
Stokkem |
Hello, I am making a back-up character for the campaign I am playing in and decided to ask the fine forums for help!
Build - Core only
Human barbarian 9
Stats Str 21 Dex 14 Con 16 Int 12 Wis 12 Cha 10
Feats: 1st toughness, 1st power attack, 3rd improved initiative, 5th weapon focus: greatsword, 7th vital strike, 9th improved crit Greatsword(undecided)
Rage powers: 2nd strength surge, 4th superstition, 6th rousing anger, 8th unexpected strike
Now for the kicker, in this campaign weapon and armor enchantments are a lot cheaper, a +5 Full-plate 19 Spell resistance costs 25000 (The same as +5). Having multiple enchantments are not allowed however, so you cannot exceed the +5 cost for any weapon or armor. I and my GM knows this is not how it is supposed to be, and that a +1 enhancement bonus is needed for special qualities to be added and that they are supposed to be a lot more expensive, so no need to discuss it :D.
Budget: 46000 gold
What I am wondering is, what items I should pick up... Should I pick up belt of giant's strength and cloak of resistance, or just try to get as much value from Armor/weapon enchants?
I can get any +4 weapon and almost any +5 armor. It works like this: You want a righteous full-plate? ok, it is now +5 righteous for 25k. I am looking forward to your input, and please understand that we know this system is flawed and ridiculous, but its fun, for us at least :D

Qaianna |

Cloak of resist is some cheap defense against saves. Because no-one likes hanging around with a dominated or confused barbarian. (Fortunately, the last two confusions in my campaign landed on the rogue and sorcerer, not little miss 1d12+PAIN rageball.)
Belt of giant strength is also useful, and even more if you can get one of the blended ones.
Amulet of natural armour's a traditional way of getting more AC, so that's something. Won't help against touch but does against big bad evil guy.
Not knowing the modified weapon/armour enchant rules from your description, can't really say much. However, I think +2 or +3 gear should be adequate. (My level 8 barbarian has a +1 furious greataxe and +2 agile breastplate. But since you're not allowed furious, oh well.)
For the record, don't forget mundane stuff. (Shame your campaign doesn't seem to allow Apprentice's Cheating Gloves ... )

Stokkem |
Thanks for the answer! I may have explained the armor/weapon enchantment rule badly.
Basically, a +5 vorpal Greatsword costs 50. A +5 fullplate with 19 spell resistance costs 25k + fullplate cost. The only restriction is that you cannot have more than one special quality (eg +1 Greatsword furious AND courageus).
It is like the enchantment bonus is a part of the special quality connected to it. You choose from the special quiality tables, choose for example flaming with +1 cost, you pay 2k and you get a +1 flaming. Another example, you choose the speed special quality, it costs +3. You pay 18000 gp.
Qaianna, yea those sounds like safe options! Those are the things I am looking at currently beside armor/weapon combos :D

Makknus |

I'd take a ring of protection before an amulet of Natural Armor - it applies to your CMD, and it affects touch AC, unlike natural armor. You can also get potions of Barkskin+2 for like 300g and they last 20 minutes if you really want the extra natural armor. Barbarians are health tanks, though, not AC tanks. Get the cloak to boost your saves and maybe look at a belt of STR and CON. More health, more rage, higher fort save.

Makknus |

Also, if you're open to changing your weapon, with crit feats a Falchion or Nodachi will be much stronger overall than a greatsword. The higher threat range beats the slightly higher damage due by a mile since the vast majority of your damage is coming from bonuses that would be multiplied on a crit.

Qaianna |

I think I understand now. Still, about the only properties I've wanted to put on my weapon are Furious (APG, +2 to enhancement bonus when raging), Transformative (APG and not plus-based), Keen (+1 bonus cost for improved crit range) and Vicious (+1 bonus for +2d6 damage to enemies and +1d6 damage to YOU).
Another thing to think of ... spare weapons. Including A BOW. You want a bow. Really. (Arrows too.) Some folks talk about golf-bag style fighting but when that greatsword ends up on the ground or somewhere else ... or you're grappled ... well, that's when that spare one-handed weapon comes in handy.
Edit: Another neat thing I've used is a set of decent throwing weapons. Again, not primary, but if you're in rage and something's flying or otherwise out of range for some reason (terrain, pit, you already moved as far as you can), you can still draw one and whip it at something you don't like. And thrown weapons still get Strength bonus to damage. Again, not your main weapon but something to have for those weird situations.