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    Default [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Edit (1/11/13): After some deep soul-searching, I would prefer if you would consider any reference to an "Archery Barbarian" as purely facetious. I will try to remove them as time permits.
    Addendum: Added a bonus section on why you shouldn't play an "Archer Barbarian."

    “When angry, count to four. When very angry, swear.”
    -Mark Twain

    As part of an ongoing process to bring Pathfinder guides to classes that don't have them, here is an attempt at a comprehensive Barbarian guide, including content from the Core Rulebook, APG, UM (when applicable), and UC.

    When reading this guide, please keep the Standard Pathfinder Optimization Color Guide in mind:

    Red - A poor choice. You have limited resources to create your character; nine times out of ten you'll regret this.
    Orange - Situational choice. You'll get some mileage out of this option, but there might be something better you could have had instead.
    Green - Good choice. Most of the time, this choice will be useful.
    Blue - Excellent choice. Probably the best option. You can't go wrong with Blue!


    What is a Barbarian?



    -Your average Barbarian

    A Barbarian can fill a very limited number of roles in a party, but is almost always an incredibly handsome, high-damage melee character, with a caveat: If you played a Barbarian in 3.5 (especially one that utilized sources like the excellent Being Bane: A Guide to Cracking Small Men), you'll be doing significantly less damage in Pathfinder than in 3.5. Why? Well, traditional sources of damage multiplication such as Leap Attack+Shock Trooper are absent from Pathfinder, as well as almost all methods of obtaining Pounce (a Full Attack on a charge). Most Pathfinder Barbarians are not going to be doing hundreds of damage per round, especially at low levels. In this way, Pathfinder was a significant nerf to the Barbarian. Pathfinder Barbarians serve a slightly different purpose: Though they will contribute a significant amount of damage in a fight, they also can bring utility in their rage powers - mostly 1/rage abilities with a variety of purposes. We'll get into rage powers more a little later.

    Besides melee damage and limited combat utility, Barbarians have a few options. Ranged Barbarians can be decent, usually by throwing large objects at people; Archery is a terrible choice for most Barbarians. Mounted Barbarians can put out some incredible damage, but need the Mounted Fury Archetype and are dependent on being in an open field to maneuver their mount. Pure lockdown builds have problems with most lockdown-style rage powers being once a rage. Grappling Barbarians have the same problems as normal grapple builds - eventually everything's CMD is ridiculous because of size, BAB, and absurd Str and Dex modifiers - and then Freedom of Movement comes along; besides Tetori Monk, there's no RAW way to deal with it; it can be fun before that, though. There's a number of feats to create some sort of Drunken Barbarian, which, though the flavor is cool, require you to sit around and drink during battle to achieve your minor bonuses. Unless your DM just lets you stagger around drunk all the time with no penalties, skip these options.

    Let's review the important points:

    • Barbarians are a class that specializes in doing damage.
    • Pathfinder Barbarians do not have the raw power of a 3.5 Barbarian, but bring limited combat utility through rage powers.
    • Barbarians are incredibly, incredibly handsome.


    Stats


    -BARBARIANS DO NOT CARE FOR YOUR STATISTICS, PUNY SPREADSHEET MONKEY

    Barbarian statistics are fairly easy to quantify

    Strength - It makes you smash things harder and more often. What else do you need?
    Dexterity - Helps with initiative, AC, Reflex saves and a few useful skills. Becomes more important with Combat Reflexes builds, but Initiative is the main reason to invest
    Constitution - HP is good, but you've already got a D12 hit die and good Fortitude save. You're aiming for a 15 in Con so that you qualify for Raging Vitality.
    Intelligence - Eh. You get 4+INT skills/level; throw your favored class bonus in here if you want more skills.
    Wisdom - Helps with Perception checks, but more importantly: You have a bad Will save. If you get Dominated, you'll be ripping the faces off your friends instead of your foes.
    Charisma - Though it's not as good an option as in 3.5, there are some nice Intimidate-based feat chains out there. Unfortunately, not everything can be intimidated. If you're building around Intimidate, this can be useful. Otherwise, dump it. BARBARIAN NO NEED SOCIAL SKILLS. BARBARIAN HAVE SMASHING GOOD MANNERS.

    Races


    -Two Human Barbarians

    Core Races
    Spoiler
    Show
    -Dwarf - Not bad. They've got slow speed, but Barbarian gives you that right back. Bonuses to two secondary stats (Con and Wis) with a penalty to a dump stat (Cha). +2 on saves against spells is great. Favored Class bonus is decent.
    -Elf - Bleagh. Penalty to Con, bonus to Dex and Int? Favored Class bonus is terribad.
    -Gnome - Penalty to Str and small weapons. Pass unless you're going mounted and want to run around on a medium animal.
    -Half Elf - Floating +2 can go straight to Strength. Drop Skill Focus for Exotic Weapon Proficiency using Ancestral Arms. If you end up multiclassing, Multitalented is nice.
    -Halfling - Same as the gnome. Don't even think about it unless you're going mounted; between the two, I'd probably pick Halfling for the bonus to saves and mount-related Alternate Racial features.
    -Half-Orc - Floating +2 to Str. Orc Ferocity isn't bad, nor is the bonus to intimidate. Chain Fighter isn't bad as an Alternate Racial feature. If you don't mind giving up Orc Ferocity, Toothy and Sacred Tattoo are both nice.
    -Human - Floating +2 to Str. Free feat and bonus skills? Yes, please. As if it couldn't get any better, take a look at Heart of the Fields: "Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait." Your rage fatigues you, and can't be entered into while fatigued; very nice for a low-level Barbarian.


    Monster PC Races:
    -Talk with your DM before using one of these races; some may not be appropriate for all campaign settings.

    Spoiler
    Show
    -Aasimar - Nothing bad, but nothing great.
    -Catfolk - Penalty to Wisdom hurts, but there's nothing especially bad. The big bonus they got through the Advanced Race Guide was a feat chain for Pounce, but you already get that through a Rage Power.
    -Changeling - Constitution penalty is a little annoying, but +1 on melee damage rolls, natural AC, and a claw are all nice.
    -Dhampir - Barbarian Vampire? Only useful if the party healer channels negative energy. Penalty to Con, making it harder to sit on the front line.
    -Drow - Notice I said Drow and not Noble Drow. Another +2 Dex, +2 Cha, -2 Con race. Spell resistance is mostly there to be an annoyance when the Wizard tries to buff you.
    -Drow Noble - Not dignifying this with a color. It's both significantly more powerful than the other Monster races and gives you little in return. The DM should shake his head in shame if you ask to play this.
    -Duergar - Enlarge Person 1/day is great, Invisibility is game-breaking at low levels, and they're immune to Paralysis, Poison, and Phantasms. It's a big Charisma penalty, so don't expect to be Intimidating much. Light Sensitivity is annoying.
    -Fetchling - The resistances are nice, but you're not getting much in return. Disguise Self 1/day is useful for RP, but then how are people going to see your bulging muscles?
    -Gillman- You're getting nothing to become a slave of DM-controlled forces. Skip.
    -Goblin - Mostly for mounted builds. There's the Feral Gnasher archetype, which is decent, and the Roll With It and Ankle Biter Feats for fun.
    -Grippli - Climb speed does not make up for being Small with a Strength penalty.
    -Hobgoblin - Not bad. +4 on Stealth? Weeeeeee! If you DM allows the Hobgoblin War Draught from the Advanced Race Guide (and you have a reliable source of it), these guys jump to good to excellent, as they can rage-cycle earlier than any of the other races listed here.
    -Ifrit - Oh goody, your Charisma score is treated as two higher for Sorcerer class abilities! Skip.
    -Kobold - -4 to Str. Skip.
    -Merfolk - Great in an underwater campaign, but 5ft. base land speed hurts.
    -Orc - Sexy bonus to Str, and it gets Ferocity.
    -Oread - Bonus to Str and Wis, penalty to Cha. You can do better, but you can definitely do worse.
    -Ratfolk - Penalty to Str and Small. We've seen this before.
    -Strix - You're only here for one reason: Fly speed of 60ft.
    -Suli - Str bonus, free Shock weapon and resistance to most energy types/5? Sign me up.
    -Svirfneblin - It's got some nice spell-like abilities, but it doesn't make up for Small with a Str penalty.
    -Sylph - If you want Feather Fall, play a Strix. They've got actual feathers!
    -Tengu - The bite is nice, as is the Wisdom bonus. Gets proficiency with a few decent exotic weapons. Plus, you can speak lots of languages! Insult everyone in a way unique to their own cultural heritage.
    -Tiefling - Bonuses to things you don't need, penalties to things you don't need. There's a massive table of Alternate Racial features from Pathfinder 25: The Bastards of Erebus that you'd need to clear up with a DM first. Qlippoth-Spawn and Oni-Spawn stand out as good choices. Most of the random table is great.
    -Undine - Penalty to Str, nothing you need. Moving on...
    -Vanara - Nothing bad, nothing good.
    -Vishkanya - The poison is interesting. Hard to optimize around without about 6 levels of Alchemist for poison as a Swift action.

