Difference between revisions of "User:Aarnott/Lego Bin 6"

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(Really Intimidating Dude)
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* Menacing Demeanor (RoD) - 1
 
* Menacing Demeanor (RoD) - 1
* [[SRD:Iron Will|Iron Will]] - 1f
 
* [[SRD:Skill Focus|Skill Focus]] (intimidate) - 1f
 
 
* Righteous Wrath (BoED) - 3
 
* Righteous Wrath (BoED) - 3
 
* Knight of the Stars (BoED) - 6
 
* Knight of the Stars (BoED) - 6

Revision as of 21:50, 11 May 2010

Optimized Zone Controller

This build assumes the use of Cross-Style Training. If you read this and have any ideas of how I can improve it, please let me know!

Monk of the Passive Way 2/Psychic Warrior 1/Fighter 1/Psychic Warrior +1/War Mind 5/Crusader 1/War Mind+5/Knight 3/Fighter +1

32 point buy: Str 10, Dex 16, Con 14, Int 12, Wis 16 Cha 8

Alternate Class Features

  • PB2 Monk Decisive Strike

Feats

Stances

Thicket of Blades

Maneuvers

?

Powers

I assume power retraining is allowed. Otherwise the build is really weak until War Mind 2 or so.

Improving the Build

Spiritual_Weapon_(3.5e_Feat) can reduce MAD significantly. Swap weapon finesse for it.

Alternate Build Idea

Trade 5 War Mind levels for 5 Psionic Weapons Master levels. This gives Wisdom to the number of AoOs you can do in a round. You can also trade the second fighter level for a 6th Psionic Weapons master level so that you still have 8th level Warmind manifesting.

Requires: Power Attack, Dodge, Mobility, Psionic Dodge, and Weapon Focus by level 12 (yuck)

Halfling Skiprock Master

Fighter 4/Warblade 1/Master Thrower 1/Bloodstorm Blade 2/Master Thrower +4/War Mind 5/Exotic Weapons Master 1/Bloodstorm Blade +2

Race: Strongheart halfling (Or human if EXP penalties are in effect)

Ability Scores: Str 13, Dex 20, Con 14, Int 10, Wis 8, Cha 8

Feats

(I'd like to fit practiced manifester in here -- need to check if stormgaurd warrior can be taken as a fighter bonus feat)

Powers

Stances/Maneuvers

  • Moment of Perfect Mind (Counter)

Items

  • Greater Crystal of Mind Cloaking
  • Boots of Speed

Level 6 Highlights

  • Attack routine can be: +2/+2/+2/-3/-3 (before other modifiers like enhancement, dex, etc).
  • With halfling bonuses, dex, weapon focus, point blank shot: +11/+11/+11/+6/+6
  • Each attack uses 2 skiprocks (so they hit twice and each bounce)

Level 12 Highlights

  • Have the option to power attack with skip rocks
  • Attack routine is: +8/+8/+8/+3/+3/-2/-2 (before other modifiers like enhancement, dex, etc).
  • With halfling bonuses, dex, weapon focus, point blank shot: +18/+18/+18/+13/+13/+8/+8
  • These attacks can all be made against touch AC

Level 20 Highlights

All attacks use a single +5 flaming frost shock corrosive seeking skiprock. Also the character uses Boots of Speed.

  • Dexterity: 36 (20 base + 5 levels + 5 tome + 6 item)
  • Attack Routine: +38/+38/+38/+38/+33/+33/+28/+28/+23 (+13 dex, +1 halfling, +1 size, +5 weapon, +2 feats, -4 rapid shot * TWF, speed weapon)
    • These attacks are considered melee attacks in addition to ranged attacks (Thunderous Throw) and allow power attacking.
    • They are also touch attacks (Weak Spot), but don't add Strength Mod to damage.
    • If you expend a maneuver, you can have your super rock return to your hand after each attack in the routine (don't ask how it possibly flies that fast in 6 seconds).

Single Target

Against a single target there are a few ways to go about attacking:

1. Power Attack right away.

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +20 power attack) x2 Palm Throw, per attack.
  • This equals 81 on average per primary hand attack, 41 on average per offhand attack
  • 475.43 DPR.

2. Use Stormguard Warrior to get a +5 unnamed bonus to damage for each melee touch attack that hits in one round for the next round (Combat Rhythm). These touch attacks don't deal damage. Because of Thunderous Throw with Bloodstorm Blade 2, you can Palm Throw all of your attacks to get 18 Combat Rhythms against your opponent. Combat Rhythms don't deal damage, so DPR is averaged over the 2 rounds.

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +45 stormguard warrior) x2 Palm Throw, per attack.
  • This is 131 average damage per attack
  • 589.5 DPR (1179 damage in the second round).

3. Combine Stormguard Warrior with Power Attack.

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +45 stormguard warrior +20 power attack) x2 Palm Throw, per attack.
  • This is 171 average damage per primary hand attack, 131 per offhand attack
  • 554.065 DPR (1108.13 damage in the second round).

Option 3 may seem worse, but it is really a matter of the enemy's touch AC. Against a high touch AC, Stormguard Warrior will allow you to deal high damage per round, but you only attack every 2 rounds. Against a low touch AC, combining power attack and Stormguard Warrior should yield better results. Against low touch AC, low HP opponents, a straight up power attack should be sufficient to just finish them off in the first round.

