Cedges/Disciple of Criticals (3.5e Optimized Character Build)
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< User:Cedges
| Cedges (talk) | |
|---|---|
| Date Created: | 6/6/2010 |
| Status: | Draft |
| Editing: | Please feel free to edit constructively! |
Contents |
Introduction
Uses an increased critical threat range to do tremendous amounts of damage in 3.5.
References
- Book of Vile Darkness (3.0) (Disciple of Dispater
- Tome of Battle (Warblade 10, Martial ?,
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
Distracting Ember, Blood in the Water
Items
Progression
Starting Ability Scores (Before Racial Adjustments): 15+ dex, 13+ Str, 13+ int
Race (Templates): Any really
Starting Racial Traits:
| ECL | Class/HD/LA | Base Attack Bonus | Saving Throws | Feats | Class Features | Special | ||
|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | ||||||
| 1st | Warblade 1 | + | + | + | + | Weapon Focus, Two-Weapon Fighting, Combat Reflexes1 | <- class features gained -> | <- other stuff -> |
| 2nd | Psychic Warrior 1 | + | + | + | + | Power Attack | <- class features gained -> | <- other stuff -> |
| 3rd | Psychic Warrior 2 | + | + | + | + | Lightning Mace, Combat Expertise | <- class features gained -> | Lightning mace gives you a measly 1.05 attacks/attack |
| 4th | Psychic Warrior 3 | + | + | + | + | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 5th | Psychic Warrior 4 | + | + | + | + | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 6th | War Mind 1 | + | + | + | + | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 7th | War Mind 2 | + | + | + | + | <- feat(s) -> | <- class features gained -> | You should be able to afford a pair of +1 aptitude falchions or similar. You do 1.17 attacks/attack. |
| 8th | War Mind 3 | + | + | + | + | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 9th | War Mind 4 | + | + | + | + | Disciple of Darkness | <- class features gained -> | <- other stuff -> |
| 10th | War Mind 5 | + | + | + | + | <- feat(s) -> | <- class features gained -> | Build barely starts to work. You do 1.42 times as many attacks, 1.17 with no sweep |
| 11th | Disciple of Dispater 1 | + | + | + | + | |||
| 12th | Disciple of Dispater 2 | + | + | + | + | |||
| 13th | Disciple of Dispater 3 | + | + | + | + | |||
| 14th | Disciple of Dispater 4 | + | + | + | + | Double threat range. You do 2.5 attacks per attack, 1.42 with no sweep | ||
| 15th | Disciple of Dispater 5 | + | + | + | + | |||
| 16th | Disciple of Dispater 6 | + | + | + | + | |||
| 17th | Disciple of Dispater 7 | + | + | + | + | |||
| 18th | Disciple of Dispater 8 | + | + | + | + | Triple threat range. You do 10 attacks per attack, 1.8 with no sweep. | ||
- Requires one or more flaws depending on race
Other Components
<- anything not covered by the previous sections ->
Highlights
<- How and why this build works, also a place to show off just what the build can do ->
Tactics
If there aren't two opponents next to each other, summon a distracting ember next to one, and sweep both enemies or an enemy and an ember with an attack. Do non-lethal damage so you don't kill your ember. You slaughter creatures occupying two squares.
Further Optimization
Become large to threaten more squares and make it easy to threaten two adjacent squares, even in a narrow hall.
Add more attacks.
Roundabout Kick from complete warrior can't be used because these aren't unarmed strikes, and an Aptitude Weapon still doesn't make unarmed strikes. The highest possible crit range for an unarmed strike in 3.5 is 17-20 with Improved Critical and Psychic Weapons Master. This gives a total extra attacks per attack with sweeping strike of (4/20+19/20*4/20)*2, or .78, for about 4.5 times damage, well shy of Disciple of Dispater's .9 for on average 10 times the damage. Unarmed strike with Improved Critical and Psychic Weapons Master may very well be more powerful due to the continued manifesting progression, but it will pick up Blood in the Water bonuses much more slowly, and requires a staggering number of feats; It might very well be impossible.
Side Notes
<- overview of additional info about this build ->
Limitations
10 times damage every other round isn't that great, though Blood in the Water can get really good. Half of your extra attacks are wasted on the ember, or is that 10 attacks on target one - gotta think this one through, I think it is.? If so, Blood in the Water can be averaging +20 attack and damage off a single standard action attack.
DM Counters:
- One square wide halls with no space to summon ember.
- Immunity to non-lethal damage.
- It's just a psychic warrior...
Variants
<- Can something be switched for anything else? ->
Miscellaneous
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