| Sphynx |
| 4 people marked this as a favorite. |
As part of my project to categorize all the best builds, starting with high DPR Martials from each of the martial classes, I'm beginning with the Barbarian. I played a Sylph Urban Barbarian for awhile (don't ask :P), and while reading the guides, realized the importance of Come and Get Me at level 12. Also the importance of an Invulnerable archetype. However, I'm no expert on the class...
Anyone care to help me with the ultimate DPR build for the class? How to best maximize the come-and-get-me power? If there are any ranged-attack builds that would be interesting? Best feats? Magic Items? Traits?
Please don't recommend I go look at the Guides, I do know the guides pretty well, but they are generalized and may lack any special combinations that hard-core barbarian players may have come across that boosted DPR more than expected. I'm specifically looking to see just how much damage one can output as a barbarian at any given level. :) If I don't get any input, I'll just assume that the guides are solid enough and I'll add a basic Barbarian to the list using the (according to the guide) best options listed in the guides, and try to calculate the DPRs accurately on my own, per level.
| Claxon |
| 4 people marked this as a favorite. |
Beast Totem line, Come and Get Me, Superstition, Spell Sunder, Reckless Abandon, Power Attack, and Combat Reflexes, Raging Vitality. Be a human and use the favored class bonus for Superstition. Use feats for extra rage powers (the ones I mentioned) if you don't have something else in mind. Rage Powers are generally better than any other feats you can pick up.
With these, a two handed weapon, and a big strength score you'll make more attacks and land almost all of them to deal out more damage than anybody else.
I will also advise to go invulnerable rager so that you retain survivability, because the rage powers are going to drive your AC into the ground. Don't worry about it. That's what your big con score and rage are for. Your AC isn't ever really going to protect you, so make sure someone in the party can you a wand of CLW and heal up after every combat.
You are a giant can of berserker-ing whoop ass. But you also don't have much in the way of physical avoidance. Surprisingly by having superstition (and being a human and using the favored class bonus for it) you will have saves that are better than practically anyone else. Even paladins will envy your saves. You can even up your touch AC to unexpectedly high levels by taking the Ghost Rager power, which adds your Superstition bonus to your touch AC. Now it's unlikely any pesky casters are going to hit your touch AC.
Oh yeah, don't use the unchained barbarian. Unless you can convince your GM to only let you use the way the HP bonus from unchained rage applies. If you can do this, then you don't need Raging Vitality.
Build for strength > con > dex > everything else. I suggest you have at least a 16 strength, 16 con, and 14 dex. Human racial bonus boosts strength to an 18. You'll need to dump charisma and either int or wisdom. Wisdom contributes some to your will save, but with superstition it becomes less important and you may favor the skill point from int. Either way, cha = 7 and int and wis are 9/10 (for 20 point buy).
There are probably some things that I'm forgetting or overlooking, but this should get you well on your way.
| Captain Morgan |
For pure damage, as opposed to overall utility from the spell sunder line, natural weapon based Barbarians are pretty impressive, especially before level 5. A Ragebred barbarian can get 5-6 natural attacks a round by level 3 or 4. And you can perform almost all of them at full BAB. You miss the 1.5 STR and power damage of a two hander, but on a full attack you should win out on numbers, and you get pounce by level 10.
You can carry a reach weapon for single attacks and AoOs until pounce, and just drop it when you are ready to maul things.
| Captain Morgan |
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I'm just about to roll up an unchained barb, why do you recommend going 'chained' barb?
The original barb gets a point or two more damage when two handing be a us of the strength double dip. It also gets spell sunder, and a few other rage powers like Raging Grappler that are nuts in the right context. It can also get nuttier thanks to rage cycling shenanigans.
The trade off is unchained gets temporary HP lost first, which can help sustainability, can get better improved DR, and has a select set of nice things like Accurate Stance which chained can't replicate.
