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1st time Barbarian, Help!

Hey guys, just wanted to see if anyone knew of a good guide to barbarians in PF. I'm trying to get a good build together.

We just got TPK'd in the Serpent Skulls AP having gone into the last fight of a dungeon crawl down a bit, but also getting our butts handed to us by the DM rolling a bunch of 20's in a row.

So now we are on to new characters, keeping the same level that we got killed at. Level 4.

Rules:
Level 4
25 point buy in
6000gp worth equipment
We can use Ultimate Magic/Ultimate Combat, AGP, Core Rulebook (basically any Paizo products)
2 Traits

I was contemplating going the min/max route with a half-orc and using the invulnerable rager archetype using a 2h earth breaker, but am definitely open to any other option.

The other thing I was kind of thinking more for a schtick and "flavor" would be a halfling or gnome barbarian, but the obvious problem with that is their strength and I feel that going this route would make an ineffective barbarian who doesn't deal much damage at all and would die much easier than the half-orc.

The party doesn't have any tanks and we have an oracle as a healer, so that's the other reason I was thinking the invulnerable rager option. I'm not sure what I should be doing with the build from 4-20 (I like to have something planned out ahead of time so I know where I'm going with it). So what would the community suggest I should do? What's the best build you've ever seen or come up with? Basically what rage powers, traits, feats, and skills would you suggest or what archetype would you suggest is the best to use (including the powers, traits, feats, and skills)?

Thanks in advance!
Trav
 
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Elven Barbarian...

Elegant... armoured... Nice Curve Blade (high crit). Always looses it (Rages) when someone gets dropped. Raging power would be things like, biting, and damage reduction, Come and get it, etc. Get medieval on their asses.

Don't tell the players that you are anything other than what you appear to be. An elegant fighter. They will figure things out when you spit minotaur ear out of your mouth at the end of the fight.

I'd concentrate feats on hitting and damage.
 

That's pretty flavorful for an elf. I've been looking over at the Paizo boards and a lot of people seem to really like human or half-elf for their racial bonus to the barbarian. I'm now thinking I'll probably go a big hulking human barbarian and play him like Steinbeck's "Lennie Small" as my "schtick" I can get a lot of fun out of that kind of character and he won't be just the typical dumb as a doornail raging barbarian, he'll have a childlike innocence and a soft spot for small furry animals...

As far as the build goes, I'm still looking things over to try to wrap my head around what to take at each level and what to focus on. I'm pretty set now on going with the Invulnerable Rager to get the DR, but I'm looking over the feats, traits, and rages to see what would work best for me to dish out some major damage.

The current build I'm really looking at is:

Favored Class:
Human= 4 skill points per level, Favored Bonus: 11 to skills or HP, 9 to Superstition
2 traits- Birthmark, Missing Sibling (sense motive and diplomacy are class skills)

Feats/Special
Fast Movement, Rage, Power Attack, Raging Vitality
DR1/-, Lesser Beast Totem
Extreme Endurance, Stepup
DR2/-, Reckless Abandon
Extra Rage Power: Knockdown
DR3/-, Fire Resist1, Beast Totem
Combat Reflexes
DR4/-, Superstition
Fire Resist2, Extra Rage Power: Knockback
DR5/-,Gtr Beast Totem
Greater Rage Dazing Assault
Fire Resist3, DR6/-, Come and Get Me
Extra Rage Power: Moment of Clarity
14 DR7/-, Witchhunter
Fire Resist4, Extra Rage Power: Clearmind
DR8/-, Guarded life
Tireless Rage, Surprise Accuracy
DR9/-, Fire Resist5, Unexpected Strike
Mighty Swing
Mighty Rage, DR10/-, Good for what Ails you.

Any thoughts or tweaks to this build that anyone has?

My last character I didn't min/max and most of us didn't. I feel that I probably need to min/max this time so that I don't get killed off again, I want to be the one doing the killing!
 


my vote is for the Dwarf who when you get him angry turns into a snarling beast

Feats
1 - Extra Rage power: Animal Fury
3 - Toughness

Rage power
2 - Lesser Beast Totem
4 - Lesser Elemental Rage

Dont go invulnerable rager. You lose your uncanny and improved uncanny dodge for a little bit more DR.

Rage Powers
6 - beast totem
8 - elemental rage
10 - G beast totem
12 - G elemental rage
14 - Regenerative Vigor
16 - Swift Foot
18 - Swift Foot
20 - Swift Foot

Feats
5 - Extra Rage Power: Renewed Vigor
7 - Improved Natural Attack Claws
9 - Extra Rage Power: Increased Damage Reduction
11 - Extra Rage Power: Increased Damage Reduction
13 - Extra Rage Power: Increased Damage Reduction
15 - Eldritch Fangs
17 - Rending Claw
19 - ???

