LizardFolk Brawler (VMC) Barbarian


Advice


I need Advice on a Lizardman Brawler (7TH Level) possible VMC Barbarian

Chosing Mutagenic Mauler
As my Archetype and planning to just Beat my Aversaries in to ground.

I'll be using unarmed Strikes as much as I can

With going VMC I know I give up half my feats how ever I don't see this game going past level 12.

Is rage worth a couple of feats?

My other question should I use my reamining non combat feats to shore up my weakness ? If I can of course

And since I only get a few combat feats what would be a smart option for me to take ?


Unarmed strikes can be boosted by an unlimited number of feats - styles and assorted other tricks. Or you can just get power attack and use a few feats to boost saves and stuff with VMC barbarian and a mutagen putting your attacks and damage up, that works if you have no other special ideas or requirements.

I mean, this could work:
1: power attack
Brawler 1: improved unarmed strike
Brawler 2: TWF, deflect arrows
3: (rage)
5: raging vitality
Brawler 5: dragon style
7: (uncanny dodge)
Brawler 8: ITWF, lunge
9: iron will
11: (rage power: quick reflexes)
Brawler 11: bear's balance

The bonus feats from brawler do help when you're using VMC.


@avr Ah thanks

So what would be a good stat array using a 20 point buy
Trying to be effective with out min/maxing to much


Lizardfolk, that's +2 Str and Con with no downside in ability scores. If you're going with something like my plan above you're using Str to attack and need Str and Con both 15+. You're fighting in light armor so you need some Dex. No idea what you have planned in skills.

This might work: Str 16+2 race=18, Dex 14, Con 13+2 race=15, Int 10, Wis 12, Cha 10. Raise Con at level 4, Str thereafter. You could easily dump Int to 8 to raise Cha to 12 or vice versa depending on how you see the character - neither matters for your combat ability.


If you want to be effective with unarmed strike based Brawler, there's no way around Pummeling Charge. Brawler is build around making a bunch of attacks, all those buffs to them (archetype, rage, feats) are wasted when you can make only one attack.

Something to check with the GM is which version of Barb the VMC uses, the CRB one or the unchained one (which would makes sense to use as it's from the same book). Give a choice, I'd definitely take the unBarb version, as temp HP is real defense, whereas the con bonus from cRage only helps your HP if you spend a feat (Raging Vitality) on it (and if you don't, you have to remember that your effective HP are lower than your actual HP). Something else to watch out for is that your rage rounds are rather low, unless you invest a feat (Extra Rage) into it.

You have literally no reason to wear light armor, so you could improve your AC by spending feats on proficiency. Alternatively, you can get rage plus proficiency with a single dip into Armored Hulk Barbarian (again I'd recommend unBarb), and spending a feat on Extra Rage.

avr wrote:
11: (rage power: quick reflexes)

*blink blink* Wat? You have a fully scaling rage power and spend it on a weaker version of a mediocre feat?


@ Derklord

May I ask how would you do my feats?

I like to get different takes on this


@ avr

Ya that looks good idea do want some skills so INT 12 works

I take it I can take mutagen then rage but but not the other way around ?

What's a good trait to shore up a weakness or 2?


You can rage then drink a mutagen if you like, but given the duration mutagen first will probably be your normal order of operations.

There's any number of traits which give bonuses to a save and a couple which give initiative bonuses. Indomitable faith and reactionary are a couple of simple ones.

& yeah quick reflexes probably isn't the best, I didn't check thru that at any length. I'm less thrilled by charge-dependent effects though.

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