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General Tabletop Discussion
Character Builds & Optimization
9th-level Druid build, 200 damage/round
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<blockquote data-quote="kerbarian" data-source="post: 2936986" data-attributes="member: 40393"><p>Okay, so the title is a little bit misleading -- the 200 damage is only vs AC15 or worse targets. However, the damage is still very good against higher-AC targets:</p><p></p><p>AC10 -> 203 damage/round (6 points of power attack)</p><p>AC15 -> 200 damage/round (6 points of power attack)</p><p>AC20 -> 150 damage/round (4 points of power attack)</p><p>AC25 -> 105 damage/round (2 points of power attack)</p><p>AC30 -> 62 damage/round (2 points of power attack)</p><p>AC35 -> 26 damage/round (0 points of power attack)</p><p></p><p>There are also some very nice benefits in addition to the raw damage, like AC35, fast healing 8, and a chance of dazing targets. Also, no pre-combat buffing is required.</p><p></p><p>The basics of the build are:</p><p></p><p>Druid 7 / Master of Many Forms 2, fighting in the form of a Cave Troll, using Leap Attack. So, an abuse of a couple perennial favorites: polymorph (wild shape in this case) and leap attack with charge + full attack.</p><p></p><p>The relevant feats used are power attack, leap attack, multiattack, and practiced spellcaster. A 9th-level character gets 36k worth of gear, and the build uses:</p><p></p><p>Large dragonscale full plate +2 (10k) -- sized for a cave troll</p><p>Boots of speed (12k)</p><p>Ring of protection +1 (2k)</p><p>Gauntlets of ogre strength (4k)</p><p>Armbands of might (4.1k)</p><p>Hat of disguise (1.8k) -- so as not to inspire panic in the masses by wandering around as a cave troll</p><p></p><p>Each use of wild shape lasts 9 hours, and you get 5/day, so that's plenty to stay in cave troll form at all times. However, you would have to put all your gear back on 3 times per day as it falls to the floor at the end of each wild shape. Also, with 2 4th-level spells per day (assuming Wis 18), that's enough to cover 18 hours/day with <em>Enhance Wild Shape</em> to gain the extraordinary special qualities of the cave troll form, meaning fast healing 8, darkvision 90', low-light vision, and scent.</p><p></p><p>The 3rd-level slots can be used to keep <em>Greater Magic Fang</em> in effect at all times, for +1 to all natural weapons.</p><p></p><p>2nd-level slots can be used for <em>Barkskin</em>, though not continuously, and <em>Master Air</em> for flight.</p><p></p><p>1st-level slots could be used for <em>Surefooted Stride</em> (since being able to charge is critical to this build) or just generally handy stuff like <em>Entangle</em>.</p><p></p><p>Using the boots of speed, the Druid can charge 120' and then make a full attack with 6 points of power attack against an AC15 target for:</p><p>3 claws (1 extra from haste) for 2d6 + 10 (str) + 1 (magic fang) + 2 (armbands) + 12 (power attack + leap) = 32</p><p>2 rakes for 2d6 + 5 + 1 + 2 + 12 = 27</p><p>1 bite for 1d8 + 5 + 1 + 2 + 12 = 24.5</p><p>1 rend (possibly) for 4d6 + 15 (str * 1.5) = 29</p><p></p><p>Question -- does the magic fang enhancement to damage apply to the rend? I'm not counting it...</p><p></p><p>The attack bonus is 6 (base) + 10 (str) + 2 (charge) +1 (haste) +1 (magic fang) -1 (size) -6 (power attack) = +13.</p><p></p><p>The claws and rakes hit on a 2, and the bite hits on a 4. Since each claw hits 95% of the time, there's a 99.3% of hitting with at least 2 out of 3 and triggering the rend and daze. Also, all of the attacks except for the rend add 5% to account for crits. That all adds up to:</p><p></p><p>(((.95 * 3 * 32) + (.95 * 2 * 27) + (.85 * 24.5)) * 1.05) + (.993 * 29) = 200 damage</p><p></p><p>Plus a 99.3% chance of requring the target to make a DC22 Fort save or be dazed for 1 round. The Druid also gets an improved grab if he hits with his bite, for even more damage plus an extra rake, but that can tie him up in a grapple and depends on the target's grapple check, so I didn't include it in the calculations.</p><p></p><p>The Druid's AC would be 10 + 11 (natural) + 4 (barkskin) + 10 (full plate +2) + 1 (dex) + 1 (haste) + 1 (ring of prot.) - 1 (size) - 2 (charge) = 35.</p><p></p><p>Finally, I know there's been some debate over Leap Attack when charging and making a full attack. If leap attack is taken out of the equation entirely, the damage is still very good:</p><p></p><p>AC10 -> 167 damage/round (6 points of power attack)</p><p>AC15 -> 165 damage/round (6 points of power attack)</p><p>AC20 -> 133 damage/round (3 points of power attack)</p><p>AC25 -> 97 damage/round (2 points of power attack)</p><p>AC30 -> 61 damage/round (0 points of power attack)</p><p>AC35 -> 26 damage/round (0 points of power attack)</p><p></p><p>So... is there anything I've done wrong in these calculations? What weaknesses would this character have? Are there any specific parts of this build that you'd disallow as a DM?</p></blockquote><p></p>
