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Create Mr. Pitt |
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Why is he doing this, that sounds pretty obnoxious. Do you have the stats to be a melee monster? You may need to focus on offense. It can synergize, but it's not idea. Buff yourself and concentrate on out of combat healing. But if you're not pleased about it you should figure out why it's happening and discuss it with your GM.
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GM Rednal |
4 people marked this as a favorite. |
I don't think GMs should dictate builds that way. It's not fun when someone else controls your character.
That said, focus on items to do the healing - especially Wands of Cure Light Wounds, which the party as a whole should be paying for and using out of combat. From there, do less healing in-combat and more buffing.
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Dorkis |
![Acadamae Student Korvosa](http://cdn.paizo.com/image/avatar/34_Acadamae-Student.jpg)
Why is he doing this, that sounds pretty obnoxious. Do you have the stats to be a melee monster? You may need to focus on offense. It can synergize, but it's not idea. Buff yourself and concentrate on out of combat healing. But if you're not pleased about it you should figure out why it's happening and discuss it with your GM.
Thanks for the advice. I think he is trying to challenge me, and it fits into the storyline of the campaign. Still, this is the toughest build I have been faced with. I fear that my PC will be slain (again) in short order. I suppose I could buff first then rage afterwards, but then if any party members need healing, my PC will be unable to assist.
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![Theodore Black](http://cdn.paizo.com/image/avatar/PZO9549-Theodore_500.jpeg)
If you can change the cleric levels to oracle levels, Rage prophet becomes an option.
That said, this kind of GM hamfisting of player options is always a red flag of a bad game. IF the reason for it is "you must be a barbarian tribe member" then it may be time to mention that class is not role. You do not need to have "Barbarian" on your character sheet to be a barbarian.
You may just want to walk.
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CampinCarl9127 |
1 person marked this as a favorite. |
![Gambler](http://cdn.paizo.com/image/avatar/PZO1124-Gamblr_90.jpeg)
I agree with Turin the Mad. Current build info would help greatly.
As I put in your other thread, the moment of clarity rage power would allow you to cast 1/rage.
You can retool your cleric levels, but do you want to? If the answer is yes, I heavily suggest a cleric of Gorum. Take things like the war domain and go full on battle-cleric. Here is a high-level cleric of Gorum that may give you some inspiration.
Also, nothing is stopping you from just ending your rage if you need to. If you're raging and then a party member goes down, simply end your rage and go help them. Yes you will suffer fatigue penalties and can't rage until you get rid of the fatigue (tip: pretty easy as a cleric), but it doesn't mean you can't cast. Or just use moment of clarity.
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Dorkis |
![Acadamae Student Korvosa](http://cdn.paizo.com/image/avatar/34_Acadamae-Student.jpg)
Interesting. Ability scores and current gear (if any) would be helpful. If the character is being made from scratch, then you're merely working the barbarian levels into your background.
Are there any limitations on source materials, i.e. are 3rd party publishers' materials permitted?
I can use 3rd party materials if the DM allows it. He is pretty open. My PC's stats are 16 str, 12 dex, 15 con, 10 int 16 Wis 13 cha. I have 108,000gp to spend on gear.
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Create Mr. Pitt |
In combat healing is not so useful anyway. As a 9th level caster your buffs should last long enough to go into rage after; you'll have to be tactically smart about the approach. There is at least a bit of synergy here, clerics make great melee builds; this would be a disaster with a wizard. What are your stats?
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Turin the Mad |
1 person marked this as a favorite. |
![Hala](http://cdn.paizo.com/image/avatar/Hala.jpg)
Channel Positive Energy shouldn't be much of a problem as a (su) ability, one hopes. ;)
Recommend viewing your rage and rage powers as your fall-back option, what you unleash when things are getting really bad. Given how many bases your ability scores have to cover (pretty much all of them), this is definitely a challenging character to put together.
In-combat healing doesn't suffer much inefficiency from the missing caster levels (unlike offensive casting), and you theoretically have access to breath of life and raise dead, so most of the essential 'healing' bases are covered just fine at 9th Cleric.
