shawshank
2016-07-11, 05:17 PM
Primal Disciple
Special thanks to Elricaltovilla for showing me some errors I made in rating the dexterity-based builds.
Special thanks to Upho for his contributions and suggestions, many of which are now in this guide.
The Primal Disciple is an archetype of the Barbarian class that significantly changes how you play the class. So much so that I thought a guide/handbook for the archetype was in order. This is a 3rd party archetype from Dreamscarred Press that lies in the Path of War: Expanded document.
New information you need to know to help in understanding Path of War
Initiation Modifier: Every Path of War archetype has one mental score as an initiation modifier. This is similar to a casting ability score but with one main difference. You do not require a minimum score to initiate all of your maneuvers. You could have a wisdom of 7 and still use all of your Primal Disciple maneuvers. However, it does affect the saving throw DC's as well as modify different skills used in maneuvers. It can even modify damage in certain instances. Deciding how to use your initiation modifier is sorta like chess. It is easy to learn but difficult to master.
For some preliminary matters, I want to lay out the rating system. This system was first used by Treantmonk in his Wizard, Druid, and Bard guides. The ratings are as follows:
RED(*): A very poor option. Should be avoided in nearly all cases.
ORANGE(**): A mediocre, or uncommonly useful option. Generally not worth it.
GREEN(***): A solid option. Good in most instances.
BLUE(****): An excellent option. Should be taken in nearly all cases.
Let me start by explaining why this archetype requires it's own guide. First, you lose all your rage powers except for the one gained at level 2. That's right folks, the rage powers you normally gained at 4th, 6th, 8th, etc...gone. You also give up fast movement and trap sense! This alone might have you thinking "Noway am I ever going to play this crap!" No rage powers on barbarians? How is that even a barbarian? Well, have no fear my friends. Not only can you replace nearly everything you lost, but you will gain even more! But before we get to the details let's look at the changes to the importance of stats you can expect.
Stats
Barbarian statistics are no longer as easy to quantify
Strength(****) - You are still a Barbarian and strength is still king. If they ever modify the Primal Disciple to allow an Urban variant then dexterity is probably just as good. Until then strength is better overall, though dexterity is still viable. Recommend 15-18 before race depending on point-buy.(Dump stat if going deadly agility)
Dexterity(***) - A dexterity based Primal Disciple can be quite powerful with Deadly Agility. Can not reach the potential of a strength-based build without an archetype that stacks with Primal Disciple to increase dexterity instead. Recommend 12-14 before race depending on point-buy.(15-18 if going Deadly Agility)
Constitution(***) - Raging Vitality is still good and you still want to take it so nothing changes here. Recommend 15+ after race by the time you get Raging Vitality regardless of point-buy.
Intelligence(**) - Not quite the dump stat it was. You need enough skill points to max the discipline skills you want. If you decide to focus on maneuvers that requires only a few different skills, this becomes a dump stat. Recommend 7-10 before race depending on point-buy.
Wisdom(**)/Wisdom(****) - This one depends on how you want to build the Primal Disciple. Wisdom is your initiation modifier. See above description for more information. Do not let will saves necessarily determine this score as there are maneuvers that replace and/or improve saves as immediate actions. Recommend 10-14 before race depending on point-buy.
Charisma(**) - Generally a dump stat even though intimidation builds are available. Primal Disciple adds Diplomacy as a class skill and if you go heavily in Golden Lion counters then charisma is GREEN(***). Recommend 7-12 before race depending on point-buy.
Sample Stat Arrays:
15 point buys:
Strength-based combat engine. Focused on 2 skills only for maneuvers. Non-social.
Str: 17 Dex: 12 Con: 13 Int: 7 Wis: 14 Cha: 7
Dexterity version:
Str: 8 Dex: 18 Con: 13 Int: 7 Wis: 14 Cha: 7
Strength-based balanced build. Focused on multiple skills for maneuvers and other interactions. Non-social.
Str: 15 Dex: 12 Con: 13 Int: 12 Wis: 14 Cha: 7
Dexterity version:
Str: 7 Dex: 16 Con: 14 Int: 13 Wis: 14 Cha: 7
Strength/Charisma leader build. Focused on social interactions and battlefield manipulation. Buffing teammates over debuffing enemies.
Str: 15 Dex: 12 Con: 13 Int: 7 Wis: 12 Cha: 14
Dexterity version except you do not lose Wisdom
Str: 7 Dex: 16 Con: 13 Int: 7 Wis: 14 Cha: 14
20 point buys:
Strength-based combat engine. Focused on 3 skills. Non-social.
Str: 17 Dex: 13/14 Con: 13/14 Int: 8 Wis: 14 Cha: 7
Dexterity version:
Str: 7 Dex: 18 Con: 15 Int: 9 Wis: 14 Cha: 7
Strength-based balanced build. Focused on multiple skills for maneuvers and other interactions. Non-social.
Str: 16 Dex: 12 Con: 14 Int: 12 Wis: 14 Cha: 7
Dexterity version:
Str: 7 Dex: 17 Con: 14 Int: 14 Wis: 14 Cha: 7
Strength/Charisma leader build. Focused on social interactions and battlefield manipulation. Buffing teammates over debuffing enemies.
Str: 16 Dex: 12 Con: 14 Int: 7 Wis: 12 Cha: 14
Dexterity version except you do not lose Wisdom
Str: 7 Dex: 17 Con: 14 Int: 7 Wis: 14 Cha: 14
Races
Core Races
-Dwarf(***) - They've got slow speed but they are the same speed as Humans in medium armor. Solid bonuses(+2con/wis) with a great negative(-2cha) unless you build Golden Lion. Darkvision is great. +2 saves vs spells is even better. Also, there is nothing wrong with more rage though the skill point may benefit you more.
-Elf(**) - Certainly not good, but better than before. Penalty to Con makes Raging Vitality impossible. The bonus to Dex and Int are far more useful than before with Deadly Agility and more uses for skill points. Favored Class bonus is actually feasible without fast movement though I probably would not recommend it.
-Gnome(*) - There is no saving this race. I honestly think it is even worse for a Primal Disciple than before.
-Half Elf(***) - Floating +2 is always nice. Skill Focus(Acrobatics) is no longer a bad bonus feat. With no trap sense or rage powers the FCB is terrible. Human is also worthless. It's either elf or take the skill point/hp.
-Halfling(***) - Surprising effective with Deadly Agility. With it, the -str is just fine and the +2 charisma is great if you build for Golden Lion. +1 to all saves is always great to have and being small makes you more accurate with attacks. Even better if Fleet of Foot is on the table. Same issue with FCB. Take the Hp/Sp.
