| Malleus Maleficarum |
Playing a mini campaign with some friends. We TPK'd in kingmaker so we decided we're all going to come back as halflings and gnomes. I'm making a gnome barbarian. I've decided to be a totem warrior and level up spirit and fiend. Creates what seems like a "reaver" from dragon age or even Daoc if you know that game.
storywise my character will be a "bleacher" with first world tendencies. an immortal/soulless creature kind of confirms (for me anyways) where this negative energy dmg is coming from. okay enough flavor
Coming in at level 9 with a belt of physical stats +2 and raging
str 18 (22)
dex 17
con 17 (21)
int 7
wis 10
cha 12
Feats are:
Two weap fighting
Imp two weap fighting
arcane strike (gnome 0-level make me a 9th level caster)
step up We LOVE THIS FEAT
critical focus
Future feats will be either step up and strike or double slice to get to two weap rend. buckler mastery wanted to be there but couldn't make the cut and well screw it i'm off tank damage we have a healer and another tank)
The reason for step up is to make sure greater spirit totem aura is going off every time.
Critical focus is to help those tertiary attacks make it all the way.
arcane strike helps me save money on enchants and makes up for the late double slice.
Idea is that keen icy burst gnome hammer will hit crazy hard because they have really big crit multipliers. On a crit it's extra 2d10 or 3d10 dmg! However, I'm not really sure if the numbers stack up.
Is it a neat idea or is it better to just dual wield kukri's instead?
Just curious on thought and other feat variations and ideas. Thanks!
| HaraldKlak |
Arcane Strike: It is not legal. It requires the 'ability to cast arcane spells'. Having a spell-like ability, isn't the same as having spellcasting. You only have a caster level for purpose of those spell-like abilities, not generally.
Icy burst: I'm not that fond of the burst abilities. While I like having high crit multiplier, they tend to deal enough damage already.
As comparison, the icy burst on a *4 weapon, deals 16.5 extra damage on average when you crit. Having an extra +1 bonus on the weapon, deals +1 att and +1 dam always, and +4 damage on a crit.
The gnome hammer: It might not be the best weapon out there, but you should make a fine combatant. I am quite fond of double weapons, mainly due to the ability to two-hand them, when you can't get a full attack through.
| HaraldKlak |
Regarding the weapon, if possible, get the Furious enchantment on both ends. It is simply too good for a barbarian to avoid (counts as +2 bonus extra when raging).
On top of this, the Courageous enchantment on one of the ends is almost just as wonderful (half weapon bonus on morale bonusses, which means benefits of rage, and a bonus against fear).
| HaraldKlak |
Thank you for clarifying arcane strike. It did seem a little cheesy.
So courageous would increase the +2 hit and dmg from rage into +3 hit and dmg? Is that how it works?
Rage grants a +4 morale bonus to str and con, and a +2 morale bonus on will saves.
The courageous enhancement increase these bonusses by half the weapon enhancement bonus (minus 1).
So if you have a +1 courageous weapon, your rage would grant you +5 str, +5 con, and +3 will save. Whether you get any benefit of this, depend on whether you have odd or even ability scores.
When you get a +4 courageous weapon (or a +2 courageous ferocious weapon), the extra bonus to str, con and will save, becomes +2.
If you have a bard, or other buffs granting morale bonusses, these increase as well.