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| #1abwinningh42Oct 06, 2011 14:44:12 | Hey, gang. Looking at putting a charging barb together for an upcoming campaign. We're starting off at ECL 1, but I'm planning ahead. Thanks in advance for all the help! (: Basics Orc Barbarian 1 Ability Score Modifier Str 18 +4 Dex 16 +3 Con 17 +3 Int 11 ---- Wis 13 +1 Cha 7 -2 Class Features Pounce (Spirit Lion Totem, CC/ -Fast Movement) Whirling Frenzy (UA) 1/day Class skills Skill points: 16 Climb, Craft, Handle Animal, Intimidate**, Jump, Listen, Survival, Swim, Tumble (Cityscape/ -Ride) Equipment Orc Hammer (Homebrew/equivalent: greataxe) Spear Sickle Studded Leather Some Notes:
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| #2Maat_MonsOct 06, 2011 17:53:08 | If you ever want to play an orc without that houserule, sundark goggles (Races of the Dragon) negate light sensitivity for 10 gp. They're basically sunglasses. I'd take extra rage. At 1st level, you may be killing things in one hit just from base weapon damage and strength anyway. Waiting until 3rd level for power attack isn't a big deal. If your DM allows it, water orc (UA p18) gives you an extra +2 con in exchange for -2 to saves against fire effects. Wild (Dragon 306 p65) is a +0 LA template that gives +2 str, -2 int, -2 cha. Arctic (Dragon 306 p61) is a +0 LA template that gives +2 con, -2 cha. |
| #3aelryinthOct 06, 2011 23:30:38 | Extra Rage will probably be more useful. If you want a charge based build, you need to look at the classic Ubercharger format. You've already done part 1 by getting Pounce. Now, you want Improved Bull Rush, Shock Trooper, Power Attack, and Leap Attack. Best way to get those is 4 fighter levels, so you may want to pick up Weapon Focus/Spec, too. Top out at level 6 fighter, and then either go Barbarian for the rest; continue on with Fighter levels as a Dungeon Crasher or a Lockdown specialist; or prestige out. Really, tho, once you can leap attack, pounce, and power attack with no penalty to hit, you're going to be one shotting a lot of opponents. Frenzied Berserker makes this really sick, but there's play-with-other problems with that PrC. ==Aelryinth |
| #4Slagger_the_ChuulOct 07, 2011 8:20:25 | Top out at level 6 fighter, and then either go Barbarian for the rest; continue on with Fighter levels as a Dungeon Crasher or a Lockdown specialist; or prestige out. This particular decision deserves your immediate attention. If you're aiming for a prestige class, you want to start picking the skills and feats that serve as its prerequisites. |
| #5abwinningh42Oct 07, 2011 15:59:18 | If you ever want to play an orc without that houserule, sundark goggles (Races of the Dragon) negate light sensitivity for 10 gp. They're basically sunglasses. Those are awesome! Thank you. I'd take extra rage. At 1st level, you may be killing things in one hit just from base weapon damage and strength anyway. Waiting until 3rd level for power attack isn't a big deal. Extra Rage will probably be more useful. I was thinking along those same lines. (: If your DM allows it, water orc (UA p18) gives you an extra +2 con in exchange for -2 to saves against fire effects. Wild (Dragon 306 p65) is a +0 LA template that gives +2 str, -2 int, -2 cha. Arctic (Dragon 306 p61) is a +0 LA template that gives +2 con, -2 cha. Unfortunately, my DM says no to Water Orcs and both templates. If you want a charge based build, you need to look at the classic Ubercharger format. You've already done part 1 by getting Pounce.Now, you want Improved Bull Rush, Shock Trooper, Power Attack, and Leap Attack. Best way to get those is 4 fighter levels, so you may want to pick up Weapon Focus/Spec, too. Any link to said format? I was looking at some of those feats. Isthere any reason to take Imp. Bull Rush other than Shock Trooper? This particular decision deserves your immediate attention. If you're aiming for a prestige class, you want to start picking the skills and feats that serve as its prerequisites. Chances are, I won't PrC out. I'll most likely stick to Ftr/Barb. Thanks, guys (: |
| #6Tempest_StormwindOct 07, 2011 17:27:09 | Any link to said format? I was looking at some of those feats. Isthere any reason to take Imp. Bull Rush other than Shock Trooper? That is the format, really - The basic idea is to take Power Attack and anything that multiplies it, which usually only kicks on a charge. Example multipliers include using a two-handed weapon, the Leap Attack feat, and Valorous weapons. Since so many of the multipliers kick in on a charge, adding Pounce to the mix is amazing (effectively adding a universally-stacking multiplier in the form of extra attacks), and Shock Trooper can make sure those attacks hit. There are enough charge resources here that a quick Google can get you all you ever needed to know, but realistically these are the kernel elements to it, and you pretty much can't go wrong with them as long as you know where to aim and how to time your charges. (Picking up the Dimension Hop psionic power or a high-level Shadow Hand teleport can be amazing, though - swift-action movement is always a good sign, and you can use it to make sure you're always in a position to charge and never in a vulnerable spot afterwards.) Improved Bull Rush is the prerequisite to Shock Trooper. It's also surprisingly useful at lower levels, since it does not require an attack roll (it automatically "hits" when you enter their square), and with IBR you not only remove the AoO for approaching, but get a fat +4 on a