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1st time Barbarian, Help!
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<blockquote data-quote="Steel_Wind" data-source="post: 5791351" data-attributes="member: 20741"><p><em><strong>Half-Orc Barbarian, Invulnerable Rager</strong></em> was the correct choice. I have built him with 25 points and spent approx. 5,500 of the 6,000 gold. Note that with <em>Accelerated Drinker </em>and<em> 6x Potions of Enlarge Person (</em>takes effect instantly for one minute for only 50 GP - available in ready reach in an <em>Adventurer's Sash), </em>your Half-Orc while <em>Enraged, Enlarged </em>and <em>Power Attacking </em>with<em> Reckless Abandon, </em>hits at <span style="color: Wheat"><strong>+10 for</strong></span> <span style="color: Wheat"><strong>3d6+16</strong></span>. 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 <strong>HARD</strong>. Moreover, with reach -- he hits first.</p><p></p><p>Suggested Feat progression:<em> Great Cleave, Vital Strike, Finishing Cleave </em>and<em> (Improved) Finishing Cleave.</em> With Int 13, he is open to take Combat Expertise if you like.</p><p></p><p>Rage ability wise, I'd go with<em> Raging Leaper </em>and at 8th, <em>Terrifying Howl</em>. Get a <em>Ring of Jumping</em> +10 as soon as you can.</p><p></p><p><em>Enlarged</em>, he is doom incarnate. And at 50GP per fight (only 25 per if the PC Wizard brews them at only CL1)<em><strong> there is no reason that he shouldn't be enlarged</strong></em>. The bonuses to hit, damage and above all (with reach), battlefield control are devastating.</p><p></p><p>____________________</p><p></p><p>GRISHNAK THE KICK-ASS CR 3</p><p>Male Half-Orc Barbarian (Invulnerable Rager) 4 (Enlarged)</p><p>CN Large Humanoid (Orc)</p><p><strong>Init </strong>+1; <strong>Senses </strong>Darkvision (60 feet); Perception +7</p><p>--------------------</p><p><strong>DEFENSE</strong></p><p>--------------------</p><p><strong>AC </strong>9, touch 5, flat-footed 9. . (+3 armor, -1 size, +1 natural)</p><p><strong>hp </strong>54 (4d12+24)</p><p><strong>Fort </strong>+10, <strong>Ref </strong>+1, <strong>Will </strong>+3</p><p><strong>DR </strong>2/—, 4/lethal; <strong>Resist </strong>Extreme Endurance (Fire)</p><p>--------------------</p><p><strong>OFFENSE</strong></p><p>--------------------</p><p><strong>Spd </strong>40 ft.</p><p><strong>Melee </strong>+1 Greataxe +10 (3d6+16/20/x3) and</p><p>. . Unarmed Strike +9 (1d4+10/20/x2)</p><p><strong>Space </strong>10 ft.; <strong>Reach </strong>10 ft.</p><p>--------------------</p><p><strong>STATISTICS</strong></p><p>--------------------</p><p><strong>Str </strong>17/23, <strong> Dex </strong>12/10, <strong> Con </strong>18/22, <strong> Int </strong>13, <strong> Wis </strong>10, <strong> Cha </strong>10</p><p><strong>Base Atk </strong>+4; <strong>CMB </strong>+11; <strong>CMD </strong>17</p><p><strong>Feats </strong>Cleave, Power Attack -2/+4</p><p><strong>Traits </strong>Accelerated Drinker, Veteran of Battle</p><p><strong>Skills </strong>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</p><p><strong>Languages </strong>Common, Goblin, Orc</p><p><strong>SQ </strong>Fast Movement +10 (Ex), Intimidating Glare (Ex), Orc Ferocity (1/day), Rage (14 rounds/day) (Ex), Reckless Abandon (+/-2) (Ex)</p><p><strong>Combat Gear </strong>+1 Greataxe, +1 Leather; <strong>Other Gear </strong>Adventurer's Sash (empty), Amulet of Natural Armor +1, Potion of Enlarge Person x6,</p><p>--------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>--------------------</p><p><strong>Accelerated Drinker</strong> 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.</p><p><strong>Cleave</strong> If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.</p><p><strong>Damage Reduction (2/-)</strong> You have Damage Reduction against all attacks.</p><p><strong>Damage Reduction (4/lethal)</strong> You have Damage Reduction against non-lethal damage</p><p><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white vision only).</p><p><strong>Extreme Endurance: Fire (Ex)</strong> 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</p><p><strong>Fast Movement +10 (Ex)</strong> +10 feet to speed, unless heavily loaded.</p><p><strong>Intimidating Glare (Ex)</strong> While raging, use Intimidate to shake your opponents.