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Old 27th October 2009, 12:36 AM   #21 (permalink)
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For a little extra, taking a level of Scout and Highland Stalker will add 1d6 each in skirmish damage if unmounted. There are also feats Powerful Charge and Improved Powerful Charge in the MH.
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Old 27th October 2009, 12:49 AM   #22 (permalink)
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For a little extra, taking a level of Scout and Highland Stalker will add 1d6 each in skirmish damage if unmounted. There are also feats Powerful Charge and Improved Powerful Charge in the MH.
Thanks - good ideas both.
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Old 27th October 2009, 12:57 AM   #23 (permalink)
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General rules for multiplying damage in DnD 3.5 says that all flat bonuses (including power attack, smite, etc.) are multiplied, while dice bonuses (sneak attack, divine sacrifice, etc.) are not. So yeah, multiply everything
Thanks for that tip. It was helpful. Of course, i bet there is an exception to that rule somewhere that my players will find next session.
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Old 27th October 2009, 04:47 AM   #24 (permalink)
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Thanks to shock trooper and charging, your AC is likely to be very low. If you are going to be hit on a 2 or more, the extra AC from a shield isn't going to make a difference.
Maybe, if you transfer out a lot of AC to power PA. I'd gather that it would be used to varying degrees depending on the situation. If you are going to be hit by several things with multiple attacks, not transferring out all your AC would be a good idea.

And given that iterative attacks start coming in, the 2nd and following attacks might miss due to the shield (if they get any).
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Old 27th October 2009, 06:50 AM   #25 (permalink)
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I've done this stuff a few times, couple of my findings.

A ton of damage can come from power/leap attacking to the max, and finding some way to get around the penalty. True Strike and Deep Impact (XPH) are my favorites here.

If you go the Shock Trooper route, try and get some concealment when you need to not get hit. A Cloak of Displacement or Ring of Invisibility will work. DR might also be a possibility, but I don't know of a good source.

The Paladin variant in Unearthed Arcana page 58 allows you to get favored enemy. The Favored Power Attack (CW) feat lets gets you another +1 to that power attack multiplier. This won't work for your paladin of tyranny villain as human is not one of the allowed choices.

Ring of Freedom of Movement or Close Quarters Fighting (CW) will be essential at higher levels so you can charge big monsters.

The smiting charge variant paladin with leap attack gets 5x his BaB to damage (Two Handed weapon, Leap Attack, Smiting Charge). 6x if you go the favored power attack route. Your CHA bonus will offset the penalty at lower levels. At higher levels, I'd say UMD a wand of true strike. Also consider the Extra Smiting feat (CW).
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Old 27th October 2009, 01:15 PM   #26 (permalink)
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Originally Posted by pawsplay View Post
For a little extra, taking a level of Scout and Highland Stalker will add 1d6 each in skirmish damage if unmounted. There are also feats Powerful Charge and Improved Powerful Charge in the MH.
IIRC, one of the FAQs or erratas actually state you don't qualify for skirmish damage while mounted, i.e. you have to do the move on your own. Of course, this build's damage output is disgusting enough already (and by disgusting, I mean I'm stealing it to sic on my players )
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Old 27th October 2009, 07:54 PM   #27 (permalink)
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Scout at least has a mounted variant to get skirmish while mounted. Seems pointless to get skirmish when all flat numbers are being multiplied by so much anyway.
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Old 27th October 2009, 08:26 PM   #28 (permalink)
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Scout at least has a mounted variant to get skirmish while mounted. Seems pointless to get skirmish when all flat numbers are being multiplied by so much anyway.
True - plus, I want a pure paladin, and skirmish seems kind of un-paladin-y to me.

I think the main reason I want a good "2nd" for my final villain is that the PCs have become used to fighting a couple of main bad guys and a group of minions... if the PCs realize that this minion is not really a minion, because his big charge attack drops the party cleric, then it will force them to adjust their tactics.
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Old 27th October 2009, 08:30 PM   #29 (permalink)
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You could start out as a centaur. This means you are always mounted, and so can benefit from spirited charge (note that races of faerun states you may take spirited charge without having to meet the requirements).
I'm glad someone else notices this. Can I get a quotation? Such bad trolling happened in BG over the always mounted implications.

