Dungeons and Dragons Wiki
(Removed incomplete)
(Replacement build, doesn't use an ember or rely on threats vs. the critically immune ember)
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== Introduction ==
 
== Introduction ==
   
[[Summary::The Scimerang Slinger abuses Aptitude weapons with the critical abilities of Lightning Mace and the attack duplicating abilities of Boomerang Ricochet, Chakram Ricochet and the Master Thrower's two with one blow to do potentially limitless attacks.]]
+
[[Summary::The Scimerang Slinger abuses Aptitude weapons with the critical abilities of Lightning Mace and Roundabout Kick and the attack duplicating abilities of Chakram Ricochet and the Master Thrower's two with one blow to do potentially limitless attacks.]]
   
 
== References ==
 
== References ==
   
* Tome of Battle (Swordsage 15, Warblade 20, Martial Study 31, Bloodstorm Blade 100, Aptitude 148)
+
* Tome of Battle (Swordsage 15, Warblade 20, Bloodstorm Blade 100, Aptitude 148)
 
* Complete Warrior (Master Thrower 58, Roundabout Kick 105, Lightning Mace 113)
 
* 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)
 
* Champions of Ruin (Chakram Ricochet 17)
* Eberron Campaign Setting (Boomerangs 120)
 
 
* Forgotten Realms Campaign Setting (Chakram 97)
 
* Forgotten Realms Campaign Setting (Chakram 97)
  +
* Player's Guide to Faerûn (''Favor of Ilmater'' 102)
  +
  +
=== Optional References ===
  +
 
* Races of Eberron (Boomerang Daze, Boomerang Ricochet 108)
 
* Eberron Campaign Setting (Boomerangs 120)
   
 
== Game Rule Components ==
 
== Game Rule Components ==
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=== Items ===
 
=== Items ===
   
A progression of +1 aptitude and +1 aptitude [[SRD:Keen|keen]] 18-20 one-handed and light weapons like [[SRD:Scimitar|scimitars]] and [[SRD:Kukri|kukris]]
+
* A progression of +1 aptitude and +1 aptitude [[SRD:Keen|keen]] 18-20 one-handed and light weapons like [[SRD:Scimitar|scimitars]] and [[SRD:Kukri|kukris]]
  +
* Wands of ''Favor of Ilmater'' (21,000 gp)
   
 
=== Progression ===
 
=== Progression ===
   
'''Starting Ability Scores (Before Racial Adjustments):''' Dex 18
+
'''Starting Ability Scores (Before Racial Adjustments):''' Str 17, Dex 18, Con 8, Int 11, Wis 8, Cha 8 (32 point buy, halfling) or Str 18, Dex 15 (human)
   
'''Race (Templates):''' [[Race::Strongheart Halfling]]
+
'''Race (Templates):''' [[Race::Strongheart Halfling]] or [[Race::Human]]
   
 
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
 
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|- class="{{Odd-Even}}"
 
|- 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:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (Chakram)<sup>1,2</sup>, '''Chakram Ricochet'''<sup>1</sup> || Battle clarity (reflex saves), weapon aptitude || Punishing Stance, Steel Wind, Steely Strike, one other maneuver ||
+
| 1st || [[Final Class Progression::Warblade 1]] || +1 || +2 || +0 || +0 || Power Attack, [[SRD:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]], [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (Chakram)<sup>1,2</sup>, '''Chakram Ricochet'''<sup>1</sup> || Battle clarity (reflex saves), weapon aptitude || Punishing Stance, Steel Wind, Steely Strike, one other maneuver ||
 
|- class="{{Odd-Even}}"
 
|- 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|| ||
 
| 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}}"
 
