| Diaz Ex Machina |
So, last session of Carrion Crown we had a Total Party Kill, and now me and my group are creating our new characters. I've opted for an unchained barbarian, but am not quite sure about how to build it.
First of all, the new group will start from the third module, at level 7 using the 20 points buy system, and the group will be composed by:
- an alchemist,
- a barbarian (me),
- a cleric,
- a rogue.
I can't decide which archetype to take between Invulnerable Rager and Superstitious. I think the former would last longer in such a hard campaign (I've already lost two characters), but the latter feels more connected to the setting.
Can you help me define this character?
Thank you for your time :)
| Captain Morgan |
Dude, it's carrion crown … you have to play a superstitious witch hunting barbarian
It's a requirement!!Remember , unchained barb highly favors two weapon fighting not two handed
Make sure to go after disruptive and so spell breaker rage powers
Über useful at your point in the AP and after
Eh... I don't know about highly favors. You get better returns on TWF vs two handed as compared to the original Barbarian, but that's by like a point or two of damage. All the normal advantages of two handed, such as not needing full attacks or tons of feats and getting better power attack damage, still apply. What you could make a case for is the Unchained Barbarian being better at natural weapons, especially secondary natural weapon attacks, which is a really good niche for Barbarians. Especially at low levels.
As for archetypes, I don't think the Superstitious has mechanics that mesh with the flavor at all, so I wouldn't sweat it. Just take the superstitious line of rage powers, and maybe ask your DM if you can use the original version since Unchain nerfed a few of them.
| The Shaman |
Usually, I like to either go big or go home on DR, so I am quite cool with the superstitious barbarian. Both features it trades are good substitutions imo.
By the way, speaking of thematic archetypes for this path, I think it is hard to beat the mooncursed barbarian. Granted, it may get you run out of town or worse in some places... Welcome to Ustalav!
The main problem is imo that not having access to weapons while you rage until leve 5 can be a bit of a problem.
| Pendagast |
Pendagast wrote:Remember , unchained barb highly favors two weapon fighting not two handedInteresting. I've already played a two-handed fighter in this campaign, so it would be a nice change going a TWS route. Which feats should I take, apart from the obvious Two-Weapon Fighting line?
Hmmm I'd have to give it some thought
I haven't played carrion crown since it first came out.And many option have come online since then.
7th level you say?
I'll get back to you…
| Pendagast |
As a 7th level barb in carrion crown
I think I'd take an elven mounted fury
Take blended view and forlorn to pick up a skill focus
S 15 D 18 C 12 I 10 W 12 ch 10
You'd have fast rider and bestial mount instead of fast movement and uncanny dodge
Rage powers : superstition, witch hunter and ferocious mount
Fears:
Mounted combat
Trick riding
Exotic weapon Falcata
Two weapon fighting
At 9th ride by attack
11th spirited charge
13th improved twf
15th mounted skirmisher
Fight with Falcata and kukri
If you don't go mounted
Take feats like nimble moves , acrobatics steps and light steps
Fast move over debris, marsh, sand etc
Introduce your character as an elven mounted warrior
No one will get the barbarian part
They might think ranger
Wait to "freak out" until you're fighting undead, witch/necromancers and the like
Good fun.
Of course a ranger with mounted combat style could get skirmisher a lot earlier and pick the right favored enemies and you could have similar results
But you won't be able to get those fighter only fears of disruptive and spell breaker
| Diaz Ex Machina |
So, this is a first sketch of my barbarian, tell me what you all would change, add, or remove.
Human (Kellid) barbarian (unchained, superstitious) 7 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +8; Senses Perception +11
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 shield)
hp 68 (7d12+14)
Fort +8, Ref +7, Will +3; +5 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies', +1 morale vs. fear (+1 stacks with similar)
Defensive Abilities improved uncanny dodge
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Offense
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Speed 40 ft.
Melee +1 courageous short sword +11/+6 (1d6+1/19-20) or
. . +1 furious short sword +11/+6 (1d6+2/19-20)
Ranged longbow +12/+7 (1d8/×3)
Special Attacks rage (18 rounds/day), rage powers (roused anger, superstition +5, witch hunter)
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Statistics
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Str 13, Dex 21, Con 14, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +8; CMD 23
Feats Improved Two-weapon Fighting, Quick Draw, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits axe to grind, life of toil, veteran of battle
Skills Acrobatics +15 (+19 to jump), Craft (leather) +1, Intimidate +10, Perception +11, Survival +11
Languages Common, Hallit
SQ doubt, fast movement, heart of the fields, sixth sense
Combat Gear potion of cure moderate wounds (5); Other Gear +1 studded leather, +1 courageous short sword, +1 furious short sword, arrows (20), longbow, belt of incredible dexterity +2, backpack, belt pouch, flint and steel, soap, waterskin, donkey, blanket, hemp rope (50 ft.), pack saddle, pot, torch, trail rations, 107 gp
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Special Abilities
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Doubt -4 for an hour on any skill or ability check after you fail that type of check
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +3 (Craft [leather], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (Unchained, 18 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Roused Anger (Ex) Enter rage even when fatigued, but at end exhausted 10 min.
Sixth Sense +2 (Ex) +2 initiative and +2 AC during surprise rounds.
Superstition +5 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Witch Hunter +2 (Ex) While raging, gain bonus dam vs. spellcasters and crits suppress beneficial spells for 1 rd.
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@Pendagast thanks for your advices, but I don't really like the idea of a mounted character, and I'm going to play a human.
| Pendagast |
If you're going to do that finesse thing why not build a swashbuckler?
You could do a little bit of a barabatian dip spend feat on extra rage power so you can still have witch hunter and superstitious.
Heck if you really wanted to you could get slashing grace and slash away with a bastard sword.
If you were after disruptive and spell breaker you could play a magus and get them through arcana
I'm just saying you can get more out of a build than a barb that fights with two shortswords
There's no bonus to damage there and there's no weapon training like a fighter. With a low str you will run into dr issues very soon if your party hadn't seen that already
| MageHunter |
You don't really have to focus on DEX like that, going STR based means the DEX isn't wasted. You get AC, Reflex saves, and AoO's which means picking up Come and Get Me is a great choice.
I would start with a 16 dexterity and just use natural leveling to boost it to at least 17. You won't be able to get Greater Two-Weapon Fighting later, but the -10 bonus seldom makes it worth it.
The benefits? A lot better damage. Plus, if you wield a double weapon or go Sword and Cestus you can two-hand AoO's.
Two-Weapon Defense is pretty underwhelming but grabbing Double Slice will boost damage and later you can grab two-weapon rend, which is an automatic 1d10 points of damage.
I would replace weapon finesse with Combat Reflexes or Cleave, you could later pick up Combat Reflexes and abuse it with Come and Get Me, and Cleave means if you can't full attack or have multiple weaker enemies you have a fun option.
| Diaz Ex Machina |
I've read in a guide about the CAGM Barbarian. Which is better for such kind of character, a two weapon style or a two-handed weapon style?
| Diaz Ex Machina |
I've read in a guide about the CAGM Barbarian. Which is better for such kind of character, a two weapon style or a two-handed weapon style?
Nevermind, it seems that CAGM is not compatible with the unchained barbarian :(