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Scimerang Slinger (3.5e Optimized Character Build)

1,299 bytes removed, 10:15, 9 June 2010
Rebuilt without roundabout kick, I think I've underestimated TwOB, need to re-do it again
== Introduction ==
[[Summary::The Scimerang Slinger abuses Aptitude weapons with the critical abilities of Lightning Mace, Roundabout Kick, and the attack duplicating abilities of Boomerang Ricochet, Chakram Ricochet and the Master Thrower's two with one blow to do potentially limitless attacks.]]
== References ==
* Complete Warrior (Master Thrower 58, Roundabout Kick 105, Lightning Mace 113)
* Races of Eberron (Boomerang Daze, Boomerang Ricochet 108)
* Champions of Ruin (Chakram Ricochet 17)
* Eberron Campaign Setting (Boomerangs 120)
* Forgotten Realms Campaign Setting (Chakram 97)
== Game Rule Components ==
=== Progression ===
'''Starting Ability Scores (Before Racial Adjustments):''' 15+ str, 15+ dexDex 18
'''Race (Templates):''' [[Race::Human]], or [[Race::Strongheart Halfling]] if you can afford the 17 strength.
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|- class="{{Odd-Even}}"
| 1st || [[Final Class Progression::Warblade 1]] || +1 || +2 || +0 || +0 || '''Martial Study (Distracting Ember)''', [[SRD:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]], [[SRD:Power Attack|Power Attack]]<sup>1</sup>, [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (AnyChakram)<sup>1,2</sup>,3'''Chakram Ricochet'''<sup>1</sup> || Battle clarity (reflex saves), weapon aptitude || Punishing Stance, Steel Wind, Steely Strike, one other maneuver ||
|- class="{{Odd-Even}}"
| 2nd || [[SRD:Monk|Monk]] 1 || +1 || +4 || +2 || +2 || [[SRD:Stunning Fist|Stunning Fist]], '''[[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] ''' || AC bonus +0, flurry of blows -0/-0, unarmed strike damage 1d6|| ||
|- class="{{Odd-Even}}"
| 3rd || [[Final Class Progression::Monk 2]] || +2 || +5 || +3 || +3 || '''Roundabout Kick'''[[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Combat Reflexes|Combat Reflexes]] || [[SRD:Evasion and Improved Evasion|Evasion]] || ||
|- class="{{Odd-Even}}"
| 4th || [[Final Class Progression::Fighter 1]] || +3 || +7 || +3 || +3 || [[SRD:Point Blank ShotExotic Weapon Proficiency|Point Blank ShotExotic Weapon Proficiency]] (Any)<sup>2,3</sup> || || ||
|- class="{{Odd-Even}}"
| 5th || [[Final Class Progression::Swordsage 1]] || +3 || +7 || +5 || +5 || [[SRD:Weapon Focus|Weapon Focus]] (AnyDesert Wind)<sup>4</sup> || Quick to act +1 || One of Claw at the Moon, Wolf Fang Strike or Rabid Wolf Strike, '''Blood in the Water''', 5 more maneuvers. ||
|- class="{{Odd-Even}}"
| 6th || Bloodstorm Blade 1 || +4 || +9 || +5 || +5 || '''Boomerang Ricochet'''<sup>3</sup>, '''Throw Anything''' || Returning attacks || ||
| 8th || Bloodstorm Blade 3 || +6 || +10 || +6 || +6 || [[SRD:Precise Shot|Precise Shot]] || || ||
|- class="{{Odd-Even}}"
| 9th || Bloodstorm Blade 4 || +7 || +11 || +6 || +6 || '''Lightning Mace'''<sup>4</sup> || '''Lightning ricochet''' || || Your thrown weapons return instantly, build starts to work. You're barely able to afford a +1 aptitude keen weapon. If you can you become disgustingly powerful.
|- class="{{Odd-Even}}"
| 10th || Bloodstorm Blade 5 Master Thrower 1 || +8 || +11 || +6 8 || +6 || [[SRD:Quick Draw|Quick Draw]] || Blood wind ricochet || '''Two with One Blow''' ||
|- class="{{Odd-Even}}"
| 11th || Bloodstorm Blade 6 Master Thrower 2 || +9 || +12 11 || +7 9 || +7 6 || || [[SRD:Weapon FocusEvasion and Improved Evasion|Weapon FocusImproved evasion]] (Boomerang) || || ||
|- class="{{Odd-Even}}"
| 12th || Master Thrower 1 3 || +10 || +12 || +9 || +7 || Optional Feat<sup>5</sup>, [[SRD:Quick Draw|Quick Draw]] || || '''Two with One Blow''' Optional thrown weapon trick || Each hit can hit two adjacent creatures, roundabout kicking independently for each, but -4 attack. Diverges even against critical immunity.
