Self-Interested Preface: This was a build for a pal who wanted a character that could tank and deal a ton of damage. I wanted to make the most consistently resilient and capable barbarian I could. This was probably my first serious optimization build. Since it was for someone else, I ended up making lists and color-coded charts to help them keep track of attack and damage modifiers by level.
He jumped into a campaign that had already started and played as kind of a gruff disgusting bore, so my cocky skald face character challenged him to a duel which, if he won, would determine whether he was worth letting in the group. He would have knocked my character unconscious in a single round if I hadn't used Windy Escape against one of his attacks which felt weird prideways. A little later, without even fighting tactically, he soloed a boss barbarian two levels higher than him. We didn't play that campaign very much longer, but if we had, this is a character the GM would've ended up hating, I think.
The Wereboar-kin racial trait Boar Resistance allows the Endurance requirement to be ignored for the feat Die Hard. Stalwart, a feat that grants bonus DR in exchange for attack in conjunction with Combat Expertise, includes Endurance along with Die Hard as a requirement. I believe it stands to reason that Boar Resistance also counts as Endurance for the purpose of fulfilling requirements for Stalwart and Improved Stalwart. If this is not the case (GM discretion, ask), then I'd recommend postponing Multiattack for Endurance at level 3. Multiattack is a very good feat for this build, but it only affects three of your six attacks.
At the bottom, below the attack and damage charts, is a chart regarding Enlarge Person, which improves the damage of each natural attack by two steps. Strong Jaw apparently increases the damage by another four steps, which is very worth looking into. It would be a good idea, in the absence of a helpful party druid or ranger, to get a wand of Strong Jaw for five minutes of a huge damage boost per charge. Someone else would have to use it, though.
All in all, after some review and tweaking, I think this is an extremely tough barbarian with high hitpoints, crazy DR, six reasonably strong attacks with a high chance to hit, good saves and (eventually) a lot of shut-down rage powers. Since this character gets pounce and doesn't really care about AC, it should stay very mobile but would make good use of flight and haste. Drawbacks include not being able to see invisible creatures, not being able to fly on its own power, and Superstition's save-against-allied-spells caveat. By swapping out the primary gore attack, this character can gain Scent to help pinpoint invisible creatures and track via survival, which adds a little versatility but is not ideal. In any case, I think this build's remarkably tanky and good at damaging, especially with a Courageous Furious Amulet Of Mighty Fists. It's not built to rage-cycle but it's not really meant to rage-cycle, either. A rage-cycle variant would probably use a Flawed Scarlet and Green Cabochon Ioun Stone to be sickened instead of fatigued. Ugh, I keep trying to conclude this preface but failing- there's kind of a lot to consider, here. Whatever. This character's a god. I recommend putting this character in a game with a character capable of using my Dominate Person trick, then destroying fucking everything together; making your GM real frustrated and getting kicked out of the game. That's what GOOD builds do.
The Wereboar-kin racial trait Boar Resistance allows the Endurance requirement to be ignored for the feat Die Hard. Stalwart, a feat that grants bonus DR in exchange for attack in conjunction with Combat Expertise, includes Endurance along with Die Hard as a requirement. I believe it stands to reason that Boar Resistance also counts as Endurance for the purpose of fulfilling requirements for Stalwart and Improved Stalwart. If this is not the case (GM discretion, ask), then I'd recommend postponing Multiattack for Endurance at level 3. Multiattack is a very good feat for this build, but it only affects three of your six attacks.
At the bottom, below the attack and damage charts, is a chart regarding Enlarge Person, which improves the damage of each natural attack by two steps. Strong Jaw apparently increases the damage by another four steps, which is very worth looking into. It would be a good idea, in the absence of a helpful party druid or ranger, to get a wand of Strong Jaw for five minutes of a huge damage boost per charge. Someone else would have to use it, though.