    Races of the Dragon Empires
    -Kitsune - Vulpine Pounce is ok, but it comes way too late to save this Str penalty race.
    -Nagaji - You're here for the Strength and natural armor bonuses.
    -Samsaran - Nothing you need, plus a penalty to Constitution!
    -Wayang - It's...it's...a small race without a Strength penalty! Still not that great for a regular Barbarian, but a holy grail for a Mounted one.


    Psionic Races

    -Talk with your DM before using these races. These are Third Party races released by Dreamscarred Press, not Paizo. Also, they may not be appropriate for all campaign settings.

    Spoiler
    Show
    -Blue - Sing it with me! I know you know the words! Penalty to Str and Small sized.
    -Dromite - Natural Armor is nice, as is scent, but you can pick up scent with a rage power. Penalty to Str and small size.
    -Duergar (Psionic) - Not to be confused with the previously explained Duergar. They're like a standard Dwarf, only they get Expansion 1/day as a psi-like ability and Wild Talent.
    -Elan - Floating +2 to Str, Wild Talent, and the ability to boost saving throws or gain temporary HP. Plus, you can burn PP to not need to eat! More time spent smashing people!
    -Half-Giant - Big weapons, bonus to Str and Wis, and Wild Talent. And Stomp. Hard to go wrong with a Half-Giant Barbarian.
    -Maenad - Floating +2 to Str, their own mini-rage, a bonus to Barbarian rage, Wild Talent, and they can shout so hard it hurts you.
    -Ophiduan - The bite's great, as is Wild talent and the AC boost.
    -Xeph - Penalty to Str. Not Small. They can make themselves really fast. Yay?


    Class Features


    -Barbarians have class

    • Alignment must be non-lawful - Most people don't prestige/multiclass in Pathfinder, but this restricts your access to multiclassing into Paladin and Monk. Lawful people sometimes don't want you to smash things.
    • D12 Hit Dice - Best in the game!
    • 4+INT skill points / level - Not bad. Skills aren't your focus, but at least you're not the Fighter with a piddly 2+INT skills/level. I'll talk more about skills later.
    • Full BAB - Best in the game. Makes you hit accurately and frequently.
    • Good Fortitude save, poor Reflex and Will - Your Fortitude saves should be off the charts with the benefits of rage. Poor Reflex hurts against traps and casters, but you should be putting a few points in Dex anyway. Rage helps with Will, but you should be putting something decent in Wisdom to help prop up your poor Will save.
    • Weapon and Armor Proficiency - All martial weapons and up to medium armor. Assuming you're not a Dwarf, try getting mithral armor so you can wear medium armor without the penalty to speed.
    • Fast Movement - Not bad. Helps reduce the amount of time spent not hitting people.
    • Rage, Greater Rage, Mighty Rage - If there was a color above Blue, I would use it. This is your bread-and-butter ability as a Barbarian, allowing you to hit harder, take blows, and shrug off negative effects. Watch your usage though - it makes you fatigued afterwards. More on that later.
    • Rage Powers - Bonus abilities you can use only when raging. Rage powers, truth be told, range from Red to Blue. We'll discuss them in more detail later.
    • Uncanny Dodge/Improved Uncanny Dodge - Being unflankable makes it harder for cowardly Rogues to bring you down. Also helps against invisible foes.
    • Trap Sense - Eh. Helps offset your low Reflex save, but it's nothing to write home about. Most groups I've played with rarely (if ever) use traps. YMMV.
    • Damage Reduction - By the time you get it, it's almost worthless, unless you dive into hordes of 1 HD enemies all the time.
    • Indomitable Will - Again, by the time you get it, you're not going to notice it that much.
    • Tireless Rage - Entering and leaving a rage are both free actions, meaning your rage powers can now be used a ridiculous number of times a day.


    To be completed:

    Stats
    Races
    Class Features
    Natural Weapons/Manufactured Weapons

    Rage powers
    Skills
    Feats
    Equipment
    Example builds
    -Core only
    -Crit-fisher
    -Mounted
    Archetypes

    Comments, suggestions, builds, and feedback always appreciated.
    Last edited by Novawurmson; 2013-09-16 at 10:17 AM.
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    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Skills


    -Unfortunately, "Breaking Things (Str)" isn't a real skill

    Skills come in two flavors: Class skills and cross-class skills. The only difference is that if you have at least one skill point in a class skill, you get an untyped +3 bonus to that skill.

    What does it matter? Just about nothing, except that it's often useful to put just one point in most of your class skills to get that +3 bonus.

    Class skills:

    Acrobatics (Dex) - Tumbling for avoiding attacks of opportunity is the big draw here. Balance and jump checks are nice, as well.
    Climb (Str) - Negated by the ability to fly; semi-useful before that's an option.
    Craft (Int) - Unless you're thinking of picking up Master Craftsman and Craft Magic Arms and Armor don't bother. Hobgoblins wishing to create Hobgoblin War Draught should find a way to reliably hit the DC 15 Craft (Alchemy) check.
    Handle Animal (Cha) - Useful for avoiding unnecessary fights. Important if you've got a mount you need to train yourself.
    Intimidate (Cha) - You probably don't have the best Cha...unless you're going for an Intimidate build, in which case it's important.
    Knowledge (nature) (Int) - Int is a dump stat, so be wary about putting points here. Campaign-specific; coordinate with your party and DM.
    Perception (Wis) - You should be maxing this every level.
    Ride (Dex) - Of course, if you're going for a mounted build, this is vital.
    Survival (Wis) - Not bad if your party needs a tracker; terrible if your group never follows trails.
    Swim (Str) - Negated by spells and magical items; semi-useful before they're available.

    Notable Cross-Class Skills:

    Any skill that can't be used untrained (the Knowledges, Disable Device, Spellcraft) is worth a look over if no one else in your party can use them. Mostly your points should be going into Perception, Acrobatics, and then your choice of Ride, Handle Animal, Intimidate, and Survival.

    Stealth - Not bad for getting the drop on your opponents.
    Use Magic Device - Plenty of people can use it better, but it's too good a skill to ignore completely.

    Natural Attacks, Unarmed Strikes, and Weapon Attacks


    -"Of COURSE they're natural!"

    Before I get into rage powers, it's a good idea to understand the difference between a natural attack, an unarmed strike, and a weapon attack. My understanding of natural attacks originally came from Saph's Summoner's Handbook, so credit where credit is due.

    Natural Attacks
    -Natural Attacks can be either Primary or Secondary.
    -Primary natural attacks are made using your full base attack bonus and add your full Str modifier on a hit.
    -Secondary natural attacks are made at your full base attack bonus -5 and add 1/2 your Str modifier on a hit.
    ---Example: You are a level 1 Medium Barbarian with a Str of 18 (modifier of 4) with a Bite and two Tentacles (somehow, not important). On a Full Attack, you can use all three, with a modifier of +5 on the bite attack (doing 1d6+4 damage on a hit) and +0 on each of the claw attacks (doing 1d4+2 damage per hit).
    -If you only have one natural attack and use only it, you use your full base attack bonus on the attack and add 1.5 times your Str modifier on a hit.
    ---Example: You are a level 1 Medium Barbarian with a Str of 18 (modifier of 4) while raging. If you just have a Bite, your attack roll is 1(BAB)+4 (Str). Your bite does 1d6+6 (1.5 times your Str) damage.
    -Natural attacks do not get iteratives.

