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Old 07-07-2003, 08:32 PM   #6
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 41
Posts: 5,459
Light armour has several advantages over heavier armour. These are a lower chance of getting a casting failure (shouldn't affect you), a smaller penalty to certain skill checks (again, none which would affect you) and a (sometimes much) lower weight.
The advantage of heavy armour is that you don't need to have a high dexterity to reach the same maximum AC.

If you are going to use the greataxe, you'd be better off with a high strength than a high dexterity. This also compensates the added weight to some extent.
If you're going to dual-wield, you'd also be better off with a high strength.

However, if you also take a ranger level, it's an entirely different story. The ranger's free skills only apply while wearing armour from the 'light' category or clothing. In this case, forget about strength and build a high dex instead. The Weapon's Finesse feat will let you use the dex bonus as a str bonus for certain lighter weapons such as the handaxe.
The downside is that, in the case of a dwarf, this would indeed lead to an XP penalty.

Oh, and with the skills you've picked, you can get away with an intelligence as low as 8, if you would like.

Which leads to the following:
Assuming you are going to take the feat for heavy armour (either handpicked or by taking a few levels in the 'fighter' class):

Your strength should be between 16 and 20.
Your dexterity should be 12 (which gives you the maximum bonus under full plate)
Your constitution should be between 16 and 20.
The other three stats (base 8, 8 and 6 respectively) are not too important. However, Lore uses INT, Heal uses WIS and Taunt uses CHA modifiers. This'll mean you are going to suffer some penalties to those rolls.

Taunt is much like rage, you have to remember to use it. The advantage is that you can taunt someone all day and all night if you like, without exhausting the ability. It can definately make a difference, and it is certainly a good in character skill for a barbarian to have.

Lore saves money eventually, but in the OC going to the stores to have something identified works too. You'll soon have plenty of money to afford those 100 gp identifying costs.
Heal is useful in that it cures poisons and the like. With a high con, most poisions and diseases will never even harm you. Still, it is nice for backup.

I'd say leave int as it is, at 8. You may want to bring wis and cha to higher levels (up to 14 for wis and 12 for cha) to get rid of those penalties or simply to get better will saves and persuade rolls.

That's
STR: 16+
DEX: 12
CON: 16+
WIS: 8-14
INT: 8
CHA: 6-12

Might add a bit on multiclassing with fighter and the like later on...
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