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Messages - Sunspear

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1
Min/Max 3.x / Re: Crushing enemies to death
« on: August 27, 2014, 02:26:11 PM »
Be a Warforged with Adamantine Body (there's an article online that mentions it increases your weight, but I can't seem to find it). Do the Dragonborn Ritual (it also increases your weight). Pick Deformity (Obese) - at least triple weight. Cast Iron Body - ten times your weight, total 30 times. Cast Giant Size - up to 4096 times your weight, total 122180 times regular weight.

How do you get the falling portion on a consistent basis? Based on the Jump table you'd need DC 40 to jump 10 feet up in the air.

2
Min/Max 3.x / Crushing enemies to death
« on: August 27, 2014, 12:44:25 PM »
Not sure how well known this is but I discovered this gem a while back and a conversation on min-maxing brought it to mind. Thought I'd share.

Falling Objects
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.

Objects that fall upon characters deal damage based on their weight and the distance they have fallen.

For each 200 pounds of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).

For each additional increment an object falls, it deals an additional 1d6 points of damage.


Heavy things falling hurts. Cool. Now that we've established that, how can we use that to our advantage?


The best way I've discovered so far is Wildshaping from a bird to a beast, which allows you to instantly crush the opponent.
Rhino: 6000 lbs - 30d6 + distance damage, level 8 Wildshape - 105 average damage
Triceratops: 20000 lbs - 100d6 + distance damage, level 16 Wildshape

Any of you guys have other ideas?

3
General D&D Discussion / Re: Min-maxing & Preconceptions: An idea
« on: March 24, 2014, 09:37:08 PM »
Playing an unoptimized character in a high-op party is okay, because that guy isn't dictating the way the game goes for the other players and the DM. The DM can easily plan encounters according to the strength of the optimized set, while the unoptimized guy stands around and toss croissants or whacks people with a rolling pin. Everyone's happy.

Incidentally, that sounds like a pretty wicked character concept  :lol

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General D&D Discussion / Re: Min-maxing & Preconceptions: An idea
« on: March 13, 2014, 04:07:42 PM »
Actually, I thought of a simpler way to put it.

When you optimize too far above the rest of the party, you are basically Pun-pun.

5
General D&D Discussion / Re: Min-maxing & Preconceptions: An idea
« on: March 13, 2014, 04:02:17 PM »
Ultimately I think people dislike optimizers for the simple reason that many optimizers are not considerate of what the rest of the party wants, and don't know when to reel it in.

If your party's Monk is doing 2d6+8 damage an attack, your Ranger is doing 4d10 with Manyshot, and your low-op Wizard's thing is tossing out 10d6 Fireballs, and you bust out your ubercharger build that does 2K damage per round, I think you're being selfish and kind of a dick. Because of your build, the other players contributions are no longer meaningful, and when that's the case they're not having any fun. It also becomes a nightmare for the GM, who has to balance for 3 non-optimized players and one super-optimized player.

Occasionally pulling out a trick you discovered that one-shots the encounter can be fun and entertaining for everyone. Using that same trick repeatedly rapidly loses its charm.

And if your group having fun means that you need to rein yourself in a bit, so be it. Save that ridiculous charge for when your party needs it, and otherwise go with less-optimal options. Maybe come up with a back story for why you don't just OP every fight away. You'll still have fun. Seriously.

6
Min/Max 3.x / Re: One shot, one kill - feasible in 3.5?
« on: March 02, 2014, 08:39:07 AM »
Arrows can technically be used as improvised melee weapons... so maybe that counts? Probably would be a conversation with your GM... which you'd probably want to have anyways based on the various shenanigans being discussed to make a one-shot sniper feasible  ;)

7
Min/Max 3.x / Re: One shot, one kill - feasible in 3.5?
« on: March 01, 2014, 08:36:47 PM »
I definitely see the appeal in chucking bows at people  :lmao

Is there any source stating the order of Keen vs. Sniper? I've always taken Keen to mean double threat range, but I could certainly be misinformed.

Good point on OotBI... I'll figure if I can milk some substitution damage there instead.

Energy Bow gives Power Shot, so we can take something else instead of Peerless Archer.

I like the colossal arrows idea. That's a great damage increase, and seems to very much fit the theme. And with Energy Bow's 2d6 it becomes 8d6... sizable increase, especially since it increases on crit!