    Combining Natural Attacks and Manufactured Attacks
    -If you have both natural attacks and manufactured attacks, you can use both as part of a Full Attack action, but you cannot use any part of your body for more than one attack (i.e. If you're holding an axe in your pincers, you can attack either with the axe or with the pincers, not both. If you have a one-handed axe in one pincer and the other pincer free, you can make one attack with the axe and one with the pincer), and the natural attack is made as a secondary attack.
    ---Example: You are a level 1 Medium Barbarian with a Str of 18 while raging (modifier of 4), a Greatsword, and a Bite. You attack with the Greatsword at a modifier of +5, dealing 2d6+6 damage on a hit and the bite at a modifier of +0, doing 1d6+2 damage on a hit.

    Unarmed Strikes

    An Unarmed Strike is not considered a natural attack for anyone but a Monk. You cannot deal lethal damage with an unarmed strike unless you take the Improved Unarmed Strike feat.

    Why do I care?

    Because quite a few rage powers give or enhance natural attacks or unarmed strikes, it's important to know the difference between them and how they work.

    In a campaign that will take place purely under level 6, natural attacks can be a viable damage source. It's pretty easy to get 3 natural attacks as a Barbarian, doing quite a bit of damage on a full attack.

    After level 6, the battlefield starts changing, unfortunately, due to a number of factors.

    • Iteratives - At level 6, a full BAB class like a Barbarian will get a second attack with his melee weapon.
    • Damage Reduction - Multiple attacks don't look as nice when each of them is reduced by a flat amount. To breach damage reduction like DR/Cold Iron with natural attacks, you need at at least a +3 enhancement bonus on your attacks, while a Barbarian who uses manufactured weapons can just pull out a Cold Iron weapon.
    • Magic Weapons - At level 6 and beyond, you should easily have access to a +1 or more magic weapon. Natural attack builds need an Amulet of Mighty Fists, which is 2.5 times as expensive per point of ehancement. With a DM who's trying to do a "low-magic" campaign setting, this might be different, but nine times out of ten you need to run as soon as you hear "low-magic campaign setting."


    However, the bonus attacks are still a great source of damage output at low levels. I generally recommend picking up at least one natural attack from a part of your body other than your limbs - such as a bite - so that at all levels you get your full manufactured weapon attacks, plus a free attempt at some bonus damage from the natural weapon.

    Rage Powers


    -The hell does a little old gnome know

    Tips about rage powers
    -Some rage powers function all the time while you are raging. These are generally the best rage powers, because you are not limited except by the number of rounds you can rage per day.
    -Some rage powers function once per rage; these are second because dropping your rage (before level 17) exhausts you, meaning you are generally only going to be using these once per combat. Of course, once you hit 17, you can use them, drop rage as a free action, start rage as a free action, and it's refreshed and ready to go! This also works if you are immune to exhaustion and fatigue through one means or another.
    -Some rage powers function only once per day. These are very limited rage powers and should be looked over carefully before taking them.
    -Some rage powers function only after consuming alcoholic beverages; these should be ignored unless your DM hand-waves the requirement as long as you personally consume the alcoholic beverages yourself. Even then, though your character will gain benefits, your judgement may be impaired because of the OOC effects of alcohol. [Always drink and game responsibly - Palanan]
    -Many rage powers have prerequisites that may or may not be useless; consider if your character will ever be high enough level to gain the benefits of the end of the tree.
    -Superstition is powerful and useful rage power that can potentially kill you; be very careful with its use, and talk with your party about its implications before taking it. Rage powers that require Superstition as a prerequisite have been marked.

