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<blockquote data-quote="CTurbo" data-source="post: 7259021" data-attributes="member: 6855234"><p>You'll ultimately end up with the same amount of hit points no matter when you max Con. It is not advantageous to max Con earlier as far as hit points go. In fact, the Tough feat has more of an impact on hit points than taking +2 to Con does. The Tough feat is like taking +4 to Con at once.</p><p></p><p>If I were you, I would start with 18 or 19 Str and max Str asap, but taking +2 to Con at level 4 and/or 6 would be good too since it boosts your AC once the Barb levels kick in. You could start with heavy armor for the early levels if you start Fighter so your AC will never hurt. </p><p></p><p>I would not make this a Polearm Master build. The Greataxe is the perfect weapon for you with it's huge 1d12 damage die. You can ask your DM if you use a Greatsword or Maul, would he let you roll an extra 2d6 for crits instead of just 1d6. I don't like how it's only supposed to be an extra 1d6 for those weapons. </p><p></p><p>Feats I would definitely take for obvious reasons-</p><p><strong>Sentinel </strong></p><p><strong>GWM</strong></p><p><strong>Lucky</strong></p><p></p><p>Feats I would like to take if possible-</p><p><strong>Alert</strong> - Kill everything before it even gets a turn. </p><p><strong>Mobile</strong> - being more mobile and not giving up AoO is great</p><p><strong>Tough</strong> - this adds an extra 80hp at level 40</p><p><strong>Fell Handed</strong> - an extra +1 to hit plus other goodies </p><p><strong>Orcish Fury</strong> - add +1 to Str or Con and then get a conditional reaction attack and the ability to add yet another damage die to damage once per rest. </p><p><strong>Orcish Aggression</strong> - Move up to your speed as a bonus action anytime you want as long as it's closer to an enemy. Makes you REALLY fast. Combine this with Mage Slayer and never fear a mage again. </p><p></p><p>Other helpful feats that would be helpful but aren't completely necessary. </p><p><strong>Durable</strong> - this is strong with a 24 Con. Also add +1 to Con </p><p><strong>Savage Attacker</strong> - you pretty much already have this with GWF but this is for those times when you reroll a 1 and get another 1. It will happen more than you think. </p><p><strong>Athlete</strong> - fluff but fits your scheme. Better than +2 Int lol. Also adds +1 to Str or Dex</p><p><strong>Brawny</strong> - Double your already silly high Str checks. May stack with Bear Totem 6th level ability for ridiculous carry capacity. Pick up a Giant and throw them lol. Also +1 to Str</p><p><strong>Mage Slayer</strong> - kill the pesky mage enemies easier</p><p><strong>Resilient(Wis)</strong> - failing Wis saves is probably this character's weakness. In fact, I'd probably rate this higher the more I think about it. </p><p></p><p>I would start 19 Str, 16 Con, 14 Dex, 12 Wis, 9 Char, and 8 Int. You have 12 ASI/feat options so it'd take you 5 ASIs, and 1 half feat like Durable, Orcish Fury, Brawny, or Athlete to max Str, Con, and Dex which would leave you room for 6 more feats. You just need to figure out the flavor of your character. </p><p></p><p>I'm also thinking that I would maybe start with Fighter 6, and then take Barb to 20 in order to get that sweet 24Str/Con as fast as possible, and then finish out with Fighter. Getting that final 5th attack would come really late, but I think I'd rather have that awesome Barbarian Capstone more. I would take Champion and start with the GWF style, and then take Archery at Fighter10. You would not have any weaknesses. Note: the Defensive fighting style won't work unarmored. I'd probably go Bear Totem Barb all the way. </p><p></p><p>This really does sound like the most bad*** melee build ever made haha.</p></blockquote><p></p>
[QUOTE="CTurbo, post: 7259021, member: 6855234"] You'll ultimately end up with the same amount of hit points no matter when you max Con. It is not advantageous to max Con earlier as far as hit points go. In fact, the Tough feat has more of an impact on hit points than taking +2 to Con does. The Tough feat is like taking +4 to Con at once. If I were you, I would start with 18 or 19 Str and max Str asap, but taking +2 to Con at level 4 and/or 6 would be good too since it boosts your AC once the Barb levels kick in. You could start with heavy armor for the early levels if you start Fighter so your AC will never hurt. I would not make this a Polearm Master build. The Greataxe is the perfect weapon for you with it's huge 1d12 damage die. You can ask your DM if you use a Greatsword or Maul, would he let you roll an extra 2d6 for crits instead of just 1d6. I don't like how it's only supposed to be an extra 1d6 for those weapons. Feats I would definitely take for obvious reasons- [B]Sentinel GWM Lucky[/B] Feats I would like to take if possible- [B]Alert[/B] - Kill everything before it even gets a turn. [B]Mobile[/B] - being more mobile and not giving up AoO is great [B]Tough[/B] - this adds an extra 80hp at level 40 [B]Fell Handed[/B] - an extra +1 to hit plus other goodies [B]Orcish Fury[/B] - add +1 to Str or Con and then get a conditional reaction attack and the ability to add yet another damage die to damage once per rest. [B]Orcish Aggression[/B] - Move up to your speed as a bonus action anytime you want as long as it's closer to an enemy. Makes you REALLY fast. Combine this with Mage Slayer and never fear a mage again. Other helpful feats that would be helpful but aren't completely necessary. [B]Durable[/B] - this is strong with a 24 Con. Also add +1 to Con [B]Savage Attacker[/B] - you pretty much already have this with GWF but this is for those times when you reroll a 1 and get another 1. It will happen more than you think. [B]Athlete[/B] - fluff but fits your scheme. Better than +2 Int lol. Also adds +1 to Str or Dex [B]Brawny[/B] - Double your already silly high Str checks. May stack with Bear Totem 6th level ability for ridiculous carry capacity. Pick up a Giant and throw them lol. Also +1 to Str [B]Mage Slayer[/B] - kill the pesky mage enemies easier [B]Resilient(Wis)[/B] - failing Wis saves is probably this character's weakness. In fact, I'd probably rate this higher the more I think about it. I would start 19 Str, 16 Con, 14 Dex, 12 Wis, 9 Char, and 8 Int. You have 12 ASI/feat options so it'd take you 5 ASIs, and 1 half feat like Durable, Orcish Fury, Brawny, or Athlete to max Str, Con, and Dex which would leave you room for 6 more feats. You just need to figure out the flavor of your character. I'm also thinking that I would maybe start with Fighter 6, and then take Barb to 20 in order to get that sweet 24Str/Con as fast as possible, and then finish out with Fighter. Getting that final 5th attack would come really late, but I think I'd rather have that awesome Barbarian Capstone more. I would take Champion and start with the GWF style, and then take Archery at Fighter10. You would not have any weaknesses. Note: the Defensive fighting style won't work unarmored. I'd probably go Bear Totem Barb all the way. This really does sound like the most bad*** melee build ever made haha. [/QUOTE]
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