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detrevnisisiht
2008-06-12, 07:11 PM
Hello O great and knowledgeable playgrounders. I come to you seeking your powerful aid once again.

I will be playing a 10th level straight Barbarian, I know nothing about the other characters except that I am the only "tank" of the group. I have 49,000gp and no item above 25,000.

*steps back*
let the onslaught begin:smallamused:

marjan
2008-06-12, 07:23 PM
If you have access to MIC, then I'll suggest placing +1 bonus that gives you extra 1d8 dmg while raging on your weapon (forgot it's name). If you are charging barb, Valorous from UE is also good idea. For other items Armbraces of Might and Str booster are always good items.

It would be nice to know your build to be able to offer better advices.

Seffbasilisk
2008-06-12, 07:47 PM
Mithril Chain **** +1 Soulfire (10,100gp) + Crystal of Arrow Deflection (Lesser) (2,500gp)
Greataxe +1, Flaming (8,320gp) + Crystal of Return (Lesser) (1,000gp)
Amulet of the Heartseeker and Natural Armor +1 (6,000gp)
Gauntlets of Ogre Strength +2 (4,000gp)
Ring of Deflection +1 (2,000gp)
Ring of Sustenance (2,500gp)
Buckler +2 (4,165gp)
Boots of Springing and Striding (5,500gp)
Counterstrike Bracers (2,500gp)

Total: 48,585 (then get mundane gear)

AC of 20+dex, 25+dex vs ranged attacks. 2/day you get a free AoO vs a melee attack that misses you. You can quickdraw your Greataxe without the feat, and can light it on fire at will (cooking? torch?), 3/day can make a melee attack a touch attack. (Full power attack?), +2 to your strength, sleep only 2 hours a night, no need to eat or drink, another +10 to your base landspeed, and a +5 to jump, meaning a net +9 to jump checks BEFORE ranks, strength, synergies...

I'd recommend taking the Whirling Frenzy rage varient.

Signmaker
2008-06-12, 07:47 PM
If you have access to MIC, then I'll suggest placing +1 bonus that gives you extra 1d8 dmg while raging on your weapon (forgot it's name). If you are charging barb, Valorous from UE is also good idea. For other items Armbraces of Might and Str booster are always good items.

It would be nice to know your build to be able to offer better advices.

Personally, I would not recommend the +1 bonus Marjan provided. If you're using the MiC, you might as well pick one of the more interesting bonuses rather than 1d8, a damage value that isn't quite that significant at 10th level.

I do agree on Valorous, especially if you somehow are allowed to get the Spirit Lion Totem Barbarian variant.

If you're the tank of the group, naturally, you'll want decent AC, Saves, and HP. Buy items according to such necessities. Be economical with your purchases too. A Ring of Protection +1 (2000gp) and an Ioun Stone that provides +1 Insight to AC (5000gp) is usually better than a Ring of Protection +2 (8000gp). Krug may not be smart (depending on how you play barbs), but it does make sense to accumulate a variety of magic items over the course of levels, rather than a few solid items.

detrevnisisiht
2008-06-12, 07:48 PM
dammit forgot that its core only. don't know if that changes you list at all but.....

Ned the undead
2008-06-12, 08:10 PM
I say a pale blue Ioun Stone and a pair of Gauntlets of Ogre Power wouldn't go wrong.

detrevnisisiht
2008-06-13, 08:53 AM
stats are
STR 16
DEX 14
CON 16
INT 14
WIS 13
CHA 12


I can change them but I don't plan on it.

Telonius
2008-06-13, 09:53 AM
General rule for item purchasing: Prices go up exponentially as the bonus goes up. Buying many items with modest bonuses often has a better result than buying a few (or one) item with a huge bonus.

+1 Keen Greatsword (8,350)
+2 Elven Chainmail (8,150)
+4 Belt of Giant Strength (16,000)
+2 Gloves of Dex (4,000)
+2 Cloak of Resistance (4,000)
+2 Periapt of Wisdom (4,000)
+1 Amulet of Natural Armor (2,000)
Handy Haversack (2,000)

1500 left - spend it on mundane and alchemical items, or healing potions.

detrevnisisiht
2008-06-13, 05:44 PM
well I took advice from all of you so thank you. my DM also said that climing and jumping would be very important. and with all my thinks purchased I have +27 to climb and +33 to jump(Thats 30 ft long or 16ft reach high before I roll)

H0L7
2008-06-13, 08:20 PM
Dwarvencraft GlassSteel Lamerllar



Lamellar 150 gp +5 +3 –4 30% 20 ft./15 ft. 35 lb.(arms and equipment)

DWARVENCRAFT ITEMS(races of stone)
While masterwork weapons are available from any skilled
craftsman, the dwarves have perfected their skills to an
almost magical degree. They possess secrets of smithing
and weapon engineering that outstrip cultures that are
less challenged by both their natural environment and
competition for its limited resources. While many dwarf
weaponsmiths and armorers are capable of crafting master-
work items, as normal, dwarf smiths have created another
category of quality that goes beyond masterwork. Appro-
priately, such items are generally referred to as dwarven-
craft items.
Dwarvencraft items are always of masterwork quality.
Only items crafted primarily of metal or stone are avail-
able in dwarvencraft quality. An item must be declared
a dwarvencraft item at the time of its creation; items
cannot be upgraded to dwarvencraft quality once fi nished.
Dwarven craft items are crafted using the rules for master-
work crafting on page 71 of the Player’s Handbook. The
dwarvencraft component of an item has a Craft DC of 22.
Prices for dwarvencraft items include the cost for master-
work quality.
A dwarvencraft item is stronger and harder than a com-
parable masterwork item. A dwarvencraft item’s hardness
increases by 2, and it gains an additional 10 hit points. In
addition, it gains a +2 bonus on all saving throws. All of
these effects stack with the similar bonuses for magic items
if the dwarvencraft item is made magical.
A dwarvencraft weapon costs 600 gp more than a stan-
dard weapon of its type. Dwarvencraft armor and shields
cost 300 gp more than standard armor and shields.

