Angry Quaggan (Barbarian Build Advice)


Advice


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Hey everyone,

I am looking for some advice on a specific barbarian character build.
But befor I get to the actual build, a little bit of background:

Some in our group (including me) enjoy a game called Guild Wars 2.
In this game exists a species called Quaggan.

Guild Wars 2 Official Wiki wrote:
Quaggans are a peaceful, amphibious race, generally regarded as kind and gentle creatures—until they're pushed. A quaggan who has been angered or is in pain will become a destructive, instinctive creature and transform to expose teeth and claws normally hidden by their rounded, benign exterior.

This is how a quaggan looks.

This is how he looks when angry.

With this in mind I came up with the idea of making character that tries to grasp that flavor.
I was initially considering barbarian or bloodrager, but i think barbarian would fit better overall. I'm not looking for a fully optimized build, but rather something that fits the theme and is fun to play, while still beeing viable.

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So, after this introduction, let's get to the build!

Race: Locathah (closest race I found for a quaggan)
Ability Scores: +2 Dexterity, +2 Wisdom, –2 Intelligence
Locathahs are agile and intuitive, but they are more interested in travel and experiences than in academia.
Size: Medium: Locathahs are Medium creatures and have no bonuses or penalties due to their size.
Type: Aquatic: Locathahs are humanoids with the aquatic subtype.
Amphibious: Locathahs have the aquatic subtype but can breathe both water and air.
Languages: Locathahs begin play speaking Aquan and Common.
Low-Light Vision: Locathahs live in areas where sunlight illuminates the water, and they have low-light vision.
Slow Speed: Locathahs have a base speed of 10 feet.
Fast Swimmer (5 RP): Locathahs have a swim speed of 60 feet.
Natural Armor: Locathahs have thick scales that provide a +2 natural armor bonus.
Alternate Racial Trait
Strong Limbs: Some locathahs have powerful legs that are very useful on land but limit their mobility underwater. These locathahs have a base land speed of 20 feet and a swim speed of 40 feet. This racial trait modifies fast swimmer and slow speed.

Stats (15 Point-Buy, including racial modifiers)
Strenght 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 5 (-3)
Wisdom 14 (+2)
Charisma 10 (+0)

Weapon
As for his weapon I thought of a mattock or pickaxe (both 2h-martial weapons), reflavored as an anchor (which hit him on the head in his early years, explaining his low intelligence), though I am open to other suggestions that could work as a flavored anchor.

Feats
For feats I thought of things like Power Attack, Cleave-Tree, Thoughness, Improved Natural Armor (with GM-approval, as it's a monster feat) and maybe Cornugon Smash.

Rage Powers
For rage powers I thought of Animal Fury, Atavism Totem or Beast Totem which would fit well with the earlier described theme of a angry quaggan. I know the natural weapons would conflict with focus on the anchor as a 2h-weapon, but as I said earlier it doens't have to be fully optimized. I think I don't whant something that would completley shapeshift, but everything that would fit with exposing teeth or getting scalier (improved AC?) and tougher, aswell as hitting harder because of being angry.

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So, what I'd like to hear from you guys, are primarily some advice for feats and rage powers (eventuelly even an archetype) to further underline the theme while beeing viable on a gameplay aspect.
There isn't a fix campaign setting right now, so this is more of an theorycraft thing.

Preferably only official content, for stuff from more exotic sources like specific adventure paths (or if you think you have a perfect fitting 3rd Party source) I would appreciate, if you'd give the source along with it.

I hope this isn't to confusing and I look forward to your suggestions :)


Hmm... 15 PB on a race with no boosts to what you actually have use of is a bit limiting. And I strongly dissuade Int-dumping. That -3 mod will demolish your skill ranks.

How about this:
The anchor he found in his early years was actually a slightly smaller ceremonial relic filled with prayers to Gozreh wishing for a safe journey. Functionally it is a grappling hook so that you can make use out of the Hook Fighter feat, swinging an anchor from its chain while in a fury.

We'll make use of the Spring Rage rage power to negate Old Age penalties when you enter rage. Combined with Invulnerable Rager you'll do a complete physical transformation from what looked like a meek creature into a ferocious zerker with rough hide and swollen muscles.

I'm also envisioning him finding the anchor as a catalyst for eventually worshiping Gozreh. Seems like a fitting choice for an amphibious race and opens up the Reliquarian archetype for some extra goodies as a dip.

lv 5 Anchorman:
Invulnerable Rager Unchained Barb 4 / Reliquarian Occultist 1
1 Extra Rage
2 Spring Rage
3 Power Attack
4 +1 Rage Power
5 Hook Fighter, Transmutation Implement, Growth Subdomain

PB (15), Old Age -> When Raging
Str 13 ->16
Dex 13 ->16
Con 11 ->14
Int 10
Wis 16
Cha 9
4th ABI is in Str

===

Magic Items:
Cracked Opalescent White Pyramid Ioun Stone: Whip (1500)
Animal Mask* (2700)
+1 weapon (2300)

*Animal Mask saves you a rage power, otherwise you'd have to take Animal Fury.

