Show me your level 20 CRB only Barbarians


Advice


Hey all, one of our GM's is bringing it all back to CRB for a LvL 20 night and we have to play the opposite of our usual roles, so I'm going from legendary Bard to Barbarian.

I'd love input on a lvl 20 Barbarian build using only CRB and 500,000 go worth of equipment (not including wands+pots)

Excited to see what you all cook up


I CAN'T DO THAT DAVE.

CRB ONLY MARTIALS PRETTY LAME.

But in all seriousness I haven't built a Barbarian without at least using the Advanced Player's Guide. All the stuff I normally recommend it outside the core book.

Hopefully someone else can come along to recommend some good stuff...but my recollection about core only barbarians was that they we're...underwhelming.


How does your taste run? Pure min-maxing...or...a lady friend of mine ran a burly barbarian who liked to crochet on the side.


CRB Barbarian, taking only barbarian levels, is tricky. There are multiple different ways you could go but I would probably recommend one of the following:

1. Two handed weapon face smasher. Pick up a falchion, grab improved critical or make it keen, fish for crits to proc stunning critical wbich significantly limits enemy options.

2. Two handed reach weapon face smaher. Much the same as above but mix in combat reflexes. Crit fishing is harder as all the CRB reach weapons only threaten on a 20.

3. Two weapon fighting blender, make use of those extra rage stat boosts to up your to hit rate while two weapon fighting. For extra defensive benefits do this with a sword and board set up and invest in some of the shield feats. This is very feat intensive.

Whichever route you go make sure you have something invested somewhere to do stuff out of combat. I wouldnt dump Int, have some skills that give you a way to contribute. At this level I would really want to invest in UMD for personal spell wands and lower level scrolls.

Here is a basic two weapon shield using barbarian. Stat block includes rage and power attack. I assume web enhancement traits are OK. You still have over 20k to spend on wands, scrolls, potions and backup weapons.

Core Barbarian 20:

Half-orc barbarian 20
N Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft., scent; Perception +37

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Defense
--------------------
AC 40, touch 18, flat-footed 35 (+11 armor, +4 deflection, +5 Dex, +1 insight, +4 natural, -2 rage, +7 shield)
hp 345 (20d12+200)
Fort +26, Ref +17, Will +20 (+4 vs. enchantments); +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge, indomitable will, orc ferocity, trap sense +6; DR 5/—; Immune frightened, nauseated, shaken, sickened

--------------------
Offense
--------------------
Speed 40 ft.

Melee +5 heavy shield bash +31/+26/+21/+16 (1d8+29) and
. . +5 keen adamantine scimitar +27/+22/+17 (1d6+23/15-20) and
. . bite +21 (1d4+12)

Special Attacks mighty rage (47 rounds/day), rage powers (animal fury, clear mind, fearless rage, internal fortitude, mighty swing, quick reflexes, scent, superstition +7, surprise accuracy +6, unexpected strike)

--------------------
Statistics
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Str 34, Dex 22, Con 28, Int 12, Wis 20, Cha 7
Base Atk +20; CMB +26; CMD 51

Feats Alertness, Double Slice, Greater Two-weapon Fighting, Improved Initiative, Improved Shield Bash, Improved Two-weapon Fighting, Lunge, Power Attack, Shield Master, Shield Slam, Two-weapon Fighting

Traits dangerously curious, suspicious

Skills Acrobatics +27 (+31 to jump), Climb +14, Intimidate +0, Knowledge (nature) +5, Perception +37, Sense Motive +33, Survival +28, Swim +14, Use Magic Device +19; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc

Gear +5 mithral breastplate, +5 bashing adamantine heavy steel shield, +5 keen adamantine scimitar, amulet of natural armor +4, belt of physical perfection +6, boots of speed, cloak of resistance +5, dark blue rhomboid ioun stone, dusty rose prism ioun stone, eyes of the eagle, headband of inspired wisdom +6, ring of freedom of movement, ring of protection +4, 21,265 gp

--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions.
Mighty Swing (1/rage) (Ex) Automatically confirm a critical while raging.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (47 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Scent (Ex) While raging, you gain the scent ability.
Superstition +7 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Surprise Accuracy +6 (1/rage) (Ex) One attack per rage gets listed bonus to hit.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.


I appreciate the input!


Might I ask, why CRB only?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Tom Dlonge wrote:

Hey all, one of our GM's is bringing it all back to CRB for a LvL 20 night and we have to play the opposite of our usual roles, so I'm going from legendary Bard to Barbarian.