|- class="{{Odd-Even}}"
| 3rd || [[Final Class Progression::Monk 2]] || +2 || +5 || +3 || +3 || [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Combat Reflexes|Combat Reflexes]] || [[SRD:Evasion and Improved Evasion|Evasion]] || ||
+
| 3rd || [[Final Class Progression::Monk 2]] || +2 || +5 || +3 || +3 || '''Roundabout Kick''', [[SRD:Combat Reflexes|Combat Reflexes]] || [[SRD:Evasion and Improved Evasion|Evasion]] || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 4th || [[Final Class Progression::Fighter 1]] || +3 || +7 || +3 || +3 || [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (Any)<sup>2,3</sup> || || || Dex +1
+
| 4th || [[Final Class Progression::Paladin 1]] || +3 || +7 || +3 || +3 || || Aura of Good, ''Detect Evil'', Smite Evil 1/Day || || Dex +1
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 5th || [[Final Class Progression::Swordsage 1]] || +3 || +7 || +5 || +5 || [[SRD:Weapon Focus|Weapon Focus]] (Desert 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. ||
+
| 5th || [[Final Class Progression::Swordsage 1]] || +3 || +7 || +5 || +5 || [[SRD:Weapon Focus|Weapon Focus]] (Desert Wind)<sup>3</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}}"
 
|- class="{{Odd-Even}}"
| 6th || Bloodstorm Blade 1 || +4 || +9 || +5 || +5 || '''Boomerang Ricochet'''<sup>3</sup>, '''Throw Anything''' || Returning attacks || ||
+
| 6th || Bloodstorm Blade 1 || +4 || +9 || +5 || +5 || [[SRD:Point Blank Shot|Point Blank Shot]], '''Throw Anything''' || Returning attacks || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 7th || Bloodstorm Blade 2 || +5 || +10 || +5 || +5 || || Martial throw, thunderous throw || || You should be able to afford at least one +1 aptitude 18-20 weapon.
 
| 7th || Bloodstorm Blade 2 || +5 || +10 || +5 || +5 || || Martial throw, thunderous throw || || You should be able to afford at least one +1 aptitude 18-20 weapon.
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| 8th || Bloodstorm Blade 3 || +6/+1 || +10 || +6 || +6 || [[SRD:Precise Shot|Precise Shot]] || || || Dex +1
 
| 8th || Bloodstorm Blade 3 || +6/+1 || +10 || +6 || +6 || [[SRD:Precise Shot|Precise Shot]] || || || Dex +1
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 9th || Bloodstorm Blade 4 || +7/+2 || +11 || +6 || +6 || '''Lightning Mace''' || '''Lightning ricochet''' || || Your thrown weapons return instantly, build starts to work. You're barely able to afford a +1 aptitude keen weapon.
+
| 9th || Bloodstorm Blade 4 || +7/+2 || +11 || +6 || +6 || '''Lightning Mace''' || '''Lightning ricochet''' || || Your thrown weapons return instantly. You're barely able to afford a +1 aptitude keen weapon.
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 10th || Master Thrower 1 || +8/+3 || +11 || +8 || +6 || [[SRD:Quick Draw|Quick Draw]] || || '''Two with One Blow''' ||
+
| 10th || Master Thrower 1 || +8/+3 || +11 || +8 || +6 || [[SRD:Quick Draw|Quick Draw]] || || '''Two with One Blow''' || Build starts to work, pick up a wand of ''Favor of Ilmater''
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 11th || Master Thrower 2 || +9/+4 || +11 || +9 || +6 || || [[SRD:Evasion and Improved Evasion|Improved evasion]] || ||
 
| 11th || Master Thrower 2 || +9/+4 || +11 || +9 || +6 || || [[SRD:Evasion and Improved Evasion|Improved evasion]] || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 12th || Master Thrower 3 || +10/+5 || +12 || +9 || +7 || Optional Feat<sup>5</sup> || || Optional thrown weapon trick || Dex +1
+
| 12th || Master Thrower 3 || +10/+5 || +12 || +9 || +7 || Optional Feat<sup>4</sup> || || Optional thrown weapon trick || Dex +1
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 13th || Master Thrower 4 || +11/+6/+1 || +12 || +10 || +7 || || Snatch arrows || ||
 
| 13th || Master Thrower 4 || +11/+6/+1 || +12 || +10 || +7 || || Snatch arrows || ||
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| 14th || [[Final Class Progression::Master Thrower 5]] || +12/+7/+2 || +12 || +10 || +7 || || Critical throw || Weak Spot || Hit on touch attacks, no longer need keen weapons
 