8
Min/Max 3.x / Re: One shot, one kill - feasible in 3.5?
« on: March 01, 2014, 12:04:16 PM »
I think I've decided to rule out Manyshot, since it is technically multiple arrows. This unfortunately rules out knife to soul and lots of damage stacking. HOWEVER, the  Targeteer Sniper ability is still valid for canceling other attacks, since that is benefiting a single attack (higher crit chance).

This is what I came up with:

Targeteer 4/Ranger 2/ Deepwood Sniper 7/OotBI 7
Feats: Vital Shot, Sniper, Arrow Swarm, Weapon Focus, PBS, Precise Shot, Weapon Specialization, Ranged Weapon Mastery, Imp. Precise Shot, Dead Eye, True Believer
Gear: Energy Bow, Raptor Arrows, Gloves of Dex +6, Tome of Dex +1

Core principle is milking crits via Sniper and DWS. With full BAB and Arrow Storm, you get 6 attacks, 5 of which get converted to threat range. Keen doubles that, giving you a 9-20 range. With a whole bunch of hit and the ability to Power Shot (via Energy Bow), you can convert that excess hit to damage, which also gets multipled on crit. Being a single attack, we get to add OotBI precision damage.

Math:

Base: 20 bab, 4 attacks, 30 dex (18+5 from levels +7 items), 2d6
Hit bonus: +2 (wf/gwf) + 1(PBS) + 2 rwm +2 (raptor) + 10(dex) = +17
Damage Bonus: + 2(ws) + 1 (PBS) + 2 rwm + 2d6 raptor + 20 (dex/dead eye/vital) + 2 take aim = 27 + 2d6 + 4d8 + 2d6 base = 27+7+18 +7= 59 avg w/o crit
170 + 4d8 + 2d6 on crit = 195 avg on crit

4 attacks at +37
Arrow Storm = +2 attacks, -5 hit
6 attacks at + 32
Sniper = -5 attacks, +5 threat range (20-> 15-20)
DWS Keen = 15-20 -> 9-20

59 x 8/20 + 195 x 12/20 = 23.6 + 117 = 141 average damage per round

Each point of Power Shot will add 3.4 expected damage. As an example:

10 power attack base = 69 avg
10 power attack crit = 220 + 4d8 + 2d6 = 245 avg
69 x 8/20 + 245 x 12/20 =  27.6  + 147 = 175 w/ 10 Power Attack

9
Min/Max 3.x / Re: One shot, one kill - feasible in 3.5?
« on: March 01, 2014, 08:58:59 AM »
Not to be a debbie downer ... but I'm not quite sure how I'd feel about Manyshot/Arrow Storm fulfilling the "one-shot" criteria. I guess it IS a single attack roll... but from a flavor perspective it isn't quite what comes to mind. I guess I was hoping more for "sniper with .50 cal blows giant hole in chest" flavor rather than "sniper fires deadly 3-round burst."

I am indeed aiming at full 20 build. All 3.5/3.0 sources are in play. Magic items are fine/expected.

Any thoughts on Deepwood Sniper and a great crossbow? It takes advantage of the natural crit range, and then it could be paired with Crossbow Sniper, Dead Eye, and Targeteer stuff. In fact, by "sacrificing" 2 attacks from a full attack via Sniper, you'd be looking at an 11-20 crit range with a x4 critical.

10
Min/Max 3.x / Re: One shot, one kill - feasible in 3.5?
« on: February 28, 2014, 10:50:29 PM »
Clustered Shots is still multiple attacks, with multiple rolls. Trying to minimize magic if possible.

So far I don't think I've managed to eclipse 75 avg a round :(

11
Min/Max 3.x / One shot, one kill - feasible in 3.5?
« on: February 28, 2014, 08:29:10 PM »
As we all know, you generally need full attacks to do real damage. As we also all know, archery is generally pretty gimped on damage.

My question/challenge is if it is possible to make a sniper build that does massive damage on a single shot, round after round.

Off the top of my head I'm thinking the best option is a Rogue/Scout/OotBI Swift Ambusher build, but TBH that seems extremely lacking and I'm sure there's better... right?

12
Min/Max 3.x / Re: [3.5] Salvaging a Ranger Build
« on: February 23, 2014, 09:52:15 PM »
I think people are too quick to jump on the "fuck the DM/leave the game" train, but seriously - fuck the DM/leave the game.