-Half-Orc(****) - A floating +2 and Darkvision are already solid. The ability to pick up a +2 to all saves is just icing. The FCB is decent enough as well.
-Human(****) - Ah, good ole human. Floating +2, a free feat and skill point. The FCB is completely worthless now though so take a hp or another sp if you need. Heart of the fields is a solid substitution for skilled by not critical. Focused Study is also a solid option if investing heavily into skill-based counters. Can even pick up Darkvision if allowed.
I will not be covering other races as they have been covered in many Barbarian guides before. The reviews I have posted above should give you the basic understanding needed to adjust for additional races on your own.
Class Features
What you keep and what you lose/trade.
Rage/Greater Rage/Tireless Rage/Mighty Rage(****): You would not be a barbarian without it so, of course, you keep!
Weapon/Armor Proficiency(***): - No change.
Uncanny/Improved Uncanny Dodge(***): No change.
Damage Reduction(***): No change.
Indomitable Will(****): No change but I wish you got it sooner!
Skills(**): Hey you get diplomacy now!
Fast movement(***): Gone.. bye bye =(...well.. maybe not. :wink:
Trap Sense(**): Gone... Who cares.. was lame.
Rage Power(***): Well, you only get one and it has to be a level 2 one at that. However, you could take the Extra Rage Power feat to complete at least one Rage Line.
Bonus Feats(****)- Absolutely nothing wrong with a bonus feat at 1st and 6th level. They are all Path of War feats but that is not a bad thing!
Maneuvers(****) - It's the reason you are here! You get 4 known disciplines and a related class skill. Golden Lion(Diplomacy), Piercing Thunder(Acrobatics),Primal Fury(Survival), and Thrashing Dragon(Acrobatics).
Skills
The importance of several skills has changed. So, we need to reevaluate them.
Acrobatics(Dex)(****) - Was always important. If you decide to take lots of Acrobatics-based skills, it jumps in power.
Autohypnosis(Wis)(***) If you have this skill as a class skill it is because you went with Sleeping Goddess/Riven Hourglass. Riven Hourglass only has 1 (albeit good) skill-based maneuver but Sleeping goddess has 3, and they are all excellent.
Climb(Str)(**) - When fool's errand is released this could change. Until, then....
Craft(Int) (*): - Shattered Mirror (****): is a very good Discipline but it is based on intelligence which is not going to be very high. Still, if you need to get a high check you can buy items that grant a +5 or higher bonus (if the GM allows custom magic items).
Diplomacy(Cha)(****) - If you want to be a Barbarian leader who instills morale into his party/army while granting them free attacks and moves during your turn and deflecting attacks against them as interrupts then this is your skill. Otherwise dump(*) it along with your Charisma stat. Note that barbarians can ALWAYS use discipline skill abilities, even while raging. This is on page 35 of the Path of War: Expanded document as a exception to the rule about Barbarian Rage and certain skills.
Handle Animal(Cha) (*) If you go for animal ally this is great(****), otherwise its not.
Intimidate(Cha)(**) Intimidate builds are available as well as disciplines that use intimidate(Black Seraph, Eternal Guardian)(****). Can take a feat to add strength as well. Otherwise, not much use.
Knowledge(Nature)(Int)(**) Int is generally a dump stat. If you have a decent int score, this is not a bad place to put points for identifying animals etc.
Perception(Wis)(****) Was already one of the best skills in the game. Used by Silver Crane(****) and Solar Wind(***) disciplines. Makes it just that more useful if you decide to go into these disciplines with a trait/Martial Tradition.
Ride(Dex)(**) - If you go for animal ally this is great(****), otherwise its not.
Survival(**) - Remember when I said that most of your rage powers are replaced by Disciplines. Yeah, that would be Primal Fury and it is keyed off of Survival. It is still not incredibly important as very few maneuvers use the survival skill. However, there are some so if you have the skill points, not a bad way to spend them.
Swim(Str)(*) - No discipline use and you should be strong enough to swim without skill ranks.
New Traits:
Agile Dancer(Social)(****) - Replace Acrobatics checks with Perform(Dance) and use higher of Dex/Cha when making this check.
Combat Training(Combat)(****) - Gain one 1st level maneuver from any discipline. Does not make you a real initiator but can add a bit of a boost at first level. One of the best ones to take adds a +2 to a single saving throw as an interrupt. That is arguably better than any of the +1 to one type of save traits as it can be used once an encounter. It is also available outside of combat though, if caught flat-footed, you can not initiate maneuvers.
Practiced Initiator (Combat)(***) - bumps your initiator level up when multi-classing. Good, but there are better traits.
Unorthodox Method (Regional, Any)(****) - Let's you replace any discipline you normally gain with an archetype with another one. You are going to use this for almost every character you make. Depending on the style of fighting you choose, you are going to want to trade out a discipline that does not fit with another one that either does or shores up defensive weaknesses you might have. Thrashing Dragon, for example, should be traded out immediately if you intend to fight two-handed.
Bonus Feats:
You gain a bonus feat at 1st and 6th level. You must meet all requirements to take these feats. I will split these up into feats you could take at 1st and those you must be 6th to take. You will notice that you have 1 feat at each level that is ideal for a standard barbarian while the others are specific to a certain build.
1st:
Martial Power(***) - Works like power attack except instead of damage you gain temporary hps. Increased by 50% when using a shield. Also counts as Combat Expertise when qualifying for feats. You must make an attack when using this so no full-defense temp hp stacking. Gets much better with Enduring Protector if used in an AOO build.
Prodigious Two Weapon Fighting(****) - Allows you to take the two-weapon fighting chain using strength instead of dexterity to qualify and allows you to use ANY 1-handed weapon in your offhand and treat it as light. Two-handed builds are generally better for strength but this is awesome with two of your disciplines.
Seize the Opportunity(****) - Requires Combat Reflexes as your first level feat. Let's you use Vital Strike or even a combat maneuver in place of your AOO. You can not use this to bullrush move however as you can not leave your square. Incredible in an AOO-focused build and still very strong regardless.
Victorious Recovery(****) - Once an encounter you can gain your wisdom mod in used maneuvers when you kill something. Barbarians seem likely to kill something in an encounter right? Best used after using at least as many maneuvers as your wisdom modifier.
6th
Enduring Protector(***) - Requires Combat Reflexes, Martial Power - When you kill a monster with an AOO you gain temp hps = to the monster HD or your Martial Power feat, whichever is higher. These hps do not stack with other temp hp gainers. Again, if you want to play the get hit to hit AOO builds this is possibly BLUE(****)
Martial Charge(****) - Let's you make a Martial Strike in place of a base attack at the end of a charge. I wonder if there are any high damage strikes..
Path of War/General Feats as they apply to Primal Disciples
I have decided to more thoroughly review Path of War feats and include the ratings for feats you are probably familiar with already.