| 14th || [[Final Class Progression::Master Thrower 5]] || +12/+7/+2 || +12 || +10 || +7 || || Critical throw || Weak Spot || Hit on touch attacks, no longer need keen weapons
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 15th || Bloodstorm Blade 5<sup>6</sup> || +13/+8/+3 || +12 || +10 || +7 || Optional Feat<sup>5</sup> || Blood wind ricochet || ||
+
| 15th || Bloodstorm Blade 5<sup>5</sup> || +13/+8/+3 || +12 || +10 || +7 || Optional Feat<sup>4</sup> || Blood wind ricochet || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 16th || Bloodstorm Blade 6 || +14/+9/+4 || +13 || +11 || +8 || Optional Fighter Feat<sup>5</sup> || || || Dex +1
+
| 16th || Bloodstorm Blade 6 || +14/+9/+4 || +13 || +11 || +8 || Optional Fighter Feat<sup>4</sup> || || || Dex +1
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 17th || Bloodstorm Blade 7 || +15/+10/+5 || +13 || +11 || +8 || || Eye of the storm || ||
 
| 17th || Bloodstorm Blade 7 || +15/+10/+5 || +13 || +11 || +8 || || Eye of the storm || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 18th || Bloodstorm Blade 8 || +16/+11/+6/+1 || +14 || +11 || +8 || Optional Feat<sup>5</sup> || Blood rain || ||
+
| 18th || Bloodstorm Blade 8 || +16/+11/+6/+1 || +14 || +11 || +8 || Optional Feat<sup>4</sup> || Blood rain || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
| 19th || Bloodstorm Blade 9 || +17/+12/+7/+2 || +14 || +12 || +9 || Optional Fighter Feat<sup>5</sup> || || ||
+
| 19th || Bloodstorm Blade 9 || +17/+12/+7/+2 || +14 || +12 || +9 || Optional Fighter Feat<sup>4</sup> || || ||
 
|- class="{{Odd-Even}}"
 
|- class="{{Odd-Even}}"
 
| 20th || [[Final Class Progression::Bloodstorm Blade 10]] || +18/+13/+8/+3 || +15 || +12 || +9 || || Blade storm || || Dex +1. You can attack everything in range once as a full-round attack.
 
| 20th || [[Final Class Progression::Bloodstorm Blade 10]] || +18/+13/+8/+3 || +15 || +12 || +9 || || Blade storm || || Dex +1. You can attack everything in range once as a full-round attack.
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# This requires two [[UA:Character_Flaws|flaws]].
 
# This requires two [[UA:Character_Flaws|flaws]].
 
# 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 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.
 
 
# Desert Wind includes [[SRD:Scimitar|Scimitar]], [[SRD:Light Mace|Light Mace]], [[SRD:Light Pick|Light Pick]], [[SRD:Spear|Spear]] and [[SRD:Falchion|Falchion]]
 
# 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
+
# Lots of good feats to choose from, including those that make ranged attacking better by avoiding AOs, shooting into grapples, or increasing range
 
# Continuing in Bloodstorm Blade is optional, though Blade storm is a nice capstone.
 
# Continuing in Bloodstorm Blade is optional, though Blade storm is a nice capstone.
 
|}
 
|}
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=== Tactics ===
 
=== Tactics ===
   
  +
==== Level 1 ====
In levels 1-6 enjoy having no clear plan and convincing your DM and fellow players that this character was a bad idea and that you're crazy. You can leave off Chakram Ricochet till level 3 and mess around with exotic weapons for a while, or two-weapon flurry of blows with flanking bonuses and an extra d6 of damage.
 
  +
 
In levels 1-6 enjoy having no clear plan and convincing your DM and fellow players that this character was a bad idea and that you're crazy. You can leave off Chakram Ricochet till level 3 and mess around with exotic weapons for a while, or two-weapon flurry of blows with an extra d6 of damage.
   
 
==== Level 7 ====
 
==== Level 7 ====
   
Throw you 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, it spawns an extra adjacent attack at -2 from Boomerang Ricochet, this one without sneak-attack damage. If the Boomerang Ricochet hits, it ricochets again from Chakram Ricochet, and hits another foe within 5', again with a -2 penalty to attack. You can throw out your distracting ember to be the target of a ricochet to bounce the second Chakram Ricochet back if necessary. You can use Steely Strike to get +4 to attack at the expense of -4 AC.
+
Throw your aptitude weapon if you have one and two foes are adjacent. If the initial attack hits 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. You can use Steely Strike to get +4 to attack at the expense of essentially -4 AC. If you happen to critical, and have an extra weapon around, you can throw it too.
   
