Suggestions for a 8th L Barbarian?

Aramax

First Post
Hi I just died and am starting a 8th L Barbarian in forgotten realms
my stats are 19,18,13,11x3
I want to be human
looking to min max my feats and suggestions for my 27K gold
 

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Aramax said:
Hi I just died and am starting a 8th L Barbarian in forgotten realms
Sorry to hear that - though, apparently you can still play D&D in heaven (hah, that should teach this Chick guy a lesson), so it's not that bad.

But back on topic:
my stats are 19,18,13,11x3
I want to be human
looking to min max my feats and suggestions for my 27K gold
Stats are a bit "unbalanced". I guess I'd put the 11 in Int, Wis and Cha. Not like you need them.
PHB II Barbarian means Rage if you get below a barbarian-level dependend hitpoint range, right? In that case, a Con of 13 might be fine.

Str19, Dex18, Con13, Int11, Wis11, Cha11
Stat Bumps of 4th and 9th level should probably go to Strenth and Con. Though with this kind of stats, it might not hurt to set Wis and/or Cha to even levels, too. Higher Will Save is never bad, and a "cool" Barbarian needs a high Charisma. :)

PHB II probably makes all the Rage related feats uninteresting.
Power Attack, Cleave, Improved Sunder, Improved Bullrush. Might sound boring (I prefer: "relaxing"), but effective. Use Improved Sunder to "disarm" your foes, Bullrush to get them in a more favourable position...

If that's too boring, Power Attack, Dodge, Mobility, Spring Attack . Use your Barbarian Speed to your advantage in melee, and compensate your loss of attacks with high power attack values.

Hey, with all that Dexterity, maybe two-weapon fighting might be interesting to use. Exotic Weapon Profiency (Sang Kauw, Orc Double Axe, Two-Bladed sword, whatever you like), Two Weapon Fighting, Improved Buckler Defense, Improved Two Weapon Fighting.
Strap a buckler in your off-hand and live with the puny -1 penalty to attacks to later gain all the cool enhancement bonus to AC. :)

Equipment: [DOUBLE WEAPON] +1 (around 4.700 gp), Chain Shirt +1 (around 2.000 gp), Buckler +1 (1.150 gp), Gloves of Ogre Power +2 (4.000 gp), Amulet of Natural +1 (2.000 gp), Ring of Protection +1 (2.000 gp), Mighty (Str +5) Composite Longbow +1 (around 3.000gp), Cold Iron MW Shortsword (around 400 gp), Silver MW Dagger (around 400 gp), Morningstar, 3 Throwing Axes, 3 Spears, 1 Potion of Cure Serious Wounds (750 gp), 4 Potions of Cure Light Wounds (300 gp). Cloak of Resistance +2 (4.000 gp)
Remaining money for useful potions, horse or pack animal, adventuring kit.
 

Mad Foam Rager from PHB2. You can ignore one spell/hit/whatever for 1 round. Very good for your kind of barbarian since it gives you time to get healed.

You might wanna have a look at bbn2/scout6 with Improved Skirmish and perhaps (not mandatory) Powerful charge... Power Attack and Cleave. Just add together how much damage your charge will do and you'll love it.
 

I would suggest you check out the Rage Feats links in my signature, tons of feats for Barbarians.

For example, if you want to make a character that charges into battle.

Charge of the Cheetah [Rage]
You can use your rage to fuel a mighty charge.
Prerequisites: Ability to rage, Cheetah Stance, Improved Initiative.
Benefit: You can spend one of your daily uses of rage to instead gain the ability to make a full-attack at the end of a charge. You gain a +4 competence bonus to hit and damage on each attack you make during that. You must charge at least 20 ft. to use this ability. This ability lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round). While using this ability you cannot use the aid another action, nor can you benefit from flanking or help someone else to gain flanking. You also take an additional -2 penalty to your Armor Class. You may not end this ability voluntarily.
Special: If you possess the greater rage, increase the competence bonus to +5. If you possess the mighty rage, increase the competence bonus to +6.

Cheetah Stance [Rage]
You can channel your rage into a burst of speed.
Prerequisites: Ability to rage Dex 13+.
Benefit: You can spend one of your daily uses of rage to instead gain a +10 ft. competence bonus to your base movement. In addition you gain a +4 insight bonus to initiative checks. This ability lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round). While using this ability you take a -2 penalty to Armor Class. You may not end this ability voluntarily.
Special: If you possess the greater rage, increase the competence bonus to base movement to +20 ft. and the insight bonus to initiative to +5. If you possess the mighty rage, increase the competence bonus to base movement by to +30 ft. and the insight bonus to initiative to +6.
 

