is just to keep going barbar. With rage and reckless abandon you to hit will be amazing with supestious, hit points and rage your defense will allow you to survive the figths(and get a band aid on in between). Kill before being killed is the beste defense in PF.

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