You will have a total of 10 feats* from 1-20 and only half that for the first 10 levels. This means that your feat choices are critical to being as effective as possible. Fortunately, Path of War replaced Rage Powers with maneuvers which gives you a great deal of versatility from Discipline to Discipline. So, regardless of the rating a feat receives, consider it in relationship with the build you want to achieve.
*Not including racial bonus feats/bonus POW feats
***Please let me know if I have missed a feat you want reviewed. I tried to hit the ones I thought would commonly be taken but I am sure I missed a few.
All archer feats(Point Blank Shot/Precise Shot/Rapid Shot/Deadly Aim/Snap Shot etc) - Generally bad BUT if you go with a thrower build, there is actually some nice discipline support for it and it gets much better(****). However, this is feat intensive,much like mounted charger, so if you go this route then you go pretty much all in.
Cornugon Smash(****) (Power Attack, Intim 6 ranks) - Free Intimidate whenever you damage an opponent with power attack. Action Economy saving ftw!
Cleave/Great Cleave(*) - Were never great feats to begin with and maneuvers do this better anyway.
Combat Expertise(*)/Improved Trip(***)/Greater Trip(***) - Take Martial Power as your bonus feat to replace Combat Expertise and this is solid to great in a dedicated AOO/Trip build.
Combat Reflexes(****) - Mandatory in an AOO build. Otherwise, not so good(**).
Damnation Feats(****) - If you want to intimidate, look no further. Caution, your DM/GM may not allow. If they do:
Damnation feats have stacking effects based on how many you take.
Soulless Gaze - +2 intimidate checks, If you possess two damnation feats, additional intimidates on the same target increase the fear effect one step from shaken to frightened to panicked.
Fiendskin - Adds resist 5 to an energy type. Must be one your patron also has. If you possess two damnation feats, add an additional energy type or increase the existing one by 5.
Dazzyling Display(**) - 30 foot intimidate is good. Requires Weapon Focus which is bad and a Full-Round action is worse. There are also several maneuvers and even a stance that allow you to hit all enemies within reach. Combining those with Cornugon Smash is the superior choice.
Discipline Focus(***) - Effectively Weapon Specialization(discipline weapons) with a +2 to the save DC's of your maneuvers. The damage bonus is nice but, with the right discipline, the +2 to save DC's can be amazing(****).
Dodge(**) - Nothing wrong with a little bonus AC but one of your best builds WANTS to get hit.
Exotic Weapon Proficiency(**) - You really do not have the feats. Plus, there are excellent martial weapons already. I can not recommend this. Also, completely worthless if allowing inferior ioun stones. Cracked Opalescent White Pyramid Ioun Stone treats any weapon as a Martial Weapon for 1.5k Gold.
Extra Readied Maneuver(***) - You have a smaller number of readied maneuvers than a full martial initiator. If you have the feats to spare, this can even things up.
Extra Rage(***) - 6 rounds is significant. I would never argue with anyone taking this feat once though I think you will be fine without it.
Extra Rage Power(****) - So you gave up all those rage powers for disciplines and you LOVE your disciplines but it sure would be nice if I could just get one Rage power chain going. If that is you, then this is the feat you want to take! See http://www.giantitp.com/forums/showthread.php?233032-PF-Anger-Management-A-Pathfinder-Guide-to-the-Barbarian for a rated list of rage powers.
Furious Focus(****) - Excellent for two-handed style as it works with strikes. Terrible for two-weapon/sword&board(*) as it's only usable two-handed.
Fuse Styles(***) - Let's you change a style at the same time you change a stance. You can always be in a stance whereas you have to take a swift action to assume a style anyway. So, if you are in the same stance 90% of the time, this is marginal(**).
Giant Slayer(***) - You do not provoke AOO from the target of your charge as well as gaining a +1 to hit for every size category larger the target is than you. Solid feat. Would be even better if maneuvers didn't let you avoid AOO's much of the time already.
Great Fort/Lighting Reflexes/Improved versions(*) - Not worth it. Your fort save is already going to be huge and reflexes is the least important save in general.
Haft Strike(****) - Take a -2 AC to threaten your entire reach with no hole. Grab yourself a reach weapon and this feat. Then get big.. really big! Excellent!
Hone Weapon(****) - What weapon specialization should have been. Great for two-hand combat but amazing for two-weapon/ranged attackers.
Improved/Bleeding/Blinding/Deafening/Exhausting/Sickening/Staggering/Stunning/Tiring/etc Critical(**) - These feats are pretty cool. If you went for a crit fisher build you could certainly pick one or two of these. Note, you can only apply one critical feat to a single critical attack. Critical Mastery requires 14th level fighter and, honestly, these feats would be better served in a build with lots of bonus feats, which you do not have. Not a bad idea to snag keen on your weapon(s) though.
Improved/Greater(Combat maneuvers other than trip)(**) - I am not saying you can not take these and do some fun things. You can get enough strength to Overrun/Grapple/Bull Rush most things. However, maneuvers allow you to do a lot of these things already and Barbarians are known for doing damage. You only have so many feats and I can not recommend any course that lowers it. If you want to play a battlefield control melee that is not trip/AOO, I suggest a myrmidon fighter as it has enough feat support to include one of these options.
Improved Initiative(***) - Going first never hurts!
Intimidating Prowess(***) - If you intend on intimidating, it would be hard not to take this too.
Iron Will/Improved (***) - You get some nice boosts to Will saves, but the will save is the most important save for you to improve since it is not naturally high. Unless you have sufficient counters in your build to protect you, I suggest both of these at some point in your build, even if you have to give up damage. Note: For a Barbarian, the superstition rage power is probably the best bet.
Martial Training I-VI(***) - Adds another discipline with initiator level equal to half your class level + the ability score modifier the discipline skill associated with the chosen discipline uses. Can be really useful but, as feat starved as you already are, difficult to recommend for all but the most basic builds. If you take all 6 feats, you gain 9-11 maneuvers, 3-5 stances known. You can ready 6 maneuvers(1 per feat) and, as usual, all stances.
Mounted Combat/Ride-By Attack/Spirited Charge(****) - Excellent if going for a mounted build. Careful with your mount though. If you have not taken the Animal Ally feat, your mount will die very easily. Also, if you go this build with a mount your feats will be extremely tight. The damage is real though!
Nature Soul(**)/Animal Ally(****)/Boon Companion(***) - Nature soul gives a decent bonus to 2 skills. It isn't particularly useful to you however it is required for Animal Ally, which grants you a level -3 animal companion from a limited list. The third gives you a full strength druid equivalent animal companion. If using the list given, the camel is the only large mount. I would recommend taking a 1 level dip in a class with a full strength animal companion(such as druid) for a more robust list of choices. If you are a small Barbarian, then the wolf is excellent.
