unipsi
2017-11-27, 02:13 PM
So, I saw a barbarian build posted a few years ago, but I made some fundamental changes and optimized it to make him nearly unkillable (save death effects). This is a CON based barbarian, so max your CON!
<Caution - If charmed / dominated, you will most likely kill your whole party>
Step 1: Race
Race: Half-Orc = +2 Con, speed 30, speak common and orc, Orc blood
Favored Class: Barbarian - At each level of Barbarian, gain 1 additional round of rage
Alternate Racial Traits
Dragon Sight - Darkvision 120ft
Warded Skin (from the Jungle) - Half-orcs from jungles are often protected by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure.
Shadow hunter - Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Traits
Cautious Warrior - +1 dodge bonus to AC while you fight defensively or total defense.
Tusked - Primary bite attack for 1d4 damage. (Secondary at -5 penalty & ½ Str dmg)
Step 2: Class
Archetypes:
Barbarian (Urban Barbarian) and (Invulnerable Rager)
Fighter (Unbreakable)
Hunter (Verminous Hunter)
Level Class Special
1 Barb Crowd Control, Controlled Rage
2 Ftr Endurance, Diehard
3 Barb Invulnerability, Superstition
4 Htr Worm Animal Companion, Vermin empathy, Worm Focus, spells
5 Barb Extreme Endurance
6 Barb Guarded Life
7 Barb
8 Barb Celestial Totem, Lesser
9 Barb
10 Barb Fueled by vengeance
11 Barb
12 Barb Greater Guarded Life
13 Barb Greater Rage
14 Barb Come and Get me
15 Barb
16 Barb Fearless Rage, Indomitable Will
17 Barb
18 Barb Increase Damage Reduction
19 Barb Tireless Rage
20 Barb Increase Damage Reduction
Hunter - DO NOT GAIN A PET - Instead, use the Stalker's focus (worm) to grant yourself permanent fast-healing.
Spells:
0 - Alleviate (Rage for 1 round, gain sickened condition with ioun stone, cure it, immune all day)
0 - Blowing Dust
0 - Summon Nature's Minor Ally - Lasts 1 minute instead of 1 round due to not summoning hunter pet
0 - Detect Magic - Because why not
1 - Guardian 1 - Summon horse, Camel or Giant Manta Ray for mounts for 2 hours
1 - Keep Watch - Never be caught sleeping. If you enter combat and get fatigued, the ioun stone will move it to sickened and you can use alleviate to become immune
Step 3: Feats
Feats:
Note: Drawbacks used are major drawbacks and grant an extra bonus feat. Feats gained by class features are listed in step 2
Drawback: Animal Animosity
Drawback: Nearsighted
Bonus Feat: Raging Vitality
Bonus Feat: Bolstered Resilience
1. Combat expertise
3. Stalker’s Focus (Choose worm focus and now it levels with your character level instead of hunter level)
5. Fast Healer (heal half con mod each time you are healed, including fast healing and fire god's blessing)
7. Fire God's Blessing (Deal fire damage to heal 1 point + 1/2 con mod (+ barbarian level at 8th level+ while raging))
9. Stalwart
11. Power Attack
13. Improved Stalwart
15. Combat Reflexes
17. Bodyguard
19. In Harm's Way
Feat Details (only listing important ones, lookup the others)
Animal Animosity (Drawback) - You suffer a -2 penalty on all Handle Animal and Ride skill checks, and cannot take 10 with these skills. Additionally animals and magical beasts select you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain a +2 morale bonus to attack rolls made against you.
Nearsighted (Drawback) - All ranged attacks you make suffer a -2 penalty, and the range increment for all ranged attacks and ranged, sight-based Perception checks are halved.
Fast Healer - When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Fire God’s Blessing - When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.
Raging Vitality - Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
Bolstered Resilience - As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.
Stalker’s Focus - Choose a single type of animal to emulate from the hunter’s animal focus class feature. Once per day, you or your animal companion (if you have one) can gain the benefit of that animal focus for 1 minute. Treat your character level as your hunter level for the purpose of determining the benefits granted by your chosen animal focus. Special: If you gain levels in a class that has the animal focus class feature, when you gain that feature you gain 1 additional minute of use each day of your animal focus class feature.
Combat Expertise - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Stalwart - While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
Step 4: Magic Items
Weapon: +1 Falchion (Keen and Vicious) made from the special material Linite.
