Author Topic: Good On-Crit enchantments  (Read 14859 times)

Offline linklord231

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Good On-Crit enchantments
« on: February 23, 2012, 06:52:17 PM »
So my buddy is playing a Crit-Fisher build (homebrew, autoconfirms criticals and threatens on a 15) and I'm looking for good weapon enchantments that have good On-Crit abilities.  Normally these type of things get rated pretty low because they're so situational, but in this type of build they're not bad.  So I'm having a hard time separating the wheat from the chaff in this case.  Thanks in advance!
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Offline linklord231

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Re: Good On-Crit enchantments
« Reply #1 on: February 23, 2012, 06:53:35 PM »
Crap, forgot to look at what forum I was posting in.  Can a mod move this to Min/Max, please?
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Offline Agita

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Re: Good On-Crit enchantments
« Reply #2 on: February 23, 2012, 07:04:48 PM »
Thy will is my command.

The [energy] Burst enhancements aren't bad, I guess, depending on your weapon's critical multiplier. If it's only x2, they're nto worth it, but if it's a x3 or x4, they might be worth looking at. MIC has a number of on-crit enhancements as well - I think there was one that hands out negative levels?
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Offline Jackinthegreen

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Re: Good On-Crit enchantments
« Reply #3 on: February 23, 2012, 07:19:32 PM »
The first order of business for a crit-fisher is to get the Blood in the Water stance from ToB.  If possible, make the weapons Kaorti Resin, which will increase their multiplier to x4. http://www.wizards.com/default.asp?x=dnd/re/20031014a

If dual-wielding the same weapon, give them the Aptitude enhancement and take the Lightning Maces feat from CWar.  Aptitude will make the weapons benefit from the Lightning Maces feat, which means you'll get even more attacks.
« Last Edit: February 23, 2012, 07:22:21 PM by Jackinthegreen »

Offline Tshern

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Re: Good On-Crit enchantments
« Reply #4 on: February 23, 2012, 08:58:32 PM »
An enchantment, Enfeebling I believe, does 1d6+2 STR damage or so per critical.
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Offline Maat Mons

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Re: Good On-Crit enchantments
« Reply #5 on: February 23, 2012, 10:06:13 PM »
Here are some things that do more than extra damage on a critical hit.  This comes from searching IMarvinTPA, which doesn't include the magic item compendium as far as I know. 

(click to show/hide)

I suspect the powerful-sounding ones allow a save that didn't get mentioned in the site's description. 

Offline Mooncrow

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Re: Good On-Crit enchantments
« Reply #6 on: February 23, 2012, 10:40:13 PM »
One of my players had a lot of fun with a crit-heavy build that used Sacred/Sacred Burst quite effectively. 


Offline Maat Mons

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Re: Good On-Crit enchantments
« Reply #7 on: February 23, 2012, 11:07:31 PM »
On further review, these are the ones that look interesting. 

Bodyfeeder (+3): gain temp HP equal to half damage, Magic Item Compendium
Consumptive Burst (+3): negative level, Planar Handbook
Cursespewing (+3): -4 attacks, saves, and skills for 1 minute, Magic Item Compendium
Desiccating Burst (+1 synergy): fatigued, Magic Item Compendium
Doom Burst (+2): shaken for 5 rounds, Magic Item Compendium
Enfeebling (+1): 1d6+2 str damage (allows SR), Book of Exalted Deeds
Enervating (+2): negative level, Magic Item Compendium
Weakening (+1): -4 penalty str, Magic Item Compendium

Do you think a second critical hit with desiccating burst weapon makes the target fatigued?  If not, how about a critical hit each from two desiccating burst weapons? 

Offline muktidata

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Re: Good On-Crit enchantments
« Reply #8 on: February 23, 2012, 11:25:42 PM »
This isn't what you're asking for, so I apologize in advance if this is useless information for you, but in the Dragon Compendium there is a feat that, if I'm not mistaken, stuns on a Crit. I know you have to be BAB +12. There's one in the PHB2, as well.
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Offline linklord231

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Re: Good On-Crit enchantments
« Reply #9 on: February 24, 2012, 12:42:04 AM »
Wow you guys were fast. 
Unfortunately, Aptitude + Lightning Maces is out - the class features (which include bonus damage on crits, increased multiplier, and increased threat range) depend on using only a single 1-handed weapon.  I think a shield is OK though.  Blood in the Water sounds nice; thanks for the suggestion.

Even with the increased likelyhood of critical hits, I'm not convinced the [energy] burst weapons are worth it.  If he crits on a 15-20, that's 30% of the time.  So 1/3 of his attacks do an extra 11 damage (on average, X3 multiplier), and only if they aren't immune to the energy type.  I feel like we can do better than that for a +2 equivalent. 
Doom Burst on the other hand... If we combine that with the Resounding Blow feat from BoED, does that make people cower for 5 rounds? 
Enfeebling + Weakening could put some serious hurt on a heavy-hitter type monster, or even drop a low-strength person to 0.  Does the Str damage from Enfeebling stack?

Hmm... I severely doubt the DM will allow Kaorti Resin, but it's worth a shot. 
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Offline Unbeliever

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Re: Good On-Crit enchantments
« Reply #10 on: February 24, 2012, 10:13:06 AM »
...
Unfortunately, Aptitude + Lightning Maces is out - the class features (which include bonus damage on crits, increased multiplier, and increased threat range) depend on using only a single 1-handed weapon.  I think a shield is OK though.  Blood in the Water sounds nice; thanks for the suggestion.
...
How about Aptitude + Roundabout Kick for an extra attack on a crit? 

