Barbarian/FB help

mickeymacattack

First Post
Ok, so I am making a barbarian which I want to eventually turn into a Frenzied Berserker (yes scary). I have been scouring high and low to find as much information about what exactly I can do with this character but would still like some suggestions.

I am going with a Goliath for race due partly because of the stat boosts and partly because of the powerful build ability (1 size larger for most situations) Specifically what I was going for was a build revolving around the power attack tree and incorporating as much damage as possible without doing anything fancy. I have seen plenty of the builds such as ubercharger and such but that really just isn't my style.

My question is this, first off what feats should I be looking at to improve damage? I was already planning on using a large two handed weapon (I am torn between a greatsword or dumping a feat for a goliath greathammer) and then eventually getting it enchanted with alchemical gold for another size increase. I already know I am going to have to take a minimum of 2 levels in fighter for extra feats I just don't know what I should be doing with the rest of them. And secondly the best way to keep my character from turning on the party.

Basically can anyone give me any suggestions for how to improve overall damage as well as the best way to keep my character from killing everyone in my party? (I already know about things like righteous wrath and iron heart surge but I would rather not bother since both are debatable)

Thanks in advance.
 

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Basically can anyone give me any suggestions for how to improve overall damage as well as the best way to keep my character from killing everyone in my party? (I already know about things like righteous wrath and iron heart surge but I would rather not bother since both are debatable)

Now THAT's funny... Your real name isn't Alannis Morissette, is it? :lol:

I'm sorry, I shouldn't laugh, but you want to play a Frenzied Berserker, and moreover, you want know how to play one that doesn't suffer any ill-effects from Frenzy, and you're rejecting Iron Heart Surge and Righteous Wrath because they're "debatable"? Really?

Balls o' brass man, balls o' brass. Consider my headgear well and truly doffed.

OK, keeping my tongue out of my cheek - mostly - and trying to answer the question at face value, try the following suggestions on "how not to kill your party because of a frenzy":

1) Don't be a Frenzied Berserker. It's a foolproof method, and your DM won't hate you.

2) Be a Frenzied Berserker, but only take two levels. That way, you only get one frenzy per day and you can just get rid of it first thing in the morning by running more than 3+Con rounds away from your party and smacking yourself in the face until you lose it. This ought not to take long. Alright, you're missing out on the whole Frenzy deal but what the hell: you still got yourself Supreme Cleave, right?

3) Multiclass Warblade (by no means a stupid thing to do anyway). Max out your Concentration skill. Take the Moment of Perfect Mind maneuver at 1st level to replace your Will save with a Concentration check once per encounter. Take careful note of the last line...

Moment of Perfect Mind said:
You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save's success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.

You should be able to get your Concentration check into the stratosphere without too much difficulty. I know it's not foolproof but it's better than nothing, and not automaticaly failing on a 1 is good. Make sure the first thing you do once you've used Moment of Perfect Mind is recovering your maneuvers.

4) Craft Contingent Spell + [any one of several options] Yes, this is going to involve someone other than your character, but it'll work. Probably only once, unless you're going to get very clever with your contingency wording, but your best hope in any case is probably going to involve stacking lots of fallback plans and hoping your options don't run out. The best idea I can come up with for having several contingent spells that will go off as you want them to is to have them command-word activated so any other party member can holler one out if need be.

5) On the subject of stacking options, max your Will save hard. Trouble is, later in the game you can find yourself routinely taking 50 points of damage in a go, and you're simply not going to make a DC 60 Will save unless you've got some sort of auto-succeed buff running. As such, a high Will save is only really going to help with those once-per-round DC 20 checks. Even so, Cumbrous Will, Steadfast Determination and so on will help you keep a lid on your inner psychotic murderer.

6) Travel with a Bag o' Rats. Make sure everyone else has one, too. Bust them out whenever you have a spare moment before a fight and keep them at heel so you've always got something close to slaughter that isn't a party member. Hopefully this will buy you enough time to succeed on the save... after all, once you've put a few of these measures in place it's probably only the initial DC 10-plus-damage saves that will be a problem. Unless you get damaged again. Um...

7) Take Leadership. Get a cohort. Get a Wizard cohort: this is never a bad thing in any case. Give him the Bag o' Rats... or just ensure that he's always stocked and ready with prevent-the-guy-with-anger-management-issues-from-killing-his-friends spells (grease being one of the most foolproof and the most entertaining). By mid levels, he'll be able to handle all the Contingent Spell wossnames and you got him with your feat so it counts as your character handling it, yes?

And, hey, you've got a pet wizard.