|- class="{{Odd-Even}}"
| 13th || Master Thrower 2 4 || +11 || +12 || +10 || +7 || || [[SRD:Evasion and Improved Evasion|Improved evasion]] Snatch arrows || ||
|- class="{{Odd-Even}}"
| 14th || [[Final Class Progression::Master Thrower 3 5]] || +12 || +13 12 || +10 || +8 7 || || Critical throw || Optional thrown weapon trick Weak Spot || Hit on touch attacks, no longer need keen weapons
|- class="{{Odd-Even}}"
| 15th || Master Thrower 4 Bloodstorm Blade 5 || +13 || +13 12 || +11 10 || +8 7 || Optional Feat<sup>5</sup> || Snatch arrows Blood wind ricochet || ||
|- class="{{Odd-Even}}"
| 16th || [[Final Class Progression::Master Thrower 5]] Bloodstorm Blade 6 || +14 || +13 || +11 || +8 || Optional Fighter Feat<sup>5</sup> || Critical throw || Weak Spot || Hit on touch attacks, no longer need keen weapons
|- class="{{Odd-Even}}"
| 17th || Bloodstorm Blade 7<sup>6</sup> || +15 || +13 || +11 || +8 || || Eye of the storm || ||
# Exotic weapon proficiency would be unnecessary if the warblade's weapon aptitude allows him to exchange the monk's exotic weapon proficiencies for other proficiencies; this would be the case if weapon and armor proficiencies given by classes were the same as being granted the feats.
# Exotic weapon proficiency is changed to Exotic Weapon Proficiency (Talenta Boomerang) or Exotic Weapon Proficiency (Xen’drik Boomerang) to meet the proficiency requirement of Boomerang Ricochet before level 6.
# The swordage's weapon focus is changed to light mace to meet the prerequisite for lightning mace at level 9.Desert Wind includes [[SRD:Scimitar|Scimitar]], [[SRD:Light Mace|Light Mace]], [[SRD:Light Pick|Light Pick]], [[SRD:Spear|Spear]] and [[SRD:Falchion|Falchion]]
# Lots of good feats to choose from, including those that make ranged attacking better by avoiding AOs, shooting into grapples, or increasing range, or Boomerang Daze
# Continuing in Bloodstorm Blade is optional, though Blade storm is a nice capstone.
|}
Much of the build is prerequisites; the goals are in '''bold-face'''. Once everything in bold  === Skills === * Balance 8 is acquired except for one required before level 6.* Slight of Lightning Mace and Two With One Blow the build starts to work, although it works better with Lightning Mace. When all are acquired it works even against critically immune and unhittable foes, although there are [[#Limitations|other counters]]Hand 4 (cross class) is required before level 10.
== Highlights ==
=== Tactics ===
In the first few levels play as an about1-average fighter/monk type 6 enjoy having no clear plan and convincing your DM and fellow players that this character using either exciting exotic weapons or unarmed strike two-weapon fighting. Use Distracting Ember liberally to get flanking bonuses. Throw up Punishing Stance was a bad idea and slaughter thingsthat you're crazyAt You can leave off Chakram Ricochet till level 6 to 8 continue fighting melee or throw boomerangs for a few levels for variety. You could also pick up some +1 aptitude 3 and mess around with exotic weapons, or +1 aptitude keen ammunition like shurikens or skiprocks and throw some of those for a while. At level 9 the build really starts to work because your thrown weapons come back to you instantly. Pick up the nicest +1 aptitude, if possible keen, 18or two-20 weapon you can, like a scimitar. Toss a light mace in your left hand if necessary. Get more +1 aptitude keen weapons as soon as possible, flurry of blows with flanking bonuses and keep them all so you have backups if one of yours gets snatched out an extra d6 of the airdamage. Here's what to do:
# Start using Blood in the Water all of the time. Every time you confirm a critical you get a cumulative +1 attack, damage bonus# If two opponents aren't standing next to each other, summon a small fire elemental next to one with Distracting Ember.# Throw your scimitar at one of them, ricocheting off to hit the other one. If you summoned a fire elemental do non-lethal damage with no penalty due to aptitude and improved unarmed strike. With a 15-20 crit range it will critical 6/20ths of the time on each target, and when either criticals you are granted almost two new attacks assuming your attack bonus is high enough to auto-confirm. You can make these new attacks with your back-in-your-hand scimitar.# Go back to step 3 with your new attacks. This very likely diverges, granting a mean of unlimited attacks and limitless bonus to attack and damage from Blood in the Water. If you didn't summon a fire elemental, keep this up until one enemy is dead, and then unload into the second for as long as possible. If you did summon a fire elemental keep doing this until your opponent is unconscious and helpless and you have more stored extra attacks and more attack and damage bonus than you think are necessary to kill it. Switch to lethal damage, slaying your ember buddy and then slaying your opponent.# On your next turn, if two opponents are next to each other, go to step 3. If not, recharge all your warblade maneuvers, including distracting ember, and make as many regular attacks as possible. These kill things like crazy if your attacks diverged and you got a virtually unlimited attack and damage bonus. Go to step 2.==== Level 7 ====
If Throw you have only an 18-20 aptitude weapon. Two things happen if the initial attack hits. First it generates a second attack from Chakram Ricochet which can strike any foe within 5' of the original target at -2. This attack gets any extra sneak-attack damage if any. Second, you get two chances to get two it spawns an extra attacks 3/20ths of adjacent attack at -2 from Boomerang Ricochet, this one without sneak-attack damage. If the timeBoomerang Ricochet hits, it ricochets again from Chakram Ricochet at an additional -2, and make about two and hits another foe within 5'. You can throw out your distracting ember to be the target of a half attacks for each ricochet to bounce the second Chakram Ricochet back if necessary. You can use Steely Strike to get +4 to attack, netting yourself on average a +1 bonus every three roundsat the expense of -4 AC.