Take 2 levels of PsyWar.

You'll be down 1BAB, but you'll gain 2 Feats. If you take the Expansion power as one of your first, you'll be able to boost the base damage of whatever weapon you choose to use (taking a Greatsword, for example, from 2d6 to 3d6). If you choose to take additional levels in PsyWar, you'll be able to boost your size 2 levels.

One of the best bang-for-the-buck magic items out there is the Quiver of Ehlonna. For 1800gp (plus whatever you spend on spears, javelins, arrows & bolts), you can become the equivalent of an artillery battery.

In addition, Ridcully's list is pretty good. I quote it below with my changes & notes in bolded text:
[2handed WEAPON (if you go exotic, Greatspear is probably best) or a high-damage exotic 1 handed weapon usable with shield, like Bastard Sword or Maul] +1 (around 4.700 gp), Chain Shirt +1 (around 2.000 gp)(other good light armor choices exist in the Oriental Adventures, like Leather Scale or Ashigaru), Buckler +1 (1.150 gp)(also consider Oriental Adventures' Datsana, which can work with certain light armors & shields), Gloves of Ogre Power +2 (4.000 gp) (for 4000, I'd rather add a damage dealing enchantment, like Flaming, Frost, or Shock), Amulet of Natural +1 (2.000 gp), Ring of Protection +1 (2.000 gp), Mighty (Str +5) Composite Longbow +1 (around 3.000gp), Cold Iron MW Shortsword (around 400 gp), Silver MW Dagger (around 400 gp), Morningstar, 3 Javelins, 3 Spears, 1 Potion of Cure Serious Wounds (750 gp), 4 Potions of Cure Light Wounds (300 gp). Cloak of Resistance +2 (4.000 gp)
Remaining money for useful potions, horse or pack animal, adventuring kit.(I recently used potions of Bull's Strength and Enlarge Person in combination on a PC to great effect- the bonus types stack)
 

Here are my suggestions for an 8th Level Barbarian (as opposed to a X barb / Y something else).

First off Berserker Strength is not a very good deal, in my opinion. It could be useful in games where you know you will have lots of long combats but it is a flawed ability. First, If you have good HP, you may not get to use it in situations where it might help. Basically, you get punished for having a good HP total by not being able to use your ability as often. Second, Barbarians generally have craptastic AC, and with a base AC of less than 20, 40 HP is not going to last very long in melee against multiple opponents.

Also, if you do take any feats that use up uses of Rage, how does that interact with Berserker Strength?

Now for my Feat Suggestions

1: Power Attack
2: Improved Sunder
3: Quick Draw
4: Brutal Strike (PHB 2)

Power Attack and Improved Sunder are known to be great feats to have. I do not need to explain why they are good.

Quick Draw is on the list because it makes you effective at Ranged combat with Thrown Weapons. Thrown weapons use your Str bonus for damage, which will be pretty nasty. With Quick Draw, you can use your iterative attacks while throwing them. I cannot remember the book, but there is a feat I would suggest for 9th level that will let you power attack when throwing a weapon for even more fun. Ranged combat is not generally why people take Barbarians, but it is a good option to fall back on to mitigate the typical Crappy Barbarian AC.

Brutal Strike is on the list simply because it can be scary effective. On Power Attacked hits, must make a "Fort save at DC 10 + your extra damage from the Power attack feat" or be Dazed. "But Lord Zardoz, most opponents I will hit in melee will have great Fort saves", you say?

May I direct you to the Heavy Flail. A nice, massive, 2 handed Bludgeoning weapon. With power attack, you get a 2 for one bonus on damage when using 2 handed weapons. By dumping 5 points on a Power attack, your target will have to make a DC 20 Fort save.

The feats I have suggested should work fine with either a standard Barbarian or a Berserker Strength Barbarian.

END COMMUNICATION
 


Even considering your statement about using a PHBII Barbarian, I'm surprised nobody's suggested it yet, but there are also some Barbarian variants in Unearthed Arcana that may also help you find your character's Identity.

The variants in question are all "Totemic Animal" Barbarians, and swap out some abilities for the standard ones, in order to simulate the totemic animal in question.
 

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