Depending on what domains you select and any emphasis on channel energy determines more of your combat healing than many of your spells will.
Clerics do gain access to some of the best non-polymorph buffs in the game, several of which affect all or almost all of your allies with a single casting: bless, prayer etc. Your personal combat buffs get positively nasty if you prepare a Quicken divine favor, for one example.
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Turin the Mad |
![Hala](http://cdn.paizo.com/image/avatar/Hala.jpg)
Turin the Mad wrote:I can use 3rd party materials if the DM allows it. He is pretty open. My PC's stats are 16 str, 12 dex, 15 con, 10 int 16 Wis 13 cha. I have 108,000gp to spend on gear.Interesting. Ability scores and current gear (if any) would be helpful. If the character is being made from scratch, then you're merely working the barbarian levels into your background.
Are there any limitations on source materials, i.e. are 3rd party publishers' materials permitted?
Nice. Race is?
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Dorkis |
![Acadamae Student Korvosa](http://cdn.paizo.com/image/avatar/34_Acadamae-Student.jpg)
Dorkis wrote:Nice. Race is?Turin the Mad wrote:I can use 3rd party materials if the DM allows it. He is pretty open. My PC's stats are 16 str, 12 dex, 15 con, 10 int 16 Wis 13 cha. I have 108,000gp to spend on gear.Interesting. Ability scores and current gear (if any) would be helpful. If the character is being made from scratch, then you're merely working the barbarian levels into your background.
Are there any limitations on source materials, i.e. are 3rd party publishers' materials permitted?
Human
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![Yuki-Onna](http://cdn.paizo.com/image/avatar/PZO1120-YukiOnna_90.jpeg)
With those stats, you're looking all right to move into melee, and if you want to focus a bit more on buffing, you can always grab moment of clarity so that you can spellcast in combat, and then pick up antagonize or a similar spell and have the enemies run at you - 3 levels of barb gets you some extra hp on top of rage abilities, and you can melee hard enough to be a threat.
Also, I could be wrong on this, but it doesn't seem like there's anything saying you can't channel while raging. It doesn't require a concentration check, or anything, but it's been a while since I played a cleric so I can't be sure, so if you pick up alignment channel+channel smite you can seriously bring the hurt on an evil person, or whatever common alignment you fight against.
You're probably not going to lose much as a healer, especially if you can help stop the hate on all of your party-mates. 2d6 isn't going to make or break a clutch heal at this level, and you can easily grab higher-level scrolls if you really have to. Losing out on miracle & 9th level spells is going to hurt a bit, but that's only if you're going to late-game.
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Dorkis |
![Acadamae Student Korvosa](http://cdn.paizo.com/image/avatar/34_Acadamae-Student.jpg)
Dorkis wrote:Nice. Race is?Turin the Mad wrote:I can use 3rd party materials if the DM allows it. He is pretty open. My PC's stats are 16 str, 12 dex, 15 con, 10 int 16 Wis 13 cha. I have 108,000gp to spend on gear.Interesting. Ability scores and current gear (if any) would be helpful. If the character is being made from scratch, then you're merely working the barbarian levels into your background.
Are there any limitations on source materials, i.e. are 3rd party publishers' materials permitted?
A Quickened Divine Favor... you're a genius. I knew coming to message boards would be a good idea. Thanks!
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![Sorcerer](http://cdn.paizo.com/image/avatar/PZO9448-Kellid_90.jpeg)
Human, Alignment: CN, Classes: Cleric Of Gorum 6/Invulnerable Rager (Barbarian) 3
Initiative: +1 ,Senses: Perception +3* [*No Ranks in perception so could change]
AC: 16 Touch: 11 Flat: 15 (Scale Mail +5, Dex +1)
HD:3d12+6d8+18 (72HP)
Fortitude: +10 Reflex: +4 Will: +9
SQ: Aura, Channel Negative Energy 3d6 (Will DC 16-Half) 6/Dy, DR 1/-,Domains(Destruction, Strength), Extreme Endurance (Fire Resistance 1), Fast Movement, Orisons,
Rage (10 Rounds), Rage Power (No Escape),*Destructive Smite (su) 6/Dy,*Strength Surge (Sp) 6/Dy
Melee: GreatSword +10/+5 (2d6+5/19-20 S)
Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 13
BA +7/+2, CMB +10 CMD 21
Feats
Improved Channel, Channel Smite, Extra Channel, Eclectic(Barbarian)[APG], Reach Spell [APG], Versatile Channeler [UM]
Skills
(33 Skill ranks)
[Extra HP Or Skill Points are up too Choice still, and thanks to Eclectic feat you get bonus skill or HP per Cleric OR Barbarian Level]
Not counting towards gear this build let's you use the Channel Negative energy as additional damage to Living enemies, Although if you expect to face Unliving ones
Changing it to Positive Energy, but with Versatile Channeler it changes to 2d6 of the Opposite energy.
