| HalfOrcHeavyMetal |
Now, I have to say, 9 out of 10 times I roll a Half-Orc Barbarian. The other time I'll roll a Dwarf, but the Half-Orc holds a special place in my heart, and I know (or rather, knew the 3.5 version) back to front, inside out, etc etc.
This latest game, I'm rolling the old favourite >_> and am asking if my normal selection of weaponry will still be as effective.
Primacy Melee Weapon
Falchion, aiming to go Masterwork Adamantite > +1 > +1 Keen > +2 Keen > +3 Keen > +4 Keen > +4 Keen Vorpal.
Backup Melee Weapons
Morningstar, aiming to go Masterwork > +1 Silvered
(Will also get a Large +2 Shield for the inevitable meeting with enemies that have slashing damage reduction or don't die when I cut their heads off >o>)
Spiked Gauntlet, aiming to go Masterwork > +1 Cold Iron
Primary Ranged Weapon
Composite Longbow, aiming to go Masterwork > +1 > +1 Seeking > +2 Seeking > +3 Seeking > +3 Seeking Shock
Backup Ranged Weapon
Dagger, Aiming to go Masterwork.
Any problems with the variety of the weapons? Trying to ensure I cover most bases? Naturally as a Barbarian I'm going for 2-handed Melee weapon most of the time, but will the (admittedly puny) secondary weapons come through in a pinch, and if not, what should I be going for.
I've had games where the DM has gone to great lengths to destroy my Falchion (it's a type I've almost always used) because I have this tendency to behead their BBEG after a few rounds of combat.
Are there any non-elemental (that seems to die off slowly as soon as we start fighting Demons, Devils and Elementals, I might add!) weapon types with high criticals? I find constant criticals tend to outweigh the constant high damage since you can tack temporary elemental damages onto the blade via spells for that added 'boosh' effect against certain mobs (had a Wizard get that elemental-damage-swapping Meta-magic rod, all five of them, and we had a blast casting 'Flameblade' on my sword and using one of those rods to really destroy the GM's monsters. He hated us so much >o>)
| HalfOrcHeavyMetal |
Hmmm.... I do like the Picks, but their piercing damage is a little .... iffy to me. Still, few things in the game are resitant to them, but I love my constant crits, whereas the Picks seem to be a once-in-a-blue-moon affair.
Still, it's another option, and a powerful one at that. Thank you, Mac Boyce.
Any comments on the Backup Weapons?
| Richard the Lame |
I wouldn't waste my time with the morning star as a back up weapon. Worst case scenerio, your falchion gets disarmed or sundered and you can use your spiked gaunlets. That cannot be disarmed which helps. As a barbarian your armor class is going to be low, so I would suggest that you spned the money to get CON items or books. AC is irrelevent to barbarians, your AC is your hit points, the more the better.
I think you on the right track with a composite longbow, I would keep that. If you have a good supporting cast of rangers or casters, you shouldn't really need a ranged weapon. Then, again it's always handy.
As far your primary weapon is concerned, I like the falchion. It is very devastating in the hands of an orc. Especially when you tack on keen and other types of goodies. If I were to recommend a 2h weapon it would be the greatsword. It's 2d6 19-20 x2 crit. With keen that will drop it to a 17-20x2 crit. That's decent.
| HalfOrcHeavyMetal |
I did consider the Scythe, truth be told.
For the reasons why I have 2 backup Melee Weapons, the first reason is to have weapons that are relatively cheap, so as to be able to pass them around the party, cohorts and/or allies in a pinch and not sweat over-much if they get hit by a disintergrate or a rust monster or an Sundering monster, and the second is the enhancement costs are actually too high for 'backup' weaponry, really, and the third reason was to have weapons that, in the case of the Morning Star cover any damage-type Damage Reduction my Falchion can't blast through, and in the case of the Spiked Gauntlet, in the inevitable situation where the DM will have my Barbarian disarmed then swallowed whole by .... something with a truly nasty digestive tract.
+1 Silvered Morningstar, 2,398 gold.
+1 Cold Iron Spiked Gauntlet, 4,610 gold.
To cover the damage reduction of either Cold Iron or Silver, it's a +3 enhancement. That's 18,000 gold my character has to spend per weapon. I can add alignment properties simply by spashing them with Holy/Unholy/Lawful/Chaotic Water, and let's face it, if I'm down to fighting a monter with Adamantine Damage Reduction without my heavy hitter, I'd better break out the new character sheets.
In regards to having an Adamantite Blade when I already have a +4 Enhancement Bonus, that's a bit of a safeguard on my part to ensure A) Weapon is as tough as I can make it via the RAW, and B) anti-magic field does not ruin my day too much.
@Richard the Lame: In regards to the weapon, I'm a firm believer that every character should be capable of at least providing cover fire or a flanking bonus at the very least. Even if my Barbarian can't get into melee range against a flying enemy, I can at least 'herd' it into the right direction for the Wizard's Maximised Lightning Bolt with a few shots in front of it or at it's flanks.
Again, thank you for all the posts.
Xuttah
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HalfOrcHeavyMetal wrote:That's pretty creative albeit non RAW, by extension other splash weapons could be used as weapon oils... Maybe that would make a good discussion thread.I can add alignment properties simply by spashing them with Holy/Unholy/Lawful/Chaotic Water
Oil of align weapon does work though for bypassing DR at least.
Morningstar is a good choice for a backup weapon. B+P damage and you can hold it in two hands for the damage boost if need be.
Are you planning on any of the critical tree feats? The keen property might be redundant if you are.
PS I too enjoy playing half orcs. My first 3.0 character was a half orc barbarian. Killed his first badguy with a keg of ale (bowling).