 
==== Level 9 ====
 
==== Level 9 ====
   
  +
Same as level 7, but you get extra attacks off of threats as well as confirmed criticals and your threat range is doubled from a shiny new keen weapon.
Lightning Mace, Lightning Ricochet and Keen weapons. Each of your throws or ricochets that hits threatens 6/20ths of the time, generating an extra attack. On rounds with a distracting ember, throw your attack at it with both Boomerang and Chakram ricochets directed at your opponent, with the Chakram Ricochet off the Boomerang Ricochet directed back at the ember. To keep your ember alive to try to do unlimited damage, which is unlikely at this stage, choose to use non-lethal damage first.
 
   
==== Level 10 ====
+
==== Level 10+ ====
   
With Two with One Blow, you can make a thrown attack against two adjacent foes at -4 when you would have attacked one. Toss out an ember and attack it and the enemy next to it. You use only one attack roll, but roll critical confirmations separately. Chakram Ricochet causes a ricochet at -2 within 5' for each one you hit. If you hit either target on the original attack, you get a Boomerang Ricochet at -2 against something adjacent to one you hit. If the Boomerang Ricochet hits, you get another Chakram Ricochet at -2. For each threat made you get to start over with another original Two with One Blow+Boomerang Ricochet attack at the same bonus. You can hit your opponent up to three times per throw if you hit consistently, and your ember 2 times, giving you up to 5 chances to make threats.
+
With Two with One Blow, you can make a thrown attack against two adjacent foes at -4 when you would have attacked one. ''Favor of Ilmater'' makes you or an ally immune to nonlethal damage for seven minutes. At the beginning of each fight, cast ''Favor'' on yourself or on an ally that will be adjacent to opponents on your turn. If necessary, position yourself next to an enemy. Choose to do nonlethal damage with improved unarmed strike and throw your weapon with Two with One Blow at both the enemy and your ''Favor''ed ally. For each target you hit with Two with One Blow, you get a Chakram Ricochet at -2 against another target within 5'. For each threat made and for each confirmed critical you get to start over with another original Two with One Blow attack at the same bonus. You can hit your opponent and your ''Favor''ed ally up to two times per attack if you hit consistently. Your ally should be hit virtually every time either by being a willing target, having a deliberately low AC, having a low touch AC combined with Weak Spot (requires level 14), or by being denied any dexterity bonus to AC. Your threats and criticals off of your nonlethal immune ally are frequently enough to diverge, averaging an infinite number of attacks and an infinite bonus to attack and damage from Blood in the Water.
   
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ Level 10 Combo Performance
+
|+ Level 10 Combo Performance vs Critical Immune Foe
 
|-
 
|-
 
! colspan="22" | Average Performance
 
! colspan="22" | Average Performance
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|-
 
|-
 
! Attacks Returned
 
! Attacks Returned
| 0.44 || 0.55 || 0.66 || 0.79 || 0.93 || 1.06 || 1.09 || 1.13 || 1.16 || 1.20 || 1.23 || 1.26 || 1.28 || 1.31 || 1.33 || 1.36 || 1.38 || 1.40 || 1.42 || 1.44 || 1.45
+
| 0.61 || 0.61 || 0.61 || 0.64 || 0.67 || 0.70 || 0.73 || 0.76 || 0.79 || 0.82 || 0.85 || 0.88 || 0.91 || 0.94 || 0.97 || 0.99 || 1.02 || 1.05 || 1.08 || 1.11 || 1.14
 
|-
 
|-
 
! Enemy Hits / Attack
 
! Enemy Hits / Attack
| 0.14 || 0.24 || 0.34 || 0.48 || 0.63 || 0.77 || 0.92 || 1.06 || 1.21 || 1.35 || 1.50 || 1.64 || 1.78 || 1.93 || 2.08 || 2.22 || 2.37 || 2.51 || 2.65 || 2.71 || 2.75
+
| 0.10 || 0.14 || 0.19 || 0.29 || 0.39 || 0.48 || 0.58 || 0.68 || 0.78 || 0.88 || 0.97 || 1.07 || 1.17 || 1.26 || 1.36 || 1.46 || 1.56 || 1.66 || 1.75 || 1.80 || 1.85
 