Piranha Strike(***) - Dexterity Power Attack. Not as critical for two-weapon as you get less bonus damage.
Power Attack(****) - Absolutely irreplaceable with a two-handed build. Should always be the first feat you take. Great with all other builds as well, though you can afford to take it much later.
Prodigious Two-Weapon Fighting/Double Slice(****) - Take these 2 feats to get all your two-weapon fighting based off of strength.
Raging Vitality(****) - Greatly increases your survivability while raging. Better than toughness while raging, and does not shut down rage while unconscious.. This is important because if you are already operating at bonus hps from raging and you get knocked unconscious, your rage will end and you, pretty much, auto-die from the loss of temporary con. You do not have to take this the first few levels but certainly before level 10.
Shatter Defenses(**) - Would be better if it allowed your allies to treat them as flat-footed. As it is, you would be better off using maneuvers to accomplish similar or better conditions that your allies also benefit from.
Skill Focus(Discipline skill with several skill checks)(****) - Shocking, I know! There are several in the 4 base disciplines presented. If you take a Martial Tradition and/or Trait you can gain disciplines with several strong counters that use a skill check in place of AC/Saves/Combat Maneuvers and more! However, if you are not big on counters or only take ones that have no skill requirements, this becomes pointless(*).
Step Up/Following Step/Step Up and Strike(****) - Cool movement feats that can greatly increase the AOO build damage once you get Step Up and Strike. Difficult to get all the feats in you need but certainly very good. Still solid(***) in a non-AOO build.
Toughness(*) - Take Raging Vitality instead.
Two-Weapon/Imp Two-Weapon/Greater Two-Weapon Fighting(****) - If you focus on the Piercing Thunder/Thrashing Dragon disciplines, these feats are incredible. Can base it off dex or str. You will need at least 4 total feats to get this completely going. Possibly 3 if you do not take Greater.
Vital/Improved Vital/Greater Vital Strike(****) - Used in conjunction with Seize the Opportunity, In an AOO build, enlarged with big ole reach weapons, these feats are incredible. Otherwise, they are bad(*). Discipline Strikes are better.
Weapon Finesse/Deadly Agility(***) - Takes these 2 feats to get all your two-weapon fighting based off of dexterity. If an Urban Barbarian archetype shows up that will work with Primal Disciple, could be awesome.
Weapon Focus(***) - Solid feat but you have so few to choose from. You could take power attack/furious focus/weapon focus/raging vitality at 1, 3, 5, 7th levels and be just fine however.
Weapon Group Adaptation(**) - Let's you add another weapon to a discipline group. Useful if you want to focus on only one weapon and not all your disciplines use it. But, even the, only really gives you a +2 to save DC's. Unless the weapon is just irreplaceable, I do not recommend taking this feat and/or the weapon.
Disciplines
Disciplines added here: http://www.giantitp.com/forums/showthread.php?495623-Path-of-War-Expanded-Archetype-Discipline-Guide
Advanced Study(****) - Let's you learn additional maneuvers/stances based on your initiator level instead of the archetype chart meaning you can use this at higher levels to gain 7-9 levels maneuvers/stances or just learn lower level ones faster. Will be adding an additional link for Discipline levels 6-9 for archetype classes as well as a short guide/handbook for possible uses of Advanced Study.
Path of War Style Feat Chains(****) - Adds a bunch of additional styles you can use in conjunction with your disciplines. Will be adding an additional link for a guide/handbook to these styles when I complete it.
***I will also assume Leadership(*****) doesn't exist****
Example Builds:
*If you have a build request you can list it here. I will either PM you if it is a simple adjustment or add the build to the guide. Also, if you have a build you think is better than mine, list it! I will list it as well and it might just replace one I listed. I will give credit to the creator of all builds added in this way.
Thanks,
Two-Handed(Simple):
Trait: Unorthodox Method Thrashing Dragon for Riven Hourglass/Sleeping Goddess Both use Autohypnosis(Wisdom) - Can take both with a Martial Tradition trading out Golden Lion or Piercing Thunder.
1 Power Attack
1(Bonus) Victorious Recovery
2 Lesser Beast Totem Rage Power
3 Furious Focus
5 Weapon Focus(Greatsword)
6(Bonus) Martial Charge
7 Raging Vitality
9 Extra Rage Power Beast Totem
11 Extra Rage Power Greater Beast Totem
13 Iron Will
15 Improved Iron Will
17 Hone Weapon
19 Advanced Study(9th level)
Adds in Path of War feats without taking old-school barbarian players out of their comfort zone.
Two-Weapon(Strength):
Take Martial Tradition to trade out Golden Lion for Riven Hourglass/Sleeping Goddess. Can also use trait if you do not like the roleplaying requirements of the traditions.
1 Two-Weapon Fighting
1(Bonus) Prodigious Two-Weapon Fighting
2 - Lesser Beast Totem Rage Power
3 Double Slice
5 Weapon Focus(Kukri)
6(Bonus) Martial Charge
7 Improved Two-Weapon Fighting
9 Extra Rage Power Beast Totem
11 Extra Rage Power Greater Beast Totem
13 Iron Will
15 Improved Iron Will
17 Hone Weapon/Raging Vitality
19 Advanced Study(9th level)
Riskier build as it does not take Raging Vitality early in lieu of damage. Adjust as necessary to compensate. However, because of counters, should be able to stick around without raging vitality.
Two-Handed(Strength)(AOO/Guisarme):
You want to swap out Thrashing Dragon for Eternal Guardian using a trait or Martial Tradition. Also a good idea to pick up Riven Hourglass or Sleeping Goddess swapping out Golden Lion.
1 Combat Reflexes
1(Bonus) Seize the Opportunity
2 Rage Power Quick Reflexes
3 Power Attack
5 Furious Focus
6(Bonus) Martial Charge
7 Vital Strike
9 Raging Vitality
11 Improved Vital Strike
13 Extra Rage Power Come and Get Me
15 Haft Strike
17 Greater Vital Strike
19 Advanced Study (Oath of Eternity)
Very fun build when using the 5th level stance from Piercing Thunder. Creates a zone of AOO that allows for lots of attack of opportunity fun. Add in Come and Get Me and you should have no issues using most if not all of your AOO per round. Eternal Guardian has boosts/counters that increase the number of AOO you can make in a round as well. With a +6 Dex item and a starting dex of 14 should be able to make at least 7 AOO while raging a round, using vital strike+ for each. The damage is real!
For a more lockdown build, you can substitute out the Vital Strike Line for Martial Power/Improved Trip/Great Trip to keep multiple target prone + added survivability at the expense of damage.