Doing More Damage

Here are the things this build wants to do to really kill enemies.

  • Whenever a halfling skiprock hits an opponent, it ricochets against an adjacent target with the same attack roll modifiers -2.
  • Two For One Blow with the master thrower can allow him to take a -4 to attacks to hit an adjacent target in addition to the original target.
  • Thunderous Throw (Bloodstorm Blade) + Sweeping Strike (Warmind) allows an attack to target a square adjacent to the target's square, as long as you haven't moved more than 10ft. and you threaten those squares.

So, how do you trigger Sweeping Strike?

First, you obviously need to threaten the target. So, you will need to be in melee range of the target. You also need to have a second target in melee range. Here are some tips to do that:

  • Get an ally to be in a square you threaten that is adjacent to the target.
  • Use a bag of tricks to get a critter to be beside the target.
  • Possibly (this is shady rules territory), you can target yourself as the "adjacent target".

Here is what will happen (assuming all the attacks hit). The two skiprocks hit the original target (Palm Throw). They trigger Two For One Blow and Sweeping Strike, hitting the adjacent target once each (possibly twice, it is a tricky ruling issue). The skiprocks ricochet and hit the adjacent target twice. This means each attack hits the initial target twice and the adjacent target four times (or six times depending on the ruling). I assume the lesser ruling of 4 hits per attack.

To abuse this, we are going to use Stormguard Warrior (Combat Rhythm). You target the ally, critter, or yourself as the primary target. This means that the enemy gets targeted with 4 attacks for each 1 you make. You have 9 attacks, so this translates to a +180 unnamed bonus to damage on your next round's attacks against the target.

If you can target the ally, critter, or yourself next round to actually take damage (WARNING: This will deal big damage to your friendly target), you can deal the following damage:

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +180 stormguard warrior) x4 ricochets, per attack you have.
  • This is 802 average damage per attack
  • 3609 DPR (7218 damage in the second round).

If you can't target the ally, critter, or yourself next round to take damage, you can deal the following damage:

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +180 stormguard warrior) x2 Palm Throw, per attack you have.
  • This is 401 average damage per attack
  • 1804.5 DPR (3609 damage in the second round).

Sweeping Strike is Tricky To Trigger

No kidding. I totally agree. You only lose a single ricochet without sweeping strike.

Let's look at the damage if you can't get into melee and trigger sweeping strike. If you can keep the primary target adjacent for both rounds:

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +135 stormguard warrior) x4 ricochets, per attack you have.
  • This is 622 average damage per attack
  • 2799 DPR (5598 damage in the second round).

If you cannot keep the primary target in melee both rounds (or you don't want a bunch of rocks targeting your buddy):

  • Against a touch AC of 20, this will deal (1d3 weapon +4d6 elemental enhancements +5 weapon enhancement +135 stormguard warrior) x2 Palm Throw, per attack you have.
  • This is 311 average damage per attack
  • 1399.5 DPR (2799 damage in the second round).


Really Intimidating Dude

Race: Desert Half-Orc

Half-Orc Paragon 3/Paladin of Freedom 3/Champion of Gwynharwyf 4/UA Fighter 1/Scarlet Corsair 9

32 point buy: Str 16, Dex 10, Con 16, Int 10, Wis 8 Cha 16 Level 20 (without items): Str 23, Dex 10, Con 16, Int 10, Wis 8 Cha 16

Feats

  • Menacing Demeanor (RoD) - 1
  • Righteous Wrath (BoED) - 3
  • Knight of the Stars (BoED) - 6
  • Extra Rage (CW) - 9
  • Intimidating Rage (CW) - 12
  • Imperious Command (DotU) - 15
  • Instantaneous Rage (CW) - 18

Intimidate

  • Level 1: +18 (4 ranks, +4 Menacing Demeanor, +4 Monstrous Mien, +3 skill focus, +3 cha)
  • Level 6: +25 (9 ranks, +4 Menacing Demeanor, +4 Monstrous Mien, +3 skill focus, +3 cha, +2 bluff synergy)
  • Level 20: +39 (23 ranks, +4 Menacing Demeanor, +4 Monstrous Mien, +3 skill focus, +3 cha, +2 bluff synergy)
  • With a circlet of persuasion: +42
  • With a +6 cloak of charisma: +45
  • With a +4 charisma tome: +47
  • With a +30 skill item: +77

(and if you want to be really cheesy, pick up leadership and get a marshal/tattooed monk with a crazy cha to motivate cha with his bellflower tattoo active. Given a +13 cha modifier, which becomes +19 or +20, that would be a hefty bonus).

Some Neat Synergies

When you intimidate to demoralize, it affects every creature that can see or hear you within 30ft. (Scarlet Corsair) and lasts a number of rounds equal to your Charisma bonus. Imperious Command allows the dudes you intimidate to be cowering the first round.

When you attack someone, you can feint as a free action once every 1d4 rounds or as a move action (or both if needed). You can trade 2d6 sneak attack damage to render a creature you hit as shaken (or worse if they are already shaken).

Fearsome Fury makes every creature within 30ft. be forced to save against a DC set by your intimidate check (DC 48 minimum) or become shaken when you rage for the rage duration. You can do this as an immediate action! Against already shaken foes, this can allow you to counter their actions.