</p><p><strong>Orc Ferocity (1/day)</strong> 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.</p><p><strong>Power Attack -2/+4</strong> You can subtract from your attack roll to add to your damage.</p><p><strong>Rage (14 rounds/day) (Ex)</strong> +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.</p><p><strong>Reckless Abandon (+/-2) (Ex)</strong> Trade AC penalty for to hit bonus while raging.</p><p><strong>Veteran of Battle</strong> +1 Initiative, draw a weapon as a free action during the surprise round.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5791351, member: 20741"] [I][B]Half-Orc Barbarian, Invulnerable Rager[/B][/I] was the correct choice. I have built him with 25 points and spent approx. 5,500 of the 6,000 gold. Note that with [I]Accelerated Drinker [/I]and[I] 6x Potions of Enlarge Person ([/I]takes effect instantly for one minute for only 50 GP - available in ready reach in an [I]Adventurer's Sash), [/I]your Half-Orc while [I]Enraged, Enlarged [/I]and [I]Power Attacking [/I]with[I] Reckless Abandon, [/I]hits at [COLOR=Wheat][B]+10 for[/B][/COLOR] [COLOR=Wheat][B]3d6+16[/B][/COLOR]. 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 [B]HARD[/B]. Moreover, with reach -- he hits first. Suggested Feat progression:[I] Great Cleave, Vital Strike, Finishing Cleave [/I]and[I] (Improved) Finishing Cleave.[/I] With Int 13, he is open to take Combat Expertise if you like. Rage ability wise, I'd go with[I] Raging Leaper [/I]and at 8th, [I]Terrifying Howl[/I]. Get a [I]Ring of Jumping[/I] +10 as soon as you can. [I]Enlarged[/I], he is doom incarnate. And at 50GP per fight (only 25 per if the PC Wizard brews them at only CL1)[I][B] there is no reason that he shouldn't be enlarged[/B][/I]. 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) [B]Init [/B]+1; [B]Senses [/B]Darkvision (60 feet); Perception +7 -------------------- [B]DEFENSE[/B] -------------------- [B]AC [/B]9, touch 5, flat-footed 9. . (+3 armor, -1 size, +1 natural) [B]hp [/B]54 (4d12+24) [B]Fort [/B]+10, [B]Ref [/B]+1, [B]Will [/B]+3 [B]DR [/B]2/—, 4/lethal; [B]Resist [/B]Extreme Endurance (Fire) -------------------- [B]OFFENSE[/B] -------------------- [B]Spd [/B]40 ft. [B]Melee [/B]+1 Greataxe +10 (3d6+16/20/x3) and . . Unarmed Strike +9 (1d4+10/20/x2) [B]Space [/B]10 ft.; [B]Reach [/B]10 ft. -------------------- [B]STATISTICS[/B] -------------------- [B]Str [/B]17/23, [B] Dex [/B]12/10, [B] Con [/B]18/22, [B] Int [/B]13, [B] Wis [/B]10, [B] Cha [/B]10 [B]Base Atk [/B]+4; [B]CMB [/B]+11; [B]CMD [/B]17 [B]Feats [/B]Cleave, Power Attack -2/+4 [B]Traits [/B]Accelerated Drinker, Veteran of Battle [B]Skills [/B]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 [B]Languages [/B]Common, Goblin, Orc [B]SQ [/B]Fast Movement +10 (Ex), Intimidating Glare (Ex), Orc Ferocity (1/day), Rage (14 rounds/day) (Ex), Reckless Abandon (+/-2) (Ex) [B]Combat Gear [/B]+1 Greataxe, +1 Leather; [B]Other Gear [/B]Adventurer's Sash (empty), Amulet of Natural Armor +1, Potion of Enlarge Person x6, -------------------- [B]SPECIAL ABILITIES[/B] -------------------- [B]Accelerated Drinker[/B] 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. [B]Cleave[/B] If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC. [B]Damage Reduction (2/-)[/B] You have Damage Reduction against all attacks. [B]Damage Reduction (4/lethal)[/B] You have Damage Reduction against non-lethal damage [B]Darkvision (60 feet)[/B] You can see in the dark (black and white vision only). [B]Extreme Endurance: Fire (Ex)[/B] 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 [B]Fast Movement +10 (Ex)[/B] +10 feet to speed, unless heavily loaded. [B]Intimidating Glare (Ex)[/B] While raging, use Intimidate to shake your opponents. [B]Orc Ferocity (1/day)[/B] 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. [B]Power Attack -2/+4[/B] You can subtract from your attack roll to add to your damage. [B]Rage (14 rounds/day) (Ex)[/B] +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. [B]Reckless Abandon (+/-2) (Ex)[/B] Trade AC penalty for to hit bonus while raging. [B]Veteran of Battle[/B] +1 Initiative, draw a weapon as a free action during the surprise round. [/QUOTE]
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