13
Well, I’m back…
I had already discovered this thread in the handbook/handbook discussion section a while ago, but did not have enough time to comment on it to the necessary extent. Granted, doing it now is a bit of a thread necromancy, but maybe I can add some more perspectives to this duel.
Note to mods: I have seen in the reply function that usually after 120 days of not posting in a thread, a new thread should be considered. However, this is the handbook discussion section, and I hesitate to start a second discussion thread on this issue. In case this is a problem, this post (and any answers to it) could be moved to form a new discussion thread in the handbook section). Thanks.
Now on, to my remarks:
Basically, the main points Endarire brought up with this wizard vs fighter duel – and supported by the majority of posters here - are that such a duel can show two things:
  • How much more powerful a wizard is than a fighter,
  • And that this already happens with just the core rules, illustrating how broken the core rules are.

I disagree that the duel is proof for this.

Those who know my earlier posts of course may not be much surprised. ;) However, maybe the reasons why I see such a duel not upholding any of the above two assertions are – at least in part – new.
I’ll go through Lycanthromancer’s duel description step by step and will point out areas where I think the rules were interpreted wrongly, plus general remarks/other observations (e.g. on tactical oddities that I perceive).
This fresh perspective on the duel is also needed imo since this duel, ever since it first appeared on the WotC boards, is often used as the standard benchmark for the two assertions above and is quoted so often with little or even without any questioning in the typical fighter vs wizard debates (like in this thread….).

Pre-duel-preparation
(click to show/hide)

The buff round – wizard actions
(click to show/hide)

The buff round – fighter actions
(click to show/hide)

Round one/take 2 – wizard actions
(click to show/hide)

Round one take 2 – fighter actions
(click to show/hide)

Round two take 2 – wizard actions
(click to show/hide)

Roundup of the duel from a rules perspective
(click to show/hide)

Some more observations from a tactics perspective
(click to show/hide)

So, taking everything together, I have no clue why such a bad performance on both sides of the duel (fighter on the tactical side and wizard on the rules side) is paraded time and again as evidence of wizard superiority in the core rules.
But maybe there are some explanations and/or different rules interpretations that I’d like to hear, or something that I overlooked. In the thread above, so far, some of my concerns have already been raised, but most were not.

- Giacomo

Monster post. Dying to see Lycan's response to this  :lmao

14
Min/Max 3.x / Re: [3.5] Salvaging a Ranger Build
« on: February 23, 2014, 11:06:22 AM »
Since you're going down the Swift Hunter path, I'd recommend checking out Soulbow and/or Kensai for Lucky/Splitting enhancements. Soulbow can arguably go down the TWF path as well. If so, you'll want to dip Cleric for Travel Devotion.

15
Min/Max 3.x / Re: Kinetic Card! A Master Thrower/Soulbow build
« on: February 23, 2014, 08:04:24 AM »
@Stream: Halflings are cheese in my book :D

'Lucky' enhancements for Soulbow arrows are basically Seeking + with my attacks being vs? touch AC I'm not worried about hitting... More concerned with negating Precision immunity.

@7h: I really like the concept! Some thoughts:

- If you can get 2 more BAB, you get an additional 2 attacks on full attack, which translates to 8 attacks with Splitting and Palm Throw. That's something that would help a lot.
- Not sure if Swordsage is worth it. You already get Weapon Focus: Mind Arrows for free since Mind Arrows are modified Mindblades and Soulknifes get it for free. The Wisdom to AC is nice but there has to be a better thing to add...
- Knowledge Devotion seems subpar compared to Improved Rapid Shot... not that it really matters :p
- Some of the item choices don't quite work RAW. Mind Blade Gauntlets require the psionic focus thing, which means they only work on the 1st attack. Bracers of Archery are specifically for bows, not thrown weapons.

I think I would sub Swordsage 2 and 1 level of Kensai for 3 levels of a full BAB class (for full attacks). Right now I'd lean towards Ranger, which gives you Favored Enemy and Combat Style. Taken early, this gives you a bonus feat slot.

16
Min/Max 3.x / Re: Kinetic Card! A Master Thrower/Soulbow build
« on: February 08, 2014, 11:02:32 AM »
I considered Swashbuckler very briefly but I think there's better gains by taking those 3 levels instead in Rogue.

17
Min/Max 3.x / Re: Kinetic Card! A Master Thrower/Soulbow build
« on: February 07, 2014, 10:33:01 AM »
Darn pesky errata, messing up my cheesing. Fortunately, however, Psychic Strike is NOT precision damage, so at least part of the bonus damage is amplified =) Palm Throw's too good to pass up anyways.