In general Unchained lowered the ceiling a bit but also raised the floor of the class. Unfortunately, when you are making a "best of the best" build as asked for here the ceiling is what matters.
| Claxon |
| 2 people marked this as a favorite. |
I'm just about to roll up an unchained barb, why do you recommend going 'chained' barb?
Captain Morgan covered it pretty well, but the short version is that while the Unchained Barbarian is better than the normal Barbarian on the lower end, the normal barbarian also has a higher end than the unchained.
Basically, a normal barbarian goes from 1 to 10, while a UBarbarian goes from 3 to 8. They're easier to build so that don't suck, but they also can't be build to excel as much as the normal barbarian. They do some things better than a regular barbarian that you wouldn't expect, like being good at two weapon fighting since URage adds a bonus to melee attacks and damage instead of to strength (which would normally affect those things, but doesn't help you qualify for two weapon fighting). So you can make a dexterous UBarbarian and not pump strength and build a competent TWF. But TWF is mechanically worse under most circumstances than simply two handing a weapon.
Ragebred requires specific races the player may or may not have access to, but can be very effective at damage. At low levels they will out damage a two handed fighting style. At higher levels, I'm not sure. Especially when Come and Get Me comes into play (since it's free extra attacks and THF hits much harder per hit).
The general outline I posted has a good deal of damage, as well as plenty of utility, and survivability (as long as a wand CLW is available after each fight). But if you solely want pure DPR, the ragebred character probably wins. I've never done the math to see.
Oh, and use a nodachi if you do go THF. Once you pick up improved critical the crit range combined with your huge static damage modifier means you will do an incredible amount of damage quite often.
| Claxon |
Courageous was finally FAQ'd so that the morale bonus bit only applies to saves against fear, it no longer applies to all things. SO it doesn't enhance your rage bonuses to strength or con anymore.
Courageous Weapon Property: Is the courageous weapon property meant to help only on saves against fear? The text seems to give unfettered increases to all morale bonuses, which is way out of line for a +1 equivalent weapon ability.
A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.
So, furious yes, courageous no. A falchion isn't worth the feat either. It does have the best combination of crit range and critical modifier, but it's still not worth the feat for most builds. Picking up Extra Rage is going to be more useful most of the time in terms of making a good survivable well rounded character. While you can minmax damage, doing so to the detriment of the rest of the character just means you'll die having dealt a lot of damage in the combat.
And being an Orc isn't worth it. It's better to be a half orc, you qualify as an orc for almost anything and still get access to the human favored class bonus.
Also, horde charge isn't any good unless someone else is an orc/half-orc who works on charging a lot. Depending on party size and roles, it's actually quite unlikely this would be the case. Not worth it. As with most teamwork feats, the requirements to make them work usually make it not worthwhile.
Blood Vengeance while cool is also terrible. Your friends have to be knocked unconscious or die. This is something that your party should usually be working very hard to avoid the majority of the time. While it may happen once in a while it shouldn't happen often. It also only works out to +1 attack and damage, and +1 hp per HD, but only functions sporadically. I'd much rather have feats that work all the time instead of a companion needing to die to get a slight boost. It's just not really worth it.
| Chess Pwn |
A falchion isn't worth the feat either. It does have the best combination of crit range and critical modifier, but it's still not worth the feat for most builds.
You're thinking Falcata. A Falchion is just a 2-handed martial weapon with an 18-20 crit range, and Half-orcs get free proficiency with.
| Froth Maw |
Courageous was finally FAQ'd so that the morale bonus bit only applies to saves against fear, it no longer applies to all things. SO it doesn't enhance your rage bonuses to strength or con anymore.
Quote:Courageous Weapon Property: Is the courageous weapon property meant to help only on saves against fear? The text seems to give unfettered increases to all morale bonuses, which is way out of line for a +1 equivalent weapon ability.
A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.
