Suggestions for Barbarian prestige class (3.5e edition) ?

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I'm working on a Barbarian and I picked the race Quissian from the Mythic Races book (for the +2 AC thing).

Right now we are level 5, and I was considering going for the Prestige class called "Dragon Warrior" in the "Path of the Sword" book for 3.5e.

My question though is, are there some other good options to go for ?

Reason I was aiming for the Dragon Warrior was 1) because of the breath attack which looks really nice, and 2) because it would allow my barbarian to use full plate armor (high AC combined with lots of HP and powerful attacks would be nice :D

But are there some other prestige classes I should look into?

I haven't really played D&D all that much, and last time I played I was going for a Rogue. But after we had a long break from playing, we decided to start all over again from level 1.

As I said, we are level 5 now (technically though, because of my race choice, I'm just level 4, but hey).

Hoping someone who has played barbarian before could give me some pointers or options as to what other Prestige classes there are out there ?

Aiming at being a damage dealer, and frontline fighter.

We are 5 players, 1 cleric, 1 sorc, 1 druid, 1 fighter and me as barbarian.

Thanks!
Noone?
Can't really help you I'm afraid. I've only ever heard of those books, not read them, so have no idea what basis you're starting from.

Are you talking about very much 3rd party rulebooks? They were by Legends and Lairs if I remember correctly, I thought that they were for 3.0 ed. not 3.5.
Too many third party sources without enough details. I don't know a thing about the stats involved of the Quissian nor the Dragon Warrior. How can we help with suggestions when we're flying blind? The help you get out of a request depends on how much you put in to the request.

The usual approach for barbarians is a strong two-handed weapon, Power Attack, the Lion Totem Barbarian substitution level in Complete Champion, and working towards things like Shock Trooper (Complete Warrior) or Leap Attack (Complete Adventurer), along with anything to enhance your options when you can't charge. Extra Rage is never a bad thing, and races that are immune to fatigue are amazing (if you qualify, anyone can be immune to fatigue for a single level in Horizon Walker, but the costs to get in aren't worth the benefits of that class in general). The actual prestige classes present vary depending on taste; Barbarian 20 isn't actually all that bad as far as pure warriors go (normally I recommend Tome of Battle over stock melee, but the barbarian alone can keep up with that without too much of a concern.)

For more information, and far more nonstandard approaches, I'd suggest the Barbarian Handbook.

(PS: You can already use full plate without penalty, and the stock NPC barbarian is assumed to have it past around level 10 or so. Make it out of Mithral and it's treated as Medium armor. Doesn't even interfere with your fast movement or anything.) 

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5e Eberron homebrew rules | Discussion: 5e Artificer

For barbarians there are 3 generic viable ways to go.



  1. Barbarian 20- carry a big weapon. Hit stuff

  2. Bear warrior- Turn into a bear and hit stuff

  3. frenzied berserker- Derail your thread with debates on if your party can stop you from carrying a bigger weapon and hitting them.

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For barbarians there are 3 generic viable ways to go.



  1. Barbarian 20- carry a big weapon. Hit stuff

  2. Bear warrior- Turn into a bear and hit stuff

  3. frenzied berserker- Derail your thread with debates on if your party can stop you from carrying a bigger weapon and hitting them.




I'd second frenzied berserker; always a fun, wild class to play with ;)
I 3rd frenzied beserker! such a fun class to play!  all the enemies are killed and ur still in frenzy mode....and your allies start freaking out and hit the deck and dive for cover  sooooo funny to watch and RP!
Another option would be to take enough levels in Wizard or Sorceror to play a Rage Mage.  Out of Complete Mage, IIRC.
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
The rage mage in Complete Warrior is pretty terrible. The class description is unclear as to the details of how its main abilities work, some of the available options are too powerful (quickened true strike 1/rage combined with power attack and its usual tricks), and if you steer clear of that cheese you're pretty underpowered, while the very idea of casting complex or subtle spells (summon monster, anyone?) in the middle of a mad frothing rage is just silly. It really needs some work to be a well-made and enjoyable prestige class.

For what it's worth, here's a rage mage home brew that I have enjoyed playing:
Rage Mage
Most practitioners of the arcane arts study intensely or practice daily from the very early age at which their talent for the arcane becomes apparent. Many times, though, sorcerous power springs forth later in life, brought to the surface of the mind and soul by times of great peril and stress. A rage mage calls forth this wellspring of emotion-driven power in just such situations, as he has already been familiar with applying his passions to violence for many years. Just as his all-consuming rage is the source of great physical power, it is also the source of fearsome arcane might.

ALIGNMENT: Any chaotic, with a tendency toward Chaotic Neutral
HIT DIE: d8

PREREQUISITES:
+5 BAB
Rage 2/day
Able to spontaneously cast arcane spells (OR) able to use at least 3 arcane spell-like abilities per day
Concentration 9 ranks (OR) Magical Aptitude feat

CLASS SKILLS:
The rage mage's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

SKILL POINTS AT EACH LEVEL: 4 + Int modifier.

