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Power Attack & Strength Damage

Remember that PA and high str don't help much with TWF and Master Thrower respectively, since Weak Spot (which lets you do touch attacks) stops you from adding str damage to every attack, and Power Attack only gives a 1:1 bonus on main hand attacks, and no benefit on off-hand attacks when TWF. Also, Distracting Ember has to be within 30' of you and disappears in one round, so it's not the most reliable of powers. Lastly, you're going through Iron Heart powers like crazy--how much damage does this do, taking into account how often you need to refresh your maneuvers? --Ghostwheel 19:43, June 8, 2010 (UTC)

Power Attack and Strength 15 are prerequisites for Roundabout Kick. Distracting Ember doesn't even last an entire round, it only lasts for your turn. I didn't even consider using the Iron Heart powers with martial throw (one of them is ineligible, the other gives +4 to one attack, -4 AC) they are just prerequisites for Bloodstorm Blade and fodder for Blade Storm. Assuming we start with Strongheart Halfling and 15 dex, Dump a stat point into dex, get gloves of dexterity +4, at level 9 our dex is 22 for a +6 bonus, so our standard attack inside 10' is 16 = 7 +6 (dex) +1 (size) +1 (halfling) +1 (point blank). We hit a 25 AC foe about half the time, and an AC 15 ember on everything but a natural one. We summon an ember next to a foe, and toss our scimitar at it, ricocheting off with booomerang ricochet to hit the foe next to it. 37% of the time we accomplish nothing, 2% of the time we get a +1 bonus, 17% we hit once, 3% we hit once and get a +1 bonus, 2% we hit twice (or once and crit once), 4% we hit twice and get a +1 bonus, and 1% we get +2, 3% of the time we hit thrice, getting a +1 bonus, and 1% we get a +2. We hit four times 3% of the time, getting a +1-3 bonus 1% each. We hit 5 times 2% of the time, gaining a +2-3 bonus, and likewise with 6. We hit 7 times about 2% of the time, getting a +3 or +4 bonus. That covers the first 78% of the results. The 80% mark is 9 hits with 3 bonuses and 85% is 15 hits with 7 bonuses. At 88%, so one 8th of the time, we hit 20+ times garnering 8+ bonuses with anywhere between 1 and 22 attacks still to be made in the same round. (I terminated my rollout at 20 hits). The truncated average is 5 attacks left to make, 19 hits and crits made, and a +10 bonus acquired. That's round one. The finite tail diverges, and so our round one attack diverges., but this isn't important in actual play. On round two we make a somewhat weak normal throw and recharge distracting ember as a swift action, then we repeat on round 3, this time with more bonuses. Once we hit level 12 things get really crazy because we don't need to overcome the foe's AC before exploding and have slightly increased opportunities to roll well, and thus do so much more of the time. -Cedges 23:23, June 8, 2010 (UTC)
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