How maxed do you want this? Its possible to get this much, much higher than you will ever need... The max that I made is quite ugly indeed.
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Old 27th October 2009, 09:07 PM   #30 (permalink)
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I'm glad someone else notices this. Can I get a quotation? Such bad trolling happened in BG over the always mounted implications.
I'm pretty damn sure I've seen that notation for the centaur from a Forgotten Realms book as well. So If you have the FR book allowed in, that makes the centaur lancer even sicker, otherwise one is stuck with...

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A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
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Old 27th October 2009, 09:23 PM   #31 (permalink)
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I'm pretty damn sure I've seen that notation for the centaur from a Forgotten Realms book as well. So If you have the FR book allowed in, that makes the centaur lancer even sicker, otherwise one is stuck with...
I think what being a centaur does is allow you to take spirited charge feat without meeting the other requirements for it, at least in that FR book.
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Old 28th October 2009, 05:08 AM   #32 (permalink)
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Don't forget Battle Jump [FIGHTER, GENERAL] in FR unapproachable east. Doubles damage total if you can make a 10' verticle jump for a medium sized opponent, 15' vert for large opponents.
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Old 28th October 2009, 07:34 AM   #33 (permalink)
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I'm glad someone else notices this. Can I get a quotation? Such bad trolling happened in BG over the always mounted implications.
I don't have the book on hand, but it is in the centaur race entry in races of faerun.

The zelekhut in MM also states something along the line of "Due to its centaur-like construction..."

Another interesting titbit is that said entry also states that centaurs may take the arcane archer prc...
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Old 29th October 2009, 10:16 PM   #34 (permalink)
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General rules for multiplying damage in DnD 3.5 says that all flat bonuses (including power attack, smite, etc.) are multiplied, while dice bonuses (sneak attack, divine sacrifice, etc.) are not. So yeah, multiply everything
Looking at it now, I think Smite & Charging Smite would be capped at +54, as the charge is already accounted for in the Charging Smite piece, no?

So, 3d8+39 for the lance
Smite & Charging Smite is another +54
Full Power Attack is -18 to hit, +36 to damage. Tripled for the lance charge to +108, then quadrupled to +144 for the valorous weapon.

So, a total of 3d8+237
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Old 30th October 2009, 01:49 AM   #35 (permalink)
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Runestar Hobgoblin Soldier (Lvl 3)
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So, 3d8+39 for the lance
Smite & Charging Smite is another +54
Full Power Attack is -18 to hit, +36 to damage. Tripled for the lance charge to +108, then quadrupled to +144 for the valorous weapon.

So, a total of 3d8+237
You add together all the static modifiers, then multiply them.

(So 36+54+other misc modifiers)x4.
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Old 30th October 2009, 02:51 AM   #36 (permalink)
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You add together all the static modifiers, then multiply them.

(So 36+54+other misc modifiers)x4.
Thanks for the correction.

So, the +4 for magic and the +9 for strength would also get added in to that as well?

3d8 + ((13+36+54)*4) = 3d8+(103*4) = 3d8+412
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Old 30th October 2009, 03:32 AM   #37 (permalink)
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Runestar Hobgoblin Soldier (Lvl 3)
Your weapon's damage would get multiplied as well.

So 1d8 x 4, or 4d8. Yeah, the extra damage isn't really significant, but I never say no to extra damage.
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Old 30th October 2009, 02:00 PM   #38 (permalink)
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Thanks for the correction.

So, the +4 for magic and the +9 for strength would also get added in to that as well?

3d8 + ((13+36+54)*4) = 3d8+(103*4) = 3d8+412
With the caveat that it's 4d8 for a quadruple-damage charge, yes. And Rhino's Rush would add another multiplier if you cast it as you were charging.
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Old 30th October 2009, 05:32 PM   #39 (permalink)
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Thanks - and, where is the rule that says static damage like Power Attack & Smite are multiplied on a crit?
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Old 31st October 2009, 10:58 PM   #40 (permalink)
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Freakohollik Goblin Sharpshooter (Lvl 2)
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Thanks - and, where is the rule that says static damage like Power Attack & Smite are multiplied on a crit?
From the SRD:

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A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.
Actions In Combat :: d20srd.org
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