Strength check (i.e. your raw strength vs theirs, as if you had an incredible +8 Strength boost!). Yes, the strong 1st level barroom bouncer can easily shove the 20th-level Mialee out the door using this trick. (It ceases to be relevant later on unless there's lava, pitfalls, and similar around, unless you take steps to make it awesome. Dungeon Crasher Figher is the usual way to do this, but if you take this route it will cost you two feats and require six fighter levels. Large races or those with Powerful Build usually find Knockback to be another good investment for bullrushing, since it turns all of your Power Attacks into bull rushes on their own and gives you a scaling bonus on the strength check (which they already make at +4 for being Large).) If you want an example of all of them working together, here's a sample build I put together a while ago. I don't like the power selections I made with it but the basic premise is fine - it combines AoO tanking (tactical defense and lockdown, although this is more of a side-benefit than a dedicated specialty) with ubercharging (damage output) and position control (read: tying up enemy actions and drawing enemy attention to himself) in a way where each element improves the other two, and the build remains powerful at every level. (Side note: It was an attempt to resurrect a team-play build my buddy RadicalTaoist and I worked on a few years back, using newer material. Since that was long before the Tome of Battle came out, the build does NOT use Tome material until the very high levels, where I really didn't have a reason not to. See below for more on that book.) Chances are, I won't PrC out. I'll most likely stick to Ftr/Barb. You're welcome. Btw, I would also strongly consider looking into the Tome of Battle. If you have Extra Rage, you can rage three times a day, which is more than enough for most of your career so long as you know when to hold it in reserve. (If you can fit it in twice, or reach Barbarian 4, you'll be able to rage every encounter without a problem); more Barbarian levels will not be as useful to you at this point as they would be otherwise be. Likewise, unless you're doing Dungeon Crasher, Fighter generally loses its oomph after just two levels if you're aiming for damage output. (Fighter really shines in plugging together advanced feat chains to make use of fancy tactical maneuvers, but that's the other aspect of D&D melee, not damage.) The advantage to using the Tome isn't that it boosts your damage, per se (in fact, I showed a while back that a pure Barbarian out-damages a warblade spamming his best maneuvers at just about every level except, I think, 3, 5, and somewhere around 15), it's that it gives you options and mobility. The warblade (a class which is thematically similar to the "fighter" or "samurai" in fluff, but structurally is closest to the barbarian) has some amazing synergy with pouncers. Not only is it an uncanny dodge class, it grants access to Tiger Claw maneuvers (many of which synergize with high Jump scores, feral attacks, and massive spike damage) and Diamond Mind maneuvers (which provide incredible defenses on your saving throws and phenominal, almost instinctive speed and reaction time). You even pick up Iron Heart along the way, which is basically designed to be the brawler fighter (its maneuvers are based around dealing and recieving punishment, and many mimic typical fighter feats like Whirlwind Attack). The great way they multiclass means that even as a base class, they feel more like a prestige class if you wait several levels to join the fun. (And don't worry about the Intelligence synergy - it's icing, not a necessary part of the class at all.) I think a Tiger Claw focused warblade (although perhaps not exclusively focused on Tiger Claw) would be a natural extension of this once you get the basic ubercharging out of the way (which you can speed up by taking a few Fighter levels). Once you have an even number of class levels and you think you like how you look mechanically, consider taking levels in warblade. The possibilities are pretty broad, and the more dynamic play is often its own reward. Here's the rundown on that discipline, by the way. See if you'd agree with my assessment: Show The Tiger Claw school is characterized by its 'feral' character. In mechanical terms this translates into a focus on damaging strikes and boosts, often centred around large numbers of attacks or the use of the jump skill. If you invest in increasing your jump skill then its worth making a heavy investment in this discipline, otherwise it is more likely something to be dipped into selectively. Jump Check Optimization:
Tempest's note: This doesn't list one serious drawback with Tiger Claw: unlike the other disciplines, it has very few 0-prerequisite maneuvers, meaning that if you decide to study it, there are only a few ways to get in. If you're level 4 or higher before taking your first Warblade level, though, you have access to Rabid Wolf Strike or Claw at the Moon, both of which deal respectable damage for their level and can get you into the stronger maneuvers without any trouble. You can't use them on a charge, but in situations where you can't charge, it really helps to have a backup. |
| #7abwinningh42Oct 07, 2011 18:26:37 | I've never looked at ToB very closely. That amazes me, though. It's a lot to take in. Any chance I could get a level 10 or so build of what you guys think would be optimal? I'll post more later, just reading a butt ton. |
