Hello,

sorry if this was discussed before (looked for it but havent found).

All of below is only theoretical thinking as i m quite a new player and dont know if (or how) things would work out in the end. Also dont look to deep in spelling errors (no native english speaker here;-)

Background for the build idea was that i started a barbarian, raced literally through quests and loved him but even at low level i noticed the difficulties about the "defense" barbarians had. And i believe immediatly that this wont get better.

I dont think you can get a very high AC with them so there are 2 possibilities left to make them more durable (and especially for me more solo friendly):
- trying not to get hit (with blur, displacement and such from dragonmarks, umd, spells etc) or
- having enough hps and heal myself after a tough fight.

That last combined with the idea to have some nice buffs which i can cast myself and human impr.recovery lets me think perhaps this is a not too bad try.

Like i said, i dont have experience in high lvls and this wont of course be the best build in a specific thing (like dps, or AC, spells etc) but perhaps someone can examine if it would be nice build to play solo and/or in small groups, or if i had overseen some important fact.


Code:
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page

Level 20 Chaotic Good Human Male
(1 Fighter \ 12 Barbarian \ 7 Cleric) 
Hit Points: 352
Spell Points: 327 
BAB: 18\18\23\28\28
Fortitude: 18
Reflex: 5
Will: 11

                  Starting            Ending          Feat/Enhancement
Abilities        Base Stats         Base Stats         Modified Stats
(28 Point)       (Level 1)          (Level 20)           (Level 20)
Strength             17                 21                   22
Dexterity             8                  8                    8
Constitution         13                 13                   16
Intelligence         12                 13                   13
Wisdom               14                 14                   14
Charisma              8                  8                    8

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               1                     3
Bluff                -1                    -1
Concentration         1                    21
Diplomacy            -1                    -1
Disable Device        n/a                   n/a
Haggle               -1                    -1
Heal                  4                    10
Hide                 -1                    -1
Intimidate            3                    18
Jump                  7                    24
Listen                2                     2
Move Silently        -1                    -1
Open Lock            n/a                   n/a
Perform              n/a                   n/a
Repair                1                     1
Search                3                    12
Spot                  4                    13
Swim                  3                     6
Tumble               n/a                   n/a
Use Magic Device     n/a                   n/a

Level 1 (Barbarian)
Feat: (Selected) Power Attack
Feat: (Human Bonus) Toughness
Enhancement: Barbarian Damage Boost I
Enhancement: Barbarian Power Attack I
Enhancement: Barbarian Willpower I
Enhancement: Barbarian Toughness I


Level 2 (Cleric)
Enhancement: Human Improved Recovery I
Enhancement: Cleric Life Magic I


Level 3 (Barbarian)
Feat: (Selected) Extend Spell
Enhancement: Barbarian Extend Rage I
Enhancement: Barbarian Extra Rage I
Enhancement: Racial Toughness I
Enhancement: Barbarian Constitution I


Level 4 (Cleric)
Enhancement: Barbarian Damage Reduction Boost I
Enhancement: Barbarian Intimidate I
Enhancement: Barbarian Improved Trap Sense I


Level 5 (Barbarian)
Enhancement: Barbarian Improved Damage Reduction I
Enhancement: Barbarian Power Rage I
Enhancement: Human Adaptability Strength I


Level 6 (Cleric)
Feat: (Selected) Cleave
Enhancement: Human Improved Recovery II


Level 7 (Barbarian)
Enhancement: Barbarian Damage Boost II
Enhancement: Racial Toughness II


Level 8 (Barbarian)
Enhancement: Barbarian Power Attack II
Enhancement: Barbarian Toughness II


Level 9 (Barbarian)
Feat: (Selected) Combat Expertise
Enhancement: Barbarian Frenzied Berserker I


Level 10 (Barbarian)


Level 11 (Cleric)
Enhancement: Barbarian Improved Damage Reduction II
Enhancement: Barbarian Extend Rage II
Enhancement: Barbarian Extra Rage II


Level 12 (Cleric)
Feat: (Selected) Improved Critical: Slashing Weapons
Enhancement: Barbarian Power Rage II
Enhancement: Cleric Life Magic II


Level 13 (Barbarian)
Enhancement: Barbarian Extend Rage III


Level 14 (Cleric)
Enhancement: Human Greater Adaptability Constitution I


Level 15 (Cleric)
Feat: (Selected) Improved Trip
Enhancement: Barbarian Constitution II


Level 16 (Barbarian)
Enhancement: Barbarian Power Attack III


Level 17 (Barbarian)
Enhancement: Barbarian Power Rage III


Level 18 (Barbarian)
Feat: (Selected) Two Handed Fighting
Enhancement: Barbarian Critical Rage I


Level 19 (Barbarian)
Enhancement: Barbarian Damage Boost III
Enhancement: Barbarian Frenzied Berserker II


Level 20 (Fighter)
Feat: (Fighter Bonus) Improved Two Handed Fighting
Enhancement: Fighter Attack Boost I
Enhancement: Barbarian Hardy Rage I
Enhancement: Barbarian Hardy Rage II
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Strategy (Trip) I
Enhancement: Barbarian Improved Trap Sense II

For feats i m not sure if impr.Trip is really worth it, so perhaps i can free there 2 other feats and some attribute points. Also please dont look to deep in skills as i spend them just as i leveled without spending to much thoughts in them. Reflex save is horrific but i tried to compensate this a bit with trap sense from barb.
Tried to level them so that it would be ok at nearly all levels and not from a more optimal point of view. Stopped and checked at some lvls how he would do and allways think of him at not to bad.

Last lvl fighter i m really not sure.... thought of taking rogue at lvl 1 to raise umd but well.... decided for fighter because of bonusfeat. Without impr.trip (and combat expertise of course) i would ve taken rogue i think.