Barbarians are generally beatsticks, and rightfully so. They’re the meatheads of most parties, with Rage amplifying their already considerable strength and constitution. General Barbarian tactics boil down to “Grab lethal object with both hands, swing, and repeat”. Here’s a little sample of what your general 15 point buy Barbarian looks like at level 1.
Level 1. We’re a Barabarian, we want strength and constitution. Fuck dex, we have armor, D12 hit dice, and DR for that. We’re likely human, because a floating +2 to any stat, a bonus feat, and a bonus skill rank every level is delicious. Our +2 goes into strength, because cracking skulls is what we do. Our starting stat array looks a little something like this.
Strength: 18 Dexterity: 13 Constitution: 16
Intelligence: 7 Wisdom: 10 Charisma: 7
Intelligence and charisma have nothing to do with bashing in berks who rub us the wrong way, we dump them. If anyone implies you’re rude, inform them you have smashingly good manners, and beat them soundly. Even if we want to build for intimidation (based on charisma) we alter that to strength later with a feat.
We get two feats, because we’re human. We take Power Attack (our bread and butter) and Weapon Focus (whatever weapon you like). Or you can grab bonus traits, there’s some nice ones for skills or save bonuses.
If permitted, we grab traits. Reactive (+2 to our initiative) is a staple. We also grab Indomitable Faith (+1 will save). We don’t want to be dominated and told to eat our friends. If you don’t worship a deity, tell your DM your faith is in your ability to smash.
We get 5 skill ranks (4 base, one from human, and you know damn well your favored class bonus is either going into bonus health or the Superstition rage power, for this sample, we’re assuming health). We stick our skill ranks into Acrobatics (for combat mobility) and Perception (important on every character). The other three are up to personal taste, so I’ll do Swim, Climb and Ride.
We start with an average of 105 GP. We grab a barbarian kit (9 GP), hide armor (15 GP) and if our DM is nice and lets us buy gear from the Eastern setting, a nodachi (60 GP). If your DM tells you to stop being animu, buy a falchion instead (75 GP). From there purchase rope, 10 foot poles, caltrops, whistles, centipedes, or any other miscellaneous doodads your heart desires. Your three necessities (kit, armor, weapon) will run you 84 GP (Nodachi) or 99 GP (Falchion).
Your little level 1 murderhobo is now ready to go. Remember that your alignment can be anything non-lawful, so basically just do whatever. Neutral is safest from alignment magic though.
At level 1, you’re sitting on 10 rounds (1 minute) of Rage per day. Remember that you’re fatigued when you stop, and you can’t rage while fatigued, so don’t get caught moping around in the aftermath of your carnage.
Your standard solution to problems (smash) will look like this.
Rage Nodachi + 8 (1d10 + 9)
PowerAttack Nodachi + 5 (1d10 + 9)
Rage PowerAttack Nodachi + 7 (1d10 + 12)
Yes. You hit like a very angry truck falling onto your poor foe from a mountain. Feels good man.
You have an AC of 15, but your health is 15 (prior to raging, and assuming your FCB went into the superstition bonus). When you rage your health will jump to 17, but your AC will drop to 13. This is because you’re level 1, and poor. Your AC will improve when you can afford medium armor. Or when you murder someone for theirs, whichever comes first.
Your saves are at Fortitude: 5 Reflex: 1 Will: 1. When you rage, Will becomes 3. Don’t get greased, color sprayed, dominated, etc.
This sample will be continued through levels 4, 7, 10 and 12 (the PFS level cap) in further posts.