With a 15-20 weapon vs. a critical immune foe you get one chance at two extra attacks 6/20th of the time, and one chance at one extra attack 6/20ths of the time, and average 8.7 attacks per attack.==== Level 9 ====
At 12th level you stop worrying about critical immune foesLightning Mace, Lightning Ricochet and Keen weapons. You hit both Each of your ember and throws or ricochets that hits threatens 6/20ths of the foe with each time, generating an extra attack and each ricochet by using Two With One Blow. Although the On rounds with a distracting ember, throw your attack rolls are only made once, at it with both Boomerang and thus can only trigger lightning mace onceChakram ricochets directed at your opponent, with the criticals are confirmed separately. This gives you two 6/20th chances to lightning mace and two almost 6/20 chances to critical with Chakram Ricochet off the roundabout kick on Boomerang Ricochet directed back at the ember. This diverges almost as frequently as at level 9 without critical immune foesTo keep your ember alive to try to do unlimited damage choose to use non-lethal damage first.
Additionally, your non-keen aptitude weapons start to do more damage if you're forced to use them. You get two 3/20ths chances at 3 new attacks, and do about 7.7 attacks per attack, and about a +1 bonus per round.==== Level 10 ====
At 16th level With Two with One Blow, you hit on touch attacks, making can make a thrown attack against two adjacent foes at -4. Toss out an ember and attack it much easier and the enemy next to start it. You use only one attack roll, but roll critical confirmations separately. Chakram Ricochet causes a cascade of damagericochet at -6 within 5' for each one you hit. All of your aptitude weapons have double crit range because If you hit either, you are treated as having [[SRD:Improved Critical|Improved Critical]] get a Boomerang Ricochet (Boomerangs-6) due at something adjacent to having one you hit. If the weapon focus and Critical throwBoomerang Ricochet hits, you get another Chakram Ricochet at a total of -8. For each threat made you get to start over with another Two with One Blow attack.
=== Other Powers ===
=== Further Optimization ===
* It might be possible to get more attacks out of Two with One Blow and the ricochets. Ricochets, especially Chakram ricochets, might be able to TwOB again; TwOB is badly written.
* Stop provoking AOs when attacking. The Defensive Throw trick can do this at level 14.
* Find a way to deny Dex bonuses to AC. The Sneaky Shot trick can do that, but [[SRD:Sleight_of_Hand_Skill|slight of hand]] is a cross-class skill for the other classes.* Increase range by picking up [[SRD:Far Shot|Far Shot]]. You could also switch your thrown weapon focus to a specialize in throwing slashing thrown weaponweapons, pick up [[SRD:Weapon Specialization|Weapon Specialization]] in the same a slashing ranged weapon(your scimitar with Throw Anything might qualify), and grab Ranged Weapon Mastery – Slashing (PHB II, p82) for +2 attack, damage, and +20' range increment. Or you could start throwing aptitude [[SRD:Rapier|rapiers]] instead using your existing piercing thrown weapon focus in spear.
* Increase attack bonus or attacks per round. Crank up that dex with extra attribute points, an inherent bonus, and [[SRD:Gloves of Dexterity|Gloves of Dexterity]].
* Gain more control over throwing to work around allies and obstacles. [[SRD:Improved Precise Shot|Improved Precise Shot]] can do some of this.
* Find a way to do only fire damage.
* Get freedom of movement to avoid being grappled, and combat acrobat (PHB II) or [[SRD:Lightning Reflexes|Lightning Reflexes]] and prone attack (Complete Warrior) to avoid being tripped or recover quickly from it.
* Pick up Versatile Unarmed Strike (PHB II p85) and permanently change damage type of a weapon between bludgeoning, piercing, and slashing as a swift action.
* Get Roundabout Kick and force your DM to use only critical immune enemies.
== Side Notes ==
* Cover and Concealment
* Summoned creature counters like [[SRD:Antimagic Field|Antimagic Field]]
* Critical Immunity stops Blood in the Water.
* Critical Immunity + Damage Reduction
* High dex defense
* High defense, overcome by Weak spot
* Snatch Arrows, overcome by having lots of extra weapons
* Limitless AOs, overcome by taking Defensive Thow
* Critical Immunity, overcome at 12 by criticaling enough off the ember
* High dex, overcome at 12 by critting off the ember
* Nonlethal Immunity, overcome by divergence
* No-save surprise spellcasting, other perceive or die situations
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