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| Callista04-12-05, 07:17 PM | In a current campaign, I have a level 7 Human Barbarian. The Character (info not quite needed, but it's here for reference): Human Barbarian 7 STR 18 DEX 14 CON 14 INT 10 WIS 13 (Not bad. Allows for common sense and intuitive strategic thinking.) CHA 9 (Notice that Charisma score--this pretty much precludes any Diplomacy on my part, unless we are interacting with barbarians...) AL CN (Loves the wilderness. Defends friends, fights enemies, hates cities. A little immature.) Personality: 23 years old but still acts like a teenager in company since she's had no human contact for many years. Absolutely hates drow and undead (backstory reasons). Current weapons and armor: Mithril breastplate; +1 Keen Greatsword, Compound Bow (STR bonus +4); Amulet of Natural Armor +2.Okay, so, down to the question. I'm used to playing rogues, spellcasters, and a lone Paladin... so I'm used to flexibility. For example, my wizard could blast you with a fireball, slow you down, buff allies, protect people, et cetera. The Rogue can Tumble, UMD (making her the equivalent of a 3rd level wizard or cleric, or so, only it costs gold), and the paladin can heal, buff, turn, and smite evil... So, like I said, I'm used to having a LOT of options when it comes to playing characters. But, with the barbarian, and the need to take the front lines to protect a spellcaster-heavy party, my options are down to the compound bow and the +1 greatsword. Just walking into battle and swinging a sword for 20-ish damage is... well, it's boring. Having just one reaction to any given threat, even if you DO just have INT 10, is annoying! I'm not the type to enjoy doing a lot of damage if it just comes down to rolling dice with no creativity at all. Are there ways I can make my barbarian more interesting to play, and more flexible? I don't want to make her less useful in battle; and I can't generally leave the front lines, because the monsters focus on me (being the biggest obvious threat) first and don't go for the spellcasters. (Some of the smarter ones would, but can't take my AoO's...) Also: What about unusual opponents? The other day we faced a cinder swarm that my greatsword did nothing against (obviously). What I have: High damage output What I want: Flexibility, more options, more ways to defeat enemies, creative battle strategy for melee characters. So what else can I do? I'm tired of nothing but rage, charge, and roll damage! |
| Phrennzy04-12-05, 07:45 PM | Trip. I believe that with Improved Trip you even get to stab them on the ground. Sunder. Nothing ruins an enemy fighter's day than breaking his sword. |
| PlutoniumKnight04-12-05, 08:24 PM | For feats I would suggest Power attack, Cleave, Imp. Sunder and Combat Brute(CW). Focus on charging, bull rushing and sundering their equipment. Try charging them and attempt to sunder their weapon, if that suceeds attempt on the shield (or off hand weapon) and then make a normal attack. |
| Delfedd04-12-05, 08:32 PM | I think he wants more than just damage. What about doing a ranger or rogue multiclass? I'd suggest rogue if you want more than just damage. |
| kliate04-12-05, 08:47 PM | If you can part with your breastplate, you might consider splashing two levels of druid. The wilderness stride ability is devastating when mixed with your fast movement, an animal companion that can serve effectively as a scout would increase your options (I'd suggest eagle for this), your alignment is compatible, it fits with the character's love for nature/hate for undead. For spells, a mix of cures, flares and entangles would probably serve you best. As for swarms, your best bet is an area effect or splash attack. In the case of a cinder swarm, the usual alchemists fire wouldn't do a thing - but a flask or three of acid would definately work in your favor. Investing in a few magical gimics may also work in your favor and significantly increase your options. Nothing specific comes immediately to mind, though. |
| AramilWindwalker04-12-05, 09:02 PM | If you have access, you may want to multiclass to a spellcaster and take Rage Mage(I think that rage is a requirement, correct me if i'm wrong). edit: scratch that, i just recalled your mental stats. Yes, go for sunder/trip/disarm/bullrush Or better yet, push them, then knock them over, then disarm them, then break it... |
| Phrennzy04-12-05, 09:32 PM | I think the OP wants to stay Barbarian without adding all these multiclasses that she has played before. Aren't there options out there for Pure Barbarian to be more than just "Charge Machines?" |