As the healer just memorize the healing spells and for combat remember to use Reach Inflict Spells for Ranged Attacks and when the enemy moves in to attack you, Rage with the
Great Sword while smiting with Negative energy through it.
As for gear I'm sure alot of fun can be had with a Great Sword enchanted to be a Holy Symbol.
Since the Charisma is low Selective Channel is a wash for the character without items to increase the CHA since you can only pick one target per Cha Bonus to ignore. So Channel Smite would be the friend here, might want to swap DEX & CHA with this build and to enhance AC take Dodge Later on. But have never thought of this combo of classes before. Makes for an interesting Combat Cleric.
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Grue |
![Skull](http://cdn.paizo.com/image/avatar/Horrors-skull.jpg)
I don't think GMs should dictate builds that way. It's not fun when someone else controls your character.
Just stress Rednal's point here. Your DM controls everything else about the game...setting, npcs, what options are available, treasure, and even what adventures you are doing (barring a true sandbox campaign). If taking 3 levels of class [x] is something you really don't want to do, please tell him so (and have that player to DM talk;-). The game is for your enjoyment as well and the DM's role ends at your sheet and what your PC does because they control everything else.
If it is a challenge that you've accepted and think you will enjoy carry on. Otherwise see above.
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Dragonchess Player |
![Wil Save](http://cdn.paizo.com/image/avatar/private/Wil-Wheaton-2.jpg)
If your cleric is already somewhat capable in melee combat (rather than an archer cleric or one with a spell/channeling focus), then there isn't much that needs to change:
1) As your first barbarian rage power (2nd level), take Moment of Clarity. This gives you the option of casting a spell while raging; this is a critical component of multiclassing barbarian with any casting class, IMO. If there is another rage power that fits the character well/you really want, spend a feat on Extra Rage Power to select it.
2) Start using wands of cure light wounds, etc. (possibly created by the character, if they have the Craft Wands feat) to heal the party in between fights, not during. In-combat healing is often a poor use of actions (rather than buffing, controlling the battlefield, debuffing, or doing damage), extending the fight rather than ending it more quickly (by taking out the enemy as fast as possible). "Heal-bots" are seldom a "necessity" for parties that play smart, so being a "sub-par healer" is not a major hindrance as long as the bases for replenishing hp, curing ability damage/drain, and removing status effects are covered.
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BretI |
![Shaman](http://cdn.paizo.com/image/avatar/PZO7101-Shaman_500.jpeg)
Really nice attributes.
Occult Adventures added a Furious Spell meta-magic feat. This would allow you to have spells prepared that you can cast while raging.
You are probably going to want Raging Vitality or an Unchained Barbarian in order to prevent death by rage ending.
I agree with others, it would be nice to know why Barbarian.
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BigDTBone |
2 people marked this as a favorite. |
![Hezzilreen the Cunning](http://cdn.paizo.com/image/avatar/PZO9432-Priest_500.jpeg)
I don't get it, why is he making you do it? To challenge you? I'm having trouble picturing that conversation.
Did he really say "your next 3 levels have to be barbarian, and that's final" and you didn't question why after that?
Might be worth making that short story long for this one.
No, it wouldn't. The player has decided to stay and play and is asking for build advice. Elucidating the conversation would only further entice people to offer non-solicited advice for the OP to dump the game and that point is moot.
