| ChrisLKimball |
So my two year Jade Regent campaign ends Friday, and we will be going right into brainstorming and ideas for the next campaign path, While I am holding out for Shattered Star, or maybe a homebrew book 7 for our Council of Thieves campaign, but signs seem to be pointing to Skull and Shackles (honestly my group is great so I am willing to play just about anything with them).
So I have an idea for a Dwarven Barbarian kind of rough, but I'd love some ideas suggestions with it. looking for optimization within reason of the character.
So I am thinking about a Dwarf with the Saltbeard alternate race ability.
Thinking about the invulnerable rager barbarian archetype ( with a 5th level dip in unbreakable fighter) and doing the stalwart thing.
So being a Dwarf might slow down the feat progression so I am trying to figure out the order.
I really want to use a range weapon like Dwarven Long Hammer, so I was wondering if there is a build that adds pushing assault? It seems like something that would be important to keep people from ever getting full round of attacks on me, and flavorful (does it make any sense, though)
I also like the Spirt totem power (20% miss against reach creatures and range) that sound great if I am focusing or reach weapons.
how about Come and get me at later levels if I focus too much on range weapons this is a problem or I guess I'll be using claw attacks from beast totem (if no spirit totem) or brawler rage power to make the attacks (sounds really sub optimal)
So.. this I what I am thinking about any thoughts on helping me build this variation of a common build, what do i need, what can be moved around.
Thanks
Sober Caydenite
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I have had a good deal of success with a human Invulnerable Rager barbarian using Beast Totem for claw attacks. The only down-side I have experienced is a constant money drain healing up after combat, but that is because my party has almost no healing capacity.
Dwarven long-hammer or long-axe paired with a dwarven boulder-helm lets you enjoy the benefits of reach as well as still threatening adjacent squares. All in all, the dwarven weapons are some if the best in the game if you can treat them as martial.
I would recommend against the Spirit Totem line, since the lesser power is almost completely useless without a solid Charisma, and even then it isn't that hot. It would be cheaper to just chug potions of Blur if you want a miss chance rather than spend 2 rage power choices and denying yourself the other totem lines. Pick the Accelerated Drinker trait and you can chug potions as a move action, so just walk around with your potion in hand if you think there will be trouble.
Skull and Shackles has been a very fun campaign so far, and treats barbarians very well. Just remember to learn to swim, and think about ways to get Profession: Sailor as a class skill.