GLASSTEEL(champions of valor 3.5)
Made by the avariels and sun elves in an alchemical process
requiring extensive knowledge of both metallurgy and
glassblowing, glassteel combines strength beyond iron with
the transparency of glass.
It mostly finds use as a building material in fantastic castles,
but it can also be fashioned into weapons and armor
(although glassteel armor is much more costly to craft than
even the most ornate blade).
Glassteel is stronger and lighter than iron and completely
transparent, lacking the greenish tint of common glass.
Items made of glassteel weigh only half what they
otherwise would.
Items not primarily made of metal are not meaningfully
affected by being partially made of glassteel.
(A breastplate can be made of glassteel, but hide armor
cannot).
Glassteel armor counts as one armor category lighter than
normal for purposes of movement and other limitations.
Heavy armors are treated as medium, and medium armors
are treated as light, but light armors are still treated as light.
Arcane spell failure chances for armors and shields made of
glassteel are decreased by 10%, maximum Dexterity bonus
is increased by 2, and armor check penalties are lessened by
3 (to a minimum of 0).
Glassteel has hardness 20 and 40 hit points per inch of
thickness.
Weapons and armor fashioned from glassteel are treated as
masterwork items with regard to creation times, but the
masterwork quality does not affect the enhancement bonus
of weapons nor the armor check penalty of armor.
Item Cost Modifier: Light armor +2,000 gp, medium armor
+6,000 gp, heavy armor +12,000 gp, shield +2,000 gp,
weapon +500 gp, other items +100 gp/lb.
This description updates and supersedes previous
descriptions of glassteel

detrevnisisiht
2008-06-13, 09:38 PM
Dwarvencraft GlassSteel Lamerllar



Lamellar 150 gp +5 +3 –4 30% 20 ft./15 ft. 35 lb.(arms and equipment)

DWARVENCRAFT ITEMS(races of stone)
While masterwork weapons are available from any skilled
craftsman, the dwarves have perfected their skills to an
almost magical degree. They possess secrets of smithing
and weapon engineering that outstrip cultures that are
less challenged by both their natural environment and
competition for its limited resources. While many dwarf
weaponsmiths and armorers are capable of crafting master-
work items, as normal, dwarf smiths have created another
category of quality that goes beyond masterwork. Appro-
priately, such items are generally referred to as dwarven-
craft items.
Dwarvencraft items are always of masterwork quality.
Only items crafted primarily of metal or stone are avail-
able in dwarvencraft quality. An item must be declared
a dwarvencraft item at the time of its creation; items
cannot be upgraded to dwarvencraft quality once fi nished.
Dwarven craft items are crafted using the rules for master-
work crafting on page 71 of the Player’s Handbook. The
dwarvencraft component of an item has a Craft DC of 22.
Prices for dwarvencraft items include the cost for master-
work quality.
A dwarvencraft item is stronger and harder than a com-
parable masterwork item. A dwarvencraft item’s hardness
increases by 2, and it gains an additional 10 hit points. In
addition, it gains a +2 bonus on all saving throws. All of
these effects stack with the similar bonuses for magic items
if the dwarvencraft item is made magical.
A dwarvencraft weapon costs 600 gp more than a stan-
dard weapon of its type. Dwarvencraft armor and shields
cost 300 gp more than standard armor and shields.

GLASSTEEL(champions of valor 3.5)
Made by the avariels and sun elves in an alchemical process
requiring extensive knowledge of both metallurgy and
glassblowing, glassteel combines strength beyond iron with
the transparency of glass.
It mostly finds use as a building material in fantastic castles,
but it can also be fashioned into weapons and armor
(although glassteel armor is much more costly to craft than
even the most ornate blade).
Glassteel is stronger and lighter than iron and completely
transparent, lacking the greenish tint of common glass.
Items made of glassteel weigh only half what they
otherwise would.
Items not primarily made of metal are not meaningfully
affected by being partially made of glassteel.
(A breastplate can be made of glassteel, but hide armor
cannot).
Glassteel armor counts as one armor category lighter than
normal for purposes of movement and other limitations.
Heavy armors are treated as medium, and medium armors
are treated as light, but light armors are still treated as light.
Arcane spell failure chances for armors and shields made of
glassteel are decreased by 10%, maximum Dexterity bonus
is increased by 2, and armor check penalties are lessened by
3 (to a minimum of 0).
Glassteel has hardness 20 and 40 hit points per inch of
thickness.
Weapons and armor fashioned from glassteel are treated as
masterwork items with regard to creation times, but the
masterwork quality does not affect the enhancement bonus
of weapons nor the armor check penalty of armor.
Item Cost Modifier: Light armor +2,000 gp, medium armor
+6,000 gp, heavy armor +12,000 gp, shield +2,000 gp,
weapon +500 gp, other items +100 gp/lb.
This description updates and supersedes previous
descriptions of glassteel

Again It is core only. I'm pretty much finalized on equipment now anyway
game starts on Sunday