I'd love input on a lvl 20 Barbarian build using only CRB and 500,000 go worth of equipment (not including wands+pots)

Excited to see what you all cook up

CRB-only barbarian 20? How about:

Spoiler:
Dwarf barbarian 20
20-Point Buy: 28 (36 raging) Str, 16 Dex, 22 (30 raging) Con, 10 Int, 19 Wis, 5 Cha

AC: 32 (30 raging), 37 (35 raging) using buckler, 18 (16 raging) touch
DR 7/-
Speed 50 ft (yes, a dwarf in full plate with a 50 ft move; :D)

(Mighty) Rage 48 rounds/day
Rage Powers: Clear Mind, Guarded Stance (+4 dodge bonus to AC vs. melee attacks), Increased Damage Reduction (x2), Intimidating Glare, Mighty Swing (use rage cycling to start new rage when used), No Escape, Renewed Vigor, Superstition, Terrifying Howl

Skills: Acrobatics 20 (+23), Intimidate 20 (+28, +32 raging), Perception 20 (+27), Stealth 15 (+15), Survival 5 (+12)

Feats: Armor Proficiency (Heavy), Bleeding Critical (or another critical effect feat), Critical Focus, Fleet (x2), Improved Critical (Waraxe), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Power Attack

Equipment: +5 mithral full plate (35,500 gp), +4 arrow deflection mithral buckler (37,155 gp), adamantine dwarven thrower (63,312 gp), +5 holy cold iron dwarven waraxe* (100,360 gp), ring of protection +5 (50,000 gp), amulet of natural armor +4 (32,000 gp), belt of physical might (Str, Con) +6 (90,000 gp), boots of striding and springing (5,500 gp), cloak of resistance +5 (25,000 gp), glove of storing (10,000 gp; stores dwarven thrower), handy haversack (2,000 gp), headband of inspired wisdom +6 (36,000 gp), ioun stone (dusty rose prism; +1 insight bonus to AC) (5,000 gp), ioun stone (deep red sphere; +2 enhancement bonus to Dex) (8,000 gp)

You can use the waraxe two-handed for more Str/Power Attack damage (at -1 attack bonus) or one-handed for extra AC. Switching grips is a free action. Likewise, you can switch the waraxe to the buckler hand as a free action, retrieve the dwarven thrower from the glove of storing as a free action, and make a ranged attack; when the dwarven thrower returns, it's another free action to store it in the glove, and a free action to switch the waraxe to the non-buckler hand.

Also, wait until after a party member casts haste before starting to rage (to prevent running into issues with Superstition).

*- assuming a "typical" set of encounters, where evil foes are common; try to get some silversheen, as well as potions; alternately, you could have a +5 holy mithral dwarven waraxe (102,030 gp) and no handy haversack


Just a suggestion. This isn't min-maxed or anything.
Set stats however your group does them emphasizing STR>CON>DEX>WIS>CHA>INT. Make him/her a half-orc to get darkvision and bonus to Intimidate skill and take +2 STR.

You will have 10 rage powers, 10 feats, and 5 stat bumps. Use stat bumps to max out your STR. At the very least buy a belt of physical might with +6 STR and +6 CON (90k). Also look into getting +5 insight bonus to STR via manual of gainful exercise (137.5k). If you start with an 18 STR at level 1 (after racial bonus), you get +5 from leveling, +6 from belt, +5 from manual, and +8 from mighty rage for a total STR of 42. You could potentially stock up on potions of enlarge person, although I'm not sure it's worth the tradeoffs.

Save yourself a feat and just plan on grabbing a +5 keen (and something else) falchion for crits that threaten on a 15-20. Feats to consider getting: power attack at level 1, improved initiative, intimidating prowess (to add STR to intimidate skill), iron will, critical focus at level 9 (to set up stunning critical later), blind-fight, step up (to prevent casters from 5-foot stepping to avoid your AOO), toughness (for 20 hp), stunning critical at 17, and something else at 19 (maybe bolster ranged attack efforts with thrown weapons?). If you didn't care for stunning critical you could save yourself 2 feats and replace them. I stayed away from weapon focus (and improved weapon focus) since you likely don't need the additional bonus to attack.

Rage powers to consider taking: intimidating glare at 2 (to induce shaken condition as move action), powerful blow at 4 (for +6 to damage once per round), strength surge at 6 (to improve CMB/CMD), clear mind at level 8 (to reroll bad Will saves), increased damage reduction at 10, 12, and 14 (for total damage reduction of 8/-), superstition at 16 (for +7 to your saves), unexpected strike at 18, and surprise accuracy at 20 (for +6 to hit on your last iterative attack each round). Don't forget that at 20 you can rage cycle every round without becoming fatigued, so all of your once per rage powers function once per round.