    Animal Fury (Ex) - Not bad. A nice little bite attack. Prerequisite for Dragon Totem and Hive Totem rage power trees.
    Auspicious Mark (Su) - 1/rage ability to add +1d6 to any one roll of a d20. Its real value comes from the fact that you choose to use it after you see what you rolled. Rolled a 1 or a 20 on a save? Don't bother. Rolled 2 points away from a successful hit? Use it!
    Beast Totem, Lesser (Su) - Claw attacks; better if it's a low-level campaign that's never going to reach high levels. However, its real value is that it's a prerequisite for Beast Totem, Greater, which is one of the best in the game.
    Beast Totem (Su) - Scaling natural armor bonus; again, you're here for its big sister, Beast Totem, Greater.
    Beast Totem, Greater (Su) - Full Attack on a charge. Probably the best rage power in the game. Every Barbarian level 10 or above should have this.
    Bestial Climber (Ex) - Problem is, it comes in at level 6, by which point the Wizard should have Fly. If you lack a primary spellcaster, it has its uses in a mid-level campaign.
    Bestial Leaper (Ex) - If someone can find a reason to use this, I'll gladly add it. It's like a poor-man's Spring Attack, which is very poor indeed.
    Bestial Swimmer (Ex) - Unless you're in an aquatic campaign or your DM frequently throws submerged temples at you, avoid this.
    Bleeding Blow (Ex) - The only caveat that saves this rage power is that it gets around damage reduction, meaning it can save a party's life in very specific circumstances. Mostly, skip this one.
    Boasting Taunt (Ex) - Nice "tanking" ability for an Intimidate build, sort of like Iron Guard's Glare for any ToB fans out there. Note that the alcohol is just icing on the cake, not a requirement.
    Body Bludgeon (Ex) - This is the most amazing rage power ever written, but should probably never be attempted in a real game*.
    Brawler (Ex) - There are ways to make unarmed strike Barbarians...but you really need to take Improved Unarmed Strike so that you meet prerequisites of other feats. The damage boost from 1d3 to 1d6 is nice, though.
    Brawler, Greater (Ex) - Most of the time, you're just going to want to take the feat.
    Chaos Totem, Lesser (Su) - Unless you're fighting Devils and Inevitables constantly, you're not getting much out of this.
    Chaos Totem (Su) - Light Fortification is always good; remember, crits kill characters. If you take an Archetype that replaces Uncanny Dodge/Improved Uncanny dodge, the chance to negate sneak attack helps, too.
    Chaos Totem, Greater (Su) - The DR is nice; the usefulness of chaotic-aligned attacks depends on your campaign.
    Clear Mind (Ex) - Reroll a Will Save 1/rage. You get to see the result before you choose to reroll.
    Come and Get Me (Ex) - Used correctly, this rage power can grant you a full attack routine when it's not even your turn. Its greatest strength is that it makes your AoO happen before their attack hits, potentially killing them and avoiding the attack all together. Be careful about using this rage power in areas where creature with range or reach can take advantage of the extra damage without fear of counter-attack or when there are more opponents than you have AoO's.
    Crippling Blow (Ex) - Dealing ability damage can be very powerful. Works off Powerful Blow, a 1/rage ability, so this becomes even better if you can keep dropping and restarting your rage.
    Deadly Accuracy (Ex) - Not bad for a crit-fishing built, but there is better.
    Disruptive - This is very nice rage power, especially when coupled with feats like Step Up, allowing a Barbarian to be fairly effective at countering unoptimized spellcasters. Note that it requires Superstition, so coordinating with your party is a must.
    Dragon Totem (Su) - Not a bad rage power on its own. Remember that it scales if you take the other two.
    Dragon Totem Resilience (Su) - This power depends on how you read it. If it really means you get +2 DR/- for every Dragon Totem rage power, this is great. If it just means your DR is treated as two higher for the purposes of your energy resistance, it remains just OK.
    Dragon Totem Wings (Su) - Flight is almost a necessity at high levels. It costs quite a bit in terms of rage rounds, but if you use it wisely, it's amazing.
    Eater of Magic (Su) - Reroll a save 1/rage after you've failed it, and you gain temporary HP if you succeed the second time. Requires Superstition, so best after rage-cycling is available or with good party coordination.
    Elemental Rage, Lesser (Su) - Nice for crit-fishing and natural attack builds because both of them are hoping for a high number of attacks. Helps that it can be used in conjunction with Elemental Rage.
    Elemental Rage (Su) - Very nice that you can switch it at the beginning of a rage; switch it around to whatever you're facing isn't immune or resistant to.
    Elemental Rage, Greater (Su) - Excellent for crit-fishing builds, not quite as good for everyone else.
    Energy Resistance (Ex) - I would not recommend picking this up unless you know you're going to be facing a lot of the same kind of element ("Hey guys, this next campaign is taking place on the Elemental Plane of Fire!").
    Energy Resistance, Greater (Ex) - Its main saving grace is that it halves the damage before resistance is factored in.
    Energy Absorption (Su) - By the time you can get this, it's worthless. You should be using rage powers on better.
    Energy Eruption (Su) - Again, by level 16, you've got most of the rage power trees ripe for the picking. Get your DM to port in the Dragonfire Adept if you want a breath weapon.
    Fearless Rage (Ex) - Comes a little late, but these are common status conditions you want to avoid.
    Ferocious Mount (Ex) - Amazing for Mounted Barbarian builds, will quickly outlive its usefulness for others. Lets your mount share the rage-love.
    Ferocious Mount, Greater (Ex) - Again, if you're going for a Mounted Barbarian route, this is basically doubling the effectiveness of your rage powers.
    Ferocious Trample (Ex) - Wonderful for dealing with multiple opponents while mounted. Combine with the Trample feat for OPness.
    Ferocious Trample, Greater (Ex) - By now, you're probably fighting Large creatures, so this is quite the boon.
    Fiend Totem, Lesser (Su) - It's a bonus natural attack, so it's not bad, but I prefer Animal Fury because it's a prerequisite for Dragon Totem, while the Fiend Totem line never gives anything as useful as wings.
    Fiend Totem (Su) - Stack it with armor spikes and Come and Get me for...mediocre damage.
    Fiend Totem, Greater (Su) - Well, there's no listed save for the shaken condition, but in most games at least one of your allies is going to be Good or Neutral. It's got potential for a BBEG, I guess.
    Flesh Wound (Ex) - You have to wait until you see the damage...and make a Fortitude save...which your armor check penalty applies to? It's not the worst thing I've ever seen, but it's still not worth your time.
    Ghost Rager (Su) - Not bad. The bonus to touch AC should help regularly, while the ability to hit incorporeal creatures will probably trivialize a few encounters. Requires Superstition, so be careful.
    Good for What Ails You (Ex) - Not bad. Go blind? Take a drink and you're good to go until the rage ends. Also, there's no limit to the number of times you can try per rage, making this an effective way of removing poison.
    Ground Breaker (Ex) - I love this rage power. It's two crowd-control methods rolled into one;
    Ground Breaker, Greater (Ex) - If you're taking Ground Breaker, I recommend taking this at least once to make it hard for opponents to five-foot step out of your difficult terrain. Remember this also increases the radius of where enemies will be affected.
    Guarded Life (Ex) - This one made me go and re-read the rules on non-lethal damage. This a potentially life-saving power, not so much for the stabilization, but for the conversion to non-lethal damage that scales with Barbarian level.
    Guarded Life, Greater (Ex) - Not bad; if you find yourself in a rough campaign where Guarded Life is being activated frequently, this can give an even bigger boost to your survival chances.
    Guarded Stance (Ex) - Dodge bonuses are great, but these only apply to melee attacks and require a move action to activate. Most of the time, I would prefer Beast Totem, as it scales faster anyway.
    [COLOR="DarkOrange)"]Hive Totem (Su)[/COLOR] - I don't feel like swarms are a common enough to make this great, but the bonus against trip is semi-useful.
    Hive Totem Resilience (Su) - Again, swarms aren't the biggest threat in my experience, but if your Druid loves to summon swarms all the time, this will help you play nice with them.
    Hive Totem Toxicity (Su) - This I really like. It can potentially do 12 points of Con damage, the save scales off of your Con and your Barbarian level, and you don't have to activate it until the bite has already hit. Plus, it's a bite attack, meaning you can use it during a full attack with your weapon.
    Hurling, Lesser (Ex) - Lets you throw objects and deal damage as if it was a falling object. It has some very nice things going for it (you can Power Attack with it, it adds your Str to damage, it's a ranged touch attack), but remember they get a Reflex save for half. It's also a full-round action.
    Hurling (Ex) - It's a step up in damage. If you find yourself chucking boulders frequently, go for it.
    Hurling, Greater (Ex) - Again, for the Medium Barbarian, this means you're lifting objects larger than yourself and throwing them at enemies. You'll do more damage by whacking them with a Greatsword repeatedly, but which is cooler?
    [COLOR="DarkOrange"]Hurling Charge (Ex)[/COLOR] - Throw a weapon at an enemy while charging. If your never going to get Pounce, then this is the next best thing; carry a set of throwing axes.
    Increased Damage Reduction (Ex) - It's a nice increase to your damage reduction. The biggest bonus is if you already have Dragon Totem Resilience, which scales off of your DR.
    Inspire Ferocity (Ex) - Like Reckless Abandon, the biggest benefit is that the bonus to attack rolls is untyped; however, you're not likely to have the biggest CHA bonus in the world. Slightly better for Rage Prophet builds.
    Internal Fortitude (Ex) - Nauseated is a terrible condition; situationally useful. Becomes amazing if your DM allows you to get a A Flawed Scarlet and Green Cabochon. Rage-cycling for one rage power and 8000g? Do it.
    Intimidating Glare (Ex) - One of the foundations of Intimidate-builds. Remember that if you Intimidate a shaken creature, it becomes frightened.
    Knockback (Ex) - Rare for a rage power, it's useful 1/round. Str damage on a successful Bull Rush is nice, but there's a bit of a RAW question: The text says that the movement does not provoke an AoO, but Greater Bullrush says that whenever you Bullrush an opponent, it provokes an AoO from your allies. Either way, the crowd control is very nice.
    Knockdown (Ex) - Another great crowd-control option, but unfortunately only 1/rage. Once you can rage-cycle, this gets even better.
    Lethal Accuracy (Ex) - For many builds, this is a significant investment in resources that might be too much for what you get; for crit-fishing builds, this great.
    Liquid Courage (Ex) - Bonuses to saves are nice, but bonuses that require you to spend actions drinking are not. Rage-cycling Superstition is far better.
    Low-Light Vision (Ex) - A Dull Gray Ioun Stone with Continutal Flame cast on it shouldn't cost much more than 225g.
    Mighty Swing (Ex) - Once a rage auto-confirm a crit. Very nice for crit-fishers, though.
    Moment of Clarity (Ex) - You're a Barbarian. Why are you spending resources to not rage? Well, the main reason is to get into the Rage Prophet prestige class. Other than that, you're probably better looking elsewhere.
    Night Vision (Ex) - Slightly better than Low-Light Vision, but generally unnecessary.
    No Escape (Ex) - I love this rage power, but I (and the DMs I've played with) tend to have mooks run from hopeless fights.
    Overbearing Advance (Ex) - I'm generally not a big fan of Overrun, but this is very nice for Mounted Barbarians with Greater Ferocious Mount and Greater Ferocious Trample.
    Overbearing Onslaught (Ex) - If you find your opponents lining up like pins, waiting to be knocked down, then this is great. If not...Greater/Ferocious trample are generally superior.
    Perfect Clarity (Ex) - Miss chance is a terrible foe, but giving up the benefits of your rage in order to do so hurts.
    Powerful Blow (Ex) - It's a minor damage boost. It gets much better after you can rage-cycle and if you pick up Crippling Blow.
    Primal Scent (Ex) - Not bad if you're fighting invisible creatures regularly.
    Quick Reflexes (Ex) - Syncs well with rage powers that grant attacks of opportunity. Even without them, it's a solid choice.
    Raging Climber (Ex); Raging Leaper (Ex); Raging Swimmer (Ex) - I'll take on all of these at once; if you find yourself using them frequently, they're worth a look, but you're probably better off with other options. Climbing and jumping are both ultimately replaced with flight.
    Reckless Abandon (Ex) - This is best in a situation where you're receiving as few attacks as possible; against a "boss" who is probably hitting every time anyway, the AC penalty is negligible, and the attack roll bonus (note that it's untyped) is more useful than against mooks who you can probably hit regularly anyway.
    Reflexive Dodge (Ex) - You've got a low Reflex save; this can help fix that.
    Regenerative Vigor (Ex) - The big problem here is that it lasts until your current rage ends, making rage-cycling a no-go; however, if you use Renewed Vigor at the end of the day and use all of your remaining rounds of rage, you could heal a significant chunk of damage.
    Renewed Life (Ex) - If you've already sunk two rage powers into the tree, pick this one up; potentially a life-saver in combat against a spellcaster or a vampire.
    Renewed Vigor (Ex) - I like the healing rage powers because they give a Barbarian more options in combat, but most of the time you're probably better pooling with your party for a wand of cure light wounds. The real killer is that it's only once per day. If your party has no healing options whatsoever, you might get some mileage out of it.
    Renewed Vitality (Ex) - The bonus saving throw is what really sells me on this rage power; ignore it until you've got time to deal with it. I take a -6 penalty to my Str from Bestow Curse? Not until you're dead, I don't!
    Roaring Drunk (Ex) - Basically alcohol problems. Using up actions to gain minor bonuses to Intimidate is not optimal. Just use your actions for additional Intimidate checks.
    Rolling Dodge (Ex) - Slightly better than Guarded Stance because it's a prerequisite to Reflexive Dodge, but you're still trading actions for a small bonus. Use your move action to get to the ranged attacker and give them an axe in the face.
    Roused Anger (Ex) - If you're never going to get high enough level to properly rage-cycle, this is the next best thing.
    Scent (Ex) - Useful in-combat against invisible foes and out-of-combat to track trails.
    Sharpened Accuracy (Ex) - Ignore miss-chance once a rage.
    Smasher (Ex) - Break down doors, open chests...this is how a Barbarian smashes the world around him.
    Spell Sunder (Su) - Hit a spell so hard you break it with your axe. Great for post-battle dispels. Requires Superstition.
    Spellbreaker - If you've already got Disruptive, this is the next step to hurting casters. Not entirely necessary, but fun.
    Spirit Steed (Su) - It's another mounted feat, meaning it's much better if you're optimizing around being mounted. You mount gets a bit of easily ignored DR, and its attacks count as magical for ignoring DR.
    Spirit Totem, Lesser (Su) - It's free damage, but it's not big damage. Better in the low levels of a campaign where 1d4+CHA damage has a chance of killing an enemy outright.
    Spirit Totem (Su) - Miss chance is great, plus it affects creatures larger than you trying to hit you with reach.
    Spirit Totem, Greater (Su) - Again, minor but consistent damage to living foes nearby.
    Sprint (Ex) - I don't see this getting much use, especially with the base movement speed bonuses a Barbarian gets anyway. Might be fun for setting some kind of Pathfinder land speed record.
    Staggering Drunk (Ex) - Because Barbarians are always casting spells and provoking attacks of opportunity?
    Strength Surge (Ex) - 1/rage, add your Barbarian level to a combat maneuver check or to your CMD. Great synergy with abilities like Knockdown and Spell Sunder. Once you can rage-cycle, this is just mean.
    Sunder Enchantment (Su) - The big advantage here is that you can suppress a magical item without destroying it completely. Requires Superstition.
    Superstition (Ex) - This rage power is both blue and red. On the one hand, it's a tasty, scaling boost to your saves and opens up a number of useful rage-power chains. On the other, it forces you attempt to save against every spell your party drops on you. If you've got a reliable source of rage-cycling, or a coordinated and understanding party that will drop buffs on you before you enter your rage, this is a wonderful rage power. If not, it's potentially life-threatening (if your party can't buff and heal you in combat).
    Surprise Accuracy (Ex) - By itself, it's not that great of a rage power (1/rage boost to an attack roll), but it has some nice rage powers that require it.
    Swift Foot (Ex) - You're already getting a +10 bonus to your base land speed. How much more do you really need? If you have Dragon Totem Wings, your flight speed is based off your base land speed, making this a better choice. World Serpent Totem Unity is another good choice for a speed boost.
    Terrifying Howl (Ex) - So sexy for Intimidate builds. Remember that Intimidating Glare is a move action while Terrifying Howl is a standard, meaning as a full-round action you can (Ex) Fear someone.
    Unexpected Strike (Ex) - It's Pathfinder's Thicket of Blades once you can rage-cycle.
    Witch Hunter (Ex) - It's a minor bonus to damage, but remember it works on anything with even a spell-like ability, meaning just about every Fey, Outsider, Dragon, and many Monstrous Humanoids and Abberations are going to be taking bonus damage (not to mention gnomes; tee hee hee). Requires Superstition.
    World Serpent Totem (Su) - Outsiders are frequent foes, but a minor AC boost isn't always the best way to fight them.
    World Serpent Spirit (Su) - Cutting through 4 kinds of damage reduction for one rage power? I can dig it.
    World Serpent Totem Unity (Su) - Never get knocked prone again AND double your fast movement bonus, plus some other minor bonuses.