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ShroudedInLight |
![Thias](http://cdn.paizo.com/image/avatar/b5_c_herald_of_cayden_cail.jpg)
Since you are already un-optimized, I say go all out and focus on prestiege classes. After all, you are already down from 5th level spells to 3rd level if you go 3/6 Barb/Cleric so you might as well try to make the most from your class by ditching it completely and using it just as a pre-requisite.
I would suggest one of the following:
Evangalest is an excellent class, you'd get 3 Barbarian Levels, 3 Cleric Levels, 3 Evangelest Levels, and then 2 more levels of cleric abilities from being an Evangelest. Not bad all things considered, would have to slog through the Archive of Neythes to pick out a decent god whom you could be devoted to, but it would work.
or
Holy Vindicator still gives you Divine Magic progression in addition to some nasty powerful physical attacks. You could be a Barb 3, Cleric 2, Vindicator 4 which be pretty powerful. You gain channel energy as a Cleric that stacks with being a cleric. Stigmata is powerful and the bleeding isn't too bad if you take advantage of Rage and a pickable +2 bonus to one of a variety of stats is nothing to sneeze at. Empowered cures and Dooming opponents is nothing to sneeze at either.
PS: Consider going for...what do you call it, variable Multiclassing. If you don't care about feats give them the boot and pick up useful class abilities instead.
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Finlanderboy |
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![Gerlach](http://cdn.paizo.com/image/avatar/PZO9525-Gerlach.jpg)
The OP seems to agree the DM challenge. Honestly Barbarian is rarely a bad dip for melee classes. So this is hardly a horrible thing. As a DM I have created rules for players coming in to fit a storyline. So this may not be a bad thing.
I would ask for a rage power that lets you cast while raging. Then deck out quickened buffs and buff yourself and then full round aattack
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CheezWizrd |
![Balazar](http://cdn.paizo.com/image/avatar/PZO9438-Balazar.jpg)
My first question is, "how much leeway do you have with your Cleric and Barbarian class levels, in terms on Archetypes?"
Most of my characters 'build against type', and are multi-classed, so here are some of the things to look for:
1. DEFENSE/Granted armor and shield proficiencies: Cleric and Barbarians both get Medium armor and shield. Can you build defense around that? Can you take a Cleric Archetype that strengthens offense if favor of reduced armor proficiencies, which your Barbarian levels will offset, as you will gain those proficiencies back? Can you take levels of a Cleric or Barb. Archetype which grant increased proficiencies (Crusader? Armored Hulk?)
The most advantageous aspect here is that Divine Casters are not hampered in their spellcasting or Domain abilities by using Heavy armor. Heavy shields are problematic at times as they prohibit the use of a free hand for somatic components, or presenting a Holy Symbol to Channel Energy.
2. DEFENSE: Saving Throws/DR/SR, etc. : The other things you can be targeted by.
Multiclassing often results in imbalanced Saving Throws; as a Cleric/Barb., you will have a high Fort save, a much better Will save than a normal Barb., and an absolute crap Reflex save. Shoring up your character's weak points can be as important as capitalizing on your strengths. The good news is that failed Reflex saves usually only result in HP damage, and not debilitating status effects.
3. OFFENSE: What is your weapon style? Feats?
The Good News: This is totally doable. Rage is the signature Barb. ability, which normally interferes with casting, vis a vis, "While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."
This means casting Cleric Spells while Raging is OUT, completely. Even a Quickened spell requires Concentration. What is left are Channel Energy and Domain abilities, which can be quite powerful.
My advice, since you are primarily a Cleric, with Barb. levels, is to focus on being a support build that acts as a second level of defense, and can frontline when necessary. Strength, Travel, War, and other Domains have excellent abilities which can be used while Raging.
Consider the Armored Hulk archetype.
Read the excellent Guide to the Reach Cleric, and build upon that. You have good stats for out-of-combat buffing and support; in combat, focus on Domain Abilities and Channel Energy, judicious use of support spells, and pick up Combat Reflexes, Power Attack, and a Reach weapon.