All in all, after some review and tweaking, I think this is an extremely tough barbarian with high hitpoints, crazy DR, six reasonably strong attacks with a high chance to hit, good saves and (eventually) a lot of shut-down rage powers. Since this character gets pounce and doesn't really care about AC, it should stay very mobile but would make good use of flight and haste. Drawbacks include not being able to see invisible creatures, not being able to fly on its own power, and Superstition's save-against-allied-spells caveat. By swapping out the primary gore attack, this character can gain Scent to help pinpoint invisible creatures and track via survival, which adds a little versatility but is not ideal. In any case, I think this build's remarkably tanky and good at damaging, especially with a Courageous Furious Amulet Of Mighty Fists. It's not built to rage-cycle but it's not really meant to rage-cycle, either. A rage-cycle variant would probably use a Flawed Scarlet and Green Cabochon Ioun Stone to be sickened instead of fatigued. Ugh, I keep trying to conclude this preface but failing- there's kind of a lot to consider, here. Whatever. This character's a god. I recommend putting this character in a game with a character capable of using my Dominate Person trick, then destroying fucking everything together; making your GM real frustrated and getting kicked out of the game. That's what GOOD builds do.
Build created in June of 2015 and re-optimized in May of 2016.
Torc the Bruce, Barbarian
(Invulnerable Rager) Level 20
Race: Skinwalker,
Ragebred (Wereboar-Kin): +2 WIS,
-2 CHA (+1 Hit Point/+1 Skill Point/+⅓ damage to natural attacks when shifted)
Racial Traits
Animal-Minded (+2 to Handle Animal and Perception)
Speak With Animals 3/day (at character level, pigs and boars
only)
Change Shape 3+½ level/day (see Shifted Bonuses below)
Low-Light Vision
Character
Traits/Drawbacks
Drawback: Warded Against Nature (animals do not approach
willingly)
Combat: Threatening Defender (Combat Expertise penalty to
attack reduced by one)
Race: Boar Resilience (unimpaired by being at 0 hit
points, counts as Endurance for Die Hard feat)
Religion: Second Chance (re-roll a failed save once per day)
Point Buy 20 Lvl. 4 Lvl. 8 Lvl.
12 Lvl.
16 Lvl. 20
STR 15 16 17 18 19 20
DEX 12
CON 16 18 (shifted)
INT 13
WIS 12 14
CHR 7 5
Class Skills: Acrobatics,
Climb, Craft (Any), Handle Animal, Intimidate, Knowledge (Nature), Perception,
Perform, Ride, Survival, and Swim.
Languages: Common
1: Barbarian: Invulnerable Rager 1, +⅓ damage to natural
attacks when shifted
BAB: +1
Saves: +6/+1/+2
Feats: Simple and Martial Weapon Proficiencies, Light and Medium Armor
Proficiencies, Shield Proficiency, Fast Movement, Rage, Change Shape
(Wereboar-Kin), [1st Level Feat] Extra Feature, [Anti-Hero] Combat
Expertise
Skills(5): Acrobatics, Climb,
Knowledge (Nature), Perception, Swim
Shifted Bonuses: +2 CON, [-4 CHA(conditional: when interacting with
non-shapechanging humanoids)] choose two from: +10’ land speed, 1d6 gore
primary attack, 2x1d4 secondary hoof attacks, Scent 30’, standard action 3
times/day (no limit on duration)
Base Rage Frequency/Effects: 8 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC
NOTE: This character is meant to
always remain shifted. As such,
Fortitude saves will be calculated as if the character had a base CON of
18(+4).