Special thanks to Elricaltovilla for showing me some errors I made in rating the dexterity-based builds.
Special thanks to Upho for his contributions and suggestions, many of which are now in this guide.
The Primal Disciple is an archetype of the Barbarian class that significantly changes how you play the class. So much so that I thought a guide/handbook for the archetype was in order. This is a 3rd party archetype from Dreamscarred Press that lies in the Path of War: Expanded document.
New information you need to know to help in understanding Path of War
Initiation Modifier: Every Path of War archetype has one mental score as an initiation modifier. This is similar to a casting ability score but with one main difference. You do not require a minimum score to initiate all of your maneuvers. You could have a wisdom of 7 and still use all of your Primal Disciple maneuvers. However, it does affect the saving throw DC's as well as modify different skills used in maneuvers. It can even modify damage in certain instances. Deciding how to use your initiation modifier is sorta like chess. It is easy to learn but difficult to master.
For some preliminary matters, I want to lay out the rating system. This system was first used by Treantmonk in his Wizard, Druid, and Bard guides. The ratings are as follows:
RED(*): A very poor option. Should be avoided in nearly all cases.
ORANGE(**): A mediocre, or uncommonly useful option. Generally not worth it.
GREEN(***): A solid option. Good in most instances.
BLUE(****): An excellent option. Should be taken in nearly all cases.
Let me start by explaining why this archetype requires it's own guide. First, you lose all your rage powers except for the one gained at level 2. That's right folks, the rage powers you normally gained at 4th, 6th, 8th, etc...gone. You also give up fast movement and trap sense! This alone might have you thinking "Noway am I ever going to play this crap!" No rage powers on barbarians? How is that even a barbarian? Well, have no fear my friends. Not only can you replace nearly everything you lost, but you will gain even more! But before we get to the details let's look at the changes to the importance of stats you can expect.
Stats
Barbarian statistics are no longer as easy to quantify
Strength(****) - You are still a Barbarian and strength is still king. If they ever modify the Primal Disciple to allow an Urban variant then dexterity is probably just as good. Until then strength is better overall, though dexterity is still viable. Recommend 15-18 before race depending on point-buy.(Dump stat if going deadly agility)
Dexterity(***) - A dexterity based Primal Disciple can be quite powerful with Deadly Agility. Can not reach the potential of a strength-based build without an archetype that stacks with Primal Disciple to increase dexterity instead. Recommend 12-14 before race depending on point-buy.(15-18 if going Deadly Agility)
Constitution(***) - Raging Vitality is still good and you still want to take it so nothing changes here. Recommend 15+ after race by the time you get Raging Vitality regardless of point-buy.
Intelligence(**) - Not quite the dump stat it was. You need enough skill points to max the discipline skills you want. If you decide to focus on maneuvers that requires only a few different skills, this becomes a dump stat. Recommend 7-10 before race depending on point-buy.
Wisdom(**)/Wisdom(****) - This one depends on how you want to build the Primal Disciple. Wisdom is your initiation modifier. See above description for more information. Do not let will saves necessarily determine this score as there are maneuvers that replace and/or improve saves as immediate actions. Recommend 10-14 before race depending on point-buy.
Charisma(**) - Generally a dump stat even though intimidation builds are available. Primal Disciple adds Diplomacy as a class skill and if you go heavily in Golden Lion counters then charisma is GREEN(***). Recommend 7-12 before race depending on point-buy.
Sample Stat Arrays:
15 point buys:
Strength-based combat engine. Focused on 2 skills only for maneuvers. Non-social.
Str: 17 Dex: 12 Con: 13 Int: 7 Wis: 14 Cha: 7
Dexterity version:
Str: 8 Dex: 18 Con: 13 Int: 7 Wis: 14 Cha: 7
Strength-based balanced build. Focused on multiple skills for maneuvers and other interactions. Non-social.
Str: 15 Dex: 12 Con: 13 Int: 12 Wis: 14 Cha: 7
Dexterity version:
Str: 7 Dex: 16 Con: 14 Int: 13 Wis: 14 Cha: 7
Strength/Charisma leader build. Focused on social interactions and battlefield manipulation. Buffing teammates over debuffing enemies.
Str: 15 Dex: 12 Con: 13 Int: 7 Wis: 12 Cha: 14
Dexterity version except you do not lose Wisdom
Str: 7 Dex: 16 Con: 13 Int: 7 Wis: 14 Cha: 14
20 point buys:
Strength-based combat engine. Focused on 3 skills. Non-social.
Str: 17 Dex: 13/14 Con: 13/14 Int: 8 Wis: 14 Cha: 7
Dexterity version:
Str: 7 Dex: 18 Con: 15 Int: 9 Wis: 14 Cha: 7
Strength-based balanced build. Focused on multiple skills for maneuvers and other interactions. Non-social.
Str: 16 Dex: 12 Con: 14 Int: 12 Wis: 14 Cha: 7
Dexterity version:
Str: 7 Dex: 17 Con: 14 Int: 14 Wis: 14 Cha: 7
Strength/Charisma leader build. Focused on social interactions and battlefield manipulation. Buffing teammates over debuffing enemies.
Str: 16 Dex: 12 Con: 14 Int: 7 Wis: 12 Cha: 14
Dexterity version except you do not lose Wisdom
Str: 7 Dex: 17 Con: 14 Int: 7 Wis: 14 Cha: 14
Races
Core Races
-Dwarf(***) - They've got slow speed but they are the same speed as Humans in medium armor. Solid bonuses(+2con/wis) with a great negative(-2cha) unless you build Golden Lion. Darkvision is great. +2 saves vs spells is even better. Also, there is nothing wrong with more rage though the skill point may benefit you more.
-Elf(**) - Certainly not good, but better than before. Penalty to Con makes Raging Vitality impossible. The bonus to Dex and Int are far more useful than before with Deadly Agility and more uses for skill points. Favored Class bonus is actually feasible without fast movement though I probably would not recommend it.
-Gnome(*) - There is no saving this race. I honestly think it is even worse for a Primal Disciple than before.
-Half Elf(***) - Floating +2 is always nice. Skill Focus(Acrobatics) is no longer a bad bonus feat. With no trap sense or rage powers the FCB is terrible. Human is also worthless. It's either elf or take the skill point/hp.
-Halfling(***) - Surprising effective with Deadly Agility. With it, the -str is just fine and the +2 charisma is great if you build for Golden Lion. +1 to all saves is always great to have and being small makes you more accurate with attacks. Even better if Fleet of Foot is on the table. Same issue with FCB. Take the Hp/Sp.
-Half-Orc(****) - A floating +2 and Darkvision are already solid. The ability to pick up a +2 to all saves is just icing. The FCB is decent enough as well.
