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2015-03-05, 01:19 AM (ISO 8601)
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#26
Halfling in the Playground
Re: Group-friendly barbarian (pathfinder)
Let's see what I have planned so far:
- Half-orc barbarian, invulnerable rager. 18 STR, 14 DEX, 14 CON, 10 INT, 13 WIS, 7 CHA. Swapped Orc Ferocity for Sacred Tattoo.
- Level 1 feat: Intimidating Prowess.
- Level 2 rage power: Lesser Beast Totem.
- Level 3 feat: Power Attack. Extreme endurance against cold makes sense for backstory, although PF seems to have more sources of fire damage, so endurance against heat might be better.
- Level 4 rage: Superstition. Let the healers take care of the weaker characters.
- Level 4 ability increase: Wisdom, raising mod from +1 to +2. Good for Will saves.
- Level 5 feat: Raging Vitality, since a +2 CON mod only goes so far.
- Level 6 rage: Beast totem. Scaling AC is nice.
- Level 7 feat: Cleave, in case of flanking, also lets me get tactical in battlefield placement. Improved Bullrush could also be useful.
- Level 8 rage: Disruptive. Even though some minmax guides say it's bad, by this point I anticipate more enemy casters, and it could help other players as well.
- Level 8 ability increase: Dexterity. I'll need it later.
- Level 9 feat: I don't know. Extra rage power maybe, or build off of whatever I chose at level 7. I hear that Step Up is useful, but I'm unsure how to use it properly.
- Level 10 rage: Greater beast totem, because pounce and bigger claws.
- Level 11 feat: Combat Reflexes, because...
- Level 12 rage: Come and Get Me, because taking +4 damage is covered by 6 DR.
- Level 12 ability increase: Dexterity, raising mod from +2 to +3. Good for AC and get 4th attack of opportunity with Combat Reflexes.
Note that I haven't picked any "once per rage, do X" rage powers.
How does it look?