The Sneaky Shot issue is a bigger issue, particularly since using the move action then denies your full attack. Given that limitation, it probably makes more sense just to try to ensure that you get flanking (for precision) or use Invis/Hiding to deny dex. This can probably be replaced by Trip Shot or Defensive Throw or something.

Three substitution feats I wanted to call out:
  • Dead Eye is one of the possible best feats for this build, adding Dex to your throws. It also has low pre-reqs and can be taken early. However, it requires your DM allow Dragon Compendium, which is not a given (since it has so many cheese feats like this one). It also doesn't work against anything immune to crit.
  • Deadeye Shot denies enemy dex bonus to AC if you ready your attack and an ally then succeeds in hitting the target.
  • Pathfinder has a feat which aggregates all your attack damage into a single attack, which basically entirely negates DR. Unfortunately, I don't remember the feat name. Anyone remember what it's called?

18
Min/Max 3.x / Kinetic Card! A Master Thrower/Soulbow build
« on: February 06, 2014, 06:18:56 PM »
This is my street hustler/con-man-discovers-he's-psionic build, inspired, of course, by Gambit.

The core concepts I used for this build:
  • Psionically generated projectiles (re-flavored as kinetic cards) which are concealed and cannot be disarmed
  • A cool concept (IMO) which ties your out of combat story skill (Sleight of Hand) with your effectiveness in combat
  • Lots of attacks with extremely high effective chance to hit
  • Lots of ranged precision damage, and a way to improve your chance of including it
  • Note that I use Human as race - most thrower builds suggest Halfling, but conceptually I just can't get behind them... particularly for a street hustler

Class/Feat Progression
1 - Rogue 1 - Point Blank Shot, Two Weapon Fighting
2 - Soulknife 1 - Weapon Focus (Mind Blade)
3 - Soulknife 2 - Precise Shot
4 - Thug (Sneak Attack Fighter variant) 1
5 - Soulbow 1 - Rapid Shot
6 - Soulbow 2 - Combat Expertise, Mind Arrow Enhancement (Lucky)
7 - Soulknife 3
8 - Rogue 2
9 - Master Thrower 1 - Quick Draw, Imp. Two-Weapon Fighting, Palm Throw
10 - Master Thrower 2
11 - Master Thrower 3 - Sneaky Shot
12 - Master Thrower 4 - Snatch Arrows, Manyshot
13 - Master Thrower 5 - Improved Critical, Weak Spot
14 - Rogue 3
15 - Soulbow 3 - Greater Two-Weapon Fighting, Imp. Rapid Shot
16 - Rogue 4
17 - Rogue 5
18 - Rogue 6 - Sense Weakness
19 - Rogue 7
20 - Rogue 8

Pros of this Build
  • Mind Arrows (RAW) can be created and projected from each free hand. As such, they are eligible for the TWF tree. As projectiles, they are also eligible for feats such as Rapid Shot, Point Blank Shot, etc. Note that you may need to convince your DM that you are throwing the created projectiles rather than firing them. If he doesn't budge, try offering to reduce damage from 1d8 to 1d6 or 1d4+1 or something.
  • Mind Arrows are also damage type Magic which helps overcome DR. Sense Weakness helps further reduce DR, which tends to be the bane of multi-attack builds.
  • Soulbow 2 lets you enhance your created projectiles with any +1 attribute. Lucky is a +1 enhancement that lets you reroll once per miss. This makes it very hard for you to miss. You can also change your enhancement once you achieve 100% hit rate and swap it out for additional d6s of Holy, Fire, etc.
  • Palm Throw lets you throw two little projectiles with each given attack roll. Although damage is resolved separately, this effectively DOUBLES your damage
  • Sneaky Shot lets you make an opposed Sleight of Hand roll against your target's Spot prior to your attack. If you succeed, the target is denied their Dex bonus to AC. This allows you to proc your precision damage against these targets.
  • Weak Spot makes all your attacks against anything Medium sized or larger ranged touch attacks.
  • Combining Lucky, Sneaky Shot, and Weak Spot means that in practice you will never, ever miss your attacks.
  • You can pretend to be MFing Gambit

Cons
  • You will die to literally anything that requires a Fort save
  • For that matter, you will die to anything that lands a solid hit on you
  • No spells
  • Your damage drops off a cliff against constructs and undead


At level 20, you will get 8 attacks (9 if your DM gives you a Rapid Shot per hand) which each deal 2d8 + 10d6 Sneak Attack + 2d8 Psychic + 6 + 2 * Wisdom Mod damage, and which can be rerolled and generally hits against touch AC and applies precision damage.

