Warforged Fighter

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Thanks again for everyone with advice.

I went with Knockback, Reckless Abandon, and Good for What Ails You. Knockback is hard to fire off, but I was able to do it once our cleric Bull's Strength and Enlarged me (though it's arguable that I could've just smashed whatever into pulp instead).

Reckless Abandon is fantastic. If I know the enemy's attack rolls are going to be in the 30s anyway, I might as well get that extra to-hit bonus.

GFWAY hasn't come into play yet, but I'm sure that something down the line is going to hit me with one of those conditions. And I'll be ready.


Hello all,

I'm having significant trouble settling on my barbarians rage powers. Any other build advice is welcome as well.

Something to know about the campaign:
-Pirate themed, so plenty of hot boat on boat action.
-Magic items are rare, so minimal magic loot.
-The campaign will get to level 12 or 13, at most.
-20 point buy, PCs can have only one 7 and one 8 attribute score. I'm stuck as a Half-Orc.
-This campaign just shifted to PF from 4e. I am slightly unfamiliar with some of the new bits that PF added to 3.5, like combat maneuver details.
-Variable party attendance: The game goes on, regardless of who's there. If a player isn't there, then neither is the PC. So, somedays we'll have a dedicated healer + off-healers, and on others, it'll me, a fighter, and a wizard.

My guy:
Half-Orc Barbarian (Invulnerable Rager), 6th level
Str 20, Dex 16, Con 13, Int 8, Wis 10, Cha 7
Magic gear given: +1 Furious greataxe, +1 mitral breastplate

So, I'm kinda undecided on what rage powers to take, and am asking you fellows more familiar with the system.

What I'm thinking:
1. Knockback: Nothing like taking an enemy out of a fight like launching them overboard.
2. Reckless Abandon: +2 to hit for -2 AC. Sure, my AC sucks while raging anyways. If I choose this, I may swap my Dex & Con.
3. Renewed Vigor: Emergency heal button.

Other options:
1. Superstition/WH/Spell Sunder: Nifty trick, but I'd loathe to lose Knockback, so I'd have to swap a feat or wait until later for Spell Sunder.
2. Knockdown: Meh 'cause it's only 1/rage.
3. Strength Surge: Helps out big with combat maneuvers 1/rage. If taken, I'd reconsider Knockdown.
4. Lesser Elemental Rage: This power sucks, but the next one in the tree is okay, especially if there's little opportunity for a better magic axe than I've got.

Thank you for reading, and thank you even more to those responding with advice.


Thanks again for all the responses. I wasn't aware that DR didn't work on energy damage or the untyped self-damage from the Vicious weapon.

Given that, and that while raging, I could blow through cold iron/silver DR, I'm definitely going with the Furious greataxe.


Hello all. I'm a long time lurker, first time poster.

So, my current gaming group is making the leap from 4th ed to Pathfinder. We remaking our campaign and I'm going barbarian this time around. I get to start at 6th level and am probably going to choose the Invulnerable Rager archetype. The GM is gifting me with either a Furious Greataxe +1 or a Vicious Greataxe +1, my choice.

Since I'll have a DR of 3 to start out that will only increase, I'm leaning toward the extra damage of the Vicious weapon and take my chances with the hit.

Am I correct in my thinking or should I go for the Furious one?

Thanks for any responses.