| philopharynx04-12-05, 11:18 PM | Multiclassing into a spellcaster at this level isn't the best idea. It doesn't give that much flexibility. I'd consider multiclassing with scout. It keeps the wilderness focus and gives you: *skills to allow you to be more than a sword *skirmish (great for a charge) *Fast movement that stacks with your barbarian fast movement *stealth - it's hard to fight the drow without it I'd also suggest trip or disarm or different combat techniques. |
| janusthinker04-13-05, 03:55 PM | You have a spellcaster-heavy party, you say? See if it's possible to get Spell-Storing added to your weapon, or switch out for a Spell-Storing weapon of some sort. Or find some other way to mix their tactics with yours without sacrificing your barbarian-ness. Finding flasks of acid or alchemist's fire (or something that will let you mimic area-effect spells, perhaps the Necklace of Fireballs that only a barbarian would be crazy enough to wear) will make you more effective in combat against more esoteric foes... Improved Trip sounds like the best feat option, or perhaps Combat Reflexes combined with sticking right by a spellcaster when they're in trouble and doing Aid Another? Improved Grapple would change things dramatically on the battlefield, at least for a while; you may become bored with a constant tactic of "rage, charge, grapple," however. If your DM would allow it, I'd look at the Beserker Lodges in Unapproachable East. The feat that each lodge allows you to take (if you can pass the entry exam, of course) adds both strength and flavor to a barbarian, I feel. |
| rbingham200004-13-05, 04:27 PM | I'd consider investing in a good bow. And by "bow," I mean a regular longbow or shortbow. When battle arrives, whip out the bow and start pegging the enemy from a distance, making sure you move every so often instead of just standing still for any archers among the enemy to target you. When you run out of arrows, or when the enemy starts to close in on you, drop the bow, then you whip out your sword (or whatever you use for melee) and get your rage on. |
| Gargs45404-13-05, 04:27 PM | Trip, sunder, and disarm are all good choices, particularly if you combine them with feats like Combat Reflexes and Improved Trip. Spring Attack is another good choice as it will allow you to jump in and out of combat so that you can also serve as a defender of your party's casters. There also is nothing that says you can only carry one weapon. Combat is a way of life for barbarians and as such it is reasonable that you would have trained over the years with a variety of weapons. Carrying (and potentially taking Weap Focus in) a number of weapons will also provide your character with more versatility. Party getting peppered by archers? No problem just return fire. Sword not able to damage the monster? Try the club or mace. Party rogue in a little trouble? Try tossing a dagger at his harasser. The options really do open up to more than "I swing the long pointy thing at the ugly brute." Your charisma really isnt all that bad for cha-based abilities. You won't be suffering a penalty, just not getting a bonus. Skills like tumble can also help you navigate the field of combat. Sense motive also has its uses, though you need a DM that will cooperate (i.e. present encounters where this skill will prove useful). Survival and Use Rope can also flesh things out nicely for your character (if not a constant source of action). Mainly, just look at your skills and see how they can be used to further involve your character. Knowledge skills can provide the party with useful information. Heal can potentially be useful depending on the party make-up. Finally your character should be a natural at grappling which can be useful in the right situation. |
| pres_man04-13-05, 05:18 PM | How about multiclassing into a cleric of Kord (Luck and Strength domains perhaps). He can't really go too far that route (only Wis 13), but only a few levels are necessary to get some fairly good options. |