2: Barbarian: Invulnerable Rager 2, +⅓ damage to natural
attacks when shifted
BAB: +2
Saves: +7/+1/+2
Feats: Invulnerability (DR 1/-, non-lethal DR 2/-), [Rage Power 2nd]
Beast Totem, Lesser
Skills(5): Acrobatics, Perception, Survival x2, +1 other
Shifting Capability: 4 times/day
Base Rage Frequency/Effects: 10
rounds per day / +4 STR, +4 CON, +2 Will, -2 AC; 2 x 1d6 primary claw
attacks
3: Barbarian: Invulnerable Rager 3, +⅓ damage to natural
attacks when shifted (currently +1)
BAB: +3
Saves: +7/+2/+3
Feats: Extreme Endurance (Hot), [3rd Level Feat] Multiattack
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 12 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC; 2 x 1d6 primary claw attacks
4: Barbarian: Invulnerable Rager 4, +⅓ damage to natural
attacks when shifted (currently +1)
BAB: +4
Saves: +8/+2/+3
Ability Score Increase: STR+1 (16)
Feats: Invulnerability (DR 2/-, non-lethal DR 4/-), [Rage Power 4th]
Animal Fury
Skills(5): Acrobatics, Perception, Survival, +2 others
Shifting Capability: 5 times/day
Base Rage Frequency/Effects: 14 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC; 2 x 1d6 primary claw attacks; 1d4 secondary bite attack
5: Barbarian: Invulnerable Rager 5, +⅓ damage to natural
attacks when shifted (currently +1)
BAB: +5
Saves: +8/+2/+3
Feats: [5th Level Feat] Diehard
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 16 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC; 2 x 1d6 primary claw attacks; 1d4 secondary bite attack
6: Barbarian: Invulnerable Rager 6, +⅓ damage to natural
attacks when shifted (currently +2)
BAB: +6/+1
Saves: +9/+3/+4
Feats: Invulnerability (DR 3/-, non-lethal DR 6/-), Extreme
Endurance (Fire Resist: 1), [Rage Power 6th] Savage Dirty Trick
Skills(5): Acrobatics, Perception, Survival, +2 others
Shifting Capability: 6 times/day
Base Rage Frequency/Effects: 18 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC; 2 x 1d6 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack
7: Barbarian: Invulnerable Rager 7, +⅓ damage to natural
attacks when shifted (currently +2)
BAB: +7/+2
Saves: +9/+3/+4
Feats: [7th Level Feat] Stalwart
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 20 rounds per day / +4 STR, +4 CON, +2 Will, -2 AC; 2 x
1d6 primary claw attacks; 1d4 secondary bite attack; once per round (but also
per opponent per rage) can attempt special dirty trick maneuver in place of a
melee attack
8: Barbarian: Invulnerable Rager 8, +⅓ damage to natural
attacks when shifted (currently +2)
BAB: +8/+3
Saves: +10/+3/+4
Ability Score Increase: STR+1
(17)
Feats: Invulnerability (DR 4/-, non-lethal DR 8/-), [Rage Power 8th]
Beast Totem
Skills(5): Acrobatics, Perception, Survival, +2 others
Shifting Capability: 7 times/day
Base Rage Frequency/Effects: 22 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC; 2 x 1d6 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +4 (natural) AC
9: Barbarian: Invulnerable Rager 9, +⅓ damage to natural
attacks when shifted (currently +3)
BAB: +9/+4
Saves: +10/+4/+5
Feats: Extreme Endurance (Fire Resist: 2), [9th Level
Feat] Extra Rage Power: Superstition
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 24
rounds per day / +4 STR, +4 CON, +2 Will, -2 AC; 2 x 1d6 primary claw
attacks; 1d4 secondary bite attack; once per round (but also per opponent per
rage) can attempt special dirty trick maneuver in place of a melee attack; +4 (natural)
AC; +4 to all saving throws against spells/spell-like abilities/supernatural
effects, must attempt to resist all spells
10: Barbarian: Invulnerable Rager 10, +⅓ damage to natural
attacks when shifted (currently +3)
BAB: +10/+5
Saves: +11/+4/+5
Feats: Invulnerability (DR 5/-, non-lethal DR 10/-), [Rage Power 10th]
Beast Totem, Greater
Skills(5): Acrobatics, Perception, Survival, +2 others
Shifting Capability: 8 times/day
Base Rage Frequency/Effects: 26 rounds per day / +4 STR, +4 CON, +2
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +4 (natural) AC; +4 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce
11: Barbarian: Invulnerable Rager 11, +⅓ damage to natural
attacks when shifted (currently +3)
BAB: +11/+6/+1
Saves: +11/+4/+5
Feats: Greater Rage, [11th Level Feat] Improved Stalwart
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 28 rounds per day / +6 STR, +6 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +4 (natural) AC; +4 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce
12: Barbarian: Invulnerable Rager 12, +⅓ damage to natural
attacks when shifted (currently +4)
BAB: +12/+7/+2
Saves: +12/+5/+6
Ability Score Increase: STR+1
(18)
Feats: Invulnerability (DR 6/-, non-lethal DR 12/-), Extreme
Endurance (Fire Resist: 3), [Rage Power 12th] Reckless Abandon
Skills(5): Acrobatics, Perception, Survival, +2 others
Shifting Capability: 9 times/day
Base Rage Frequency/Effects: 30 rounds per day / +6 STR, +6 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +5 (natural) AC; +5 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -4 penalty to AC for +4 attack
13: Barbarian: Invulnerable Rager 13, +⅓ damage to natural
attacks when shifted (currently +4)
BAB: +13/+8/+3
Saves: +12/+5/+6
Feats: [13th Level Feat] Extra Rage Power: Good For What Ails You
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 32 rounds per day / +6 STR, +6 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +5 (natural) AC; +5 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -4 penalty to AC for +4 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success
14: Barbarian: Invulnerable Rager 14, +⅓ damage to natural
attacks when shifted (currently +4)
BAB: +14/+9/+4
Saves: +13/+5/+6
Feats: Invulnerability (DR 7/-, non-lethal DR 14/-), Indomitable
Will, [Rage Power 14th] Eater of Magic
Skills(5): Acrobatics, Perception, Survival, +2 others
Shifting Capability: 10 times/day, who even cares at this point
geez
Base Rage Frequency/Effects: 34 rounds per day / +6 STR, +6 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +5 (natural) AC; +5 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -4 penalty to AC for +4 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success
15: Barbarian: Invulnerable Rager 15, +⅓ damage to natural
attacks when shifted (currently +5)
BAB: +15/+10/+5
Saves: +13/+6/+7
Feats: Extreme Endurance (Fire Resist: 4), [15th Level Feat] Raging
Vitality
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 36 rounds per day / +6 STR, +8 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +5 (natural) AC; +5 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -4 penalty to AC for +4 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success; continue raging even while unconscious
16: Barbarian: Invulnerable Rager 16, +⅓ damage to natural
attacks when shifted (currently +5)
BAB: +16/+11/+6/+1
Saves: +14/+6/+7
Ability Score Increase: STR+1 (19)
Feats: Invulnerability (DR 8/-, non-lethal DR 16/-), [Rage Power
16th] Witch Hunter
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 38 rounds per day / +6 STR, +8 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +6 (natural) AC; +6 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -5 penalty to AC for +5 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success; continue raging even while unconscious; +6 damage
against creatures with spells or spell-like abilities
17: Barbarian: Invulnerable Rager 17, +⅓ damage to natural
attacks when shifted (currently +5)
BAB: +17/+12/+7/+2
Saves: +14/+6/+7
Feats: Tireless Rage, [17th Level Feat] Extra Rage Power: Spell
Sunder
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 40 rounds per day / +6 STR, +8 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +6 (natural) AC; +6 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -5 penalty to AC for +5 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success; continue raging even while unconscious; +6 damage
against creatures with spells or spell-like abilities; is not fatigued after
rage; once per rage can attempt to sunder any ongoing spell effect
18: Barbarian: Invulnerable Rager 18, +⅓ damage to natural
attacks when shifted (currently +6)
BAB: +18/+13/+8/+3
Saves: +15/+7/+8
Feats: Invulnerability (DR 9/-, non-lethal DR 18/-), Extreme
Endurance (Fire Resist: 5), [Rage Power 18th] Strength Surge
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 42 rounds per day / +6 STR, +8 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +6 (natural) AC; +6 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -5 penalty to AC for +5 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success; continue raging even while unconscious; +6 damage
against creatures with spells or spell-like abilities; is not fatigued after