So, furious yes, courageous no. A falchion isn't worth the feat either. It does have the best combination of crit range and critical modifier, but it's still not worth the feat for most builds. Picking up Extra Rage is going to be more useful most of the time in terms of making a good survivable well rounded character. While you can minmax damage, doing so to the detriment of the rest of the character just means you'll die having dealt a lot of damage in the combat.
And being an Orc isn't worth it. It's better to be a half orc, you qualify as an orc for almost anything and still get access to the human favored class bonus.
Also, horde charge isn't any good unless someone else is an orc/half-orc who works on charging a lot. Depending on party size and roles, it's actually quite unlikely this would be the case. Not worth it. As with most teamwork feats, the requirements to make them work usually make it not worthwhile.
Blood Vengeance while cool is also terrible. Your friends have to be knocked unconscious or die. This is something that your party should usually be working very hard to avoid the majority of the time. While it may...
Ah, oh well. The courageous thing seemed cheesy anyway. I wasn't saying go full on Orc though. I was just saying go human with orc racial heritage for the orc feats. Human barbarian is obviously best barbarian. I still prefer orc to half orc though for ferocious action.
And yeah, you'll obviously need multiple dudes with the same feats for the blood vengeance/horde charge thing to work, but it's pretty awesome if you can make it happen. In general, extra rage power is the better choice though.
Also, you don't need a feat for a falchion. And since the courageous thing doesn't work, you could always go furious/keen falchion for the frequent crits.
| Froth Maw |
Froth Maw wrote:Human barbarian is obviously best barbarian.Why? Why is it better than the Half-Orc? For the extra feat?
Favored class bonus. If you can get the human favored class bonus as a half orc, like claxon said, then half orc would actually be awesome, especially if you could get ferocious action. I wasn't sure about that though.
| Sphynx |
Ok, so I've got a Half Orc Invul Rager...
I've got 3 feats (of 10). Raging Vitality, Power Attack, and Combat Reflexes. All the other 7 should be Extra Rage Power then?
Ive got FCB from level 2+ towards Superstition, 1st level I took 1 extra rage/day (new rules prevent me from getting the Superstition boost at 1st level)
I've got a Furious Nodachi (what happens if it's already +5? You get to pick what those extra +2 become as weapon abilities?)
I assume Breastplate is the best armour? Any special properties or material? Obviously not Adamantite, since I'm an Invul Rager...
I started with Str 19, Con 17. Is the Ferocity worth losing the Human capacity to +2 both Str and Con?
Superstition is obviously my 2nd level Rage Power... any particular order for the Beast Line, Spell Sunder and Reckless Abandon? Trying to get the best advancement plan level-by-level for my project, so I can't just make a high level character and forget about what order the powers come in. :/
| Claxon |
Claxon wrote:A falchion isn't worth the feat either. It does have the best combination of crit range and critical modifier, but it's still not worth the feat for most builds.You're thinking Falcata. A Falchion is just a 2-handed martial weapon with an 18-20 crit range, and Half-orcs get free proficiency with.
Good call. I was thinking falcata instead of falchion.
I forget the falchion was a 2d4 version of the nodachi. Or rather the nodachi is a 1d10 version of the falchion.
Ah, oh well. The courageous thing seemed cheesy anyway. I wasn't saying go full on Orc though. I was just saying go human with orc racial heritage for the orc feats. Human barbarian is obviously best barbarian. I still prefer orc to half orc though for ferocious action.
And yeah, you'll obviously need multiple dudes with the same feats for the blood vengeance/horde charge thing to work, but it's pretty awesome if you can make it happen. In general, extra rage power is the better choice though.
Also, you don't need a feat for a falchion. And since the courageous thing doesn't work, you could always go furious/keen falchion for the frequent crits.