| wordserpent04-13-05, 08:51 PM | Barbarians, fighters and other 'warrior' types usually solve their problems with force. Just like wizards rely chiefly on magic and rogues sneak. It's just what they are good at. Now when it comes to combat there aren't many options unless you want to carry around a lot of extra crap such as Falsks of acid (as suggested by janusthinker), alchemists fire, tanglefoot bags and other thrown items. However out of combat the barbarian is a truly interesting character. Here are some suggestions to make her more interesting: Consider choosing some taboos (the celts called them geasa) that would restrict her in some way i.e. can't recieve magical protection from arcane spells, Cannot mount her horse from the right side, Cannot use a saddle, cannot refuse a drink when offered, cannot kill a bird. Take a level or two in Bard and become a Berserker skald. Sing "battle hymns" before every fight. Invest in the "Throw Anything" feat and dump the greatsword and bow and carry around as many battleaxes as she possibly can, then throw them at your enemies (saving one for melee). Take the "Leadership" feat and become the war chief for a horde of warriors. For other inspiration you could read about different barbarians both historical and fictional, some include: Fafhrd, from Fritz Leiber's "Fafhrd and Gray Mouser series". Robert E. Howard's Conan, a staple for barbarian molds and quite shallow too, but you might learn a few useful tricks from this character. Viking Sagas such as "Arrow-Odd" have interesting characteristics. The Irish Cuhulain from "Tain Bo Culaigne". I hope some of this helps. |
| Shocker25004-13-05, 09:42 PM | Barbarians APPEAR on the surface to be a one trick pony. But they arnt even close to that. The king of one trick pony goes to the Warlock. You can spruce up your fun by perhaps taking some interesting feats with exotic weaponry. U ever tried using a net?? You might also want to look at tacticle feats fromt he Complete Warrior. Perhaps u would like Shocktrooper... even though u have a 9 charisma... if u max out intimidate, u could start off with that, and then start busting heads. Keep in mind there are some good barbarian prestiege classes. Bear warrior i hear is very strong, but u could also go for Frenzied Bezerker, and max out ur power attack, and give frenzy unto ur allies. There is as much versatility in a barbarian as there is in a scout, paladin, wizard. etc. |
| Cathon04-13-05, 10:09 PM | Quick Draw and items to throw can be useful. Combined with a spell-storing item it can give you a surprise in reserve, but you'll need to afford multiple plus 2 base weapons for that. If you take some fighter levels you can put the extra feats into additional tactical options. Some weapons will give you additional options as well. But, you don't need anything to take some options. I've had a high strength character completely neutralize an enemy spell-caster by grappling him, and just damaging him until he went unconscious (this was in a bar fight scenario). I've also turned the tide of a fight by disarming an enemy blackguards magic sword (high strength + two-handed weapon vs one handed was enough). My guy was a trip fighter to begin with as well. But truly, you might want to consider multi-classing or prestige classing the character, since if you aren't happy just going to the front and slugging it, a straight barb build might not be for you. Look through Complete Warrior, definitely. I think your other problem is that you are the only one at the front. There are a lot more tactical possibilities when you are teaming up with someone to flank, etc. |
| Callista04-14-05, 12:40 AM | I had actually checked out the Bear Warrior PrC before I ever posted; and technically I could take it at the next level. It does seem rather enticing; the damage I did during rage would be a lot more reliable (higher STR and natural weapons, as opposed to my normal STR and artificial weapons). Of course, barbarians have only a few feats to spend--so whatever I get will be a little limited. I talked to my DM about my annoyance with only being able to do one thing; and he's allowed me to re-do my feats (yay!). The character was created when I was still quite a newbie at D&D, and I didn't take very good feats. Right now, all I really have that I will want to keep is Power Attack. So, yeah, now I have three feats to pick, if I keep Power Attack. What sorts of feats would you suggest? What's better, Imp. Sunder or Imp. Trip; or should I go for disarming or grappling or exotic weapon use... |
| philopharynx04-14-05, 10:07 AM | So, yeah, now I have three feats to pick, if I keep Power Attack. What sorts of feats would you suggest? What's better, Imp. Sunder or Imp. Trip; or should I go for disarming or grappling or exotic weapon use... One thing to remember about Sunder is that you are destroying part of the treaure for the encounter. This is a good thing if it's an unholy weapon that nobody in the party can wield, but a bad thing the rest of the time. Disarming is much better than Sundering. Improved trip is great because you stop them from making a full attack (or give them a penalty) and you get a free attack on them. A spiked chain is a great weapon. I'd combine it with improved trip if you can. Or Stand Still & Combat Reflexes- that way you can keep them at 10' away. A keen scythe is also great with power critical. Of course if feats are an issue, dipping for two levels into fighter would help. |