    *It's difficult to pull off, and you have to be level 10 before you even pick it up, but if you pull off this ability in a game, I will add your name to this optimization guide. If, in a real game, you level a Barbarian 1-10, pick this rage power, and dual-wield enemy gnomes in combat, calling them "Gnome-Chucks," and provide proof of your epic deed, I will mail you a cookie if you live in the continental United States.
    Last edited by Novawurmson; 2013-09-16 at 10:15 AM.
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Archetypes


    -Urban Barbarian 19/Scrollmaster Wizard 1

    -Armored Hulk
    ---Losing Uncanny Dodge and Improved Uncanny Dodge for Heavy Armor Proficiency. It's probably best to just take Heavy Armor Proficiency as a feat if you want it that badly.
    -Breaker
    ---There are some decent feats related to improvised weapons. Not a great archetype on its own, but it can be optimized around.
    -Brutal Pugilist
    ---Great for a grapple-focused Barbarian, but it can be useful for other combat maneuver builds (Drag, Bullrush, Trip, Overrrun, etc.)
    -Drunken Brute
    ---Just take the Extra Rage feat if you find yourself needing more rage this badly. Giving up your move action/full attack to maintain your rage is just bad. True, it lets you chug potions without provoking attacks of opportunity, but potions are the most expensive form of magical enhancers. Buy your spellcaster a wand of the buff you want.
    -Elemental Kin
    ---If you're not in a trap-heavy campaign and not taking another archetype that conflicts with this one, there's no reason not to take this. Especially nice at low levels (Oh, no! I took 1 fire damage! Looks like I get another round of rage...)
    -Hurler
    ---It's a nice little buff to thrown weapons. Nothing crazy.
    -Invulnerable Rager
    ---Makes your damage reduction scale to 1/2 your Barbarian level. Invest in fortification-eqsue abilities early though, as being able to be flanked makes you far more vulnerable to Rogues.
    -Mounted Fury
    ---The go-to option for Mounted Barbarians, though under review because of the suggestion from Stack of a four level Cavalier dip. Either way, if you want to do mounted combat, you need a mount that's going to scale with you.
    -Savage Barbarian
    ---For DMs, this is a great way to increase the AC of a Barbarian your players are going to fight while giving them less loot (assuming your players are rolling in money, and they need to be curbed back a bit). Unless your DM is not following the WBL table (and even still...), you'll get better AC by wearing armor.
    -Scarred Rager
    ---Gives some nice benefits out of combat, but the big benefit is the bonus saves. By fifth level, every effect that causes you to become nauseated, sickened, fatigued, exhausted, dazed, frightened, shaken, or stunned you get a bonus roll on? Amazing.
    -Sea Reaver
    ---If your entire campaign is taking place on board a ship, this is admittedly better, but otherwise, you're just going to be a fish out of water.
    -Superstitious
    ---Initiative often wins battles. Blindsense and Blindsight come a little too late to optimize around, but if you make it to level 16/19, you'll appreciate them.
    -Titan Mauler
    ---The benefit of this class is less in the ability to use oversized weapons (though it is cool), and more the fact that at a certain level everything you fight is bigger than you. Free Enlarge Person is great if you're rage-cycling.
    -Totem Warrior
    ---This tidbit is from Ultimate Combat, page 26:

    Rage Powers: Any barbarian who meets the powers’ prerequisites can select and use the following new rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power (see the Advanced Player’s Guide) cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title), unless she has the totem warrior archetype.
    However, if we take a look at said Totem Warrior Archetype, we find that being a "totem warrior" gives no penalties or benefits, except apparently being able to mix-and-match any power with totem in its name, and it stacks with every other archetype.