This is just a basic half-orc barbarian who attacks 4 times a round fishing for crits with their falchion and smashing face. It can intimidate an opponent to debuff them in combat or interrogate them out of combat. Power attacking with a +5 falchion gives +36/+31/+26/+27 (+27 on last iterative thanks to surprise accuracy) for 2d4+39 + any elemental effects you have on your weapon, and once per round you add an additional +6 to damage.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A non-standard CRB-only barbarian 20:

Spoiler:
Elf barbarian 20
20-Point Buy: 26 (34 raging) Str, 22 Dex, 20 (28 raging) Con, 10 Int, 18 Wis, 8 Cha

AC: 32 (30 raging), 22 (20 raging) touch
DR 8/-
Speed 40 ft

(Mighty) Rage 47 rounds/day
Rage Powers: Clear Mind, Fearless Rage, Increased Damage Reduction (x3), Mighty Swing, Quick Reflexes, Renewed Vigor, Surprise Accuracy, Unexpected Strike

Skills: Acrobatics 10 (+18), Craft (Bows) 10 (+13), Intimidate 10 (+12), Knowledge (Nature) 5 (+8), Perception 20 (+29), Stealth 20 (+25), Survival 5 (+12)

Feats: Combat Reflexes, Critical Focus, Dodge, Improved Initiative, Mobility, Point Blank Shot, Power Attack, Shot on the Run, Staggering Critical, Stand Still

Equipment: +5 mithral breastplate (29,200 gp), +1 distance seeking composite (+5 Str) longbow (18,900 gp), +4 keen holy elven curve blade (98,380 gp), ring of protection +5 (50,000 gp), amulet of natural armor +4 (32,000 gp), belt of physical perfection +6 (144,000 gp), boots of speed (12,000 gp), cloak of resistance +5 (25,000 gp), efficient quiver (1,800 gp), greater bracers of archery (25,000 gp), ioun stone (dusty rose prism; +1 insight bonus to AC) (5,000 gp), 22,720 gp for various arrows (bane or slaying, special materials, etc.) and other gear

Moderately good archer, using attacks at range to weaken foes (if they can't be killed outright) before raging and attacking in melee. Somewhat optimized for making attacks of opportunity and disrupting enemies' movement and/or ability to make full attacks.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Now for something... different:

Spoiler:
Gnome barbarian 20
20-Point Buy: 26 (34 raging), 17 Dex, 20 (28 raging) Con, 13 Int, 18 Wis, 11 Cha

AC (+11 armor +3 Dex +5 deflection +5 natural armor +1 insight +1 size): 36 (34 raging), 37 to 41 (35 to 39 raging) defending, 20 (18 raging) touch
DR 5/-
Speed 30 ft (40 ft raging)

(Mighty) Rage 47 rounds/day
Rage Powers: Animal Fury, Clear Mind, Intimidating Glare, Mighty Swing, Renewed Vigor, Scent, Strength Surge (+20 to one Str check or combat maneuver), Swift Foot (x2), Terrifying Howl

Skills: Acrobatics 20 (+25), Handle Animal 10 (+16), Intimidate 20 (+26), Knowledge (Nature) 5 (+9), Perception 20 (+29), Survival 5 (+12), Use Magic Device 20 (+23)

Feats: Combat Expertise, Critical Focus, Double Slice, Greater Trip, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Staggering Critical, Two-Weapon Fighting

Equipment: +5 mithral breastplate (29,200 gp), +5 keen/+5 defending gnome hooked hammer (144,620 gp), ring of protection +5 (50,000 gp), amulet of natural armor +5 (50,000 gp), belt of physical might (Str, Con) +6 (90,000 gp), boots of speed (12,000 gp), circlet of persuasion (4,500 gp), cloak of resistance +5 (25,000 gp), glove of storing (10,000 gp; holds hooked hammer), headband of inspired wisdom +6 (36,000 gp), ioun stones (dusty rose prism [+1 insight bonus to AC], deep red sphere [+2 Dex], pink and blue sphere [+2 Cha]) (21,000 gp), manual of gainful exercise +1 (27,500 gp)

A wand of greater magic fang (CL 8) and a wand of heroism (CL 6) will also be very useful. For ranged attacks, the barbarian can use a bow and rely on a wand of greater magic weapon (CL 8) to make the arrows magic or just go with a selection of attack wands (wand of acid arrow (no SR), wand of scorching ray, wand of searing light, etc.), depending on how much the GM allows you to spend on wands.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Also, it looks like I was forgetting to include all of the AC bonuses for the first two barbarians. Corrected ACs below.

AC (+14 armor +3 Dex +5 deflection +4 natural armor +1 insight +5 shield): 37 (35 raging), 42 (40 raging) using buckler, 19 (17 raging) touch

AC (+11 armor +5 Dex +5 deflection +1 dodge +4 natural armor +1 insight): 37 (35 raging), 22 (20 raging) touch


Dragonchess Player wrote:

Also, it looks like I was forgetting to include all of the AC bonuses for the first two barbarians. Corrected ACs below.

AC (+14 armor +3 Dex +5 deflection +4 natural armor +1 insight +5 shield): 37 (35 raging), 42 (40 raging) using buckler, 19 (17 raging) touch

AC (+11 armor +5 Dex +5 deflection +1 dodge +4 natural armor +1 insight): 37 (35 raging), 22 (20 raging) touch

Amazing. Thanks for the extra work on this! I'm gonna share my version at some point, I swear!

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