|-
 
|-
 
! Hits / Original Attack
 
! Hits / Original Attack
| 0.26 || 0.53 || 0.97 || 2.30 || 8.40 || || || || || || || || || || || || ∞ || ∞ || ∞ || ∞ || ∞
+
| 2.59 || 2.59 || 2.59 || 2.81 || 3.06 || 3.36 || 3.72 || 4.18 || 4.76 || 5.52 || 6.59 || 8.16 || 10.72 || 15.63 || 28.78 || 181.82 || ∞ || ∞ || ∞ || ∞ || ∞
 
|-
 
|-
! colspan="22" | Performance Quantiles, Enemy Hits / Original Attack
+
! colspan="22" | Performance Quantiles, Enemy Hits / Original Attack<sup>1</sup>
 
|-
 
|-
 
! 10%
 
! 10%
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 3 || 3
+
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2
 
|-
 
|-
 
! 20%
 
! 20%
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 3
+
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2 || 2 || 2
 
|-
 
|-
 
! 30%
 
! 30%
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 3 || 3 || 4 || 5 || 6 || 6 || 8 || 8 || 8 || 7 || 8
+
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2
 
|-
 
|-
 
! 40%
 
! 40%
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 5 || 6 || 7 || 10 || 11 || 16 || 24 || 32 || 80 || 39 || 34 || 51
+
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2
 
|-
 
|-
 
! 50%
 
! 50%
| 2 || 2 || 2 || 2 || 2 || 3 || 5 || 6 || 8 || 12 || 18 || 38 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
+
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 4 || 3 || 2 || 2 || 2
 
|-
 
|-
 
! 60%
 
! 60%
| 2 || 2 || 2 || 3 || 5 || 7 || 13 || 19 || 44 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
+
| 1 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2 || 3 || 4 || 5 || 6 || 6 || 6 || 6 || 6 || 6 || 6
 
|-
 
|-
 
! 70%
 
! 70%
| 3 || 3 || 4 || 8 || 16 || 31 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
+
| 1 || 1 || 1 || 1 || 2 || 2 || 2 || 3 || 4 || 4 || 5 || 6 || 8 || 10 || 13 || 14 || 17 || 16 || 15 || 14 || 16
 
|-
 
|-
 
! 80%
 
! 80%
| 3 || 4 || 8 || 45 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
+
| 2 || 2 || 2 || 3 || 4 || 4 || 5 || 7 || 8 || 11 || 14 || 21 || 30 || 43 || 54 || 64 || 91 || 95 || 76 || 65 || 81
 
|-
 
|-
 
! 90%
 
! 90%
| 4 || 9 || 27 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
+
| 2 || 4 || 6 || 9 || 15 || 21 || 34 || 74 || 129 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
 
|-
 
|-
  +
| colspan="22" class="foot" |
! 100%
 
  +
# From a rollout of 10,000 attack sequences
| 72 || 193 || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+ || 1000+
 
 
|}
 
|}
   
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=== Further Optimization ===
 
=== Further Optimization ===
   
  +
* Get Exotic Weapon Proficiency (Boomerang) and Boomerang Ricochet to get in more chances to threat and crit
 
* Stop provoking AOs when attacking. The Defensive Throw trick can do this at level 14.
 
* 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.
 
* 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 specialize in throwing slashing weapons, pick up [[SRD:Weapon Specialization|Weapon Specialization]] in 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]].
 
* 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]].
 
* Pick up Boomerang Daze or other similar feats that let you add other effects to your attacks.
* Gain more control over throwing to work around allies and obstacles. [[SRD:Improved Precise Shot|Improved Precise Shot]] can do some of this.
 
  +
* Get Power Critical for more critical confirmations
 
* Become more resistant to enemy attacks.
 
* Become more resistant to enemy attacks.
* 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.
 
* 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.
 
* 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.
 
* Use Martial Strike to grab some extra mid-level power from any discipline to use on your recharge round.
* Get Roundabout Kick and force your DM to use only critical immune enemies.
 
 
* If using ''Favor of Ilmater'' on an ally, increase range by picking up [[SRD:Far Shot|Far Shot]]. You could also specialize in throwing slashing weapons, pick up [[SRD:Weapon Specialization|Weapon Specialization]] in 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.
* Pick up Boomerang Daze or other similar feats that let you add other effects to your attacks.
 