    So, every single Barbarian-to-be out there? Take the Totem Warrior Archetype just in case you ever want to take more than one totem rage-power. There is absolutely no reason not to, and it will save you a headache from arguing with your DM when they find that highly unnecessary paragraph. Right? Moving right along...
    -True Primitive
    ---Give up fast movement and trap sense for favored terrain, limited weapons and armor, the ability to read and write, and a scaling +1 bonus to damage or saving throws. You're not giving up much, but you're not getting much.
    -Urban Barbarian
    ---An OK option for a Dex-based Barbarian build, such as an Archer. Losing the penalty to AC during rage helps. You give up a scaling bonus to one stat for flexibility as to what stat you get the bonus to..
    -Wild Rager
    ---Yeah, the extra attack is really nice, but "going crazy and potentially killing allies, not to mention not being able to control your character" isn't a class feature. Class features are supposed to improve your ability to reduce creatures to less that 0 HP, not punish you for doing so.

    The Rage Cycle


    -It's like this, only full of fury and destruction

    If you've read this far into the guide, you've probably heard the phrase "rage-cycle" a number of times. I'd like to define rage-cycle clearly, as well as give a list of ways to effectively rage cycle. We'll use Phil the Average Barbarian (a level 17 Barbarian) in our example.

    1. Phil wakes up after a long night of feasting, wine, and song. He has all of his resources for the day ready.
    2. Phil the Average Barbarian is attacked by monsters from beyond time. He uses his Powerful Blow rage power (usable once per rage) for a little extra damage.
    3. On his next turn, he wants to use Powerful Blow again, but he can't...or can he?
    4. Because Phil is no longer fatigued when he stops raging (as a level 17 Barbarian), he drops his rage as a free action, ending his rage.
    5. Phil immediately begins his rage as a free action. Because this is a separate rage, his Powerful Blow (and any other 1/rage abilities he might have used) are refreshed.

    However, you too can rage-cycle as a Barbarian, dropping and renewing your rage as free actions, so long as your rage no longer fatigues you, or you are immune to fatigue. "So," you ask, "How do I become immune to fatigue?" Well, I'm glad you asked.

    1. Horizon Walker - Three levels of Horizon Walker (choosing Desert for Terrain Mastery/Dominance) makes you immune to fatigue and exhaustion.
    2. The Lame Oracle Curse will make you immune to fatigue after 5 levels. Usually this is achieved by a one-level dip into Oracle followed up with the Rage Prophet prestige class.
    3. Five levels of Martial Artist Monk (note that Martial Artists are not required to be Lawful).
    4. A Flawed Scarlet and Green Cabochon - It's not from any of the big books, but it's fully Pathfinder Society legal. Any affect that makes you fatigued instead makes you sickened. Say, wasn't there a rage power that makes you immune to being sickened when in a rage? Again, it's not in any of the big books (Core, APG, UM, UC) so not all DMs may be OK with it.
    5. Heart of the Fields allows you to ignore one affect that would cause you to become fatigued or exhausted 1/day. It's only once a day, but it's nice for low-level rage-cycling.
    6. The Wayfinder has an interesting interaction with ioun stones, especially the pale green prism, which allows the bearer to remove the fatigued condition from himself as a free action twice per day. The Wayfinder only costs 500g! The pale green prism? 30,000g. Ouch. If your DM will let you get away with a cracked pale green prism, that's only 4,000g+500g for the Wayfinder.
    7. Allnight...all night...ooooh every night. Eliminates the "effects of fatigue" for 8 hours in exchange for a -2 to skill checks and a crash afterwards. 75g a bottle.
    8. The Hobgoblin War Draught from the Advanced Race Guide allows the drinker to ignore all penalties resulting from the fatigued and shaken conditions for 10 minutes - if you have the goblinoid subtype. If not, it requires a DC 15 Fortitude save to get the effects for one minute, and you're sickened afterwards. Only 10 gp a bottle.
    Last edited by Novawurmson; 2013-09-16 at 10:13 AM.
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Feats


    -When you've got muscles this big, even moving them that much is pretty impressive.

    In you career as a Barbarian, you'll have 10 feats gain from levels (with possible additional feats from race or multiclassing), so you need to spend them wisely - don't go for things like Acrobatic that give +2 to two skills.

    The only "necessary" feat in a game that allows the APG is Raging Vitality, though standard damage increases like Power Attack should be snagged pretty quickly for most builds.

    Power Attack is the single biggest damage increase a full BAB class can get from a Pathfinder feat; Raging Vitality is the single biggest increase to survivability a Barbarian can get from a Pathfinder feat.

    To be completely clear: You only need two feats to be a competent Barbarian - Power Attack and Raging Vitality. Everything else is pure bonus.

    Once you have those two down, consider some of these:

    Always Good

    - Improved Initiative - The creature that acts first usually wins battles. Make sure you're that creature

    For Increased DPR

    Furious Focus - Removes the Power Attack penalty for the first attack of a round. Best at levels 1-5 when you're probably only getting one attack to begin with and your first attack of the round has a decent chance of missing. Worse later on when you'll almost always hit with your first attack in the round.

    Weapon Focus - It's a bonus on attack rolls. If you're in a position to use the same weapon all the time (and you're not going to be switching to a better weapon every few encounters), it's a decent pick-up.

    Spoiler
    Show
    Core Feats

    Bleeding Critical/Blinding Critical/Deafening Critical/Tiring Critical-> Exhausting Critical/Sickening Critical/Staggering Critical-> Stunning Critical -
    Blind Fight -
    Catch Off-Guard-> Improvised Weapon Mastery -
    Cleave -> Great Cleave-
    Combat Expertise -> Improved Trip -> Greater Trip -
    Combat Reflexes-> Stand Still-
    Master Craftsman-> Craft Magic Arms and Armor -
    Critical Focus -
    Weapon Focus -> Dazzling Display-> Shatter Defenses -
    Endurance -> Diehard
    Dodge -
    Double Slice -
    Exotic Weapon Proficiency -
    Extra Rage -
    Improved Bull Rush -> Greater Bull Rush -
    Improved Disarm -> Greater Disarm -
    Improved Grapple -> Greater Grapple -
    Improved Overrun -> Greater Overrun -
    Improved Sunder -> Greater Sunder -
    Great Fortitude/Lightning Reflexes/Iron Will (and Improved GF/LR/IW)->
    Two-Weapon Fighting-> Improved Two-Weapon Fighting-> Greater Two-Weapon Fighting -
    Vital Strike-> Improved Vital Strike-> Greater Vital Strike -
    Improved Critical -
    Intimidating Prowess -
    Leadership - Probably the most broken feat in the game. A second character for the cost of one feat? Sure. Don't take it unless you're in an extremely high-power campaign, and even then.
    Lunge -
    Deadly Aim/Point-Blank Shot/Rapid Shot/Many Shot/Other archery feats - If you're an archer, take them. If not, don't.
    Mounted Combat-> Ride-By Attack-> Spirited Charge -
    Step Up -
    Strike Back -
    Toughness -
    Trample -


    Equipment



    -Every bit helps.

    -

    Bonus: Why Not the Archer Barbarian?


