JW86
2013-10-08, 05:16 AM
So I've just managed to level my favourite Half-Orc Barbarian, Zakulnar, from Level 17 to Level 19.
This is my first D&D character, so is very unoptimised from generally ignorant selection of feat, ability distribution, and so on. I just recently added the wonderful "Leap Attack" ability to him, but am finding his survivability quite poor in recent high-challenge encounters.
Being as he has just crowned himself Barbarian King of an entire city-state, I do have some gold I can spare towards items.
I am considering an Amulet of Health, as the dude needs more health. His AC is only 18 when raging - is it even worth bothering to spend money increasing this considering enemy melee combatants at this level are frequently rolling in the 30s and above? Or do I just need to focus on absorbing more damage via my chest muscles?
Build as follows.
Zakulnar Thrombeksson, Level 17 CN Half-Orc
Barbarian 10 / Fighter 7
Barbarian King of Khare, Bastard of Khul, The Breaker of Chains and the Slaver's Bane, Besieging Annihilator of Drow, Windwalker, The Thrice-Born Champion of the Void, The Guardian of Gillibrand and Defender of the Ironhelm, The Shape-Shafter, The Slayer of Flayers, The Loser of Virginity, The Crusher of Minotaurs and Champion of The Arenas.
(Sorry, he has to have his titles, every single one was earned from a previous adventure, and everyone in the game world has to know about it. His poor herald)
STR 24 (16+2racial+6item), DEX 14, CON 15, INT 11, WIS 11, CHA 12
Speed 40ft. (30ft in full plate)
AC 20 (10 + 9 (Mwk +1 Full Plate) + 1 (dex) (or 18 in Rage)
Grapple 24 (17+7) (or 26 in Rage)
BAB: +17/+12/+7/+2
HP: 140 (or 174 in Rage)
Fort: 15, Ref: 7, Will: 5 (or 7 in Rage)
Attack: +24/+19/+14/+9 (+17bab, +1 weapon focus, +1MW Greatsword, +7STR, -2 Penalty for Large Weapon)
Rage Atck: +26/+21/+16/+11/ (+17bab, +1 weapon focus, +1MW Greatsword, +9STR, -2 Penalty for Large Weapon)
Damage: 12 + 3d6 (10 (STR/2 handed weapon) +2 (weapon specialisation))
Rage Dmg: 15 + 3d6 (13 (STR/2 handed weapon) + 2 (weapon specialisation)
Power Attack Damage: (P.A Mod x 2) + 12 + 3d6
Rage Pwr. Atk Dmg: (P.A Mod x 2) + 15 + 3d6
Leap Power Attack Dmg: (P.A Mod x 3) + 12 + 3d6
Rage Leap Pwr Atk Dmg: (P.A Mod x 3) + 15 + 3d6
3d6 damage as he is wielding a LARGE GREATSWORD (Chainbreaker), that he uses to free the slaves from their chains of bondage. Death to the slavers. Death to the oppressors.
Traits:
Darkvision, Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Rage 3/day, DMG Reduction /-2
Feats:
Exotic Weapon Proficiency - Chain Spike, Improved Initiative, Weapon Focus - Greatsword, Weapon Specialisation - Greatsword, Quick Draw, Cleave, Great Cleave, Power Attack, Leap Attack
(Wild Talent) - had a run in with Illithids, had a bizarre experience, so can now call on his Intelligent Panther (which he summons by blowing a horn) and attempt to use its Enlarge Power to become Large (successful maybe 30% of time but funny when it happens - DM'd in for amusement)
At next level I get a feat. I could put one level in Barb, one level in Fighter, effectively gaining 2 feats and Mighty Rage. Of those two feats, I could go Improved Bullrush / Shock Trooper.
As an aside, how the hell would you even work out a "Leap Attack, Power Attack, Two-Handed Weapon, Critical Hit"
Leap Attack "Triples the extra damage from a Power Attack if you have a two-handed weapon, and with Power Attack you "add twice the number" from the subtracted attack role. I always went with the less OTT option of simply tripling the number deducted from the attack role, not quadrupling. But at what stage in the process does the critical hit multiplier, apply? At the end? Because that would be ridiculously damaging.
I'm also thinking as DM is introducing some AC 35+ enemies into the campaign, it might be worth taking shock trooper, so I can deduct from my already pansy AC instead of Attack, increasing chance of hitting enemies for big damage.
Just throwing some ideas around... I know I have the spiked chain, but I'm thinking that thematically and effectively, the charging leaping shock troopering option would suit him better and be more useful against the kind of High AC, High HP epic enemies we're now facing.