Break down of the powers and feats:
You attack with claws and fangs, amulet of mighty fists will be helpful. For now, AC is most important, later, more money needs to be spent on offence (the amulet)
 


Half-Orc Barbarian, Invulnerable Rager was the correct choice. I have built him with 25 points and spent approx. 5,500 of the 6,000 gold. Note that with Accelerated Drinker and 6x Potions of Enlarge Person (takes effect instantly for one minute for only 50 GP - available in ready reach in an Adventurer's Sash), your Half-Orc while Enraged, Enlarged and Power Attacking with Reckless Abandon, hits at +10 for 3d6+16. With Average Hit points of 54 while enraged with DR2, his weakness is an AC of only 9 (raging, enlarged, reckless abandon -- it's much better at AC 15 otherwise). They'll hit him, sure. The problem is, he hits back - and he hits HARD. Moreover, with reach -- he hits first.

Suggested Feat progression: Great Cleave, Vital Strike, Finishing Cleave and (Improved) Finishing Cleave. With Int 13, he is open to take Combat Expertise if you like.

Rage ability wise, I'd go with Raging Leaper and at 8th, Terrifying Howl. Get a Ring of Jumping +10 as soon as you can.

Enlarged, he is doom incarnate. And at 50GP per fight (only 25 per if the PC Wizard brews them at only CL1) there is no reason that he shouldn't be enlarged. The bonuses to hit, damage and above all (with reach), battlefield control are devastating.

____________________

GRISHNAK THE KICK-ASS CR 3
Male Half-Orc Barbarian (Invulnerable Rager) 4 (Enlarged)
CN Large Humanoid (Orc)
Init +1; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 9, touch 5, flat-footed 9. . (+3 armor, -1 size, +1 natural)
hp 54 (4d12+24)
Fort +10, Ref +1, Will +3
DR 2/—, 4/lethal; Resist Extreme Endurance (Fire)
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Greataxe +10 (3d6+16/20/x3) and
. . Unarmed Strike +9 (1d4+10/20/x2)
Space 10 ft.; Reach 10 ft.
--------------------
STATISTICS
--------------------
Str 17/23, Dex 12/10, Con 18/22, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 17
Feats Cleave, Power Attack -2/+4
Traits Accelerated Drinker, Veteran of Battle
Skills Acrobatics +7, Climb +10, Fly -2, Handle Animal +4, Intimidate +9, Knowledge (Local) +3, Knowledge (Nature) +6, Perception +7, Ride +5, Stealth -2, Survival +4, Swim +10
Languages Common, Goblin, Orc
SQ Fast Movement +10 (Ex), Intimidating Glare (Ex), Orc Ferocity (1/day), Rage (14 rounds/day) (Ex), Reckless Abandon (+/-2) (Ex)
Combat Gear +1 Greataxe, +1 Leather; Other Gear Adventurer's Sash (empty), Amulet of Natural Armor +1, Potion of Enlarge Person x6,
--------------------
SPECIAL ABILITIES
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance: Fire (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
 

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Suggested Feat progression: Great Cleave, Vital Strike, Finishing Cleave and (Improved) Finishing Cleave. With Int 13, he is open to take Combat Expertise if you like.
Clarity note: the feats mentioned here are actually named Cleaving Finish and Improved Cleaving Finish. They're in Ultimate Combat.

The advice and build are solid as granite, otherwise. :)
 

That's pretty flavorful for an elf. I've been looking over at the Paizo boards and a lot of people seem to really like human or half-elf for their racial bonus to the barbarian. I'm now thinking I'll probably go a big hulking human barbarian and play him like Steinbeck's "Lennie Small" as my "schtick" I can get a lot of fun out of that kind of character and he won't be just the typical dumb as a doornail raging barbarian, he'll have a childlike innocence and a soft spot for small furry animals...

Forging ahead with the Elf...

Remember that the Elf gets higher Dex (translating to AC), and if you run with that.. (Dodge) and push for damage resistance, then he'll stand a long time.

Damage output would be similar to many other Barbarians.

Hit Points a bit lower.


Now, if you go with the RP aspects of it... 1 level of Wizard makes this fun. You can magically enhance his defenses. etc. A Transmuter can add one to a physical stat. A Universalist, can throw a weapon 30 feet. Did I mention the high crit two handed Elven Curve blade?
 

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