    -A confused Barbarian attempts to learn the Way of the Bow. Soon, he will learn the Way of the Smack People with Stick

    There are three very important reasons why an Archer Barbarian does not belong in an optimization guide.

    1. Archery builds require at least two feats to be competent (Point Blank Shot and Precise Shot), and generally two more to be good (Rapid Shot and Deadly Aim). If you are not Human (or another race that gets a bonus feat), you will not be competent until level 3, and you will not be good until level 7; that's a long time to wait. "But! But!" you say. "I can dip Fighter for bonus feats!" Yes, my son, but why not just play a class that's good at what you want to do in the first place?

    2. You get bonuses to Str and Con when raging, not to mention fast movement and a whole slew of Rage Powers that mostly only work with melee attacks (and occasionally thrown weapons), all of which synergize perfectly with melee. Yes, you could be an Urban Barbarian, but then you're giving up half your stat bonuses (you'll only get the bonus to Dex, not to Con or Str as well); that's not to say you couldn't try it to have fun, but this is an optimization guide, not a fun guide (though I try my best).

    3. There are other classes that do it better - Fighter, Ranger, Zen Archer Monk, Gunslinger, hell, even the Paladin has a decent ranged archetype. If you want to play a wilderness guy who shoots arrows, go for the Ranger and focus more on grunting and flexing your muscles; we'll understand.
    Last edited by Novawurmson; 2013-06-23 at 12:15 AM.
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Seriously?
    A picture of freakin Yoda, but not ONE of the Hulk yet?

    For shame!

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    Quote Originally Posted by grarrrg View Post
    Seriously?
    A picture of freakin Yoda, but not ONE of the Hulk yet?

    For shame!
    I was trying to avoid pictures of the Hulk - thought it would be too cliche. But if the communty demands it...I think a picture of the Hulk would be appropriate under Archetypes :D

    Either that or if you can find me a classy picture of the Hulk in a tuxedo, I'll replace the random guy under "Class Features"
    Crazed Monk avatar by Elrond.

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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Quote Originally Posted by Novawurmson View Post
    Either that or if you can find me a classy picture of the Hulk in a tuxedo, I'll replace the random guy under "Class Features"
    Grey hulk wore a suit all the time...

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Google has answered your plea.

    Hulk in a Tuxedo

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    First sentence in the first paragraph, if I'm not missing something:

    "A Barbarian can a limited number of roles in a party...."



    Fill, I assume?

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    I saw the "Hulk with a gun" picture on Google yesterday, but...why does the Hulk need a gun? It's like giving Superman a switchblade: It's kind of cool on one level, but completely unnecessary on most.

    I did make a promise though, so Grey Hulk has replaced Random Guy in a Suit.
    Crazed Monk avatar by Elrond.

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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Palanan View Post
    First sentence in the first paragraph
    ::head desk::

    Keep 'em coming XD
    Crazed Monk avatar by Elrond.

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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Novawurmson View Post
    I saw the "Hulk with a gun" picture on Google yesterday, but...why does the Hulk need a gun? It's like giving Superman a switchblade: It's kind of cool on one level, but completely unnecessary on most.

    I did make a promise though, so Grey Hulk has replaced Random Guy in a Suit.
    The gun is a lighter. He uses it as an in to seduce the ladies.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Originally Posted by Novawurmson
    Keep 'em coming XD
    Heh. Be careful what you wish for. ...

    Here's a list of fairly minor items; my corrections and/or suggestions are in red.


    Spoiler
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    First post, end of second paragraph:

    There's a number of feats to create some sort of Drunken Barbarian, which, though the flavor is cool, require you to sit around and drink during battle...

    First post, in Races, for the Dwarf:

    Favored Class bonus is decent.

    First post, in Races, for the Half-Orc:

    If you don't mind giving up Orc Ferocity, Toothy and Sacred Tattoo are both nice.
    First post, in Races of the Dragon Empire, for the Nagawhatsis:

    You're here for the Strength and natural armor bonuses.

    First post, under Class Features:

    # Full BAB [remove line return]
    - Best in the game. Makes you hit accurately and frequently.

    Good Fortitude save, poor Reflex and Will

    Second post, under Skills:

    Craft (Int) - Unless you're thinking of picking up Master Craftsman and Craft Magic Arms and Armor don't bother.

    Ride (Dex) - Of course, if you're going with a mounted build, this is vital.

    Any skill that can't be used untrained (the Knowledges, Disable Device, Spellcraft) is worth a look over...

    Second post, under Natural Attacks:

    Natural Attacks can be either Primary or Secondary.

    -Natural attacks do not get iteratives.

    In a campaign that will take place purely under level 6, natural attacks can be a viable damage source. It's pretty easy to get 3 natural attacks to rampage through your foes with [???] as a Barbarian, doing quite a bit of damage on a full attack.

    To breach damage reduction like DR/Cold Iron with natural attacks, you need at at least a +3 enhancement bonus on your attacks, while a Barbarian who uses manufactured weapons can just pull out a Cold Iron weapon.

    -Some rage powers function only after consuming alcoholic beverages; these should be ignored unless your DM hand-waves the requirement as long as you personally consume the alcoholic beverages yourself. Even then, though your character will gain benefits, your judgement may be impaired because of the OOC effects of alcohol. [--A little confusing; joke? Always drink and game responsibly.]

    Many rage powers have prerequisites that may or may not be useless; consider if your character will ever be high enough level to gain the benefits of the end of the tree.

    Beastial Climber
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    Also, cool guide. I've always avoided barbarians in 3.5 (thanks in part to a cohort who went horribly wrong) but it's nice to know there's still hope in Pathfinder.
    Last edited by Palanan; 2012-02-20 at 12:14 PM.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Thank you for this. And esp thank you for doing this as a post and not a link to a google doc or some other site somewhere I can’t read.
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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Novawurmson View Post
    I was trying to avoid pictures of the Hulk - thought it would be too cliche.
    I would have been content with no Hulk pics.

    But then you threw a Yoda pic of all things in there. We needed a Hulk to balance things out again.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Palanan, thank you for your help editing :D

    I wasn't sure what you meant by the following.

    Quote Originally Posted by Palanan View Post
    First post, under Class Features:

    [INDENT]# Full BAB [remove line return]
    - Best in the game. Makes you hit accurately and frequently.
    Everything else should be changed.

    I've been digging through my books looking for interesting build ideas. I think I've got a few...how optimal they are remains to be seen. I've got the write up for 80% of the rage powers on paper, just need to type them up.
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Sure, glad to help. Most of those were very minor on the scale of things.

    What I meant about the "line return" was to change this entry:

    • Full BAB
      - Best in the game. Makes you hit accurately and frequently.

    to the following:

    • Full BAB - Best in the game. Makes you hit accurately and frequently.

    just to match the standard formatting of the other lines. Wasn't quite sure how else to describe it.



    Also, I'm spoilering the edits, just so future readers can move past them without any trouble.

    And again, cool guide to the PF barbarian. Looking forward to your build ideas. They may find a home in my campaign.
    Last edited by Palanan; 2012-02-20 at 12:13 PM.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Novawurmson View Post
    -Urban Barbarian 19/Scrollmaster Wizard 1

    Is that build actually viable?

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by deuxhero View Post
    Is that build actually viable?
    Have you seen UHF? (YouTube link).

    Barbarian 20 is a viable build in Pathfinder, but one level of Scrollmaster Wizard would do absolutely nothing for the build. It's just there to be silly
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    So... I take it you don't like Superstition?
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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Arbane View Post
    So... I take it you don't like Superstition?
    While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
    So...you have to save if you get Haste, Fly, Invisibility, Heal, Bull's Strength, Enlarge Person, Barkskin or just about any other buff your party would want to cast on you? And you have to pay a rage power for this "privilege," and the rage power increases your chance to resist those spells?