The Linite material will deal 1 point of fire damage with each hit and each round will deal 1 fire damage to you. Extreme endurance gives you resist 1 fire, so you should be fine. The 1 fire damage is for the Fire God's Blessing feat
Armor: Rhino Hide armor - +2d6 damage on a charge. (Honestly, you can choose something else, but Adamantine does not stack with this build)
Other: Scarlet and Green Cabochon (Ioun Stone) Flawed: This stone grants the wearer the Endurance feat. Anything that would make the wearer fatigued instead makes him sickened. Anything that would make the wearer exhausted instead makes him nauseated. Price: 8,000 gp.
Step 5: Skills
Acrobatics 3 ranks to give you +1 dodge when you fight defensive
Step 6: Rage Powers
Superstition - (To help resist spells)
Guarded Life - Convert damage to non-lethal when you go below 0.
Celestial Totem, Lesser - This is for use with Fire God's Blessing, increasing by character level the damage you heal (does not work with fast healing)
Fueled by vengeance - (extra rage rounds when you hit someone who hit you, max of 1 per round)
Greater Guarded Life - More survivability when taken below 0.
Come and Get me - You are going to get hit anyway, might as well hit those that hit you with an AOO, oh and get more rage rounds for your trouble
Fearless Rage - immune to fear
Increase Damage Reduction (To help mitigate the massive damage you are taking at this level)
Bringing it all together!
Rage for 1 round each day then use alleviate to get rid of sickened condition and make you immune to sickened from range for 24h
Worm Focus will give you fast healing 2 @ level 9 with 50% fortification + 1/2 Con mod (let's assume 5) = Fast healing 7
When you deal fire damage in a round you heal ( 1 + 1/2 con mod (5) + level while raging (Lesser celestial Aspect)) = 15 @ level 9
Each round, that is potential self healing of 22 at level 9
Damage reduction: (Calculated as if level 9)
DR 3 (1/2 Barbarian level)
Fight defensive and gain -4 attack, but +4 AC. Expertise you can take -3, but only take -1 to gain +1 AC (DR is maxed at 5 for now). Convert the dodge AC to DR for a total of 8 DR (16 vs non-lethal).
Use Bolstered resilience to double your DR vs the first attack that hits you in a round as an immediate action, for DR 16 (32 vs non lethal)
Party healing - Well, unfortunately you have to resist all spells while raging, but if you really need a heal, just drop out of rage, take the heal, then go back into rage. Your fatigue goes to sickened if you have the ioun stone, and if you cast alleviate, you are immune.
So, what do you think? Do you see anything I missed or rules I misinterpreted?
<Caution - If charmed / dominated, you will most likely kill your whole party>
Step 1: Race
Race: Half-Orc = +2 Con, speed 30, speak common and orc, Orc blood
Favored Class: Barbarian - At each level of Barbarian, gain 1 additional round of rage
Alternate Racial Traits
Dragon Sight - Darkvision 120ft
Warded Skin (from the Jungle) - Half-orcs from jungles are often protected by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure.
Shadow hunter - Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Traits
Cautious Warrior - +1 dodge bonus to AC while you fight defensively or total defense.
Tusked - Primary bite attack for 1d4 damage. (Secondary at -5 penalty & ½ Str dmg)
Step 2: Class
Archetypes:
Barbarian (Urban Barbarian) and (Invulnerable Rager)
Fighter (Unbreakable)
Hunter (Verminous Hunter)
Level Class Special
1 Barb Crowd Control, Controlled Rage
2 Ftr Endurance, Diehard
3 Barb Invulnerability, Superstition
4 Htr Worm Animal Companion, Vermin empathy, Worm Focus, spells
5 Barb Extreme Endurance
6 Barb Guarded Life
7 Barb
8 Barb Celestial Totem, Lesser
9 Barb
10 Barb Fueled by vengeance
11 Barb
12 Barb Greater Guarded Life
13 Barb Greater Rage
14 Barb Come and Get me
15 Barb
16 Barb Fearless Rage, Indomitable Will
17 Barb
18 Barb Increase Damage Reduction
19 Barb Tireless Rage
20 Barb Increase Damage Reduction
Hunter - DO NOT GAIN A PET - Instead, use the Stalker's focus (worm) to grant yourself permanent fast-healing.