-Human(****) - Ah, good ole human. Floating +2, a free feat and skill point. The FCB is completely worthless now though so take a hp or another sp if you need. Heart of the fields is a solid substitution for skilled by not critical. Focused Study is also a solid option if investing heavily into skill-based counters. Can even pick up Darkvision if allowed.
I will not be covering other races as they have been covered in many Barbarian guides before. The reviews I have posted above should give you the basic understanding needed to adjust for additional races on your own.
Class Features
What you keep and what you lose/trade.
Rage/Greater Rage/Tireless Rage/Mighty Rage(****): You would not be a barbarian without it so, of course, you keep!
Weapon/Armor Proficiency(***): - No change.
Uncanny/Improved Uncanny Dodge(***): No change.
Damage Reduction(***): No change.
Indomitable Will(****): No change but I wish you got it sooner!
Skills(**): Hey you get diplomacy now!
Fast movement(***): Gone.. bye bye =(...well.. maybe not. :wink:
Trap Sense(**): Gone... Who cares.. was lame.
Rage Power(***): Well, you only get one and it has to be a level 2 one at that. However, you could take the Extra Rage Power feat to complete at least one Rage Line.
Bonus Feats(****)- Absolutely nothing wrong with a bonus feat at 1st and 6th level. They are all Path of War feats but that is not a bad thing!
Maneuvers(****) - It's the reason you are here! You get 4 known disciplines and a related class skill. Golden Lion(Diplomacy), Piercing Thunder(Acrobatics),Primal Fury(Survival), and Thrashing Dragon(Acrobatics).
Skills
The importance of several skills has changed. So, we need to reevaluate them.
Acrobatics(Dex)(****) - Was always important. If you decide to take lots of Acrobatics-based skills, it jumps in power.
Autohypnosis(Wis)(***) If you have this skill as a class skill it is because you went with Sleeping Goddess/Riven Hourglass. Riven Hourglass only has 1 (albeit good) skill-based maneuver but Sleeping goddess has 3, and they are all excellent.
Climb(Str)(**) - When fool's errand is released this could change. Until, then....
Craft(Int) (*): - Shattered Mirror (****): is a very good Discipline but it is based on intelligence which is not going to be very high. Still, if you need to get a high check you can buy items that grant a +5 or higher bonus (if the GM allows custom magic items).
Diplomacy(Cha)(****) - If you want to be a Barbarian leader who instills morale into his party/army while granting them free attacks and moves during your turn and deflecting attacks against them as interrupts then this is your skill. Otherwise dump(*) it along with your Charisma stat. Note that barbarians can ALWAYS use discipline skill abilities, even while raging. This is on page 35 of the Path of War: Expanded document as a exception to the rule about Barbarian Rage and certain skills.
Handle Animal(Cha) (*) If you go for animal ally this is great(****), otherwise its not.
Intimidate(Cha)(**) Intimidate builds are available as well as disciplines that use intimidate(Black Seraph, Eternal Guardian)(****). Can take a feat to add strength as well. Otherwise, not much use.
Knowledge(Nature)(Int)(**) Int is generally a dump stat. If you have a decent int score, this is not a bad place to put points for identifying animals etc.
Perception(Wis)(****) Was already one of the best skills in the game. Used by Silver Crane(****) and Solar Wind(***) disciplines. Makes it just that more useful if you decide to go into these disciplines with a trait/Martial Tradition.
Ride(Dex)(**) - If you go for animal ally this is great(****), otherwise its not.
Survival(**) - Remember when I said that most of your rage powers are replaced by Disciplines. Yeah, that would be Primal Fury and it is keyed off of Survival. It is still not incredibly important as very few maneuvers use the survival skill. However, there are some so if you have the skill points, not a bad way to spend them.
Swim(Str)(*) - No discipline use and you should be strong enough to swim without skill ranks.
New Traits:
Agile Dancer(Social)(****) - Replace Acrobatics checks with Perform(Dance) and use higher of Dex/Cha when making this check.
Combat Training(Combat)(****) - Gain one 1st level maneuver from any discipline. Does not make you a real initiator but can add a bit of a boost at first level. One of the best ones to take adds a +2 to a single saving throw as an interrupt. That is arguably better than any of the +1 to one type of save traits as it can be used once an encounter. It is also available outside of combat though, if caught flat-footed, you can not initiate maneuvers.
Practiced Initiator (Combat)(***) - bumps your initiator level up when multi-classing. Good, but there are better traits.
Unorthodox Method (Regional, Any)(****) - Let's you replace any discipline you normally gain with an archetype with another one. You are going to use this for almost every character you make. Depending on the style of fighting you choose, you are going to want to trade out a discipline that does not fit with another one that either does or shores up defensive weaknesses you might have. Thrashing Dragon, for example, should be traded out immediately if you intend to fight two-handed.
Bonus Feats:
You gain a bonus feat at 1st and 6th level. You must meet all requirements to take these feats. I will split these up into feats you could take at 1st and those you must be 6th to take. You will notice that you have 1 feat at each level that is ideal for a standard barbarian while the others are specific to a certain build.
1st:
Martial Power(***) - Works like power attack except instead of damage you gain temporary hps. Increased by 50% when using a shield. Also counts as Combat Expertise when qualifying for feats. You must make an attack when using this so no full-defense temp hp stacking. Gets much better with Enduring Protector if used in an AOO build.
Prodigious Two Weapon Fighting(****) - Allows you to take the two-weapon fighting chain using strength instead of dexterity to qualify and allows you to use ANY 1-handed weapon in your offhand and treat it as light. Two-handed builds are generally better for strength but this is awesome with two of your disciplines.
Seize the Opportunity(****) - Requires Combat Reflexes as your first level feat. Let's you use Vital Strike or even a combat maneuver in place of your AOO. You can not use this to bullrush move however as you can not leave your square. Incredible in an AOO-focused build and still very strong regardless.
Victorious Recovery(****) - Once an encounter you can gain your wisdom mod in used maneuvers when you kill something. Barbarians seem likely to kill something in an encounter right? Best used after using at least as many maneuvers as your wisdom modifier.
6th
Enduring Protector(***) - Requires Combat Reflexes, Martial Power - When you kill a monster with an AOO you gain temp hps = to the monster HD or your Martial Power feat, whichever is higher. These hps do not stack with other temp hp gainers. Again, if you want to play the get hit to hit AOO builds this is possibly BLUE(****)
Martial Charge(****) - Let's you make a Martial Strike in place of a base attack at the end of a charge. I wonder if there are any high damage strikes..
Path of War/General Feats as they apply to Primal Disciples
I have decided to more thoroughly review Path of War feats and include the ratings for feats you are probably familiar with already.