| #8Tempest_StormwindOct 07, 2011 19:37:09 | I've never looked at ToB very closely. That amazes me, though. Here's a quick idea. It may not be optimal but it's a thought. Orc (presumably). Your ability loadout, but consider swapping Wisdom and Intelligence. (Optional; honestly despite the Int-based abilities, the warblade is fine with low Intelligence.) Barbarian 2 / Fighter 4 / Warblade 4 1-Barbarian. [Rage / Whirling Frenzy, Pounce] [Extra Rage] 2-Barbarian [Uncanny Dodge] 3-Fighter [Power Attack, Improved Bull Rush] 4-Fighter [Headlong Rush*] 5-Fighter 6-Fighter [Leap Attack, Shock Trooper] 7-Warblade [Battle Clarity, Weapon Aptitude] [Rabid Wolf Strike, Wall of Blades, Sudden Leap] [Leading the Charge] 8-Warblade [Improved Uncanny Dodge] [Iron Heart Surge] 9-Warblade [Battle Ardor] [Martial Study (White Raven Tactics)**] [Battle Leader's Charge] 10-Warblade [Absolute Steel***] [SWAP****] Notes: Show [* ] You haven't said if you're in Faerun; if you are and have access to Races of Faerun this should certainly be your choice. If you don't have this book, it should be the Dungeon Crasher alternative class feature in Dungeonscape. If that isn't available, go with Combat Reflexes. [**] I explain my choice of this maneuver below, and suggest alternatives if you don't like it. If you don't want the maneuver, take Adaptive Style instead. [***] Absolute Steel is the optimal choice at this level; see below for details. If you don't want to take this route, the best alternate stance is probably Hunter's Sense. Blood in the Water is amazing, but you don't have the right weapon choice to make ideal use of it. [****] If you like your current maneuver loadout, keep it. If you find you don't like one of your maneuvers all that much, drop it for Fountain of Blood, Death from Above, Lightning Recovery, or anything listed under Martial Study (above). You're going to need a few more Tiger Claw maneuvers soon to learn the better higher-level ones, so the swap is more for that purpose. Note that you CAN swap out the maneuver you learned through Martial Study. |
| #9KruskOct 08, 2011 8:41:14 | I shy away from TOB for [various reasons that aren't relavent right now] but here is a pretty solid charger build. One question, how open to multiclassing are you? Melee guys get the most out of it, and really ought to do it pretty often. (I IIRC'ed the prereqs on feats. Away from books at the moment.) |
| #10Tempest_StormwindOct 08, 2011 15:16:10 | I shy away from TOB for [various reasons that aren't relavent right now] but here is a pretty solid charger build. Indeed, that works quite nicely and has the benefit of simplicity. (My suggestion requires Core, Complete Warrior, Complete Adventurer, Tome of Battle, and either Races of Faerun or Dungeonscape, so the same number of books, but it feels more complex when presented as a build. ToB classes tend to build rather complex but play rather simply, I find.) The feat you're looking for at 6 or 9 is almost certainly Imperious Command, which changes your Intimidate skill to cause targets to cower for 1 round before being shaken for a second round. Cowering costs them actions, and shaken allows you to demoralize again (stacking fear effects is very deadly). Combine with Fearsome armor (demoralize as a move action; works best with a ToB strike and/or Fountain of Blood, but not essential) and the Never Outnumbered skill trick (demoralize all nearby foes, combines very nicely with Intimidating Rage) and you'll be a force of fear on the battlefield. One thing you will note that Tempest and I both did for our "barbarian" builds was not use many levels of barbarian. Some people say the class is as many as 3 or 4 levels long, but personally I top it out at 1 thanks to extra rage. Point being, don't take too many levels. (It isn't "bad" but there isn't really anything stand out) Reiterating this. Barbarian 20 is a fine, but not outstanding, choice. You'll be able to keep up just fine, and your damage output will be top notch, but you'll basically be doing the same thing all the time. I personally would find the monotony boring, even if I'm rolling massive damage, but as Tsuyoshikentsu said in the Tao of Optimization: 2. A Barbarian must Be satisfied. He seems boring to others, But he has his great secret. That is, He can keep up with ToB classes In raw damage. Though he is Often a dip class, "I attack again" has its merits! If you're fine just saying "I attack again", then there's nothing wrong with more Barbarian. However, it just works so well as a scaffold to greater things in other classes - especially once Complete Cheeseball gave them Pounce at level 1. (Seriously, they're a better dip class now than 3e paladin was, and that was so strong they split its class features in half for 3.5!) |
| #11KruskOct 09, 2011 9:31:41 | Those intimidation feats are great, I just didn't want to force the OP to adopt another schtick. That is a very good route to go though. I hadn't considered desert, but you are right. Now being fatigued is pretty handy. I thought about sending you (op) to berserker, but the class usually ends up destroying the campaign if you are a newer player. (Newer in the sense of less experienced with optimization, not playtime). It is basically the "Barbairan +" class though. Also, Race suggestion. Water Orc. Its from unearthed arcana, and its basically a better orc. Also, you can swing it as a pirate orc or something. Not that out there. www.d20srd.org/srd/variant/races/element...
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