Spells:
0 - Alleviate (Rage for 1 round, gain sickened condition with ioun stone, cure it, immune all day)
0 - Blowing Dust
0 - Summon Nature's Minor Ally - Lasts 1 minute instead of 1 round due to not summoning hunter pet
0 - Detect Magic - Because why not
1 - Guardian 1 - Summon horse, Camel or Giant Manta Ray for mounts for 2 hours
1 - Keep Watch - Never be caught sleeping. If you enter combat and get fatigued, the ioun stone will move it to sickened and you can use alleviate to become immune
Step 3: Feats
Feats:
Note: Drawbacks used are major drawbacks and grant an extra bonus feat. Feats gained by class features are listed in step 2
Drawback: Animal Animosity
Drawback: Nearsighted
Bonus Feat: Raging Vitality
Bonus Feat: Bolstered Resilience
1. Combat expertise
3. Stalker’s Focus (Choose worm focus and now it levels with your character level instead of hunter level)
5. Fast Healer (heal half con mod each time you are healed, including fast healing and fire god's blessing)
7. Fire God's Blessing (Deal fire damage to heal 1 point + 1/2 con mod (+ barbarian level at 8th level+ while raging))
9. Stalwart
11. Power Attack
13. Improved Stalwart
15. Combat Reflexes
17. Bodyguard
19. In Harm's Way
Feat Details (only listing important ones, lookup the others)
Animal Animosity (Drawback) - You suffer a -2 penalty on all Handle Animal and Ride skill checks, and cannot take 10 with these skills. Additionally animals and magical beasts select you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain a +2 morale bonus to attack rolls made against you.
Nearsighted (Drawback) - All ranged attacks you make suffer a -2 penalty, and the range increment for all ranged attacks and ranged, sight-based Perception checks are halved.
Fast Healer - When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Fire God’s Blessing - When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.
Raging Vitality - Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
Bolstered Resilience - As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.
Stalker’s Focus - Choose a single type of animal to emulate from the hunter’s animal focus class feature. Once per day, you or your animal companion (if you have one) can gain the benefit of that animal focus for 1 minute. Treat your character level as your hunter level for the purpose of determining the benefits granted by your chosen animal focus. Special: If you gain levels in a class that has the animal focus class feature, when you gain that feature you gain 1 additional minute of use each day of your animal focus class feature.
Combat Expertise - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Stalwart - While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
Step 4: Magic Items
Weapon: +1 Falchion (Keen and Vicious) made from the special material Linite.
The Linite material will deal 1 point of fire damage with each hit and each round will deal 1 fire damage to you. Extreme endurance gives you resist 1 fire, so you should be fine. The 1 fire damage is for the Fire God's Blessing feat
Armor: Rhino Hide armor - +2d6 damage on a charge. (Honestly, you can choose something else, but Adamantine does not stack with this build)
Other: Scarlet and Green Cabochon (Ioun Stone) Flawed: This stone grants the wearer the Endurance feat. Anything that would make the wearer fatigued instead makes him sickened. Anything that would make the wearer exhausted instead makes him nauseated. Price: 8,000 gp.
Step 5: Skills
Acrobatics 3 ranks to give you +1 dodge when you fight defensive
Step 6: Rage Powers
Superstition - (To help resist spells)
Guarded Life - Convert damage to non-lethal when you go below 0.
Celestial Totem, Lesser - This is for use with Fire God's Blessing, increasing by character level the damage you heal (does not work with fast healing)
Fueled by vengeance - (extra rage rounds when you hit someone who hit you, max of 1 per round)
Greater Guarded Life - More survivability when taken below 0.
Come and Get me - You are going to get hit anyway, might as well hit those that hit you with an AOO, oh and get more rage rounds for your trouble
Fearless Rage - immune to fear
Increase Damage Reduction (To help mitigate the massive damage you are taking at this level)
Bringing it all together!
Rage for 1 round each day then use alleviate to get rid of sickened condition and make you immune to sickened from range for 24h
Worm Focus will give you fast healing 2 @ level 9 with 50% fortification + 1/2 Con mod (let's assume 5) = Fast healing 7
When you deal fire damage in a round you heal ( 1 + 1/2 con mod (5) + level while raging (Lesser celestial Aspect)) = 15 @ level 9
Each round, that is potential self healing of 22 at level 9
Damage reduction: (Calculated as if level 9)
DR 3 (1/2 Barbarian level)
Fight defensive and gain -4 attack, but +4 AC. Expertise you can take -3, but only take -1 to gain +1 AC (DR is maxed at 5 for now). Convert the dodge AC to DR for a total of 8 DR (16 vs non-lethal).
Use Bolstered resilience to double your DR vs the first attack that hits you in a round as an immediate action, for DR 16 (32 vs non lethal)
Party healing - Well, unfortunately you have to resist all spells while raging, but if you really need a heal, just drop out of rage, take the heal, then go back into rage. Your fatigue goes to sickened if you have the ioun stone, and if you cast alleviate, you are immune.
So, what do you think? Do you see anything I missed or rules I misinterpreted?