For your stat boost items, buy a STR belt and a mixed WIS/CHA headband; pick up Extra Channel as a feat, and buy +2 Full Plate. Use Greater Magic Weapon and Magic Vestment to boost your weapon and armor +'s; shore up your defenses where possible with items, and decide how much offense you're really going to try to be doing. Sometimes just pointing a pointy thing in the right place and holding the line while other people smash things is enough.
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CheezWizrd |
![Balazar](http://cdn.paizo.com/image/avatar/PZO9438-Balazar.jpg)
*Note that there is some ambiguity about the use of SLA's versus supernatural abilities while Raging; SU's seem to be clear, while SLA's may encounter some table variation.
Here's a sample build idea:
A Fafhrd and the Grey Mouser-type, carousing, hard-living Battle Cleric of Cayden Cailean.
Human Cleric 9(Devout Pilgrim)/Barb (Armored Hulk)3
Domains: Travel, Strength
Feats: Weapon Focus (Guisarme), Extra Channel, Combat Casting, Power Attack, Sacred Summons, Combat Reflexes, Improved Initiative
Move 35'/rd in Heavy armor, 45' with Domain ability. Can use your Domain ability on allies as a Standard. Teleport yourself or others around the battlefield, or through/around obstacles. Boost your own or other's Strength or movement, channel, or cast (including Summon as a standar action) and move during your turn, and attack using AoO's with Reach Weapon when it's not.
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![Khepri](http://cdn.paizo.com/image/avatar/PZO9080-Osirion3.jpg)
I wouldn't normally suggest this, but here we go:
Barbarian(take archetype Wild Rager, it will give you an extra attack and as you won't be going more than 3 levels of barbarian most likely you should be able to make the save no problem.
For cleric I would suggest taking the rage domain because as far as I can tell with the FAQ your levels for rage powers should stack with cleric levels(1/2 not full) so that will get you more value from the rage powers your receive overall.
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Ya'akov |
![Harrowed Summoning](http://cdn.paizo.com/image/avatar/PZO9446-Summoner_500.jpeg)
Turin the Mad wrote:I can use 3rd party materials if the DM allows it. He is pretty open. My PC's stats are 16 str, 12 dex, 15 con, 10 int 16 Wis 13 cha. I have 108,000gp to spend on gear.Interesting. Ability scores and current gear (if any) would be helpful. If the character is being made from scratch, then you're merely working the barbarian levels into your background.
Are there any limitations on source materials, i.e. are 3rd party publishers' materials permitted?
You might want to consider getting some Celestial Armor (22,400 gp) or Celestial Plate Armor (25,000gp), if you're worried about dying; they're pricey armors, but very effective (and you can fly once per day as a bonus).
Here's a link to the Plate armor description.
http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/celest ial-plate-armor
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![Balazar](http://cdn.paizo.com/image/avatar/PZO1115-Balazar_90.jpeg)
I still don't know why you have to take levels in barbarian . . . I mean . . . . I just don't get it.
If you are looking for something though, there is a new metamagic feat 'furious spell' which lets you cast spells when in a barbarian rage. Get yourself a metamagic wand of it and you can still cast (at least three times/day) while raged.
I would also suggest picking up the 'additional traits' feat, which would let you pick up magical knack (cleric) This increases your caster level by 2 for all cleric spells (up to your total class levels). While it doesn't give you extra spells, it does effect things like your ability to penetrate SR, things that are calculated as x/level, and concentration checks.
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MeanMutton |
![Magenta Ioun Stone](http://cdn.paizo.com/image/avatar/PZO9435-Magenta_90.jpeg)
I still don't know why you have to take levels in barbarian . . . I mean . . . . I just don't get it.
If you are looking for something though, there is a new metamagic feat 'furious spell' which lets you cast spells when in a barbarian rage. Get yourself a metamagic wand of it and you can still cast (at least three times/day) while raged.
I would also suggest picking up the 'additional traits' feat, which would let you pick up magical knack (cleric) This increases your caster level by 2 for all cleric spells (up to your total class levels). While it doesn't give you extra spells, it does effect things like your ability to penetrate SR, things that are calculated as x/level, and concentration checks.