rage; once per rage can attempt to sunder any ongoing spell effect; once per
rage can immediate-action add barbarian level to single STR check, CMB or CMD
check
19: Barbarian: Invulnerable Rager 18, +1 Hit Point
BAB: +19/+14/+9/+4
Saves: +15/+7/+8
Feats: [19th Level Feat] Extra Rage Power: No Escape
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 44 rounds per day / +6 STR, +8 CON, +3
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +6 (natural) AC; +6 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -5 penalty to AC for +5 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success; continue raging even while unconscious; +6 damage
against creatures with spells or spell-like abilities; is not fatigued after
rage; once per rage can attempt to sunder any ongoing spell effect; once per
rage can immediate-action add barbarian level to single STR check, CMB or CMD
check; once per rage can immediate-action double-move to follow opponent using
withdraw action
20: Barbarian: Invulnerable Rager 20, +1 Hit Point
BAB: +20/+15/+10/+5
Saves: +16/+7/+8
Ability Score Increase: STR+1
(20)
Feats: Invulnerability (DR 10/-, non-lethal DR 20/-), Mighty Rage,
[Rage Power 20th] Ghost Rager
Skills(5): Acrobatics, Perception, Survival, +2 others
Base Rage Frequency/Effects: 46 rounds per day / +8 STR, +10 CON, +4
Will, -2 AC; 2 x 1d8 primary claw attacks; 1d4 secondary bite attack; once per
round (but also per opponent per rage) can attempt special dirty trick maneuver
in place of a melee attack; +7 (natural) AC; +7 to all saving throws against
spells/spell-like abilities/supernatural effects, must attempt to resist all
spells; pounce; can take -6 penalty to AC for +6 attack; can drink alcohol to
gain saving throw against certain ongoing effects and suppress one on success; +4
to saves against enchantment effects; can reroll one failed saving throw
against spell/spell-like/supernatural effect per rage to gain temp. HP equal to
caster level on success; continue raging even while unconscious; +7 damage
against creatures with spells or spell-like abilities; is not fatigued after
rage; once per rage can attempt to sunder any ongoing spell effect; once per
rage can immediate-action add barbarian level to single STR check, CMB or CMD
check; once per rage can immediate-action double-move to follow opponent using
withdraw action; can strike incorporeal creature for full damage, +7 to touch
AC (up to a maximum of total current AC)
Natural Attack
|
Base Damage by
Size
|
Damage Type
|
Attack type
|
||||||||
Fine
|
Dim.
|
Tiny
|
Small
|
Medium
|
Large
|
Huge
|
Garg.
|
Col.
|
|||
Bite*
|
1
|
1d2
|
1d3
|
1d4
|
1d6
|
1d8
|
2d6
|
2d8
|
4d6
|
B, P, and S
|
Primary
|
Claw**
|
-
|
1
|
1d2
|
1d3
|
1d4
|
1d6
|
1d8
|
2d6
|
2d8
|
B and S
|
Primary
|
Gore
|
1
|
1d2
|
1d3
|
1d4
|
1d6
|
1d8
|
2d6
|
2d8
|
4d6
|
P
|
Primary
|
Hoof, Tentacle, Wing
|
-
|
1
|
1d2
|
1d3
|
1d4
|
1d6
|
1d8
|
2d6
|
2d8
|
B
|
Secondary
|
* According to the rage power (see below), the Animal
Fury bite attack deals 1d4 damage plus half-strength as
medium
category and has a -5 attack modifier, as if it were a secondary attack.
**According to the rage power (see below), Beast Totem
claws deal 1d6 damage plus strength as medium category.
Animal Fury (Su)
While raging, the barbarian gains a bite attack. If used as
part of a full attack action, the bite attack is made at the barbarian's full
base attack bonus –5. If the bite hits, it deals 1d4 points of damage plus half
the barbarian's Strength modifier. A barbarian can make a bite attack as part
of the action to maintain or break free from a grapple. This attack is resolved
before the grapple check is made. If the bite attack hits, any grapple checks
made by the barbarian against the target this round are at a +2 bonus.
Beast Totem, Lesser
(Su)
While raging, the barbarian gains two claw attacks. These
attacks are considered primary attacks and are made at the barbarian’s full
base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small)
plus the barbarian’s Strength modifier.
Beast Totem, Greater
(Su)
While raging, the barbarian gains the pounce special
ability, allowing them to make a full attack at the end of a charge. In
addition, the damage from their claws increases to 1d8 (1d6 if Small) and the
claws deal x3 damage on a critical hit.