You will have a total of 10 feats* from 1-20 and only half that for the first 10 levels. This means that your feat choices are critical to being as effective as possible. Fortunately, Path of War replaced Rage Powers with maneuvers which gives you a great deal of versatility from Discipline to Discipline. So, regardless of the rating a feat receives, consider it in relationship with the build you want to achieve.
*Not including racial bonus feats/bonus POW feats
***Please let me know if I have missed a feat you want reviewed. I tried to hit the ones I thought would commonly be taken but I am sure I missed a few.
All archer feats(Point Blank Shot/Precise Shot/Rapid Shot/Deadly Aim/Snap Shot etc) - Generally bad BUT if you go with a thrower build, there is actually some nice discipline support for it and it gets much better(****). However, this is feat intensive,much like mounted charger, so if you go this route then you go pretty much all in.
Cornugon Smash(****) (Power Attack, Intim 6 ranks) - Free Intimidate whenever you damage an opponent with power attack. Action Economy saving ftw!
Cleave/Great Cleave(*) - Were never great feats to begin with and maneuvers do this better anyway.
Combat Expertise(*)/Improved Trip(***)/Greater Trip(***) - Take Martial Power as your bonus feat to replace Combat Expertise and this is solid to great in a dedicated AOO/Trip build.
Combat Reflexes(****) - Mandatory in an AOO build. Otherwise, not so good(**).
Damnation Feats(****) - If you want to intimidate, look no further. Caution, your DM/GM may not allow. If they do:
Damnation feats have stacking effects based on how many you take.
Soulless Gaze - +2 intimidate checks, If you possess two damnation feats, additional intimidates on the same target increase the fear effect one step from shaken to frightened to panicked.
Fiendskin - Adds resist 5 to an energy type. Must be one your patron also has. If you possess two damnation feats, add an additional energy type or increase the existing one by 5.
Dazzyling Display(**) - 30 foot intimidate is good. Requires Weapon Focus which is bad and a Full-Round action is worse. There are also several maneuvers and even a stance that allow you to hit all enemies within reach. Combining those with Cornugon Smash is the superior choice.
Discipline Focus(***) - Effectively Weapon Specialization(discipline weapons) with a +2 to the save DC's of your maneuvers. The damage bonus is nice but, with the right discipline, the +2 to save DC's can be amazing(****).
Dodge(**) - Nothing wrong with a little bonus AC but one of your best builds WANTS to get hit.
Exotic Weapon Proficiency(**) - You really do not have the feats. Plus, there are excellent martial weapons already. I can not recommend this. Also, completely worthless if allowing inferior ioun stones. Cracked Opalescent White Pyramid Ioun Stone treats any weapon as a Martial Weapon for 1.5k Gold.
Extra Readied Maneuver(***) - You have a smaller number of readied maneuvers than a full martial initiator. If you have the feats to spare, this can even things up.
Extra Rage(***) - 6 rounds is significant. I would never argue with anyone taking this feat once though I think you will be fine without it.
Extra Rage Power(****) - So you gave up all those rage powers for disciplines and you LOVE your disciplines but it sure would be nice if I could just get one Rage power chain going. If that is you, then this is the feat you want to take! See http://www.giantitp.com/forums/showthread.php?233032-PF-Anger-Management-A-Pathfinder-Guide-to-the-Barbarian for a rated list of rage powers.
Furious Focus(****) - Excellent for two-handed style as it works with strikes. Terrible for two-weapon/sword&board(*) as it's only usable two-handed.
Fuse Styles(***) - Let's you change a style at the same time you change a stance. You can always be in a stance whereas you have to take a swift action to assume a style anyway. So, if you are in the same stance 90% of the time, this is marginal(**).
Giant Slayer(***) - You do not provoke AOO from the target of your charge as well as gaining a +1 to hit for every size category larger the target is than you. Solid feat. Would be even better if maneuvers didn't let you avoid AOO's much of the time already.
Great Fort/Lighting Reflexes/Improved versions(*) - Not worth it. Your fort save is already going to be huge and reflexes is the least important save in general.
Haft Strike(****) - Take a -2 AC to threaten your entire reach with no hole. Grab yourself a reach weapon and this feat. Then get big.. really big! Excellent!
Hone Weapon(****) - What weapon specialization should have been. Great for two-hand combat but amazing for two-weapon/ranged attackers.
Improved/Bleeding/Blinding/Deafening/Exhausting/Sickening/Staggering/Stunning/Tiring/etc Critical(**) - These feats are pretty cool. If you went for a crit fisher build you could certainly pick one or two of these. Note, you can only apply one critical feat to a single critical attack. Critical Mastery requires 14th level fighter and, honestly, these feats would be better served in a build with lots of bonus feats, which you do not have. Not a bad idea to snag keen on your weapon(s) though.
Improved/Greater(Combat maneuvers other than trip)(**) - I am not saying you can not take these and do some fun things. You can get enough strength to Overrun/Grapple/Bull Rush most things. However, maneuvers allow you to do a lot of these things already and Barbarians are known for doing damage. You only have so many feats and I can not recommend any course that lowers it. If you want to play a battlefield control melee that is not trip/AOO, I suggest a myrmidon fighter as it has enough feat support to include one of these options.
Improved Initiative(***) - Going first never hurts!
Intimidating Prowess(***) - If you intend on intimidating, it would be hard not to take this too.
Iron Will/Improved (***) - You get some nice boosts to Will saves, but the will save is the most important save for you to improve since it is not naturally high. Unless you have sufficient counters in your build to protect you, I suggest both of these at some point in your build, even if you have to give up damage. Note: For a Barbarian, the superstition rage power is probably the best bet.
Martial Training I-VI(***) - Adds another discipline with initiator level equal to half your class level + the ability score modifier the discipline skill associated with the chosen discipline uses. Can be really useful but, as feat starved as you already are, difficult to recommend for all but the most basic builds. If you take all 6 feats, you gain 9-11 maneuvers, 3-5 stances known. You can ready 6 maneuvers(1 per feat) and, as usual, all stances.
Mounted Combat/Ride-By Attack/Spirited Charge(****) - Excellent if going for a mounted build. Careful with your mount though. If you have not taken the Animal Ally feat, your mount will die very easily. Also, if you go this build with a mount your feats will be extremely tight. The damage is real though!
Nature Soul(**)/Animal Ally(****)/Boon Companion(***) - Nature soul gives a decent bonus to 2 skills. It isn't particularly useful to you however it is required for Animal Ally, which grants you a level -3 animal companion from a limited list. The third gives you a full strength druid equivalent animal companion. If using the list given, the camel is the only large mount. I would recommend taking a 1 level dip in a class with a full strength animal companion(such as druid) for a more robust list of choices. If you are a small Barbarian, then the wolf is excellent.