Racial heritage is a bad idea though. If you were going after the orc feats, being a half-orc qualifies you for most anything that requires orc or human as part of the requirements and also lets you nab the favored class bonus from either (in this case you want human) or their own race's favored class bonus (yes, half-orc and half-elf effectively get 3 choices). Selecting a human and then spending a feat to get racial heritage is a waste, because the things humans really get are the extra skill point per level and the feat (and in this case the FCB). Half-orc gets access to orc feats without needing Racial Heritage, gets access to Human Barbarian FCB. So you're missing out on the +1 skill point per level, but you get other bonuses like darkvision and the ability to pick up a bite as a trait.
| Sphynx |
Ok, here are my choices then...
+2 Con/Str (Dual-Talented Human)
or
Darkvision and Qualify for Orc feats. Checking the Orc feats, I don't see any off-hand, that would be better than an additional +2 Stat.
I wouldn't have the bonus feat or skills to pick up Racial Heritage with since I'd dual-nature as a human.
Also, there were only 3 feats listed. Are the rest spent on rage powers? Or is there a tier to climb like step-up or cleave for best results?
| Claxon |
Ok, here are my choices then...
+2 Con/Str (Dual-Talented Human)
or
Darkvision and Qualify for Orc feats. Checking the Orc feats, I don't see any off-hand, that would be better than an additional +2 Stat.
I wouldn't have the bonus feat or skills to pick up Racial Heritage with since I'd dual-nature as a human.
Also, there were only 3 feats listed. Are the rest spent on rage powers? Or is there a tier to climb like step-up or cleave for best results?
Personally I don't find dual natured to be worth it. The extra skill point and feat are very valuable.
You'll also want Improved Sunder for use with Spell Sunder, if you go that route. But yes, you will probably end up spending most of your feats on Rage Powers.
Personally, my choice would be between human and half orc. Not a dual natured human, because +2 con isn't worth the feat and a skill point. You already have a high enough con to qualify for Raging Vitality, which increase your con while raging, so the extra con really only works out to +1 hp per HD, and +1 fort save. With Superstition save bonuses aren't so important. And +1 hp/HD is the Toughness feat. And you still lose the skill point. You'd be better off just taking Toughness if you really wanted the HP.
Personally, I would choose the Human without dual natured over the half-orc, because it helps you bring your build together sooner as you can take Power Attack and Raging Vitality at level 1. Which by the way, Raging Vitality effectively gives you the same bonus as having +2 con (so long as you're raging). And you still get to extra skill point. (Seriously not worth it for dual-natured.)
You'll want the Rage Power Strength Surge as well.
| Sphynx |
Ok, I've given it a go and made the character. Care to take a look-see at it and tell me how I can improve it please?
http://gryphynx.eu.pn/Pathfinder/index.php?type=barb_2h
Also, although I've done my best to automate the calculations of the Full Round Attacks, it's always possible that my calculations are missing a variable, so if you see something that's off, please don't hesitate to point it out. :)
Hopefully soon I'll have the 'best' DPR build for each of the Martial Classes.
| Chess Pwn |
I think an unchained barb will do more durring it's turn late levels with Accurate Stance, Deadly Accuracy, Lethal Accuracy. It's a pretty strong boost to DPR. But Come and get me can do so much off your turn.
Also there's one more feat worth taking for the barb. Raging brutality. It adds a lot of damage when you use it and and get off some good CaGM attacks.
Also for single class DPR, getting a way to get haste from magic items is a pretty big DPR boost too.
N. Jolly
|
Half orc is easily the way to go, my barb guide (that will never get updated) has some advice on it, human FCB is the way to go, but there are some orc only things (like a trait that just gives +1 damage to attacks made while in rage) are just amazing, and fate's favored is always good for even MORE amazing saves, since your saves can never be high enough.
| Sphynx |
I think an unchained barb will do more durring it's turn late levels with Accurate Stance, Deadly Accuracy, Lethal Accuracy. It's a pretty strong boost to DPR. But Come and get me can do so much off your turn.
Also there's one more feat worth taking for the barb. Raging brutality. It adds a lot of damage when you use it and and get off some good CaGM attacks.