[Skinwalker,
Ragebred] Change Shape (Su)
A skinwalker changes shape into a bestial form as a standard
action. In bestial form, a ragebred gains a +2 racial bonus to Constitution. In
bestial form, a ragebred (with the Extra Feature feat) gains two of the
following features:
- +10’ racial bonus to base speed
- Gore attack that deals 1d6 points of damage
- 2 hoof attacks that each deal 1d4 points of damage
- Scent to a range of 30 feet
The racial ability score bonus and additional feature last
as long as the skinwalker remains in that form, and a skinwalker can remain in
bestial form for as long as they want.
In bestial form, a skinwalker takes a –4 penalty on Charisma
and Charisma-based checks when interacting with humanoids that lack the
shapechanger subtype.
A skinwalker can return to their humanoid form as a swift
action. To change forms and gain a different benefit, a skinwalker must first
return to their humanoid form, then use their shapechange ability again. A
skinwalker can shapechange into bestial form a number of times per day equal to
3 + 1/2 their character level.
Rage Powers (Verbatim)
Animal Fury; Beast
Totem, Greater; Beast Totem, Lesser
(Descriptions and benefits included on natural weapons chart
page; prerequisites are: none for Animal Fury; normal totem power progression
for Beast Totem chain.)
Beast Totem
Prerequisite:
Beast Totem, Lesser; Barbarian level 6
Benefit: While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Benefit: While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Eater Of Magic
Prerequisite:
Superstitious
Benefit: Once per
rage, when a barbarian fails a saving throw against a spell, supernatural
ability, or spell-like ability, they can reroll the saving throw against the
effect (this is not an action). If they succeed at the second saving throw,
they are not affected by the spell, supernatural ability, or spell-like ability
and gain a number of temporary hit points equal to the effect’s caster level
(in the case of spell or spell-like abilities) or the CR of the effect’s
creator (in the case of supernatural abilities). These temporary hit points
last until damage is applied to them or 1 minute, whichever occurs first.
Good For What Ails
You
Benefit: While
raging, a barbarian who takes a drink of alcohol may attempt a new saving throw
against one of the following conditions that may be affecting them: blinded,
confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated,
panicked, shaken, or sickened. If they succeed at the save, the effect is
suppressed for the duration of the rage. They also may attempt a new saving
throw if poisoned; a successful save counts toward those required for a cure,
but a failed save has no ill effect.
No Escape
Benefit: Once per rage, the barbarian can move up to double
their normal speed as an immediate action but they can only use this ability
when an adjacent foe uses a withdraw action to move away from them. They must
end their movement adjacent to the enemy that used the withdraw action. The
barbarian provokes attacks of opportunity as normal during this movement.
Reckless Abandon
Benefit: While
raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack
rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1
at 4th level and every four levels thereafter.
Savage Dirty Trick
Prerequisite: Barbarian
level 6
Benefit: Once per
round while raging, the barbarian can attempt a dirty trick combat maneuver in
place of a melee attack. This attempt does not provoke attacks of opportunity.
If successful, the target takes an amount of damage equal to the barbarian's
Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the
barbarian's level + the barbarian's Strength modifier) or take an additional
penalty from the dirty trick based on the type of dirty trick performed and the
following table:
Initial Penalty
|
Additional Penalty
|
Blinded
|
Staggered
|
Dazzled
|
Dazed
|
Deafened
|
Staggered
|
Entangled
|
Anchored
in place and unable to move from that square
|
Sickened
|
Nauseated
|
On a failed Fortitude save, the opponent takes this
additional penalty on top of the dirty trick's original effect. The additional
penalty lasts for 1 round (though the initial penalty lasts as long as normal),
and can be removed with a move action. The initial effect cannot be removed via
mundane means until the additional penalty is removed (though magical effects
like remove blindness/ deafness work). Removing the initial effect also removes
the additional penalty. If the target is immune to the initial penalty, then it
is unaffected by the additional penalty.
For example, a barbarian using this rage power attempts a
dirty trick combat maneuver against her opponent to blind him. She succeeds and
her opponent fails his Fortitude save, so he becomes staggered as well as
blinded.
Regardless of whether he had succeeded at his saving throw,
the opponent still takes an amount of damage from the barbarian's combat maneuver
equal to the barbarian's Strength modifier (unless he has damage reduction or
would otherwise be able to prevent this damage). Likewise, if her opponent were
immune to blinding effects, he would not suffer from the blindness or the
staggering effect, regardless of his saving throw.