Piranha Strike(***) - Dexterity Power Attack. Not as critical for two-weapon as you get less bonus damage.
Power Attack(****) - Absolutely irreplaceable with a two-handed build. Should always be the first feat you take. Great with all other builds as well, though you can afford to take it much later.
Prodigious Two-Weapon Fighting/Double Slice(****) - Take these 2 feats to get all your two-weapon fighting based off of strength.
Raging Vitality(****) - Greatly increases your survivability while raging. Better than toughness while raging, and does not shut down rage while unconscious.. This is important because if you are already operating at bonus hps from raging and you get knocked unconscious, your rage will end and you, pretty much, auto-die from the loss of temporary con. You do not have to take this the first few levels but certainly before level 10.
Shatter Defenses(**) - Would be better if it allowed your allies to treat them as flat-footed. As it is, you would be better off using maneuvers to accomplish similar or better conditions that your allies also benefit from.
Skill Focus(Discipline skill with several skill checks)(****) - Shocking, I know! There are several in the 4 base disciplines presented. If you take a Martial Tradition and/or Trait you can gain disciplines with several strong counters that use a skill check in place of AC/Saves/Combat Maneuvers and more! However, if you are not big on counters or only take ones that have no skill requirements, this becomes pointless(*).
Step Up/Following Step/Step Up and Strike(****) - Cool movement feats that can greatly increase the AOO build damage once you get Step Up and Strike. Difficult to get all the feats in you need but certainly very good. Still solid(***) in a non-AOO build.
Toughness(*) - Take Raging Vitality instead.
Two-Weapon/Imp Two-Weapon/Greater Two-Weapon Fighting(****) - If you focus on the Piercing Thunder/Thrashing Dragon disciplines, these feats are incredible. Can base it off dex or str. You will need at least 4 total feats to get this completely going. Possibly 3 if you do not take Greater.
Vital/Improved Vital/Greater Vital Strike(****) - Used in conjunction with Seize the Opportunity, In an AOO build, enlarged with big ole reach weapons, these feats are incredible. Otherwise, they are bad(*). Discipline Strikes are better.
Weapon Finesse/Deadly Agility(***) - Takes these 2 feats to get all your two-weapon fighting based off of dexterity. If an Urban Barbarian archetype shows up that will work with Primal Disciple, could be awesome.
Weapon Focus(***) - Solid feat but you have so few to choose from. You could take power attack/furious focus/weapon focus/raging vitality at 1, 3, 5, 7th levels and be just fine however.
Weapon Group Adaptation(**) - Let's you add another weapon to a discipline group. Useful if you want to focus on only one weapon and not all your disciplines use it. But, even the, only really gives you a +2 to save DC's. Unless the weapon is just irreplaceable, I do not recommend taking this feat and/or the weapon.
Disciplines
Disciplines added here: http://www.giantitp.com/forums/showthread.php?495623-Path-of-War-Expanded-Archetype-Discipline-Guide
Advanced Study(****) - Let's you learn additional maneuvers/stances based on your initiator level instead of the archetype chart meaning you can use this at higher levels to gain 7-9 levels maneuvers/stances or just learn lower level ones faster. Will be adding an additional link for Discipline levels 6-9 for archetype classes as well as a short guide/handbook for possible uses of Advanced Study.
Path of War Style Feat Chains(****) - Adds a bunch of additional styles you can use in conjunction with your disciplines. Will be adding an additional link for a guide/handbook to these styles when I complete it.
***I will also assume Leadership(*****) doesn't exist****
Example Builds:
*If you have a build request you can list it here. I will either PM you if it is a simple adjustment or add the build to the guide. Also, if you have a build you think is better than mine, list it! I will list it as well and it might just replace one I listed. I will give credit to the creator of all builds added in this way.
Thanks,
Two-Handed(Simple):
Trait: Unorthodox Method Thrashing Dragon for Riven Hourglass/Sleeping Goddess Both use Autohypnosis(Wisdom) - Can take both with a Martial Tradition trading out Golden Lion or Piercing Thunder.
1 Power Attack
1(Bonus) Victorious Recovery
2 Lesser Beast Totem Rage Power
3 Furious Focus
5 Weapon Focus(Greatsword)
6(Bonus) Martial Charge
7 Raging Vitality
9 Extra Rage Power Beast Totem
11 Extra Rage Power Greater Beast Totem
13 Iron Will
15 Improved Iron Will
17 Hone Weapon
19 Advanced Study(9th level)
Adds in Path of War feats without taking old-school barbarian players out of their comfort zone.
Two-Weapon(Strength):
Take Martial Tradition to trade out Golden Lion for Riven Hourglass/Sleeping Goddess. Can also use trait if you do not like the roleplaying requirements of the traditions.
1 Two-Weapon Fighting
1(Bonus) Prodigious Two-Weapon Fighting
2 - Lesser Beast Totem Rage Power
3 Double Slice
5 Weapon Focus(Kukri)
6(Bonus) Martial Charge
7 Improved Two-Weapon Fighting
9 Extra Rage Power Beast Totem
11 Extra Rage Power Greater Beast Totem
13 Iron Will
15 Improved Iron Will
17 Hone Weapon/Raging Vitality
19 Advanced Study(9th level)
Riskier build as it does not take Raging Vitality early in lieu of damage. Adjust as necessary to compensate. However, because of counters, should be able to stick around without raging vitality.
Two-Handed(Strength)(AOO/Guisarme):
You want to swap out Thrashing Dragon for Eternal Guardian using a trait or Martial Tradition. Also a good idea to pick up Riven Hourglass or Sleeping Goddess swapping out Golden Lion.
1 Combat Reflexes
1(Bonus) Seize the Opportunity
2 Rage Power Quick Reflexes
3 Power Attack
5 Furious Focus
6(Bonus) Martial Charge
7 Vital Strike
9 Raging Vitality
11 Improved Vital Strike
13 Extra Rage Power Come and Get Me
15 Haft Strike
17 Greater Vital Strike
19 Advanced Study (Oath of Eternity)
Very fun build when using the 5th level stance from Piercing Thunder. Creates a zone of AOO that allows for lots of attack of opportunity fun. Add in Come and Get Me and you should have no issues using most if not all of your AOO per round. Eternal Guardian has boosts/counters that increase the number of AOO you can make in a round as well. With a +6 Dex item and a starting dex of 14 should be able to make at least 7 AOO while raging a round, using vital strike+ for each. The damage is real!
For a more lockdown build, you can substitute out the Vital Strike Line for Martial Power/Improved Trip/Great Trip to keep multiple target prone + added survivability at the expense of damage.