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So I'm building a new 5th level character and I'm going all in for STR built natural attacks character.

Race: Half-Orc (Toothy) Urban Barbarian (2lvl) / Shapeshifting Ranger (3lvl)
I rolled 18 in STR + 2 + 1. Totalling 21 in STR at level 5.

If my GM allows me to pick Bloodrage Powers, I'll go for:

Feats / Rage powers

  • Power Attack
  • Lesser Abyssal Blood (2x claws 1d6, Primary attack)
  • Extra Rage Power, Lesser Fiend Totem (Gore attack 1d8, Primary attack)
  • Abyssal Blood (grow one size category larger)

I also will have an Amulet of Mighty Fists (Flaming +1d6)

So the scenario is that I'm raging and shapeshifting (+8 in STR) giving me a +12 to hit.
If all my attacks hits, I'm looking at:

3d6(2 claws, rend)
+ 1d4(bite)
+ 1d8 (gore)
+ 4d6(flame)
+ 36 (4 x str) + 18 (4 x pow att)

Totalling 63-108

and if I use Abyssal Blood and grow one size larger, I get

3d8(2 claws, rend)
+ 1d6(bite)
+ 2d6 (gore)
+ 4d6(flame)
+ 40 (4 x str) + 20 (4 x pow att)

Totalling 70-126

Now if I get Amplified Rage feat, I'll get another +4 in STR....

Is this possible? That's an insane amount of damage for a 5th level character.

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  • \$\begingroup\$ Is this a thought experiment, or something your are actually going to try? \$\endgroup\$ – Ruut Sep 17 '15 at 8:57
  • \$\begingroup\$ Enjoy it while it lasts. It's a barbarian, the staple damage dealer. Natural attacks are notoriously difficult to upgrade and you seem to have used most of the tricks (size increase, pumping strength, getting more attack etc.), so I would expect that your character plateaus at lvl 10 or so, when the spellcasters overtake him with utility and save-or-die spells. Also, damage is not everything. It does not matter if you can kill enemies easily if they massacre your healer while you're still running to meet them. \$\endgroup\$ – eimyr Sep 17 '15 at 9:04
  • \$\begingroup\$ Yup, I'm planning on trying this @ruut. Well, how much can a lvl 10 fighter output? I still can get Pounce, Improved Natural Attack, Vital strike, Imp. Vital strike ++ \$\endgroup\$ – Steven Sep 17 '15 at 9:41
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    \$\begingroup\$ It's all fun and games until you fail a will save. \$\endgroup\$ – MrLemon Sep 17 '15 at 9:55
  • \$\begingroup\$ @Steven You're already committed to a Fiend Totem, you won't be able to use the Beast Totem at the same time. Also, when you run out of rage it won't look just as good. Lvl 10 Fighter will be nowhere near your numbers, but with a polearm and Trip, Reposition, Bull Rush etc. will have much greater control over the battlefield without sacrificing his core damage output. \$\endgroup\$ – eimyr Sep 17 '15 at 10:23
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The main advantadge on any Martial character after level 5 is iterative attacks. Using a barbarian with these starts will definitely let you get an early start with reduced power as you level higher.

Shifter's Blessing doesn't kick in until Ranger level 3, which will give you 2 levels of Barbarian at level 5.

This means you'll have a total of 4 Feats + 1 rage power. I would suggest taking Power Attack at level 1, Rending Claws at 2nd, Extra Rage Power at 3rd (Assuming you have a level of Barbarian by now), and Amplified Rage at 5th.

Improved Natural Attack:Gore is worth looking into as your level 7 feat as well.

This will make sure that you do have Rend with your claws, and that while shifted and Raging, you will have a +13 to hit with all attacks, or +11 while Power Attacking.

This however won't let you gain extra attacks as your BAB increases at later levels, and there are a couple of issues.

Abyssal Blood is a level 6 power, and as such can only be taken by a character with 6 class levels in Barbarian.

The middle blood rage power (that without "lesser" or "greater" in the title) can only be taken by a 6th level or higher barbarian that already has the lesser blood rage power of its group.

If you were to compare your single attack damage against a fighter of a similar level, I think you would fall short of damage in a case by case basis, though as your build focuses on Full Attacks, this is an acceptable turnover.

On any given attack vs a monster with 17AC, you've got about a 25% chance of missing. Assuming you hit every attack, you'll be dealing around 70-80 damage with a full attack, and at most with one attack, you'll hit 26 with your Gore.

This AnyDice Link will show the average damage you can expect for each attack.

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