Also for single class DPR, getting a way to get haste from magic items is a pretty big DPR boost too.
Raging Brutality requires a Swift Action (negating the use of a Full Round Attack) to add 1.5 * ConBonus to a single attack, right? Isn't it better to just go the full round attack?
| Sphynx |
Half orc is easily the way to go, my barb guide (that will never get updated) has some advice on it, human FCB is the way to go, but there are some orc only things (like a trait that just gives +1 damage to attacks made while in rage) are just amazing, and fate's favored is always good for even MORE amazing saves, since your saves can never be high enough.
Anything specific? I assume you refer to the Mindlessly Cruel trait? I didn't really see anything of interest from the orc side, their feats are mostly about getting to 0-hp, which isn't the best window to focus on, and the "good" traits all seem to be 3rd party, which I'm trying to avoid.
Chess, guess I'm not use to having Swift actions. :P What would I be replacing to get Raging Brutality on the sheet?
| Rylar |
If we are assuming a solo attacker with no party he needs to find a way to cast haste or at least a speed weapon. A hand full of potions would work.
I noticed at level at level 3 you jump from a +9 damage on your sword to a +13, the only thing that's different is power attack which should be a +3 damage. Same with natural weapons it goes from 6 to 9 when PA only adds 2. - Edit at 4 it works itself out, looks like the str bonus for level 4 was added in at 3.
If we are talking about optimization, I would have a flaming/freezing/corrosive/shocking/keen +5 weapon at level 20.
Also if we are talking about optimizing for damage only, you have a few wasted feats that could be traded out for weapon focus and other small damage increases vs survival feats.
| Sphynx |
I'm calculating a different bonus damage in a lot of places.
I have a +57 to 2 handed damage at 20 using your items/feats.
38 str / 32 con/ Power attack/ weapon
21+16+15+5=57 If furious stacks with +5 (don't think so) then that's 59.
38 Str = 21
32 Con = 16Power = 18 (1 + Math.floor(level/4)*2) * 1.5
Weapon = 7
------------
Total = 62.
My Power was at 6 (the /4 fiasco), so I was short about 9. Should match up now. :)
| 666bender |
i think that most powerful = stay alive to deliver damage.
stack DR
stack saves
take raging vitality.
than damage.... power attack is all you need. reckless abandon is nice .
i had good use with a barb. with 2 claws, 1 gore, 1 bite and the rest are unarmed attacksX4.
8 attacks is a killer and mean all bonuses stack many time.s
| Sphynx |
i think that most powerful = stay alive to deliver damage.
stack DR
stack saves
take raging vitality.than damage.... power attack is all you need. reckless abandon is nice .
i had good use with a barb. with 2 claws, 1 gore, 1 bite and the rest are unarmed attacksX4.
8 attacks is a killer and mean all bonuses stack many time.s
I tried the 2 claws (Beast Totem, Lesser), 1 gore (Animal Fury), and 1 Bite (Toothy Orc Trait), but the damage wasn't comparable (no 1.5, lower weapon enhancement/amulet, and gore does x0.5 instead of x1 or x1.5) and I don't think there's a way to stack "Unarmed x4" to your Natural Attacks, is there?
| Sphynx |
Assuming all the to-hits are correct, as well as the damage, this level 20 Barbarian will hit anything on a 1 or 2 in his first 2 attacks; and almost guaranteed that at least another attack hits, with a 40% chance on the toughest of creatures, in all 4 attacks hitting.
Practically guaranteeing 3d10+186 damage, with (assuming that at least one of those draws a x2 critical) a probable 4d10+228 damage, a possible 5d10+290 (or higher with a 20% chance to Crit).
I never play past level 12, so I don't know how this compares to most builds or even other martial classes, but it sure blows my Kineticist (+30/129 or 106) out of the water in hitting and damage (which is fine, I'd still rather play the Kineticist). :P
| Claxon |
If we are talking about optimization, I would have a flaming/freezing/corrosive/shocking/keen +5 weapon at level 20.