 
* Gain more control over throwing to work around allies and obstacles. [[SRD:Improved Precise Shot|Improved Precise Shot]] can do some of this.
* Use Martial Strike to grab some extra mid-level power from any discipline to use on your recharge round or Martial Stance to get a stance to use against critical immune foes.
 
   
 
== Side Notes ==
 
== Side Notes ==
   
 
=== Limitations ===
 
=== Limitations ===
 
* Very technical for what it accomplishes
 
   
 
DM Counters:
 
DM Counters:
Line 201: Line 205:
 
* Dispelling
 
* Dispelling
 
* Cover and Concealment
 
* Cover and Concealment
* Summoned creature counters like [[SRD:Antimagic Field|Antimagic Field]]
+
* [[SRD:Antimagic Field|Antimagic Field]]
* Critical Immunity stops Blood in the Water.
 
* Critical Immunity + Damage Reduction
 
 
* High dex defense
 
* High dex defense
* High defense, overcome by Weak spot
+
* High defense, overcome by Weak Spot
 
* Snatch Arrows, overcome by having lots of extra weapons
 
* Snatch Arrows, overcome by having lots of extra weapons
 
* Limitless AOs, overcome by taking Defensive Thow
 
* Limitless AOs, overcome by taking Defensive Thow
Line 214: Line 216:
   
 
* Stunning Strike could be traded for improved grapple to try to escape grapples more easily
 
* Stunning Strike could be traded for improved grapple to try to escape grapples more easily
* Fighter or Psychic Warrior levels can be used instead of monk levels
+
* Fighter levels can be used instead of monk levels. You lose Stunning Fist, Evasion, and 3 reflex and will saves and gain BAB +1.
 
* There are other possible orders to take the first few classes and feats in, including taking warblade later to get better abilities but fewer hitpoints.
 
* There are other possible orders to take the first few classes and feats in, including taking warblade later to get better abilities but fewer hitpoints.
   

Revision as of 18:35, 20 June 2010

Created By
Cedges (talk)
Date Created: 6/08/2010
Status: Done
Editing: Please feel free to edit constructively!


Introduction

[[Summary::The Scimerang Slinger abuses Aptitude weapons with the critical abilities of Lightning Mace and Roundabout Kick and the attack duplicating abilities of Chakram Ricochet and the Master Thrower's two with one blow to do potentially limitless attacks.]]

References

  • Tome of Battle (Swordsage 15, Warblade 20, Bloodstorm Blade 100, Aptitude 148)
  • Complete Warrior (Master Thrower 58, Roundabout Kick 105, Lightning Mace 113)
  • Champions of Ruin (Chakram Ricochet 17)
  • Forgotten Realms Campaign Setting (Chakram 97)
  • Player's Guide to Faerûn (Favor of Ilmater 102)

Optional References

  • Races of Eberron (Boomerang Daze, Boomerang Ricochet 108)
  • Eberron Campaign Setting (Boomerangs 120)

Game Rule Components

Feats

Two with One Blow does not mean anything as written, because a Master Thrower can't get the ability to attack two adjacent foes from the Master Thrower class. It can be interpreted to mean she is granted this ability, but a much simpler solution is to insert the words "one of" before "two opponents" in the first sentence to read, "If a master thrower with this ability uses a thrown weapon to attack one of two opponents adjacent to each other,...". There is no known errata or FAQ on this, and this functions in almost exactly the same way as granting the ability, but doesn't completely disregard the structure of how the text was written.

Items

  • A progression of +1 aptitude and +1 aptitude keen 18-20 one-handed and light weapons like scimitars and kukris
  • Wands of Favor of Ilmater (21,000 gp)

Progression

Starting Ability Scores (Before Racial Adjustments): Str 17, Dex 18, Con 8, Int 11, Wis 8, Cha 8 (32 point buy, halfling) or Str 18, Dex 15 (human)