Both are good advice.
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![Xamanthe](http://cdn.paizo.com/image/avatar/PZO9033-Centaur.jpg)
Avatar-1 wrote:Might be worth making that short story long for this one.No, it wouldn't. The player has decided to stay and play and is asking for build advice. Elucidating the conversation would only further entice people to offer non-solicited advice for the OP to dump the game and that point is moot.
The player is being forced into it. To suggest that this very strange request shouldn't be questioned at all and only build advice should be offered is a very submissive approach.
The GM might have a very good reason or it might be toxic - we have no idea and there's nothing to suggest either way. Either way, people are already suggesting they should dump the game and we have no idea if that is a bad suggestion or not.
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Turin the Mad |
6 people marked this as a favorite. |
![Hala](http://cdn.paizo.com/image/avatar/Hala.jpg)
Dorkis is requesting build advice, not "GM is being bad, mmmkay?" commentary from the peanut gallery.
Pretty sure that Dorkis already figured the latter part out all on their own before posting.
Human, 16 Str, 12 Dex, 15 Con, 10 Int, 16 Wis, 13 Cha, Barbarian 3rd/Cleric 9th, 108k gp gear budget.
Excellent advice has already been given, it's just a matter of sorting out what's the most appealing to play.
Good luck, Dorkis!
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BigDTBone |
1 person marked this as a favorite. |
![Hezzilreen the Cunning](http://cdn.paizo.com/image/avatar/PZO9432-Priest_500.jpeg)
BigDTBone wrote:Avatar-1 wrote:Might be worth making that short story long for this one.No, it wouldn't. The player has decided to stay and play and is asking for build advice. Elucidating the conversation would only further entice people to offer non-solicited advice for the OP to dump the game and that point is moot.The player is being forced into it. To suggest that this very strange request shouldn't be questioned at all and only build advice should be offered is a very submissive approach.
The GM might have a very good reason or it might be toxic - we have no idea and there's nothing to suggest either way. Either way, people are already suggesting they should dump the game and we have no idea if that is a bad suggestion or not.
(1) I disagree with your presumed premise that submissive is inherently worse than not-submissive.
(2) I disagree that choosing to not object is submissive
(3) Neither of the latter are important because the OP didn't ask for advice about the social interaction with the DM. The OP asked about build advice for the character.
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Baval |
If youre willing to become a crazy raging Barbarian like your DM wants, then ok.
If you just want to pay the DM lip service, but still take the levels hes "requiring", Serene Barbarian.
http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/4-winds-f antasy-gaming---barbarian-archetypes/serene-barbarian
Gain bonus to Dex and Wisdom, though still cant cast while serene. Pick up http://www.d20pfsrd.com/feats/combat-feats/mad-magic-combat asap.
Or become a Savage Tactician (this is my second favorite option)
http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/rite-publ ishing---barbarian-archetypes/savage-tactician
And give mini rages to yourself and all allies, continuing to buff them. It doesnt say you can cast spells while raging, but it does say you can use your skills, so you might be able to convince your DM you can.
Or, you could trade in your rage for one of the Genius Games Generic Archtypes. From the free ones, I recomend Harrier or Physical Exemplar.