You can even give the whole thing a back-story: maybe you're a member of a (justifiably) feared Barbarian tribe whose warriors always segue into FB when they're sufficiently of a high level... By tradition, you get a barbarian magic-user following you around to stop you randomly slaughtering people you'd only regret killing later. Being such a magic-user is probably a high-status occupation back in your homeland. With danger pay.

8) Talk a level in Thayan Knight whilst your party/cohort Wizard takes a level in Red Wizard. You then auto-fail saves against the Wizard, giving him less-humiliating options for stopping you. I appreciate that this doesn't sound ideal, but it's infinitely preferable to what'll happen to you if you end up actually taking a swing at the Wizard and fail to kill him on the first attempt.

Personally I'd go for options 1 or 2: the Frenzied Berserker just isn't so good that it's worth all the game-bending antics you have to go through to allow it to work with an adventuring party. If your DM goes with the Righteous Wrath fix, all well and good, otherwise why is your party hanging out with someone who could randomly decide to butcher them because he's stubbed his toe?

In these post-Tome of Battle and Psionic Handbook days, there is plenty of non-magical crazy crap around to help you increase damage output without resorting to playing someone who's at best a potential liability and at worst a TPK waiting to happen.
 

Well as it stands right now my reason for not trying to go the "debatable" route is simply because I don't want to give my DM any more reason to hate me (besides being a FB) by trying to get around said traits with questionable tactics. I have read long and hard all the arguments about the various feats or tactics for it, some I agree with others not so much. Regardless I don't want to debate it as its easier for everyone if I just don't push the envelope.

I like the suggestion about only taking a few levels of FB but the main reason I want to go that route is the power attack tree which is basically what I am trying to wrap my guy around. I have a nice little back story which I was surprised to find my DM actually likes as well. If I did that I would want to take at least 5 levels of FB to get improved power attack.

If I remember correctly maneuvers do not require any sort of actual train of thought correct? So in that instance even under the effects of a frenzy they could still be used.

For the moment basically what I have setup for my character is going with steadfast determination which at this point will net me +5 to will (CON is 20), the plucky trait will give me another +1, iron will is +2 and by the time I would be taking FB at 10th level I would have a will save of +11 (not including any items or bonus during rage) at that point I could tack on cumbrous will and get me another what +6?

If there are better ways to increase my damage I would certainly like to hear them, I am not very familiar with tome of battle or psionics and while the DM is letting us use the psionics handbook everyone in the party has pretty much agreed not to use it since it seems a bit much.

Thank you for the reply by the way.
 

Take the Goliath Barb1 RSL Mountain Rage and truly become Large when raging
Take 6 levels of Fighter for Dungeoncrasher from Dungeonscape.
Take Knockback, IBR, Shocktrooper, and Combat Reflexes

Use a large spiked chain and smash things into walls for bonus damage.

Forget about Frenzied Berzerker.
 

Why a spiked chain? Just for the extra reach?

Right now what I am considering is pounce+powerful charge+greater powerful charge. I have to check but I think these would work with powerful build. The only thing I dislike about the dungeon crasher variant is that it seems very situational, basically if you dont have a wall to slam someone into that whole combo basically goes up in smoke. And so far the majority of the places we have actually had battles has been outside with nothing to slam people into.
 


Why a spiked chain? Just for the extra reach?

Right now what I am considering is pounce+powerful charge+greater powerful charge. I have to check but I think these would work with powerful build. The only thing I dislike about the dungeon crasher variant is that it seems very situational, basically if you dont have a wall to slam someone into that whole combo basically goes up in smoke. And so far the majority of the places we have actually had battles has been outside with nothing to slam people into.

Spiked Chain = 20' reach when raging because you are now Large with Mountain Rage.

Shocktrooper lets you bullrush people at angles to make it easier to hit things, it also lets you trip two foes if you can knock one into the other, then knockback/bullrush them into the ground when they are prone.

If your wizard/cleric/druid can't give you a solid object, your party isn't trying hard enough. For instance, Blockade is a 1st level spell from Complete Scoundrel that is suitable, is a swift action to cast, and lasts 3 rounds.
 
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Well right now I am considering this -

Knockback
Improved bull rush
Rampaging bull rush
leap attack

(I really want to get powerful charge but like I said I dont know how that feat would work combined with powerful build)

I am also considering trying to go stoneblessed 3/deepwarden 2 in place of FB, its a trade off of power vs survivability as I can use my CON for AC with deepwarden and the nifty bonuses I get from stoneblessed are nice as well.

Thoughts?
 

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