Author Topic: Sources of Continuous Damage...  (Read 4670 times)

Offline midnight_v

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Sources of Continuous Damage...
« on: November 09, 2011, 03:26:17 PM »
Okay I've was reading Frank and K's tomes (don't click away finish look at the post please), and their version of the mageslayer feat. . . and it came to my attention that there ARE sources of contiuous damage.

Bleeding, fire, and acid come to mind. I was thinking that by stacking those effects you can force enemy spell casters to make a scaling 10+dmg+spell level concentration check before they can cast a spell.
Is there any way to succesfully maximize such a thing?
There would obviously be some spells that duskblades could channel spell to get there, and maybe its generally better to use things like acid fog for this but here goes.

Duskblade13/Binder3 (binding paimons dance of death)
If I'm not mistaken you'll be able to move around the battlefield attacking each enemy 1 time, affecting each one of them with a chanelled spell of something that would be doing ongoing damage, which could be pretty signifigant even vs the high concentration checks at that level.

You could likely do this sooner with other simiar effects. Dervish might work etc...
Honesly the sooner you can get this off the better. The problem i 2 fold...
1. D&D is very stingy about letting people walk around the battlefield attacking each opponent (aside from caster who can stay in one place and "GOD" the area.
2. Locating Sources of continuous damage. Bleeding seems to be very rare and low. Fire can be just put out apparently with a non-action DC15 reflex save... Acid might work I'm not sure if there are any effects that are ongoing with it though.

So any advice? It'd be cool if melees could use this. Even if it means you have to but like a oil chamber in your sword or something.
Thanks. M_v
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Offline Basket Burner

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Re: Sources of Continuous Damage...
« Reply #1 on: November 09, 2011, 04:27:18 PM »
Dots... throw more dots.

Creeping Cold, Acid Arrow, Power Word Pain...

Offline Nachofan99

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Re: Sources of Continuous Damage...
« Reply #2 on: November 09, 2011, 04:54:51 PM »
Some kind of TWF Thrower and you use multiple alchemist's flasks - that could work.  If you take some rogue levels you could get some throwing sneak attacking with a huge amount of those "lose sneak attack damage, give target a bleeding wound" type feats.

So like, Feat Rogue/Targeteer Fighter/Master Thrower/Bloodstorm Blade?  Something like that.

The thing is, TWF Throwers can be built to do *solid* amounts of damage - so you will end up killing your target in the process of making them fail their Concentration checks.  But hey, you WILL make them fail their Concentration checks!

Offline Noliar

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Re: Sources of Continuous Damage...
« Reply #3 on: November 09, 2011, 04:58:51 PM »
If you can get hold of Beltyn's Burning Blood (UE) that's d8 fire and d8 acid per round. Probably too high a level for your purposes. Or there's the bard spell Bonefiddle - wrong class, short duration, low damage but at least it's sonic.
Unearthly Heat sor/wiz 5 from Sandstorm also gives ongoing damage.

Offline Noliar

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Re: Sources of Continuous Damage...
« Reply #4 on: November 09, 2011, 05:17:48 PM »
Buy dozens of bear traps, paint the teeth with chili oil, blistering agents, anti-coagulants, smelly stuff and poo. Set them then Shrink item them in cloth patch mode. Glue them to bits of card so they are stiff enough to draw from a bandoleer and use as slap patches in combat. put them in a bandoleer and use them as slap patches in combat - 30 pounds of iron jaws clamped to their heads should make life difficult for most casters. Have a divine caster follow up with heat metal.

Offline Kethrian

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Re: Sources of Continuous Damage...
« Reply #5 on: November 10, 2011, 02:55:49 AM »
While not things that would necessarily be available to your character, the spell Shroud of Flame does 2d6 fire/round, no save or hit roll, and can only be extinguished by complete submersion in water or the like.  Or the spell Maw of Chaos, which does CL d6s damage per round to everything in the area, and adds a further concentration check to cast while within, and can daze on top of all that.  But then, that's a 9th level spell...

Burning Blood is is also in the SC, though I don't know if it's been nerfed compared to the original version.
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Offline Unbeliever

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Re: Sources of Continuous Damage...
« Reply #6 on: November 10, 2011, 01:20:03 PM »
Desert Tempest maneuver (Desert Wind 6) will let you run by people and hit them.  Though you still need some melee-based version of continuing damage. 

Offline Redeemer of Ogar

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Re: Sources of Continuous Damage...
« Reply #7 on: November 10, 2011, 01:59:35 PM »
How about Belker's Claws? 2nd lvl melee touch, Spell Compendium p26, does 2d12 dmg/rd, lasts for 1rd + 1rd/3 lvls. A decent candidate for Maximize and/or  Extend, methinks.

Offline Tr011

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Re: Sources of Continuous Damage...
« Reply #8 on: November 10, 2011, 04:16:21 PM »
There's also an Utterance (or like six of them, they are all like the same but diffrent in their damage). It only has a duration of 1 round and needs concentration, but it's easy to extend and empower automatically. IIRC it was 43.5 average damage empowered for my lvl 11 Truenamer.

Offline X-Codes

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Re: Sources of Continuous Damage...
« Reply #9 on: November 10, 2011, 04:24:20 PM »
One of my character ideas that does this kinda thing is a Wizard/Warmage/UM/Archmage.  He would combine Warmage Edge with his absurd Intelligence score (remember kids, a Warmage's casting stat is really Intelligence!) to do at least 15 damage per round with a lowly acid arrow.  Requires some other static damage boosts to be really effective, though.

If you can stack multiple Acid Arrows on a single target (which makes sense logically, but might not be RAW), then you can rack up lots of damage that way with a couple arrows.

EDIT: Oh, I know... Follow my Awesome Spells link look for the spell Storm Touch in Magic of Eberron.  Combine with a weapon that has the Fleshgrinding property, and... I don't remember the name... some property that lets you deliver touch spells through the weapon.  I may be thinking about Ki Focus, though, which totally won't work.  You can argue to allow Smiting Spell to work, though.
« Last Edit: November 10, 2011, 04:30:24 PM by X-Codes »