[QUOTE="kerbarian, post: 2936986, member: 40393"] Okay, so the title is a little bit misleading -- the 200 damage is only vs AC15 or worse targets. However, the damage is still very good against higher-AC targets: AC10 -> 203 damage/round (6 points of power attack) AC15 -> 200 damage/round (6 points of power attack) AC20 -> 150 damage/round (4 points of power attack) AC25 -> 105 damage/round (2 points of power attack) AC30 -> 62 damage/round (2 points of power attack) AC35 -> 26 damage/round (0 points of power attack) There are also some very nice benefits in addition to the raw damage, like AC35, fast healing 8, and a chance of dazing targets. Also, no pre-combat buffing is required. The basics of the build are: Druid 7 / Master of Many Forms 2, fighting in the form of a Cave Troll, using Leap Attack. So, an abuse of a couple perennial favorites: polymorph (wild shape in this case) and leap attack with charge + full attack. The relevant feats used are power attack, leap attack, multiattack, and practiced spellcaster. A 9th-level character gets 36k worth of gear, and the build uses: Large dragonscale full plate +2 (10k) -- sized for a cave troll Boots of speed (12k) Ring of protection +1 (2k) Gauntlets of ogre strength (4k) Armbands of might (4.1k) Hat of disguise (1.8k) -- so as not to inspire panic in the masses by wandering around as a cave troll Each use of wild shape lasts 9 hours, and you get 5/day, so that's plenty to stay in cave troll form at all times. However, you would have to put all your gear back on 3 times per day as it falls to the floor at the end of each wild shape. Also, with 2 4th-level spells per day (assuming Wis 18), that's enough to cover 18 hours/day with [i]Enhance Wild Shape[/i] to gain the extraordinary special qualities of the cave troll form, meaning fast healing 8, darkvision 90', low-light vision, and scent. The 3rd-level slots can be used to keep [i]Greater Magic Fang[/i] in effect at all times, for +1 to all natural weapons. 2nd-level slots can be used for [i]Barkskin[/i], though not continuously, and [i]Master Air[/i] for flight. 1st-level slots could be used for [i]Surefooted Stride[/i] (since being able to charge is critical to this build) or just generally handy stuff like [i]Entangle[/i]. Using the boots of speed, the Druid can charge 120' and then make a full attack with 6 points of power attack against an AC15 target for: 3 claws (1 extra from haste) for 2d6 + 10 (str) + 1 (magic fang) + 2 (armbands) + 12 (power attack + leap) = 32 2 rakes for 2d6 + 5 + 1 + 2 + 12 = 27 1 bite for 1d8 + 5 + 1 + 2 + 12 = 24.5 1 rend (possibly) for 4d6 + 15 (str * 1.5) = 29 Question -- does the magic fang enhancement to damage apply to the rend? I'm not counting it... The attack bonus is 6 (base) + 10 (str) + 2 (charge) +1 (haste) +1 (magic fang) -1 (size) -6 (power attack) = +13. The claws and rakes hit on a 2, and the bite hits on a 4. Since each claw hits 95% of the time, there's a 99.3% of hitting with at least 2 out of 3 and triggering the rend and daze. Also, all of the attacks except for the rend add 5% to account for crits. That all adds up to: (((.95 * 3 * 32) + (.95 * 2 * 27) + (.85 * 24.5)) * 1.05) + (.993 * 29) = 200 damage Plus a 99.3% chance of requring the target to make a DC22 Fort save or be dazed for 1 round. The Druid also gets an improved grab if he hits with his bite, for even more damage plus an extra rake, but that can tie him up in a grapple and depends on the target's grapple check, so I didn't include it in the calculations. The Druid's AC would be 10 + 11 (natural) + 4 (barkskin) + 10 (full plate +2) + 1 (dex) + 1 (haste) + 1 (ring of prot.) - 1 (size) - 2 (charge) = 35. Finally, I know there's been some debate over Leap Attack when charging and making a full attack. If leap attack is taken out of the equation entirely, the damage is still very good: AC10 -> 167 damage/round (6 points of power attack) AC15 -> 165 damage/round (6 points of power attack) AC20 -> 133 damage/round (3 points of power attack) AC25 -> 97 damage/round (2 points of power attack) AC30 -> 61 damage/round (0 points of power attack) AC35 -> 26 damage/round (0 points of power attack) So... is there anything I've done wrong in these calculations? What weaknesses would this character have? Are there any specific parts of this build that you'd disallow as a DM? [/QUOTE]
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9th-level Druid build, 200 damage/round
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