| Anthus_Longblade04-14-05, 11:16 AM | Well, one other option you get from straight barbarian is scout. Talk to your DM about putting you in a situation where you can use your Fast Movement and Trap Sense to greater effect. Also, as a barbarian you've got a slightly greater skill selection than a figher or paladin, so see if you can put that to use as well. In actual combat, a great way to increase your options is teamwork. Talk to your party members about strategies you can use as a group, rather than as individuals. Getting buffs from spellcasters and flanking opponents with rogues is great fun. |
| discipleofevil04-14-05, 11:45 AM | might i suggest putting ranks in preform comedy or oratory and try to make the enemy distracted. or intimidate them (oldy but goody) maybe take a few ranks of perform dance and you could dance around on your turn and swing your sword around a lot. a high perform verse sense motive to can catch them flat footed, i believe, i might be misremembering this one but its something to make combat more fun for you |
| Kragar's Shadow04-14-05, 01:08 PM | If you want some out of combat usefulness, take Track. So long as you've been taking ranks in Survival it'll let you contribute something in non-combat situations. |
| Callista04-14-05, 01:57 PM | We've got a ranger to do that, though... he's got the capability to do that. And the DM we are under has never, never made us track anything. Okay, party makeup: Elf Rogue Elf Ranger (Archery) Human Barbarian Half-Elf Bard Drow Sorcerer Human Monk/Cleric/Sacred Fist My barbarian and the monk/cleric are the only melee-oriented characters in the group; and the monk/cleric combination gives very good saves and defense, but only mediocre combat damage. So the damage is up to the barbarian and the ranger, mostly, unless the rogue gets her sneak attacks (the sorcerer focuses on disabling spells). |
| Hepheistos04-14-05, 02:32 PM | In a current campaign, I have a level 7 Human Barbarian. The Character (info not quite needed, but it's here for reference): Human Barbarian 7 STR 18 DEX 14 CON 14 INT 10 WIS 13 (Not bad. Allows for common sense and intuitive strategic thinking.) CHA 9 (Notice that Charisma score--this pretty much precludes any Diplomacy on my part, unless we are interacting with barbarians...) AL CN (Loves the wilderness. Defends friends, fights enemies, hates cities. A little immature.) Personality: 23 years old but still acts like a teenager in company since she's had no human contact for many years. Absolutely hates drow and undead (backstory reasons). Current weapons and armor: Mithril breastplate; +1 Keen Greatsword, Compound Bow (STR bonus +4); Amulet of Natural Armor +2. Just wanna say, Insane Abilities!!!:eek::OMG! Use them!! U have big opertunities for spying īnī stuff, if u want something different to do... |
| Anthus_Longblade04-14-05, 03:23 PM | Well, there's one option right there. Use Fast Movement to make sure the Rogue gets her Sneak Attacks. If you use readied actions to act on nearly the same initiative count, your damage output combined with the sneak attacks will start racking up kills VERY fast. Most of the other party members will do best as suppourt characters, so you might try running into the center of a battle raging and screaming to attract attention away from them. If it works, you've helped the rogue flank, let the ranger use his archery feats, kept the bard and sorceror out of harms way, and probably let the Sacred Fist do whatever they do. (Don't have the Domplete Divine.) This tactic best used in conjunction with Great Cleave. ;) |