Race (Templates): Race::Strongheart Halfling or Race::Human

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Maneuvers, Stances, and Tricks Special
Fort Ref Will
1st Final Class Progression::Warblade 1 +1 +2 +0 +0 Power Attack, Two-Weapon Fighting, Exotic Weapon Proficiency (Chakram)1,2, Chakram Ricochet1 Battle clarity (reflex saves), weapon aptitude Punishing Stance, Steel Wind, Steely Strike, one other maneuver
2nd Monk 1 +1 +4 +2 +2 Stunning Fist, Improved Unarmed Strike AC bonus +0, flurry of blows -0/-0, unarmed strike damage 1d6
3rd Final Class Progression::Monk 2 +2 +5 +3 +3 Roundabout Kick, Combat Reflexes Evasion
4th Final Class Progression::Paladin 1 +3 +7 +3 +3 Aura of Good, Detect Evil, Smite Evil 1/Day Dex +1
5th Final Class Progression::Swordsage 1 +3 +7 +5 +5 Weapon Focus (Desert Wind)3 Quick to act +1 One of Claw at the Moon, Wolf Fang Strike or Rabid Wolf Strike, Blood in the Water, 5 more maneuvers.
6th Bloodstorm Blade 1 +4 +9 +5 +5 Point Blank Shot, Throw Anything Returning attacks
7th Bloodstorm Blade 2 +5 +10 +5 +5 Martial throw, thunderous throw You should be able to afford at least one +1 aptitude 18-20 weapon.
8th Bloodstorm Blade 3 +6/+1 +10 +6 +6 Precise Shot Dex +1
9th Bloodstorm Blade 4 +7/+2 +11 +6 +6 Lightning Mace Lightning ricochet Your thrown weapons return instantly. You're barely able to afford a +1 aptitude keen weapon.
10th Master Thrower 1 +8/+3 +11 +8 +6 Quick Draw Two with One Blow Build starts to work, pick up a wand of Favor of Ilmater
11th Master Thrower 2 +9/+4 +11 +9 +6 Improved evasion
12th Master Thrower 3 +10/+5 +12 +9 +7 Optional Feat4 Optional thrown weapon trick Dex +1
13th Master Thrower 4 +11/+6/+1 +12 +10 +7 Snatch arrows
14th Final Class Progression::Master Thrower 5 +12/+7/+2 +12 +10 +7 Critical throw Weak Spot Hit on touch attacks, no longer need keen weapons
15th Bloodstorm Blade 55 +13/+8/+3 +12 +10 +7 Optional Feat4 Blood wind ricochet
16th Bloodstorm Blade 6 +14/+9/+4 +13 +11 +8 Optional Fighter Feat4 Dex +1
17th Bloodstorm Blade 7 +15/+10/+5 +13 +11 +8 Eye of the storm
18th Bloodstorm Blade 8 +16/+11/+6/+1 +14 +11 +8 Optional Feat4 Blood rain
19th Bloodstorm Blade 9 +17/+12/+7/+2 +14 +12 +9 Optional Fighter Feat4
20th Final Class Progression::Bloodstorm Blade 10 +18/+13/+8/+3 +15 +12 +9 Blade storm Dex +1. You can attack everything in range once as a full-round attack.
  1. This requires two flaws.
  2. 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.
  3. Desert Wind includes Scimitar, Light Mace, Light Pick, Spear and Falchion
  4. Lots of good feats to choose from, including those that make ranged attacking better by avoiding AOs, shooting into grapples, or increasing range
  5. 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.

Skills

  • Balance 8 is required before level 6.
  • Slight of Hand 4 (cross class) is required before level 10.

Highlights

Tactics

Level 1

In levels 1-6 enjoy having no clear plan and convincing your DM and fellow players that this character was a bad idea and that you're crazy. You can leave off Chakram Ricochet till level 3 and mess around with exotic weapons for a while, or two-weapon flurry of blows with an extra d6 of damage.

Level 7

Throw your aptitude weapon if you have one and two foes are adjacent. If the initial attack hits 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. You can use Steely Strike to get +4 to attack at the expense of essentially -4 AC. If you happen to critical, and have an extra weapon around, you can throw it too.

Level 9

Same as level 7, but you get extra attacks off of threats as well as confirmed criticals and your threat range is doubled from a shiny new keen weapon.