This power can only be used once per opponent per rage.
Spell Sunder
Prerequisite: Witch
Hunter
Benefit: Once per
rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding
at a combat maneuver check. For any effect other than one on a creature, the barbarian
must make their combat maneuver check against a CMD of 15 plus the effect’s caster
level. To sunder an effect on a creature, the barbarian must succeed at a
normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss
chance caused by a spell or spell-like ability. If successful, the barbarian
suppresses the effect for 1 round, or 2 rounds if they exceeded the CMD by 5 to
9. If they exceed the CMD by 10 or more, the effect is dispelled.
Superstition
Benefit: The
barbarian gains a +2 morale bonus on saving throws made to resist spells,
supernatural abilities, and spell-like abilities. This bonus increases by +1
for every 4 levels the barbarian has attained.
While raging, the barbarian cannot be a willing target of any spell and
must make saving throws to resist all spells.
Reckless Abandon
Benefit: While
raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack
rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1
at 4th level and every four levels thereafter.
Witch Hunter
Prerequisite: Superstition
Benefit: While
raging, the barbarian gains a +1 bonus on damage rolls against creatures
possessing spells or spell-like abilities. This damage bonus increases by +1
for every four levels the barbarian has obtained.
Regarding
Raging Song Interaction With Other Characters and Rage Powers
Raging Song (Su)
If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.Raging Song: Inspired Rage (Su)
At 1st level, affected allies gain a +2 morale bonus to
Strength and Constitution and a +1 morale bonus on Will saving throws, but also
take a –1 penalty to AC. While under the effects of inspired rage, allies other
than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based
skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that
requires patience or concentration. At 4th level and every 4 levels thereafter,
the song's bonuses on Will saves increase by 1; the penalty to AC doesn't
change. At 8th and 16th levels, the song's bonuses to Strength and Constitution
increase by 2. (Unlike the barbarian's rage ability, those affected are not
fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage,
bloodrager's bloodrage, or skald's inspired rage), she may use the Strength,
Constitution, and Will saving throw bonuses, as well as AC penalties, based on
her own ability and level instead of those from the skald (still suffering no
fatigue afterward). However, inspired
rage does not allow the ally to activate abilities dependent on other rage
class abilities, such as rage powers, blood casting, or bloodrager bloodlines;
the ally must activate her own rage class ability in order to use these
features.---
The wording is a little vague, stating that inspired-rage allies are not able to “activate” rage-relevant abilities, but potentially implying that rage powers, blood casting, and bloodrager bloodlines are among these activatable abilities. However, skald rage powers state the following:
Rage Powers (Ex)
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
---
I posit that the restrictions on Barbarian rage powers being used with the Skald inspired rage raging song are as follow:
·
Rage effectively begins
with the raging song (if it is accepted) and cannot be ended until the raging
song ends. Therefore, rage cycling is
not an effective strategy using the raging song.
·
The Skald’s rage powers,
barring those which require standard actions or rounds of rage to activate, are
bestowed upon all alies, including the Barbarian. A rage power cannot be bestowed twice (if
both the Barbarian and the Skald have any of the same rage powers) unless
otherwise marked.
·
The Barbarian’s rage
powers, barring those which require standard actions or rounds of rage to activate,
affect the Barbarian (unless they activate their own rage ability). A rage power cannot be bestowed twice (if
both the Barbarian and the Skald have any of the same rage powers).
·
Due to their disclusive
nature, two different bloodline or totem rage power chains cannot be active at
the same time. This is up to GM
discretion, but it fits the theme of those powers.
Natural Attacks Attack and Damage Guide
Primary Attack Formula (Gore, Claw*, Claw*)
1d20 + BAB(Level) + STR mod. + Rage mod. – Combat Expertise mod. + enhancement bonus + other bonuses
*Natural attack critical range is 20(x2)- at level 10, claw critical range improves to 20(x3).