Also if we are talking about optimizing for damage only, you have a few wasted feats that could be traded out for weapon focus and other small damage increases vs survival feats.
I would disagree strongly about putting any or all elemental enchants on a weapon. At 20th level, they're nearly worthless.
A large swathe of enemies at such high level will be immune or have energy resistance of at least 5, meaning that those extra damage dice will only deal actual damage on a roll of 6 (and even then dealing only 1 damage). It's actually a very ineffective method.
He's much better off having a +5 furious speed weapon than he would be with those elemental damage enchants. Add keen to it if he doesn't pick up Improved Critical Nodachi (or whatever 18-20 crit range weapon he wants) though he should really spend the feat on it. And if he has a party member that can regular drop haste on him, he should drop speed from the weapon and instead place Holy on it. At 20th level, things are much more likely to be evil aligned creatures than anything else, but this will of course depend on the campaign.
Now something that is worthwhile is the Deliquescent Gloves which don't add cost to the weapon, and use a mostly unused item slot, to add corrosive property to a weapon. Fire and Cold are the most widely resisted energy types, while electricity less so, and acid the least resisted. Since the gloves are cheap, and don't increase the cost of your weapon at all I find them useful at mid levels for some extra damage. But I usually end up selling them at higher levels because everything resists or is immune to elemental damage.
| Sphynx |
He's much better off having a +5 furious speed weapon than he would be with those elemental damage enchants. Add keen to it if he doesn't pick up Improved Critical Nodachi (or whatever 18-20 crit range weapon he wants) though he should really spend the feat on it. And if he has a party member that can regular drop haste on him, he should drop speed from the weapon and instead place Holy on it. At 20th level, things are much more likely to be evil aligned creatures than anything else, but this will of course depend on the campaign.Now something that is worthwhile is the Deliquescent Gloves which don't add cost to the weapon, and use a mostly unused item slot, to add corrosive property to a weapon. Fire and Cold are the most widely resisted energy types, while electricity less so, and acid the least resisted. Since the gloves are cheap, and don't increase the cost of your weapon at all I find them useful at mid levels for some extra damage. But I usually end up selling them at higher levels because everything resists or is immune to elemental damage.
Thanks, I'll take these into account on the next edit. I do have the Keen Furious Nodachi on the sheet, but am at a shortage on feat slots. I can drop the boost to DR/- but even those are just at the last 3 levels, no sure if it's worth the exchange at that point.
As for the weapon, I quit spending at level 15 I believe, at that point I agree that we should be adding weapon qualities, I just wasn't sure which ones.
| Claxon |
Thanks, I'll take these into account on the next edit. I do have the Keen Furious Nodachi on the sheet, but am at a shortage on feat slots. I can drop the boost to DR/- but even those are just at the last 3 levels, no sure if it's worth the exchange at that point.
As for the weapon, I quit spending at level 15 I believe, at that point I agree that we should be adding weapon qualities, I just wasn't sure which ones.
You're link above doesn't show everything, it only shows raging vitality so I'm not sure what's up with that. If you can't work in Improved Critical it is fine.
I would assume in a party you can get someone to cast haste on you, or you can get boots of speed (10 rounds per day). You don't need the speed quality on your weapon, and can instead have a +5 Furious Keen Holy weapon. Really, at only 12,000 gold you could consider buying multiple pairs of Boots of Speed. I bet 3 pair would last you for every combat you would have (30 rounds).
Get your build updated in that link and I'll review it when I have time.
claudekennilol
|
For pure damage, as opposed to overall utility from the spell sunder line, natural weapon based Barbarians are pretty impressive, especially before level 5. A Ragebred barbarian can get 5-6 natural attacks a round by level 3 or 4. And you can perform almost all of them at full BAB. You miss the 1.5 STR and power damage of a two hander, but on a full attack you should win out on numbers, and you get pounce by level 10.