Expected damage on a full attack vs. something vulnerable to precision/psychic with base Wisdom and ignoring DR/resistance is 508. Min damage is 160; max damage is 1136.

Thoughts on the concept and/or execution?

19
Min/Max 3.x / Re: Review my Soulbow Swift Hunter build
« on: December 18, 2013, 03:31:33 PM »
Couple of comments/thoughts:

Regarding HD & LA: As mentioned, by using the SS non-psi variant, I believe it's only a 1 LA class with 2HD. Doesn't that mean that my 1st level would be the racial level, which innately has 2HD?

Good catch on the Epic requirement for PMWF. Maybe I take Travel Devotion again to get an additional encounter's worth?

Keldar, what did you mean by the feats being off due to HD? I've never been clear on how HD advancement affects feats... in fact despite poring over PHB and DMG I don't think I've ever seen the actual advancement table...

I can't find the official Soulknife prestige class anywhere, even at Athas.org. I do see lots of homebrew variants, but we generally don't do homebrew.

20
Min/Max 3.x / Review my Soulbow Swift Hunter build
« on: December 13, 2013, 04:29:08 PM »
Core concepts
- Soulbow mind arrows only requiring one hand to project
- Soulbow Lucky arrow enchantment for rerolling attacks
- Swift Hunter for skirmish damage and favored enemy
- Non-Psionic Thri-Kreen & Perfect Multiweapon Fighting for tons of attacks
- Travel Devotion for full attacks on move

Source
SRD, Complete Champion, Complete Psionics, Complete Adventurer, Complete Scoundrel

Build w/ Class Features/Feat Progression
Level 1 - LA - Leap, Poison, Deflect Arrows, Point Blank Shot
Level 2 - Ranger 1 (Champion of the Wild variant) - Favored Enemy, Track, Wild Empathy
Level 3 - Scout 1 - Skirmish (1d6), Trapfinding, Precise Shot
Level 4 - Scout 2 - Battle Fortitude +1, Uncanny Dodge
Level 5 - Scout 3 - Fast Movement +10, Skirmish (1d6/1), Trackless Step
Level 6 - Ranger 2 - Combat Style (Multiweapon Fighting), Swift Hunter, Skirmish (2d6/1), 2nd favored enemy
Level 7 - Soulknife 1 - Mind blade, Weapon Focus (mind blade), Wild Talent
Level 8 - SK 2 - Throw mind blade
Level 9 - Soulbow 1 - Mind Arrow, Soulbow Feat (Rapid Shot), Manyshot
Level 10 - SB 2 - Mind arrow enhancement (Lucky)
Level 11 - Scout 4 - Improved Skirmish
Level 12 - Ranger 3 - Endurance, Travel Devotion, Skirmish (2d6/2)
Level 13 - Ranger 4 - Animal Companion, Improved Favored Enemy
Level 14 - Ranger 5 - Skirmish (3d6/2)
Level 15 - Ranger 6 - Improved Multiweapon Fighting, Greater Manyshot, 3rd favored enemy
Level 16 - Ranger 7 - Woodland stride, skirmish (3d6/3)
Level 17 - Ranger 8 - Swift Tracker, Greater Multiweapon Fighting
Level 18 - Ranger 9 - Evasion, Perfect Multiweapon Fighting, Skirmish (4d6/3)
Level 19 - Scout 5 - Spell Reflection
Level 20 - Scout 6 - Flawless Stride, skirmish (4d6/4), 4th favored enemy

Full Class Features (Cleaned)
- Skirmish (4d6/4AC) + 2d6/2 if over 20 feet
- 4 favored enemies + Improved Favored Enemy
- Point Blank Shot, Precise Shot, Rapid Shot, Many Shot, Greater Manyshot
- Perfect Multiweapon Fighting
- Evasion, Spell Reflection, Deflect Arrows, Uncanny Dodge
- Track, Wild Empathy, Trapfinding, Woodland Stride, Swift Tracker, Flawless Stride, Animal Companion, Endurance

The idea is pretty simple - Travel Devotion to move 20+feet, throw out 17 attacks a round (4 attacks/hand x 4 hands + 1 Rapid Shot), all of which get Skirmish and possibly Favored Enemy Bonus, and which get a reroll on miss.

Damage per round at 20 with Improved Skirmish would be 17d8 + 102d6 + 7x17 (if against favored enemy). The effectiveness of rerolls depends on DEX and enemy AC.

Thoughts on this build?

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