Doom Burst on the other hand... If we combine that with the Resounding Blow feat from BoED, does that make people cower for 5 rounds? 
Why would it?  They'd cower from Resounding Blow and then they'd be shaken from Doom Burst.  The shakens from Doom Burst might stack, it depends on what the book says specifically, though you could combine with other abilities to escalate it.  And, shaken isn't bad on its own.  Neither is forcing multiple saves from a single attack. 

Enfeebling + Weakening could put some serious hurt on a heavy-hitter type monster, or even drop a low-strength person to 0.  Does the Str damage from Enfeebling stack?
Ability damage always stacks.  The SR issue has usually kept me away from it since it's sort of an expensive, and therefore high level, option.  But, it still might be worthwhile to you.

Offline linklord231

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Re: Good On-Crit enchantments
« Reply #11 on: February 24, 2012, 09:51:47 PM »
...
Unfortunately, Aptitude + Lightning Maces is out - the class features (which include bonus damage on crits, increased multiplier, and increased threat range) depend on using only a single 1-handed weapon.  I think a shield is OK though.  Blood in the Water sounds nice; thanks for the suggestion.
...
How about Aptitude + Roundabout Kick for an extra attack on a crit? 

Doom Burst on the other hand... If we combine that with the Resounding Blow feat from BoED, does that make people cower for 5 rounds? 
Why would it?  They'd cower from Resounding Blow and then they'd be shaken from Doom Burst.  The shakens from Doom Burst might stack, it depends on what the book says specifically, though you could combine with other abilities to escalate it.  And, shaken isn't bad on its own.  Neither is forcing multiple saves from a single attack. 

Enfeebling + Weakening could put some serious hurt on a heavy-hitter type monster, or even drop a low-strength person to 0.  Does the Str damage from Enfeebling stack?
Ability damage always stacks.  The SR issue has usually kept me away from it since it's sort of an expensive, and therefore high level, option.  But, it still might be worthwhile to you.

This would be perfect, except it requires a crit with an Unarmed Strike.  The DM might go for an adaptation though...

I vaguely remember something about Fear effects lasting as long as the longest-lasting effect.  Maybe that was a single case thing.  Are fear effects similar to fatigue in that they escalate?  I thought I remember it being that way, but looking at the SRD I can't find anything to support this.

Sweet about the stacking.  I'll definitely have to keep that one in mind for when we can afford it.
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Offline Jackinthegreen

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Re: Good On-Crit enchantments
« Reply #12 on: February 24, 2012, 10:16:22 PM »
The rules for escalating fear effects are on page 53 in the Rules Compendium.  There it also states that multiple uses of the same fear effect don't cause escalation.

I'm not certain how up to date this list is, but it should help.  http://community.wizards.com/go/thread/view/75882/19870158/The_3.5_Weapon_Special_Abilities_thread
« Last Edit: February 24, 2012, 10:28:23 PM by Jackinthegreen »

Offline X-Codes

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Re: Good On-Crit enchantments
« Reply #13 on: February 24, 2012, 11:59:00 PM »
Sword of Life Stealing thrown on top of a +1 Enfeebling Pitspawned Kukri instead of a +2 Longsword.  It actually comes out cheaper.

Offline muktidata

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Re: Good On-Crit enchantments
« Reply #14 on: February 25, 2012, 12:02:52 AM »
I figured you'd go TWF Shurikens?
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Offline X-Codes

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Re: Good On-Crit enchantments
« Reply #15 on: February 25, 2012, 12:06:40 AM »
Also, the problem with most on-crit stuff is that they also allow a saving throw.  I guess that's less of a problem in your case, since you auto-confirm, but most of the saving throws are at static, low DCs, so a lot of them still just aren't worthwhile.

Offline brujon

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Re: Good On-Crit enchantments
« Reply #16 on: February 25, 2012, 09:48:25 AM »
Collision is +2 equivalent and gives you 5 damage per hit, multiplied on a critical hit, so you're hitting for 20 if x4 multiplier. Not half bad if you're looking for damage.
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Offline zook1shoe

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Re: Good On-Crit enchantments
« Reply #17 on: February 25, 2012, 11:14:59 AM »
On further review, these are the ones that look interesting. 

Bodyfeeder (+3): gain temp HP equal to half damage, Magic Item Compendium
Consumptive Burst (+3): negative level, Planar Handbook
Cursespewing (+3): -4 attacks, saves, and skills for 1 minute, Magic Item Compendium
Desiccating Burst (+1 synergy): fatigued, Magic Item Compendium
Doom Burst (+2): shaken for 5 rounds, Magic Item Compendium
Enfeebling (+1): 1d6+2 str damage (allows SR), Book of Exalted Deeds
Enervating (+2): negative level, Magic Item Compendium
Weakening (+1): -4 penalty str, Magic Item Compendium

Do you think a second critical hit with desiccating burst weapon makes the target fatigued?  If not, how about a critical hit each from two desiccating burst weapons?

I'd go with both Enfeebling and Weakening for an overall -7 to -12 Str "penalty" starting w the first attack
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Offline X-Codes

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Re: Good On-Crit enchantments
« Reply #18 on: February 25, 2012, 12:33:41 PM »
Collision is +2 equivalent and gives you 5 damage per hit, multiplied on a critical hit, so you're hitting for 20 if x4 multiplier. Not half bad if you're looking for damage.
The damage output is actually very similar to the Energy Burst enhancements, but averages slightly more damage and has the advantage of not being neutered by energy resistance.  On the other hand, if you're not breaking through their DR before Collision factors in (either with an appropriate weapon or by simply blowing through it), then the reverse becomes true.

Offline dman11235

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Re: Good On-Crit enchantments
« Reply #19 on: February 25, 2012, 12:59:54 PM »
ON that note, I always like having Transmuting on my weapons.  Just plain ignores DR after the first hit.
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