You can carry a reach weapon for single attacks and AoOs until pounce, and just drop it when you are ready to maul things.
A ragebred barb should have 5 attacks at lvl 2. First level feat should be extra features so at level 1 then can have their gore plus two hooves. At level 2 you get your beast totem for claws for a total of 5. If going natural attack, though, I actually like a ragebred abyssal bloodrager build better (with the primalist archetype). Sure, you don't get pounce until 12 (instead of 10), but you get to enlarge for free when you rage which gives you more strength and bigger damage dice.
| Sphynx |
You're link above doesn't show everything, it only shows raging vitality so I'm not sure what's up with that. If you can't work in Improved Critical it is fine.
I would assume in a party you can get someone to cast haste on you, or you can get boots of speed (10 rounds per day). You don't need the speed quality on your weapon, and can instead have a +5 Furious Keen Holy weapon. Really, at only 12,000 gold you could consider buying multiple pairs of Boots of Speed. I bet 3 pair would last you for every combat you would have (30 rounds).
Get your build updated in that link and I'll review it when I have time.
You're looking at 1st level. There's a drop-down box that lets you select the level you want to look at, up to level 20.
Anyhows, recalc'd things a bit, got the Speed on the weapon at 17th level, moved his +6 Perfection to 18th level. Still have 2 levels (350k Gold) of spending to do before being maxxed out on equipment.
Speed improved his damage to an almost guaranteed 5d10+290 (5 attacks with a 20% critical)
| Sphynx |
A ragebred barb should have 5 attacks at lvl 2. First level feat should be extra features so at level 1 then can have their gore plus two hooves. At level 2 you get your beast totem for claws for a total of 5. If going natural attack, though, I actually like a ragebred abyssal bloodrager build better (with the primalist archetype). Sure, you don't get pounce until 12 (instead of 10), but you get to enlarge for free when you rage which gives you more strength and bigger damage dice.
What is a ragebred barbarian? I can't find anything on the paizo prd site for it. :/
| Claxon |
You can drop Renwed Vigor, it's practically worthless. Unexpected Strike would be a much better rage power if you were going to keep that as a rage power, or you could covert it into a feat (you would need to probably move around when you selected some rage powers though). I would select Improved Critical just so you didn't have to have keen on your weapon. That saves you money that allows you to do other things.
I would also ditch the Boots of Swift fury. Moving 10ft faster is kind of cool, but the deflection bonus against AoO from moving through threatened squares really isn't that good. And as I stated you can just buy a couple pairs of Boots of Speed. Each pair grants you 10 rounds of haste per day, and haste gives you 30ft movement speed bonus, a +1 to attack and AC, and gain an extra attacking. Removing the need for Speed on your weapon.
Which by the way, the cost difference between a +5 weapon and a +5 speed weapon is 78,000 gold. Which is enough to buy 6 pairs of boots of speed. 60 rounds of haste per day would probably way more than you need.
Oh, and as you continued to enhance the weapon the effective saving just continues to increase. It also enables you to put other enhancements on the weapon instead of "wasting the space" with a +3 enhancement that is better done with multiple pairs of shoes.
| Claxon |
claudekennilol wrote:What is a ragebred barbarian? I can't find anything on the paizo prd site for it. :/
A ragebred barb should have 5 attacks at lvl 2. First level feat should be extra features so at level 1 then can have their gore plus two hooves. At level 2 you get your beast totem for claws for a total of 5. If going natural attack, though, I actually like a ragebred abyssal bloodrager build better (with the primalist archetype). Sure, you don't get pounce until 12 (instead of 10), but you get to enlarge for free when you rage which gives you more strength and bigger damage dice.
Ragebred is a race of skinwalkers. They are in the Pathfinder Player Companion: Blood of the Moon. If you wanted to use it, you should probably talk to your GM about it since the content is pretty far from the core line. Not everyone likes PCs playing lycanthropes.