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[4E] Barbarian build advice?
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<blockquote data-quote="jbear" data-source="post: 5418188" data-attributes="member: 75065"><p>Here is a look at a DEX based Whirling Slayer Barbarian which might interest you. Personally I'd play a Human vs a Goliath for the extra feat, and extra at will (Pressing Strike is awesome to have in the arsenal), skill training and +1 to NADS but you may not be able to change that at this stage. </p><p></p><p>level 12</p><p>Goliath, Barbarian</p><p>Paragon Path: Bear Warrior: <span style="color: orange">Apart from sprouting fur and growing the head of a bear when you rage (wicked!) ... +1 AC and Second Wind as a free action! AP = spend a HSurge free. Plus a Knock down encounter power that gives you a free attack if enemy tries to stand up. Later powers are solid as well.</span></p><p>Feral Might: Whirling Slayer</p><p>Background: Early Life - Social Outcast (+2 to Intimidate)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 21, Con 16, Dex 18, Int 9, Wis 11, Cha 13.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 12, Dex 16, Int 8, Wis 10, Cha 12.</p><p></p><p></p><p>AC: 26 Fort: 23 Reflex: 23 Will: 18</p><p>HP: 97 Surges: 11 Surge Value: 24</p><p></p><p>TRAINED SKILLS</p><p>Intimidate +14, Nature +13, Athletics +17, Thievery +14</p><p></p><p>FEATS</p><p>Level 1: Weapon Proficiency (Waraxe): <span style="color: Orange">1d12 Axe in each hand</span></p><p>Level 2: Axe Expertise: <span style="color: orange">+1/2/3 Atk; effectively makes your Axes gain Brutal 1</span></p><p>Level 4: Two-Weapon Fighting: <span style="color: orange">+1 DMG to each axe; opens up other key feats</span></p><p>Level 6: Two-Weapon Defense: <span style="color: orange">+1 AC and REF ... why not? Improved Defenses is an alternative option to gain +1 FORT/REF/WILL instead. Eventually take both.</span></p><p>Level 8: Headsman's Chop: <span style="color: orange">+5 DMG to Prone targets; see powers</span></p><p>Level 10: Sneak of Shadows: <span style="color: orange">Hehe, now you can Sneak Attack too! +2d6 1/encounter, 3d6 at lvl 11. If you pick up Slaying Action Feat at some stage you can do this again on an action point. You have several ways you can achieve CAdv by yourself without needing to flank. But with a Rogue in the party, I imagine you flank a lot anyway. Plus training in Thievery which is fun and your DEX is decent</span></p><p>Level 11: Two-Weapon Opening: <span style="color: orange">Crits give you a free attack with off hand weapon. This is when having 2 weapons really begins to pay off and so do all those multi target attacks; more attacks means more crit possibilties.</span></p><p>Level 12: Deadly Axe: <span style="color: orange">And now your one handed axes are also High Crit weapons!</span></p><p></p><p>POWERS</p><p>Barbarian at-will 1: Whirling Rend: <span style="color: orange">A very hard hitting version of Dual Strike where basically if the first attack hits, the second attack at the second target is an auto hit</span></p><p>Barbarian at-will 1: Howling Strike: <span style="color: orange">Bread and Butter Charge/Single Target power</span></p><p>Barbarian encounter 1: Whirling Frenzy: <span style="color: orange">2d12 + STR in Burst 1 and it targets REFLEX. Sure you don't want to miss because it hurts a little ... but when you crit with this at Paragon, this turns into 4d12 as each seperate weapon is hitting, and each one is a high crit weapon, plus each weapons magical crit damage bonus ... it's a little bit insane actually ... plus Two Weapon Opening incase anything is left standing. </span></p><p>Barbarian daily 1: Thunder Hooves Rage: <span style="color: orange">3d12+STR dmg and now you can walk right through enemies. Tactically useful, but if your feeling risky or you have a fighter marking down an enemy you can do it to add 1d12 dmg to your attacks.</span></p><p>Barbarian utility 2: Combat Sprint: <span style="color: orange">Extra 4 movement and +4 vs OAs, makes Thunder Hooves worth risking at least once no matter what the situation.</span></p><p>Barbarian encounter 3: Brutal Slam: <span style="color: orange">Push 2 to make the most of damaging terrain and Prone. The target is now far enough away to Charge and +5 DMG with Headsman's Chop feat</span></p><p>Barbarian daily 5: Rage of the Crimson Hurricane: <span style="color: orange">There are some pretty cool Dailies at level 5 but Burst 1 means lots of attacks, which means more chances to crit. Plus it deals 5 ongoing damage as an effect. It doesnt matter how tough those minions are, they are all dead without an attack roll. Plus every time you hit til the rage ends you deal 5 dmg to every enemy adjacent including the enemy you hit. Nice!</span></p><p>Barbarian utility 6: Combat Surge: <span style="color: orange">reroll a missed attack ... easily swappable but that is one daily power you get a second chance at</span></p><p>Barbarian encounter 7: Slash and Slash Again: <span style="color: orange">2d12 +STR dmg to main target and 1d12+DEX auto dmg including the target to any enemy that starts its turn next to you. This is when your allies start using their forced movement powers to move everything they can over to where you are standing! Followed of course by Whirling Rend!</span></p><p>Barbarian daily 9: Oak Hammer Rage: <span style="color: orange">A big hitting Daily that knocks prone and makes all your attacks Knock prone, including OAs. This should help get your Headsmans chop feat earning its keep. Hopefully your allies will invest in powers that knock prone as well but if not ... well like I said ... this should help.</span></p><p>Barbarian utility 10: Deny Death: <span style="color: orange">One get out of Jail free card to use your Second Wind or quaff a potion before you start to die</span></p><p><span style="color: orange"></span></p><p>ITEMS</p><p>Waraxe (2), Hide Armor</p></blockquote><p></p>