| Callista04-14-05, 04:31 PM | Just wanna say, Insane Abilities!!!:eek::OMG! Use them!! U have big opertunities for spying īnī stuff, if u want something different to do... Yes, indeed... they're quite good. Most of the PCs in that campaign have high ability scores like that, though, because we used a more powerful method to generate stats (rolling 5d6 and picking the three highest). I would've liked a high point buy a little better, though, because that way I wouldn't have ended up with those blah mental stats; generally I like at least 12 INT. Skill points are good, and the right not to be thought of as "stupid barbarian", a sterotype which, unfortunately, this cahracter has. But then again, she's kind of a ditz, so the reputation mightn't be altogether wrong Oh, well... Yeah, my Spot check is decent, as is move Silently and Listen. Hide, not so much; I haven't put any ranks in it... We do, however, have a rogue and ranger, so we have all the stealth we need at the moment. I can get by when the whole party needs to sneak somewhere--other than that, I leave the scouting to the rogue. What's the point of a readied action, by the way, rather than simply moving to help flank on my own action? The rogue generally has an initiative after me, anyways, so I'm in place by the time she moves up to flank... Is Great Cleave worth it?--Cleave seems like it would be enough; a third enemy (or more) doesn't really present itself very often, does it? The "attracting enemies' attention" thing, I'm already doing. Generally, I'll be in front, with the others spread out behind me in a rough "v", though the rogue, when she's done shooting, usually flanks with the monk (who by then has taken the front line as well) for sneak attacks. The Sacred Fist? Monk/cleric multiclass PrC, involves a vow to never use weapons, I believe... maybe a LG alignment requirement, or at any rate this character is LG. Provides okay damage and good saves. And, of course, mid-battle healing when we really need it. |
| Keenath04-14-05, 10:45 PM | Disarming is actually a pretty good option for you -- you have massive strength, a two-handed weapon, and rage. The AOO is a pain, and you don't have the stats for Improved Disarm, but it's still a good action in combat, particularly if the enemy is using a light, dexterity-based weapon (read: rogues). Overrun is an interesting choice, because it allows you to bull past the front-line and maybe take out the spellcasters. Your mage-heavy party might not appreciate that, though, so that might not be so great in your particular case. If you haven't, get access to a copy of Complete Warrior and read all the tactical feats. There are quite a few that would be appropriate to your type of character, which give you a lot of fun things to do that, while they still involve swinging a big weapon to deal lots of damage, are at least more involved than "I attack again." Combat Brute is a good choice, as somebody mentioned. If you want to burn a lot of feats, take Dodge and Mobility, then buy into Elusive Target, which makes you a real pain, particularly when combined with Improved Trip. It's also unexpected in a barbarian. You could easily qualify for Raptor School, which is flavored as a monk feat, but easily translates to a barbarian-style fighter. You'd have to read it to decide how useful it'd be, though. Shock Trooper could easily be a barbarian feat, and is a lot of fun when you're up against a group. Again, though, you'll be spending quite a few feats to meet the prereqs. I will say that you shouldn't take Frenzied Berserker, though. That's a party killer PRC. Even if you don't directly cause the death of the entire party, even one team kill will turn the group against you, and then nobody's having fun. |
| Chosen of the Dark Sun04-14-05, 11:18 PM | When I play barbarians, I use them as strategic soldiers, especially if there is another melee combat expert in the group. With an 18 strength, you can do some insane stuff. I know you already have the greatsword, but there is one truly sick thing I've seen a barbarian do to hordes of weak enemies. Deck the barb out with a pair of two spiked tower shields of bashing. And yes, you heard right, two tower shields, one on each arm. Then go out and bash everything in sight to the ground, and stomp on it till it dies. Archers can't hit you, and when you rage, you just pummel everything into the ground. I'd suggest you use your improved speed to go after enemy casters. With a rage, a barbarian can take out a wizard in just a few moments, and then start taking out everything else. Also, if you have anything highly explosive like gunpowder in your campaign, get large containers full of it and start chucking bombs at your enemies before they get in melee range. Also, be inventive. Barbarians have a real knack for using the environment to their advantage. |
