Xerxus
2013-02-19, 03:38 PM
Made some example builds at lvls 1, 5, 10 and 15. All stats are while raging. This is heavily oriented towards antispellcasting and survival, but don't underestimate the damage output. Power Attack and later Raging Brutality are key here. Didn't optimize the magic items very much.
Lvl 1:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex)
hp 18 (1d12+6)
Fort +8, Ref +3, Will +5
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Offense
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Speed 40 ft.
Melee Greatsword +7 (2d6+9/19-20/x2)
Special Attacks rage (7 rounds/day)
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Statistics
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Str 23, Dex 16, Con 23, Int 13, Wis 17, Cha 15
Base Atk +1; CMB +7; CMD 18
Feats Power Attack -1/+2, Raging Vitality
Traits Reactionary, Nobility?
Skills Acrobatics +1 (+5 jump), Climb +8, Escape Artist +1, Fly +1, Intimidate +5, Perception +7, Ride +1, Stealth +1, Survival +7, Swim +8
Languages Common, Elven
SQ fast movement +10, heart of the wilderness +0, hero points
Other Gear Lamellar (leather) armor, Greatsword, Barbarian's kit,
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Special Abilities
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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 morale bonus to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Lvl 5:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 5
CG Medium Humanoid (human)
Init +5; Senses Perception +11
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Defense
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AC 18, touch 11, flat-footed 15 (+7 armor, +3 Dex)
hp 64 (5d12+30)
Fort +11, Ref +5, Will +7; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance (fire)
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Offense
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Speed 30 ft.
Melee +1 Furious Greatsword +15 (2d6+13/19-20/x2)
Special Attacks rage (15 rounds/day), rage powers (renewed vigor 1d8+6 hp [1/day], superstition +4, witch hunter [+2])
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Statistics
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Str 24, Dex 16, Con 23, Int 13, Wis 17, Cha 15
Base Atk +5; CMB +12; CMD 23
Feats Extra Rage Power, Furious Focus, Power Attack -2/+4, Raging Vitality
Traits Reactionary, Nobility?
Skills Acrobatics +0, Climb +12, Escape Artist +0, Fly +0, Intimidate +10,
Perception +11, Ride +0, Stealth +0, Survival +13, Swim +12
Languages Common, Elven
SQ fast movement +10, heart of the wilderness +2
Other Gear +1 Breastplate, +1 Furious Greatsword, Barbarian's kit, Cloak of Resistance, various consumables
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Special Abilities
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Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty from Power Attack for your first attack of each turn.
Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize, +2 to Survival checks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 morale bonus to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Renewed Vigor 1d8+6 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Superstition +4 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural effects, but must resist all spells, even allies'.
Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.
Lvl 10:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 10
CG Medium Humanoid (human)
Init +5; Senses Perception +16
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Defense
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AC 20, touch 20, flat-footed 17 (+7 armor, +3 Dex, +2 deflection)
hp 141 (10d12+80)
Fort +17, Ref +8, Will +10; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 12/lethal, 7/—; Resist fire 2, extreme endurance (fire)
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Offense
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Speed 30 ft.
Melee +2 Furious Greatsword +22/+17 (2d6+16/19-20/x2)
Special Attacks rage (27 rounds/day)
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Statistics
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Str 26, Dex 16, Con 26, Int 13, Wis 17, Cha 15
Base Atk +10; CMB +18 (+20 while sundering); CMD 31 (33 while sundering)
Feats Extra Rage Power, Extra Rage Power, Furious Focus, Improved Sunder, Power Attack -3/+6, Raging Vitality
Traits Reactionary, Nobility?
Skills Acrobatics +0, Climb +18, Escape Artist +0, Fly +0, Intimidate +15, Perception +16, Ride +0, Stealth +0, Survival +21, Swim +18
Languages Common, Elven
SQ fast movement +10, heart of the wilderness +5, rage powers (eater of magic [1/rage], ghost rager, renewed life [2 negative level[s]] [1/day], renewed vigor 2d8+8 hp [1/day], renewed vitality [5] [1/day], spell sunder, superstition +7, witch hunter [+3])
Other Gear +1 Adamantine Breastplate, +2 Furious Greatsword, Belt of physical might (Str & Con +2), Boots of speed (10 rounds/day), Cloak of resistance +2, Ring of protection +2, Barbarian's kit, various consumables
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Special Abilities
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Boots of speed (10 rounds/day) Free action to activate, works like haste.
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the effect and gains temporary hit points equal to the effects caster level or the CR of a supernatural effect's creator. These last for one minute.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty from Power Attack for your first attack of each turn.
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power.
Heart of the Wilderness +5 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize, +5 to Survival checks.
