
TPK |

Yeah, I have included this in the build I am designing. Half Orc Toothy with a Boar Spear, so AOO when they are moving in and an AOO before they attempt to attack me. Just working out the details... Wanted to see if there was anything that I was missing. So anyone's input would be appreciated. Thanks.

Bob Bob Bob |
This spell? Doesn't stack with standard barbarian rage though (and weirdly enough, not available to bloodrager).

Gwen Smith |

This spell? Doesn't stack with standard barbarian rage though (and weirdly enough, not available to bloodrager).
I was just going to mention that, too. :-)

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WOW! Death or glory is crazy scary... I don't know if it is crazy good or just plain crazy but it would produce an additional AOO in the Come and Get Me AOO and moving through my threatened square w/ a Reach Weapon AOO combo.
It's just crazy cause it takes a full round action to make a single attack with a +4 to +7 on attack and damage, that lets the opponent hit you, which, even if it triggers come and get me is about on par with just having taken 2 attacks, once you get to 3 or 4 attacks (which you'll have by the time you can get Come and Get Me), it's a waste.

TPK |

The design I have in mind has 4 attacks by 3rd level... Half Orc Toothy for a bite, Beast Totem for 2 claws and a gore attack from Eldritch Heritage Minotaur. I think low level I am going to just be totally BA. I am worried about the toll by higher levels, so I need to make sure I am planning this go the distance.
Warning There is a house rule in place that allows me to exchange my traits in for an extra feat at 1st level. I am wielding a boar spear normally out of rage and depending on the situation might continue to wield it in rage. But otherwise I would love some more feedback.
Anyone who would like a copy of the character I have written out in a word doc please shoot me a message.

TPK |

TPK wrote:Eldritch Heritage Minotaur...Huh?
A sorcerer bloodline in Deep Magic.
Minotaur
Your bloodline surges with the power, cunning, and fury of the minotaur, either due to a powerful minotaur sorcerer in your lineage or due to a gift a minotaur deity or ruler gave an ancestor.
Class Skill(s): Perception.
Bonus Spells: stone fist (3rd), share language (5th), rage (7th), dimensional shove* (9th), echolocation (11th), battlemind link (13th), forcecage (15th), maze (17th), greater maze (19th).
Bonus Feats: Combat Casting, Diehard, Endurance, Enlarge Spell, Extend Spell, Iron Will, Skill Focus (Knowledge [dungeneering]), Toughness.
Bloodline Arcana: When you cast a mind-affecting spell against a creature, increase the DC by 2.
Bloodline Powers: The fierceness and cunning of your ancestors comes easily to you, providing bonuses in combat and defense.
Pointed Negotiations (Sp)
At 1st level, you can grow horns as a free action for one round for every sorcerer level. Treat them as a natural weapon, and you can make a gore attack as a full attack action using your full base attack bonus. This attack does 1d6 hp damage (1d4 if Small), plus your Strength modifier. At 5th level, the horns are considered a magic weapon for purposes of overcoming DR. At 7th level, the base damage increases to 1d8 hp (1d6 if Small). At 11th level, the horns can be used as flaming horns, adding 1d6 hp fire damage to each hit. The fire damage is a supernatural ability. You also gain darkvision 30 ft.
Bull's Hide (Su)
At 3rd level, you gain resist cold and fire 5, and a natural armor bonus of +2 to your AC. At 9th level, your resistance to cold and fire increases to 10, and the natural armor bonus increases to +4.
Auroch's Strength (Sp)
At 9th level, you gain a +2 inherent bonus to Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Masters of the Maze (Sp)
At 15th level, you can cast maze as a spell-like ability three times per day.
Taurian Master (Ex)
At 20th level, your brutish nature becomes manifest. The flaming horns are permanent and always available as a weapon, and you permanently become one size larger (with all the bonuses that entails) as well as gaining darkvision 60 ft.

Captain Morgan |

If you want natural attacks, consider making Ragebred Skin Walker your race. You can get hoofs and a gore out of it and use rage powers to pick up a bite and claws.
A route you can go that leads to surprisingly high damage is grapple. With the Animal Fury, Savage Jaw, and Raging Grappler powers, plus armor spikes, you can once per rage inflict use grab as part of a full attack, which will then do damage from Raging Grappler and spikes too. Maintaining the grapple next turn knocks the enemy prone, hurts them through spikes and Animal Fury, plus let's you use your grapple action to damage them again. With Greater Grable and Rapid Grapple you can do this a lot.

Bob Bob Bob |
I really, honestly cannot tell.Rise Zombie conversation!!!
So, I was thinking about this barbarian again and I think that I found another good combo for the character. How do you guys interpret the way In Harms Way would work with Come Get Me? Would the barbarian get the AOO or not?
Benefit: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Benefit: While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
It looks like a no, but only because at no point does it say that an attack is made against you. Instead it's "you intercept an attack".

TPK |

Yeah, I was wondering about that wording, but once you intercept the attack I would think that the attack is now against me. However, the wording is a little bit of grey area. Thanks for chiming in. I hope we can get some more people reviewing this as well so I can get a good feel for if I want to include this in my build.

TPK |

Since there is a successful attack I am intercepting that to me means that they don't need to make another attack roll (this is to avoid a high AC character just going and jumping in knowing they can't get hit) but the attack is against me now. At this point I really think that the Come And Get Me feat would kick in here.