[QUOTE="jbear, post: 5418188, member: 75065"] Here is a look at a DEX based Whirling Slayer Barbarian which might interest you. Personally I'd play a Human vs a Goliath for the extra feat, and extra at will (Pressing Strike is awesome to have in the arsenal), skill training and +1 to NADS but you may not be able to change that at this stage. level 12 Goliath, Barbarian Paragon Path: Bear Warrior: [COLOR="orange"]Apart from sprouting fur and growing the head of a bear when you rage (wicked!) ... +1 AC and Second Wind as a free action! AP = spend a HSurge free. Plus a Knock down encounter power that gives you a free attack if enemy tries to stand up. Later powers are solid as well.[/COLOR] Feral Might: Whirling Slayer Background: Early Life - Social Outcast (+2 to Intimidate) FINAL ABILITY SCORES Str 21, Con 16, Dex 18, Int 9, Wis 11, Cha 13. STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 8, Wis 10, Cha 12. AC: 26 Fort: 23 Reflex: 23 Will: 18 HP: 97 Surges: 11 Surge Value: 24 TRAINED SKILLS Intimidate +14, Nature +13, Athletics +17, Thievery +14 FEATS Level 1: Weapon Proficiency (Waraxe): [COLOR="Orange"]1d12 Axe in each hand[/COLOR] Level 2: Axe Expertise: [COLOR="orange"]+1/2/3 Atk; effectively makes your Axes gain Brutal 1[/COLOR] Level 4: Two-Weapon Fighting: [COLOR="orange"]+1 DMG to each axe; opens up other key feats[/COLOR] Level 6: Two-Weapon Defense: [COLOR="orange"]+1 AC and REF ... why not? Improved Defenses is an alternative option to gain +1 FORT/REF/WILL instead. Eventually take both.[/COLOR] Level 8: Headsman's Chop: [COLOR="orange"]+5 DMG to Prone targets; see powers[/COLOR] Level 10: Sneak of Shadows: [COLOR="orange"]Hehe, now you can Sneak Attack too! +2d6 1/encounter, 3d6 at lvl 11. If you pick up Slaying Action Feat at some stage you can do this again on an action point. You have several ways you can achieve CAdv by yourself without needing to flank. But with a Rogue in the party, I imagine you flank a lot anyway. Plus training in Thievery which is fun and your DEX is decent[/COLOR] Level 11: Two-Weapon Opening: [COLOR="orange"]Crits give you a free attack with off hand weapon. This is when having 2 weapons really begins to pay off and so do all those multi target attacks; more attacks means more crit possibilties.[/COLOR] Level 12: Deadly Axe: [COLOR="orange"]And now your one handed axes are also High Crit weapons![/COLOR] POWERS Barbarian at-will 1: Whirling Rend: [COLOR="orange"]A very hard hitting version of Dual Strike where basically if the first attack hits, the second attack at the second target is an auto hit[/COLOR] Barbarian at-will 1: Howling Strike: [COLOR="orange"]Bread and Butter Charge/Single Target power[/COLOR] Barbarian encounter 1: Whirling Frenzy: [COLOR="orange"]2d12 + STR in Burst 1 and it targets REFLEX. Sure you don't want to miss because it hurts a little ... but when you crit with this at Paragon, this turns into 4d12 as each seperate weapon is hitting, and each one is a high crit weapon, plus each weapons magical crit damage bonus ... it's a little bit insane actually ... plus Two Weapon Opening incase anything is left standing. [/COLOR] Barbarian daily 1: Thunder Hooves Rage: [COLOR="orange"]3d12+STR dmg and now you can walk right through enemies. Tactically useful, but if your feeling risky or you have a fighter marking down an enemy you can do it to add 1d12 dmg to your attacks.[/COLOR] Barbarian utility 2: Combat Sprint: [COLOR="orange"]Extra 4 movement and +4 vs OAs, makes Thunder Hooves worth risking at least once no matter what the situation.[/COLOR] Barbarian encounter 3: Brutal Slam: [COLOR="orange"]Push 2 to make the most of damaging terrain and Prone. The target is now far enough away to Charge and +5 DMG with Headsman's Chop feat[/COLOR] Barbarian daily 5: Rage of the Crimson Hurricane: [COLOR="orange"]There are some pretty cool Dailies at level 5 but Burst 1 means lots of attacks, which means more chances to crit. Plus it deals 5 ongoing damage as an effect. It doesnt matter how tough those minions are, they are all dead without an attack roll. Plus every time you hit til the rage ends you deal 5 dmg to every enemy adjacent including the enemy you hit. Nice![/COLOR] Barbarian utility 6: Combat Surge: [COLOR="orange"]reroll a missed attack ... easily swappable but that is one daily power you get a second chance at[/COLOR] Barbarian encounter 7: Slash and Slash Again: [COLOR="orange"]2d12 +STR dmg to main target and 1d12+DEX auto dmg including the target to any enemy that starts its turn next to you. This is when your allies start using their forced movement powers to move everything they can over to where you are standing! Followed of course by Whirling Rend![/COLOR] Barbarian daily 9: Oak Hammer Rage: [COLOR="orange"]A big hitting Daily that knocks prone and makes all your attacks Knock prone, including OAs. This should help get your Headsmans chop feat earning its keep. Hopefully your allies will invest in powers that knock prone as well but if not ... well like I said ... this should help.[/COLOR] Barbarian utility 10: Deny Death: [COLOR="orange"]One get out of Jail free card to use your Second Wind or quaff a potion before you start to die [/COLOR] ITEMS Waraxe (2), Hide Armor [/QUOTE]
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