IMAGE(http://img15.imageshack.us/img15/8513/ragemagechart.png)

WEAPON AND ARMOR PROFICIENCY:
A rage mage gains no proficiency with any weapons, armor, or shields. See below for the details of armor's impact on his spellcasting should he choose to wear it.

SPELLS:
Rage mage spells are cast spontaneously as with a sorcerer, but the rage mage uses his Constitution in place of Charisma to determine his casting ability and the Difficulty Class of his spell's saves. The rage mage applies metamagic to his spells in the manner of a sorcerer, including increased casting time. Exclusively for the purposes of determining spell effects, spell durations, and overcoming spell resistance a rage mage may treat his caster level as equal to his base attack bonus.

A rage mage draws his spells known from the war mage spell list (see Complete Arcane), but he may ignore the material component requirements of the spells he casts. If a rage mage's spell has verbal components he may replace them with a shout, war cry, or similar loud exclamation. A rage mage may ignore arcane spell failure chances for light armor when casting rage mage spells with somatic components, although he must still complete his spells' somatic gestures. He draws attacks of opportunity as normal when he is casting in melee combat, but he may use the concentration skill to cast defensively even while raging. Otherwise he must obey the normal skill restrictions that apply in a rage.

A rage mage must be raging to cast his spells, and he still may not cast spells gained from another spellcasting class while he is raging. All spells cast by a rage mage during his rage that have a duration which extends beyond the rage are immediately dismissed when the rage ends, unless those spells' effects are not usually dismissable.

BLOOD CASTING:
Once per day a rage mage may cast any of the rage mage spells he knows as a swift action directly after successfully damaging an opponent with a melee attack. He must already be raging and have a swift action available at the time to do so, and casting the spell expends the appropriate spell slot. A spell requiring a touch attack may be delivered by blood casting just like actually making the touch attack. The rage mage may use blood casting twice per day starting at 4th level and three times per day at 7th level.

BLOOD CASTING FRENZY:
Once per day starting at 10th level a rage mage may enter a blood casting frenzy. Doing so is a free action, and the rage mage must already be raging. Every time he successfully damages an opponent with a melee attack while in a blood casting frenzy he may immediately cast a single spell he knows as a free action, expending the appropriate spell slot as he does so. The only valid targets for each of these spells are the rage mage himself and the target he just damaged. Spells with areas of effect must obey this targeting restriction, but their areas of effect may allow them to affect multiple creatures.

The blood casting frenzy lasts until the beginning of the rage mage's next turn. At 14th level it lasts 2 rounds instead of 1, from the turn on which the rage mage begins his frenzy through his next turn until the beginning of his turn after that. During its duration the benefits of the frenzy may be applied to all of the rage mage's attacks and any attacks of opportunity he makes.
Since the Blood casting frenzy ability says "any melee attack" all I can think of is "Spam Shocking Grasp!"  Cool
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
Another option would be to take enough levels in Wizard or Sorceror to play a Rage Mage.  Out of Complete Mage, IIRC.

It's already been stated but Rage Mage (Complete Warrior) SUCKS.  I think giving it a full BAB and bigger HD could make it playable (I'm not touching its spellcasting.) but as written it just gives up too much.

Now if you can swing a level or two in either Wizard or Sorcerer, pick up Combat Casting, and do a couple other things I really like getting levels in Abjurant Champion from Complete Mage.  If I'm looking at a Barbarian5/Sorcerer1* to take into AbC I can have 6th-level casting and a +10 BAB at 11th level.  A reason AbC works nicely with Barbarian is that with AbC 5 (the max level in it) you can cast a quickened, extended Shield spell from a 1st-level slot that provides a +9 shield bonus to AC while still leaving your hands free to wield those two-handed weapons barbarians are known to wield.  While 6th-level spellcasting isn't much it does give you 3rd-level spells which should get you into any class requiring spellcasting.

Although it also requires a dip into a spontaneous arcane spellcasting class I kind of like Dragon Disciple for a Barbarian.  My prefered dip is Duskblade (PHB2) but BattleSorcerer (UA/SRD), Sorcerer, and even Bard can work.  The class increases your STR which is needed to compensate for the lost BAB but that STR also increases your melee damage.  You'll gain a bite attack for one more attack on your full attacks.  The DD increases your Natural Armor rating and also provides boost to other stats which can help the warrior type.  Although I wouldn't play it due to the buildup one could get a Barbarian4/Sorcerer1*/DD10/AbC5 with twenty levels.

*When talking about AbC "Sorcerer1" could instead be any arcane spellcasting class with access to an abjuration spell.  When talking about DD that "Sorcerer1" is instead any spontaneous arcane spellcasting class.
 

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