| Judging Eagle04-15-05, 01:09 PM | Look into bear warrior, then warhsper (for the reach, go to level 4 to 'naturally heal' yourself it's pretty interesting, you take a concentration check and your body re-stitches itself together). Combat brute and/or Shock trooper would be nice. Myself, I'm working on a fighter/wizard that combines high str to trip foes, then power attacking with a spiked chain who then starts cleaving (great cleave) and since he has a large threatened area he can keep cleaving; plus there's arcane strike thrown in to give more to hit and damage. Imp trip is really nice since it basically gives you +4 to hit and you can attack the just tripped target at the same BAB. So: -Imp trip target -Power attack said target (-4 from your BAB for +8 more damage since you have a 2-handed weapon or +4 if you're a bear); hopefully you kill it -(use cleave) Imp trip next target -Power attack next target (trade BAB for Damage as well) -(now use great cleave to keep the chain going) and that's just ONE attack. imagine if you're mobbed and you use a full attack action. |
| Marcus Majarra04-16-05, 07:52 PM | If you're going into Bear Warrior, you might as well become a grappler. This essentially turns you into both a damage machine and a tactical fighting machine. If you can convince your DM to let you replace a few of your Barbarian levels with Fighter levels, it might also be a good idea, since you'll be needing those extra feats to become a good grappler. If you don't care about having the Dire Bear form (it's a slight improvement over the brown bear, but easily replaceable), here's a good target build: Barbarian 5 / Fighter 4 / Bear Warrior 7 / Warshaper 4 If you do want your Dire Bear shape, then go with the quintessential: Barbarian 5 / Fighter 2 / Bear Warrior 10 / Warshaper 3 In both cases, you'll be wanting a few feats: Improved Unarmed Strike (you need it for Improved Grapple and to make your grappling damage lethal) Improved Grapple (no AoOs and +4 bonus on grapple checks is always good) Combat Reflexes (you get increased dexterity in bear forms, and it helps you become a better tactical fighter) Power Attack (+19 BAB and a ridiculously high Strength score means you can make your grappling quite lethal) Aberrant Blood (from Lords of Madness, taking the flexible limbs version of the feat nets you a +2 bonus on grapple checks, as well as allowing you to take...) Inhuman Reach (also from Lords of Madness; this increases your reach by 5 feet) Large and In Charge (from the Draconomicon; a good complement to your brown or dire bear form. Since your warshaper levels and inhuman reach grant you a natural reach of 15 feet, odds are no one will be able to get close to you, and those who do will probably be locked in grapple with you) That's 7 feats right there, leaving you with at least 3 more. My suggestions are: Improved Bull Rush Shock Trooper Knockback If you took the non dire-bear variant, take Leap Attack as well. Your fighting style is simple, yet effective. You bearfully charge into battle (possibly between your allies and your opponents), attacking one of your opponents with a ridiculously strong Power Attack-boosted Bite. Since Shock Trooper allows you to transfer your attack penalty to your AC, do so, to enjoy your full attack bonus and the maximum damage output you can. After that, your job is simple. If your opponents try to get past you, it won't work, as you'll use one of your attacks of opportunity to stop your foe in its tracks and possibly send him back quite some ways (preferably into another opponent, for free trip attempts). As an alternative, if the opponent you charge is a spellcaster, you might want to put your Improved Grab to good use, and take the -20 penalty on grapple checks in exchange for being able to threaten other enemies while containing your spellcaster. In any case, there's nothing preventing you from just using your AoOs to grapple your opponents as opposed to keeping them at bay. If you get all your foes into your grapple, you can just proceed to take them all out without that -20 penalty on grapple checks. It's a very solid build, and it gives your character the following benefits, in addition to raw damage: Grappling Tripping Bull Rushing |
| Sakaki2204-17-05, 02:06 PM | I just wanna point out that your Ranger may hate you if you take up grappling. Without Improved Precise Shot (which a Ranger gets at 11), they will be really useless against whatever you fight. Feel free to ignore this post if your party is level 11 or higher. |
| Callista04-17-05, 02:51 PM | My character has an INT of 10... no Combat Expertise for her. We are currently 7th level. What about Spring Attack? Is that worthwhile? I'm not thinking about the mobility aspect so much as the fact that I could go and smack something, then be back to protect the spellcasters before anyone gets through to them... |