    I'm going to include a "homebrew" section with some suggested fixes to rage powers. Superstition would be a great rage power if it didn't include the above clause.
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Novawurmson View Post
    So...you have to save if you get Haste, Fly, Invisibility, Heal, Bull's Strength, Enlarge Person, Barkskin or just about any other buff your party would want to cast on you? And you have to pay a rage power for this "privilege," and the rage power increases your chance to resist those spells?
    Only if you're raging. Most buff spells are likely to be cast in the first round or two of combat (or even prior), which means that you just need to wait till round two to start raging. After that, no worries.

    And, as you've noticed, the big benefit of Superstition isn't the save bonuses (though those are really handy for preventing charmed barb syndrome), it's the rage powers you get access to. Lots of good stuff there, especially Spell Sunder (Wall of Force? Fly spell on the enemy mage? Prismatic Sphere? HIT IT SO HARD IT GOES AWAY).

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Novawurmson View Post
    Have you seen UHF? (YouTube link).

    Barbarian 20 is a viable build in Pathfinder, but one level of Scrollmaster Wizard would do absolutely nothing for the build. It's just there to be silly
    I know of it, I just was genuinely asking about the build.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    Quote Originally Posted by Novawurmson View Post
    So...you have to save if you get Haste, Fly, Invisibility, Heal, Bull's Strength, Enlarge Person, Barkskin or just about any other buff your party would want to cast on you? And you have to pay a rage power for this "privilege," and the rage power increases your chance to resist those spells?

    I'm going to include a "homebrew" section with some suggested fixes to rage powers. Superstition would be a great rage power if it didn't include the above clause.
    It's not actually that bad. By about 8th level or so, when you can rage-cycle via levels of Horizon Walker, you just get your team-mates to prepare actions to buff you when you drop out of rage, then hit it right back up again when they're done. Simple.
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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    First off, I am glad you are making this guide. I think the PF barbarian is grossly underrated and is an absolute BEAST. I am educating my gaming group more to this fact every night we play.

    There were a few things I disagreed with but two I whole heartily endorse are "come and get me" and "superstitious"

    "Come and Get Me (Ex) - There are better "tanking" powers than this. If you're getting attacked by lots of little critters, remember that you may run out of attacks of opportunity."

    This is the best rage power in the game. I can't believe you rated it red on your scale. It is better than some level 20 class abilities.

    "Come and Get Me (Ex)

    Prerequisite: Barbarian 12

    Benefit: While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack."


    I used to be wary of superstition as well, but it is an amazing power, (especially for human barbs opting for the alternate favored class bonus.) My level 7 barb is getting +5 saves vs all supernatural stuff thrown at him, and he has better saves than anyone in the party coupled with his +3 resistance cloak. They all were butchered at the hands of my last barbarian who was dominated by a giant guppy (aka Aboleth) and I promised them it wouldn't happen again.. (I still blame the cleric for never tossing me a pro-evil) All the casters consistently beat my barbarian on initiative, so first round buffs aren't a problem for me to receive and we use forethought and pre-buff before encounters we can anticipate. Healing isn't an issue since I am an invulnerable rager with a ton of HP and the cleric keeps shield other up on me.

    I fully intend to have "come and get me" at level 12. I already get 3 AoOs with my 14 dex and combat reflexes. By 12 I will likely have a +4 Dex/Str belt and have 2 more AoOs. After 12 I might even invest in the rage power that gives additional AoOs, because "come and get me" is so ridiculously over powered.

    In your scenario where the barbarian is attacked by "a lot of little critters", that is now a lot of dead little critters and the barbarian never even gets touched because his counter-attacks resolve first. That's a lot of carnage the barbarian just dished out, and it wasn't even his turn!

    In another scenario the barbarian with 5 AoOs just dropped the pouncing infernal dire tiger that attacked him (and it wasn't even his turn.)

    In another scenario the dragon just hit the barbarian for an extra 12 more points of damage to his total, but the barbarian was able to return an extra 100 points to the dragon, and once again it wasn't even his turn.

    I honestly can't see any game going past 12 with a barbarian, because this power is a game breaker... if anything make it red because it's just not fair to bring this ability to the gaming table.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    As a Barbarian aficionado, I truly hope you rethink Superstitious.

    I made myself a Barbarian Dwarf with the [Steel Soul] Feat just so he can be the bane of all casters. And you can't have all those awesome anti-magic stuff without it. Sort of like taking [Power Attack] at level 1; just something that feels right for a Barbarian.

    So if you are doing Ground Breaker and are going to have to end your rage before you can do a new one this battle, why not have your buffer/healer throw you some combat support for the brief moment you're lucid.
    Also, isn't turning off Rage a free action? And if it is a free action to turn it off, then let's say:
    The ground begins to shake and suddenly falls under your feet mid-combat vs the BBEG spellcaster and his mooks. Your Wizard prepared Mass Feather Fall for some reason today, but Oh No! You're Raging! Well, just say, "I'm not angry anymore" and take your ally's spell without having to save against it. Sure you're fatigued for a bit (If you didn't go down the Horizon Walker Path or other Anti-Fatigue/Exhaustion Path), but at least you're alive, and that evil spellcaster you were fighting in the last battle sure was scared of you.

    Maybe I can't really change your mind about this, but I at least wanted to throw in my 2 cents about that Rage Power before you label it completely worthless...
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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    @jmelesky/Curious - Very good points. I'll have to go back to go back to the drawing board on Superstition; for low-level Barbarians who can't rage-cycle yet, I still feel that it's a terrible and possibly fatal rage power, but for ones who can through one way or another of immunity to fatigue/exhaustion, it's not that bad.

    As an aside, I also post on the Dreamscarred Press forums where they were talking about a proposed psionic power called Alienation that forced you to save whenever a spell or power was cast on you; it was debated whether that was too powerful for a 4th level power.

    @deuxhero - I just put it up as a joke, but I'm sure there are ways taking a level of Wizard might help a Barbarian build. There actually is a decent reason to get a familiar in as a Pathfinder Barbarian: Familiars share you BAB, and their health is equal to one half yours, meaning a Barbarian's familiar will have about the health of the average Wizard XD

    @Blyte - How much damage are you doing on the average attack?

    Obviously it becomes a lot better if you've got a party member specifically buffing and protecting you, but that is a resource that every Barbarian isn't going to have. Also note that enemies still get the bonus on ranged attacks where you will be unable to take your AoOs against them - or Large or larger creatures (or creatures with reach) - or if you get disabled - or on spells/powers with ranged touch attack rolls. I can agree that it can be a very powerful in the right situations, but there are (over the course of the campaign) going to be many more attack rolls on your character than on any one enemy.

    Still, you're right that it's better in more situations that I made it out to be; can you post your build(s) here? I'd like to run some simulations with a real Barbarian that has seen play.
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    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    I agree that "superstition" and "come and get me" are much higher ranked rage powers.

    One is that "Come and get me" is basically the equivalent of the 3.5 robilar's gambit feat, and with that feat you could practically smack any opponent trying to attack you and kill them without even using your turn . That's a big boon to melee characters, especially the "tanky" ones.

    Second is the "Superstition". Right it hurts them when their allies try to buff them, but its suppose to be a double edge sword in that sense. However, its more of a PRO than a CON, because of the fact of the increasing bonus you have against many Fortitude, Reflex, and Will save spells and ripping apart magic against the "all-powerful casters" . Honestly, its teamwork and the casters would buff you before you raged and while you raged with all the bonus from the chain of the superstitious powers, you will have amazing defensive and offensive abilities against magic (which is a big weakness for mundanes all on their own).
    Last edited by ranger557; 2012-02-23 at 03:42 AM.

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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    I'm with the guy above me.

    Alone, superstious is worthless, but when the chain is taken it's FANTASTIC.

    For one, it could help with wrasslin' builds as Sunder Magic would allow you to sunder that pesky "Freedom-of-movement" thing, or regeneration, and doesn’t allow spell resist. Also, sunder enchantment will play merry hell with any magic items they opposition has, while eat magic give you a reroll on a save and a buff as icing, while witchhunter is an untyped damage bonus (not that high, granted, but still nice.)
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    Default Re: [PF] Anger Management: A Pathfinder Guide to the Barbarian

    I'm used to gold being the best choices, but you have orange as really bad choices, making it really confusing to read.

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