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.
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.
__________________ "Who's more foolish: the fool, or the fool who follows him?" - Obi Wan Kenobi
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.
__________________ "Who's more foolish: the fool, or the fool who follows him?" - Obi Wan Kenobi
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).
__________________ Dross
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Scrag: I saved his life.
Leanna: How so?
Scrag: I stopped hitting him.
Scrag, ½-orc barbarian from Great Worm Tribe, the High Forrest
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).
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 )
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.
My online gaming group, Torch of Spirit (Contains all information for the current game I'm co-DMing as well as lots of houserules I'm using or considering for the future. Feel free to check it out.)
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.
__________________ "Who's more foolish: the fool, or the fool who follows him?" - Obi Wan Kenobi
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.
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...
Quote:
Centaur :: d20srd.org Combat
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
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.
__________________ "Who's more foolish: the fool, or the fool who follows him?" - Obi Wan Kenobi
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.
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
__________________ "Who's more foolish: the fool, or the fool who follows him?" - Obi Wan Kenobi
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.