| Shaken, not Stunned04-17-05, 04:14 PM | Get I.U. Strike and grapple. That opens up tons and tons of options. |
| Traevelix04-19-05, 10:53 AM | seeing in your stats this is the only way to go multiclass into a cleric or druid... if you want versatility this is it |
| eudas04-19-05, 12:08 PM | One thing to remember about Sunder is that you are destroying part of the treaure for the encounter. This is a good thing if it's an unholy weapon that nobody in the party can wield, but a bad thing the rest of the time. Disarming is much better than Sundering. i think that the "anything you sunder is taking away treasure" line of thought is a fallacy. the reason i think this is because the DMG provides a "character wealth by level" table. treasure that is sundered/broken isn't collected, so if your DM follows this chart, then they will just have to bring in more treasure from another source at another time if they want to keep you in line with the chart. thus, don't worry about breaking enemies' weapons -- you'll wind up with the same amount of wealth either way. it's not treasure until it's yours. eudas |
| fractal04-19-05, 02:05 PM | Well, I would absolutely pick up a reach weapon for any melee character. It will allow you to protect/control a greater amount of area for the rest of your party. It will also make you less vulnerable to monsters with reach. The difference in damage between, say, a glaive and a two-handed sword, is pretty minor compared to the benefits of a high strength and power attack. With a reach weapon, Combat Reflexes is pretty good, too. Even if you lose initiative, you'll still get to take your AoO while flatfooted, and sheer numbers won't suffice to get monsters past your defenses. Cleave is good, but Great Cleave is generally not worthwhile, especially once you start getting iterative attacks. |
| Woas04-19-05, 02:13 PM | Oh! oh! Get Improved Over-run and start knocking people on there gluteus maximuses! Everyone always forgets about Over-run and Bull Rush. Watch the enemy wizard/archer/back line fighters when you just knock the front-men on their backs and continue charging right up to the backline! Weee! :D |
| Reinsuoknera04-20-05, 04:11 AM | If you really want to be different and fun you could always multiclass or prestige as psion. They get all kinds of fun complimentary stuff. |
| philopharynx04-20-05, 09:20 AM | i think that the "anything you sunder is taking away treasure" line of thought is a fallacy. the reason i think this is because the DMG provides a "character wealth by level" table. treasure that is sundered/broken isn't collected, so if your DM follows this chart, then they will just have to bring in more treasure from another source at another time if they want to keep you in line with the chart. thus, don't worry about breaking enemies' weapons -- you'll wind up with the same amount of wealth either way. it's not treasure until it's yours. eudas That depends on the GM. Most of mine offer enough treasure to meet the guidelines, but if you destroy it, it's your fault. Likewise if you don't take treasure from somebody, he's not going to give you a choice of different stuff at the next encounter. |
| Callista04-20-05, 12:12 PM | Well, generally my DM will have any special weapons not wielded by the monsters but concealed in a chest or something, a la Neverwinter Nights. He actually doesn't give us a lot of magic weaponry at all; he makes it up in gold, and we buy our own. (This would explain the fellow with the keen mercurial greatsword, unfortunately.) |
| philopharynx04-22-05, 09:31 AM | Well, generally my DM will have any special weapons not wielded by the monsters but concealed in a chest or something, a la Neverwinter Nights. He actually doesn't give us a lot of magic weaponry at all; he makes it up in gold, and we buy our own. (This would explain the fellow with the keen mercurial greatsword, unfortunately.) Well, you are lucky. When the bad guys aren't using their items it makes things a lot easier. And money does help those that use exotic weapons, though I think it feels better to have won your weapon by fighting the guy who had it. |
| Mike The Slayer04-26-05, 08:19 PM | I have a half-orc bbn lvl 7 / fighter 6 by doing this you still get rage but you and feats all of which im using to get to Exotic Weapons Master or EWM. By doing this you can Get varies Feats and skills to increase your killing possiablitys. Sorry for me spelling i am a bbn. |