***


Just had to stop in to say I love GW2, and quaggan are great. :)


generally your best bet is to start without any ability score bonus negatives, so aim for 10 as a minimum. I'd agree with Wonderstell that Cha has the least impact, especially as you're not a Cha based spontaneous caster, so 8-9 is the same. Generally you can't go below 6 without raising eyebrows and a GM review.
Some builds require a Int 13 for Combat Expertise. With Int -2 those are out for your race.

I'd try Martial array [14,16,14,10,10,10] or [16,14,14,10,10,8] or [15,14,12,10,14,10] with race modifiers figured in at First level. Divine caster array [13,15,12,10,16,10] or [11,14,12,10,18,8]. At 4th bump up an odd number or start pumping your primary ability score.

PF1 Class Build Guides at ZG

PPC:Blood of the Sea

Barbarian N/ other M (see above)
Barbarian N/ Cleric 1(Wis at 14)
Fighter N
Slayer N
Bloodrager N
Cleric N / Fighter 1


Thanks so far.

The Thing is, I don't see him really intelligent (quaggan in the game always a little dorky, talking slow and drawn out), so I think it should be at least a -1 Int-Mod (after racial modifiers).

I'd like to build around starting with 10 or 8, to go with a -1 or -2 to Int after racial modifiers.

Since Locathah have nothing going for them in regard to FCB for barbarians, I could gain some skill ranks from there (unless I roll really bad hp).

I forgot to mention, that we play with a houserule regarding the ASI. We usually increase one score by 2 (or two scores by 1), which offsets the 15 point buy a little.

The Hook Fighter sounds interesting and could fit the theme very well.
I'd really like some advice for a 2-handed build as well.

Giving him some kind of divine influence could be interesting as well, as quaggen worship a water goddess, so gozreh would fit thematically as well. To be honest I haven't took a look into occultist at all, so I might check that out.


Toshy wrote:

The Hook Fighter sounds interesting and could fit the theme very well.

I'd really like some advice for a 2-handed build as well.

As we've bought proficiency with whips (the ioun stone), Hook Fighter allows you to use the chain-n-anchor as a 2-handed weapon with 15 ft reach. This is comparable to a whip in how you don't threaten but your natural attack will solve that issue. Unlike a whip however, the anchor doesn't provoke and deals a lot more damage as you'll add 1.5x Str and PA. When you enlarge this is the optimal weapon for a Whirlwind build, but that takes way too many feats. It will also work well with Cleave/Cleaving Finish.

Otherwise I'd go with the Mattock. Fragile disappears when you make it MWK so that's not an issue.

Toshy wrote:
Giving him some kind of divine influence could be interesting as well, as quaggen worship a water goddess, so gozreh would fit thematically as well. To be honest I haven't took a look into occultist at all, so I might check that out.

Occultist is primarily an Int-based class but Reliquarian allows you to use Wisdom for the Mental Focus class feature and gives you a Domain. A dip here would provide you with the Transmutation Implement so that you get a +2 Enhancement bonus to Str and the ability to slap Bane on your anchor at the start of combat for extra damage. (Or on the ally archer so that they can shred.)

It's a solid dip choice, especially at lower levels, and the idea of using an anchor inscribed with religious imagery spoke to me.


Alright I got some inspiration for where to take the rest of the build.

Anchorman lv 7:
Invulnerable Rager Unchained Barb 6 / Reliquarian Occultist 1

Barb 1-4
1 Extra Rage
2 Spring Rage
3 Power Attack
4 Lesser Cult Totem

Occultist 1
5 Hook Fighter, Transmutation Implement, Growth Subdomain

Barb 5-6
6 -
7 Combat Reflexes, Cult Totem

***

The Cult Totem is a weird set since none of the three stages have anything to do with the other. But the Cult Totem is actually very good for a Hook Fighter as it allows you to make AoOs within your entire (enlarged) 30 ft reach when enemies hurt allies with melee attacks. Normally they'd need to be within your threatened area but Cult Totem explicitly says "reach".

So you end up with a large behemoth that swings an anchor around the battlefield, punishing anyone who dares to attack their allies. Your immense reach also makes pounce superfluous as you should have no issue full-attacking.

Anchorman lv 8-11:
Barb 7-10
8 -
9 Unexpected Strike, Extra Rage Power: Accurate Stance
10 -
11 Greater Cult Totem, +1 Feat

At lv 9 you get Unexpected Strike which you can trigger with the threatened area that your natural attack (from Animal Mask) grants you. With that and Cult Totem you should be getting a steady stream of AoOs. This is also a good time to choose a Stance as the bonus will reach +3 by now.

Then you finish up the Cult Totem path with the Greater version at lv 11, allowing you to overcome death by HP damage if you heal up before the end of your next turn. Which can be done with a First Aid check if you have a Specialized Healer's Satchel, or a friendly spellcaster.

***

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