This build is from Sigtrent's build request thread
Build Name: Chuck the Barbarian
Author: Sigfried Trent
Requester: Redoubt
Last Updated: 06/10/10
Key Words [Ranged, Barbarian, Dwarf, Axe, Kensei, Throwing]
Objectives
The request made was for a non bard ranged DPS character. Since this was pre-arcane archer there were wider possibilities as to what could be decent ranged DPS. I ended up picking a dwarven axe throwing barbarian fighter. Having used dwarven throwers I've seen how much damage you can do, especially when holding a seeker 10 in the off hand. For the revision I wanted to make the character better able to switch to a decent Melee stance than the original, and I also wanted to take advantage of new tech to up that thrown axe damage just a bit more.
Design
Dwarf is key here for the axe damage bonus. Barbarian is there to crank up the damage potential and to provide fast running speed so the build can kite more effectively. Fighter provides feats and further bumps up the damage output in various ways. In addition to the feats driving the thrown weapon theme, I have a few aimed at boosting THF melee combat damage, and certainly the build can go axe and shield if it wants to turtle up. Hit points are strong so this build should have no trouble hanging in combat.
I wont claim DPS is top notch but it is in the "decent" category I think. Thrown weapons just don't attack that quickly, but the damage per hit is quite beefy, especially on crits. Two handed you can lay out some serious hurt although compared to Fenzy or Kensei THF builds you are not going to match up. I considered working in brutal throw, but due to the dex needed for IPS (19) it seemed like dex would be high enough to score hits. Certainly there is room to take the feat if it becomes needed.
Code:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page
Level 20 Neutral Good Dwarf Male
(8 Fighter \ 12 Barbarian)
Hit Points: 406
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 19
Reflex: 10
Will: 5
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 17 26
Dexterity 17 19
Constitution 16 20
Intelligence 8 8
Wisdom 8 8
Charisma 6 6
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 5 18.5
Bluff -2 -1
Concentration 3 6
Diplomacy -2 -1
Disable Device n/a n/a
Haggle -2 -2
Heal -1 -1
Hide 3 4
Intimidate -2 -1
Jump 7 31
Listen -1 -1
Move Silently 3 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 -1
Search -1 1
Spot 1 3.5
Swim 3 8
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Barbarian)
Skill: Balance (+2)
Skill: Jump (+4)
Skill: Spot (+2)
Feat: (Selected) Quick Draw
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Sprint Boost I
Enhancement: Dwarven Axe Damage I
Level 2 (Barbarian)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I
Enhancement: Dwarven Spell Defense I
Level 3 (Barbarian)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Power Attack
Enhancement: Barbarian Hardy Rage I
Enhancement: Barbarian Power Attack I
Enhancement: Barbarian Power Rage I
Enhancement: Barbarian Constitution I
Level 4 (Barbarian)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Constitution I
Level 5 (Barbarian)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Spot (+0.5)
Enhancement: Barbarian Sprint Boost II
Enhancement: Barbarian Extend Rage II
Level 6 (Barbarian)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Spot (+0.5)
Feat: (Selected) Point Blank Shot
Enhancement: Barbarian Extra Rage II
Enhancement: Barbarian Power Rage II
Level 7 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Precise Shot
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Critical Accuracy I
Level 8 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Critical: Thrown Weapons
Enhancement: Dwarven Axe Damage II
Level 9 (Fighter)
Skill: Jump (+1)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Barbarian Power Attack II
Enhancement: Fighter Strength I
Level 10 (Barbarian)
Skill: Balance (+1)
Skill: Jump (+1)
Enhancement: Dwarven Axe Attack II
Level 11 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Precise Shot
Enhancement: Barbarian Hardy Rage II
Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Selected) Weapon Focus: Thrown Weapons
Enhancement: Fighter Attack Boost II
Enhancement: Fighter Haste Boost II
Enhancement: Fighter Critical Accuracy II
Level 13 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Weapon Specialization: Thrown Weapons
Enhancement: Kensei Throwing Axe Mastery I
Enhancement: Fighter Kensei I
Level 14 (Barbarian)
Skill: Balance (+1)
Skill: Jump (+1)
Enhancement: Fighter Strength II
Level 15 (Barbarian)
Skill: Balance (+1)
Skill: Jump (+1)
Feat: (Selected) Toughness
Enhancement: Barbarian Power Rage III
Enhancement: Barbarian Toughness I
Level 16 (Barbarian)
Ability Raise: STR
Skill: Balance (+1)
Skill: Jump (+1)
Enhancement: Barbarian Extra Rage III
Level 17 (Barbarian)
Skill: Balance (+1)
Skill: Jump (+1)
Enhancement: Barbarian Sprint Boost III
Enhancement: Racial Toughness I
Level 18 (Barbarian)
Skill: Balance (+1)
Skill: Jump (+1)
Feat: (Selected) Two Handed Fighting
Enhancement: Barbarian Power Rage IV
Level 19 (Fighter)
Skill: Jump (+1)
Enhancement: Fighter Haste Boost III
Level 20 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Feat: (Fighter Bonus) Improved Two Handed Fighting
Enhancement: Fighter Throwing Axe Specialization I
Enhancement: Racial Toughness II
Enhancement: Barbarian Toughness II
Play
Having the strong thrown weapon profile gives this barbarian a bit more solo cred than most, although at end game the lack of specialization in melee is going to hurt a bit. Chuck should easily dominate most adventure areas or quests with lots of running space and he never runs out of ammunition. In low and mid levels you may want to try tanking up. The AC potential is pretty decent at lower levels. Once you get up into the 10+ range, its likely to become meaningless. For solo play fearsome may be a good pick since you don't need to chase down enemies.
Variations
Its a pretty easy build to re-configure by changing out feats. You could drop toughness for greater two handed fighting, or you could trop the THF feats for TWF feats to go dual axes. You could drop ranged feats and switch the others to great axe or dwarven axe and have a decent Melee. For 28pts you will need to lower str down, or lower dex and give up improved precise shot (which has a 19 dex requirement). Going that route you could dump dex pretty low and take the brutal throw feat.