Level 10+

With Two with One Blow, you can make a thrown attack against two adjacent foes at -4 when you would have attacked one. Favor of Ilmater makes you or an ally immune to nonlethal damage for seven minutes. At the beginning of each fight, cast Favor on yourself or on an ally that will be adjacent to opponents on your turn. If necessary, position yourself next to an enemy. Choose to do nonlethal damage with improved unarmed strike and throw your weapon with Two with One Blow at both the enemy and your Favored ally. For each target you hit with Two with One Blow, you get a Chakram Ricochet at -2 against another target within 5'. For each threat made and for each confirmed critical you get to start over with another original Two with One Blow attack at the same bonus. You can hit your opponent and your Favored ally up to two times per attack if you hit consistently. Your ally should be hit virtually every time either by being a willing target, having a deliberately low AC, having a low touch AC combined with Weak Spot (requires level 14), or by being denied any dexterity bonus to AC. Your threats and criticals off of your nonlethal immune ally are frequently enough to diverge, averaging an infinite number of attacks and an infinite bonus to attack and damage from Blood in the Water.

Level 10 Combo Performance vs Critical Immune Foe
Average Performance
Attack - AC -18- -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2+
Attacks Returned 0.61 0.61 0.61 0.64 0.67 0.70 0.73 0.76 0.79 0.82 0.85 0.88 0.91 0.94 0.97 0.99 1.02 1.05 1.08 1.11 1.14
Enemy Hits / Attack 0.10 0.14 0.19 0.29 0.39 0.48 0.58 0.68 0.78 0.88 0.97 1.07 1.17 1.26 1.36 1.46 1.56 1.66 1.75 1.80 1.85
Hits / Original Attack 2.59 2.59 2.59 2.81 3.06 3.36 3.72 4.18 4.76 5.52 6.59 8.16 10.72 15.63 28.78 181.82
Performance Quantiles, Enemy Hits / Original Attack1
10% 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 2 2 2 2 2
20% 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2
30% 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2
40% 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2
50% 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 4 3 2 2 2
60% 1 1 1 1 1 1 2 2 2 2 2 3 4 5 6 6 6 6 6 6 6
70% 1 1 1 1 2 2 2 3 4 4 5 6 8 10 13 14 17 16 15 14 16
80% 2 2 2 3 4 4 5 7 8 11 14 21 30 43 54 64 91 95 76 65 81
90% 2 4 6 9 15 21 34 74 129 1000+ 1000+ 1000+ 1000+ 1000+ 1000+ 1000+ 1000+ 1000+ 1000+ 1000+ 1000+
  1. From a rollout of 10,000 attack sequences

Other Powers

  • Once you get an aptitude weapon you can Stunning Fist with it.
  • Blood wind ricochet lets you ignore some cover and concealment by attacking targets from a previous target in a full round attack
  • At level 20 you can attack every target in range as a full round attack with Blade Storm. It uses one Iron Heart strike each time you do.

Further Optimization

  • Get Exotic Weapon Proficiency (Boomerang) and Boomerang Ricochet to get in more chances to threat and crit
  • 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 slight of hand is a cross-class skill for the other classes.
  • Increase attack bonus or attacks per round. Crank up that dex with extra attribute points, an inherent bonus, and Gloves of Dexterity.
  • Pick up Boomerang Daze or other similar feats that let you add other effects to your attacks.
  • Get Power Critical for more critical confirmations
  • Become more resistant to enemy attacks.
  • Get freedom of movement to avoid being grappled, and combat acrobat (PHB II) or 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.
  • Use Martial Strike to grab some extra mid-level power from any discipline to use on your recharge round.
  • If using Favor of Ilmater on an ally, increase range by picking up Far Shot. You could also specialize in throwing slashing weapons, pick up Weapon Specialization in 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 rapiers instead using your existing piercing thrown weapon focus in spear.
  • Gain more control over throwing to work around allies and obstacles. Improved Precise Shot can do some of this.

Side Notes

Limitations

DM Counters:

  • Dispelling
  • Cover and Concealment
  • Antimagic Field
  • 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
  • Nonlethal Immunity, overcome by divergence
  • No-save surprise spellcasting, other perceive or die situations

Variants

  • Stunning Strike could be traded for improved grapple to try to escape grapples more easily
  • Fighter levels can be used instead of monk levels. You lose Stunning Fist, Evasion, and 3 reflex and will saves and gain BAB +1.
  • There are other possible orders to take the first few classes and feats in, including taking warblade later to get better abilities but fewer hitpoints.

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