This is my first D&D character, so is very unoptimised from generally ignorant selection of feat, ability distribution, and so on. I just recently added the wonderful "Leap Attack" ability to him, but am finding his survivability quite poor in recent high-challenge encounters.
Being as he has just crowned himself Barbarian King of an entire city-state, I do have some gold I can spare towards items.
I am considering an Amulet of Health, as the dude needs more health. His AC is only 18 when raging - is it even worth bothering to spend money increasing this considering enemy melee combatants at this level are frequently rolling in the 30s and above? Or do I just need to focus on absorbing more damage via my chest muscles?
Build as follows.
Zakulnar Thrombeksson, Level 17 CN Half-Orc
Barbarian 10 / Fighter 7
Barbarian King of Khare, Bastard of Khul, The Breaker of Chains and the Slaver's Bane, Besieging Annihilator of Drow, Windwalker, The Thrice-Born Champion of the Void, The Guardian of Gillibrand and Defender of the Ironhelm, The Shape-Shafter, The Slayer of Flayers, The Loser of Virginity, The Crusher of Minotaurs and Champion of The Arenas.
(Sorry, he has to have his titles, every single one was earned from a previous adventure, and everyone in the game world has to know about it. His poor herald)
STR 24 (16+2racial+6item), DEX 14, CON 15, INT 11, WIS 11, CHA 12
Speed 40ft. (30ft in full plate)
AC 20 (10 + 9 (Mwk +1 Full Plate) + 1 (dex) (or 18 in Rage)
Grapple 24 (17+7) (or 26 in Rage)
BAB: +17/+12/+7/+2
HP: 140 (or 174 in Rage)
Fort: 15, Ref: 7, Will: 5 (or 7 in Rage)
Attack: +24/+19/+14/+9 (+17bab, +1 weapon focus, +1MW Greatsword, +7STR, -2 Penalty for Large Weapon)
Rage Atck: +26/+21/+16/+11/ (+17bab, +1 weapon focus, +1MW Greatsword, +9STR, -2 Penalty for Large Weapon)
Damage: 12 + 3d6 (10 (STR/2 handed weapon) +2 (weapon specialisation))
Rage Dmg: 15 + 3d6 (13 (STR/2 handed weapon) + 2 (weapon specialisation)
Power Attack Damage: (P.A Mod x 2) + 12 + 3d6
Rage Pwr. Atk Dmg: (P.A Mod x 2) + 15 + 3d6
Leap Power Attack Dmg: (P.A Mod x 3) + 12 + 3d6
Rage Leap Pwr Atk Dmg: (P.A Mod x 3) + 15 + 3d6
3d6 damage as he is wielding a LARGE GREATSWORD (Chainbreaker), that he uses to free the slaves from their chains of bondage. Death to the slavers. Death to the oppressors.
Traits:
Darkvision, Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Rage 3/day, DMG Reduction /-2
Feats:
Exotic Weapon Proficiency - Chain Spike, Improved Initiative, Weapon Focus - Greatsword, Weapon Specialisation - Greatsword, Quick Draw, Cleave, Great Cleave, Power Attack, Leap Attack
(Wild Talent) - had a run in with Illithids, had a bizarre experience, so can now call on his Intelligent Panther (which he summons by blowing a horn) and attempt to use its Enlarge Power to become Large (successful maybe 30% of time but funny when it happens - DM'd in for amusement)
At next level I get a feat. I could put one level in Barb, one level in Fighter, effectively gaining 2 feats and Mighty Rage. Of those two feats, I could go Improved Bullrush / Shock Trooper.
As an aside, how the hell would you even work out a "Leap Attack, Power Attack, Two-Handed Weapon, Critical Hit"
Leap Attack "Triples the extra damage from a Power Attack if you have a two-handed weapon, and with Power Attack you "add twice the number" from the subtracted attack role. I always went with the less OTT option of simply tripling the number deducted from the attack role, not quadrupling. But at what stage in the process does the critical hit multiplier, apply? At the end? Because that would be ridiculously damaging.
I'm also thinking as DM is introducing some AC 35+ enemies into the campaign, it might be worth taking shock trooper, so I can deduct from my already pansy AC instead of Attack, increasing chance of hitting enemies for big damage.
Just throwing some ideas around... I know I have the spiked chain, but I'm thinking that thematically and effectively, the charging leaping shock troopering option would suit him better and be more useful against the kind of High AC, High HP epic enemies we're now facing.