Wednesday, April 27, 2016

Barbarian (Invulnerable Rager); Skinwalker

(hey I don't know why Blogger's being such a dumbass about the fonts for these paragraphs but we'll be fine I guess)


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.

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. 

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.
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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.


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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 + 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.)
Lvl.
Total
1d6+







Secondary Damage Formula [Bite(B/P/S), Hoof(B), Hoof(B)]
 
1d4 + ½ (STR mod. + Rage mod.) + enhancement bonus + 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
Enlarge Person increases current natural damage by two steps.

4 comments:

  1. Thanks
    Great and inspiring guide !

    One question: where did you found the favorite class bonus ⅓ damage to natural attacks when shifted ?

    ReplyDelete
    Replies
    1. 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?

      I 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!!

      Delete
    2. 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.

      Shifting 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.

      Delete
  2. Thanks! Found it with this extra mention!

    ReplyDelete