If hes really open to 3rd party, request he allow you convert your priest to a spherecaster using Spheres of Power, then take the feat that allows your Barbarian levels to count as Low Caster levels (Spheres of Power treats Caster Level like BaB, Low Casters are 1/2). As a bonus, in combat healing is viable with Sphere Magic, and Sphere Magic feels much more balanced with Melee than Vanecian. (this is my favorite option, but he may be disagreeable)
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CWheezy |
Wow, a lot of haters in this thread
Anyway, here is a build:
Bob-arian
Human barbarian (wild rager) 3/cleric of Milani 9 (Pathfinder RPG Ultimate Combat 31)
NG Medium humanoid (human)
Init +6; Senses Perception +20
Aura freedom's call (30 ft., 9 rounds/day)
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 24 (+8 armor, +2 deflection, +2 Dex, +2 luck, +2 natural)
hp 126 (12 HD; 9d8+3d12+57)
Fort +17, Ref +10, Will +16
Defensive Abilities trap sense +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 conductive furious naginata +14/+9 (1d8+20/×4) or
mwk morningstar +13/+8 (1d8+12)
Ranged +1 adaptive composite longbow +12/+7 (1d8+7/×3)
Special Attacks channel positive energy 4/day (DC 15, 5d6), chaos blade (4 rounds, 1/day), rage (12 rounds/day), rage power (moment of clarity)
Domain Spell-Like Abilities (CL 9th; concentration +14)
8/day—touch of chaos
Cleric Spells Prepared (CL 11th; concentration +16)
5th—breath of life (DC 20), quickened divine favor, plane shift[D] (DC 20)
4th—air walk, freedom of movement, freedom of movement[D], greater magic weapon
3rd—dispel magic, invisibility purge, magic circle against evil, magic vestment, remove curse[D]
2nd—defending bone, defending bone, ironskin, ironskin, remove paralysis[D], weapon of awe[APG] (DC 17)
1st—divine favor, divine favor, divine favor, obscuring mist, protection from evil, protection from evil, sanctuary[D] (DC 16)
0 (at will)—detect magic, guidance, light, read magic
D Domain spell; Domains Chaos, Liberation (Freedom subdomain)
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Statistics
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Str 22, Dex 14, Con 18, Int 10, Wis 20, Cha 13
Base Atk +9; CMB +12; CMD 32
Feats Combat Reflexes, Divine Interference[UM], Extra Rage, Improved Initiative, Power Attack, Quicken Spell, Raging Vitality[APG]
Traits fate's favored, magical knack
Skills Acrobatics +1 (+5 to jump), Climb +9, Diplomacy +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +20, Sense Motive +10, Spellcraft +10, Swim +9
Languages Common
SQ fast movement, liberty's blessing, uncontrolled rage, wild fighting
Combat Gear extend metamagic rod (lesser), extend metamagic rod (lesser), jingasa of the fortunate soldier[UE], wand of cure light wounds, wand of cure light wounds; Other Gear +2 mithral breastplate, +1 adaptive composite longbow, +2 conductive furious naginata[UC], mwk morningstar, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +4, handy haversack, headband of inspired wisdom +4, ring of protection +2, 3,257 gp
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Tracked Resources
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Chaos Blade (1/day) (Su) - 0/1
Cleric Channel Positive Energy 5d6 (4/day, DC 15) (Su) - 0/4
Extend metamagic rod (lesser, 3/day) - 0/3
Extend metamagic rod (lesser, 3/day) - 0/3
Extra Rage (6 rounds/day) - 0/6
Freedom's Call (30 ft., 9 rounds/day) (Su) - 0/9
Jingasa of the fortunate soldier (1/day) - 0/1
Liberty's Blessing (8/day) (Su) - 0/8
Moment of Clarity (1/rage) (Ex) - 0/1
Rage (12 rounds/day) (Ex) - 0/12
Touch of Chaos (8/day) (Sp) - 0/8
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
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Special Abilities
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Chaos Blade (1/day) (Su) Touched weapon temporarily becomes anarchic.
Cleric Channel Positive Energy 5d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Freedom)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fate's Favored Increase luck bonuses by 1.
Freedom's Call (30 ft., 9 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Liberty's Blessing (8/day) (Su) Allow target to re-attempt a save.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Touch of Chaos (8/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncontrolled Rage (DC 15) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
Wild Fighting (Ex) Make extra attack at full BAB when full attack, but -2 to hit & -4 to AC for 1 rd.
I have no idea what god or whatever you picked, but it doesn't really matter.
Anyway as you can see you suck pretty bad without rage or what have you, BUT with divine favor and rage up, your attacks go to:
+22/+16 for 1d8+29, which is pretty reasonable especially if you are expecting to get any AoOs. Also, you can channel in your touch of choas with this build and force them to reroll all d20 rolls for a whole round with no save, which is AWESOME
Hoipefully your don't have to take any more barbarian levels, lol. A 1 level dip is ok but 3 levels is a lot.