Improved Sunder You do not provoke AoOs when sundering, and you add 2 to your CMD vs sundering as well as to your CMB while sundering.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 morale bonus to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Renewed Vigor 2d8+8 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Renewed Vitality (5) (1/day) (Ex) When raging, ignore the effect of 5 point(s) of ability penalty or damage. Once per day when you end your rage you can attempt to save again against any one effect that imposed an ability penalty or ability damage and allowed a save. If you succeed on your save, you remove up to 5 points of ability penalty or ability damage that was imposed by that effect.
Spell Sunder (Su) 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 her combat maneuver check against a CMD of 15 plus the effect's caster level. To sunder an ongoing effect on a creature you must make a combat maneuver check against the creature's CMD+5, ignoring any concealment caused by spells or spell-like abilities. If you beat the CMD by up to 4 you suppress the effect for one round. If you beat it by 5-9 you suppress the effect for two rounds. If you beat it by ten or more the effect is dispelled.
Superstition +7 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural effects, but must resist all spells, even allies'.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
Lvl 15:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 15
CG Medium Humanoid (human)
Init +5; Senses Perception +22
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Defense
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AC 26, touch 25, flat-footed 23 (+11 armor, +3 Dex, +4 deflection)
hp 254 (15d12+165)
Fort +25, Ref +13, Will +17 (+4 vs. enchantments); +10 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities indomitable will; DR 16/lethal, 9/—; Immune frightened, shaken; Resist fire 4, extreme endurance (fire)
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Offense
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Speed 30 ft.
Melee +3 Furious, Keen Greatsword +31/+26/+21 (2d6+21/17-20/x2)
Special Attacks rage (39 rounds/day)
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Statistics
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Str 32, Dex 16, Con 32, Int 13, Wis 18, Cha 15
Base Atk +15; CMB +26 (+28 Sundering); CMD 41 (43 vs. Sunder)
Feats Combat Reflexes (4 AoO/round), Extra Rage Power, Extra Rage Power, Extra Rage Power, Furious Focus, Improved Sunder, Power Attack -4/+8, Raging Brutality (+11), Raging Vitality
Traits Reactionary, Nobility?
Skills Acrobatics +5, Climb +21, Escape Artist +0, Fly +0, Handle Animal +6, Intimidate +20, Knowledge (nature) +5, Perception +22, Ride +9, Stealth +0, Survival +29, Swim +21
Languages Common, Elven
SQ fast movement +10, heart of the wilderness +7, rage powers (come and get me, eater of magic [1/rage], fearless rage, ghost rager, renewed life [3 negative level[s]] [1/day], renewed vigor 3d8+11 hp [1/day], renewed vitality [7] [1/day], spell sunder, superstition +10, witch hunter [+4])
Other Gear +5 Adamantine Breastplate, +3 Furious, Keen Greatsword, Belt of physical might (Str & Con +6), Boots of speed (10 rounds/day), Cloak of resistance +5, Ring of protection +4, Barbarian's kit
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Special Abilities
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Boots of speed (10 rounds/day) Free action to activate, works like haste.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you.
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (9/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (4) You have the specified Damage Resistance against Fire attacks.
Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the effect and gains temporary hit points equal to the effects caster level or the CR of a supernatural effect's creator. These last for one minute.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty from Power Attack for your first attack of each turn.
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power.
Heart of the Wilderness +7 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize, +7 on Survival checks.
Immunity to Frightened You are immune to the frightened condition.
Immunity to Shaken You are immune to the shaken condition.
Improved Sunder You do not provoke AoOs when sundering, and you add 2 to your CMD vs sundering as well as to your CMB while sundering.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (39 rounds/day) (Ex) +6 Str, +6 Con, +3 morale bonus to Will saves, -2 to AC when enraged.
Raging Brutality (+11) Add Constitution bonus on damage rolls, 1.5x for twohanded weapons.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Renewed Life (3 negative level(s)) (1/day) (Ex) When raging, ignore the effect of 3 temporary negative levels. Once per day when you end your rage you can attempt to save against up to 3 temporary negative levels as if 24 hours had passed. If you fail they do not turn into permanent negative levels but they do not go away, and you must save for the temporary negative levels again 24 hours after you received them.
Renewed Vigor 3d8+11 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Renewed Vitality (7) (1/day) (Ex) When raging, ignore the effect of 7 point(s) of ability penalty or damage. Once per day when you end your rage you can attempt to save again against any one effect that imposed an ability penalty or ability damage and allowed a save. If you succeed on your save, you remove up to 7 points of ability penalty or ability damage that was imposed by that effect.
Spell Sunder (Su) 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 her combat maneuver check against a CMD of 15 plus the effect's caster level. To sunder an ongoing effect on a creature you must make a combat maneuver check against the creature's CMD+5, ignoring any concealment caused by spells or spell-like abilities. If you beat the CMD by up to 4 you suppress the effect for one round. If you beat it by 5-9 you suppress the effect for two rounds. If you beat it by ten or more the effect is dispelled.
Superstition +10 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural effects, but must resist all spells, even allies'.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.
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