BAB
|
Base STR Mod.
|
Add. Rage Mod.
|
Combat Exp. Mod.
|
Reckless Abandon
|
Enhancement
|
Other Bonuses/Penalties
(Bless, Haste, Bard Song, etc.) |
Total
|
-1/4 level
|
+1+1/4
level
|
Secondary Attack Formula (Bite, Hoof, Hoof)
1d20 + BAB(Level) + STR mod. + Rage mod. – Combat Expertise mod. + enhancement bonus + other bonuses – 2*
*-5 until level 3.
BAB
-5 / -2 |
Base STR Mod.
|
Add. Rage Mod.
|
Combat Exp. Mod.
|
Reckless Abandon
|
Enhancement
|
Other Bonuses/Penalties
(Bless, Haste, Bard Song, etc.) |
Total
|
-1/4 level
|
+1+1/4
level
|
Primary Damage Formula [Gore(P), Claw(S), Claw(S)]
1d6* + STR mod. + Rage mod. + enhancement bonus + ⅓ level + other bonuses
*Claw becomes 1d8 from Greater Beast Totem rage power at level 10.
Base
|
Base STR Mod.
|
Add. Rage Mod.
|
Enhancement
|
Other Bonuses/Penalties
(Enlarge Person, Bull's Strength, Amulet Of Mighty Fists, etc.) |
⅓ Lvl.
|
Total
|
1d6+
|
Secondary Damage Formula [Bite(B/P/S), Hoof(B), Hoof(B)]
1d4 + ½ (STR mod. + Rage mod.) + enhancement bonus + ⅓ level + other bonuses
Base
|
½ (Base STR Mod. + Add. Rage Mod.)
|
Enhancement
|
Other Bonuses/Penalties
(Enlarge Person, Bull's Strength, Amulet Of Mighty Fists, etc.) |
+ ⅓ Lvl.
|
Total
|
1d4+
|
Rage modifier is contingent upon raging condition, which adds to STR mod based on level.
Level: 1st 11th 20th
STR Increase: +4 +6 +8
Additional Modifier: +2 +3 +4
Combat Expertise is gained at level 1. The Threatening Defender trait reduces its attack penalty by 1, making it free to use until level 4 when it becomes a -1 penalty, level 8 at which it's -2, level 12 when it's -3, level 16 when it's -4, and level 20 when it's -5. Stalwart is gained at level 7 and replaces the dodge bonus from Combat Expertise with DR. Once Stalwart has been obtained, it should always be on.
1/3 level bonus comes from the Ragebred Barbarian Favored Class Ability, which adds 1/3 point of damage (rounded down) to all natural attacks.
Damage steps by size according to Enlarge Person are as follows (in order of left-to-right, up-to-down):
1
|
1d2
|
1d3
|
1d4 bite/hoof
|
1d6 gore/claw
|
1d8 claw
|
1d10
|
2d6
|
2d8
|
3d6
|
3d8
|
4d6
|
4d8
|
6d6
|
6d8
|
8d6
|
8d8
|
12d6
|
12d8
|
16d6
|
Thanks
ReplyDeleteGreat and inspiring guide !
One question: where did you found the favorite class bonus ⅓ damage to natural attacks when shifted ?
oh man! I'm glad you asked, because apparently I found it on the D20PFSRD page which found it in Jon Brazer Enterprises' Book Of Heroic Races: Advanced Favored Class Options?
DeleteI think back when I made this build (June 2015) I didn't understand that the D20PFSRD adds third-party content to pages in addition to Paizo stuff.
I'll add a note about that in the build itself- I don't like to add third-party stuff because it generally makes breaking the game TOO easy. that said, I dunno if I'm willing to sit down and change it throughout this build right this moment.
thanks!!
Looks like a solid build for a natural attack Barbarian, although I have to wonder whether Multi-attack is worth picking. Especially if you're not playing with hero points (thus denying the anti-hero pick) and adding the detail that the attack from Animal Fury bite is only secondary when used in conjunction with weapons - otherwise it functions as a Primary natural attack.
DeleteShifting the -5 to -2 on just the two Hoof attacks on a full BAB character seems underwhelming. How often do those miss by less than 3 points? Plus making it a logical swap when not using Hero Points.
Thanks! Found it with this extra mention!
ReplyDelete