D&D 3E/3.5 3.5 Rouge Grendiner?


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A level or 2 or 3 of Duskblade works too.
Actually, I was think of using Warmage. It gets the armored spellcasting, INT added to spell damage. And the DM has allowed this class in the past.

1st level spells: Truestrike, Orb of Fire, Lesser and Orb of Acid, lesser
Those last two spells are ranged touch attack spells that bypass SR and can get sneak attacked added.

The advantages of Duskblade are full BAB, d8 hit dice, 1 1st level ranged touch attack spell Kelgore's Fire Bolt, it is affected by SR. Skills points: 4 Limited by spells known like sorcerer. Spell only go up to 6th level.

The advantage of Warmage are knows full spell list, adds INT to damage. Has on 1st level spells that include 5 ranged touch attack spells that bypass SR and cover all energy types except force. Limited by average BAB, d6 hit dice, skill points 2 per level.

The advantage of Sorcerer gets a familiar without needing a feat. Has 9th level spells. Limited by poor BAB, d4 hit dice, skill points 2 per level, limited spells known.

The advantage of Wizard get a familiar without needing a feat. INT primary spellcasting ability. Can learn an unlimited number of 1st level spells. Has all the spells of the duskblade and warmage on their spell list. Limited by poor BAB, d4 hit dice, skill points 2 per level, small number of spell per day, uses a spellbook.

Looking at the four possible classes to gain the basic spellcasting needed to make Alchemy items, the Sorcerer is the clear looser and the wizard is second worst. I am looking at either the Duskblade or Warmage and edging towards the warmage, in part because the DM has allowed the class before.

Al tho that build would be:
Rouge 4/Swashbuckler 3/(Warmage or Duskblade) 2

OR

Rouge 8/(Warmage or Duskblade) 1
 


DR is not a the bane of the grenadier. Energy Resistance/Immunity is.

Thats pretty much what I meant. Energy Resistance is just another form of damage resistance.

I'm wondering why your DM is allowing you to SA with grenades in the first place. If I recall correctly, grenade-like weapons target the square that the enemy is in, and give the enemy reflex saves.
For the same reason I wouldn't allow a Fireball to deal SA damage, I can't see Alchemist Fire dealing SA damage, it's just not precise enough to target a weak spot.
 

You can target either a square or a person with it. If you wish to see an example of how sneak attacks can be done with flasks and vials, visit the William and Mary chemistry department between the hours of 1:00 and 4:00 PM on weekdays and I will be happy to demonstrate this to you.
 

Dandu - I am glad you adhere to the principal of "never be afraid to be you." I hope you are not banned. Some of your posts are unnecessarily sarcastic, but they're not worthy of banishment and you also give a lot of helpful information and suggestions.

Sometimes, I want to give you negative experience, but most of the time I am glad you posted.

Of, and a "rouge grendiner" sounds like a bartender that can only make Shirley Temple's.
 

You can target either a square or a person with it. If you wish to see an example of how sneak attacks can be done with flasks and vials, visit the William and Mary chemistry department between the hours of 1:00 and 4:00 PM on weekdays and I will be happy to demonstrate this to you.

Perhaps by standing over a person and pouring at a specific location, but not with a toss. The flask would hit the "weak spot", would shatter, and it's contents would splash all around it, not necessarily at the "weak spot".
How could any splash affect deal precise damage? If it were in the shape of a narrow line and targeted specifically how you like it (lit: Ray spells), I can see SA working.
Splashing across someone's upper body and face, while painful, should not award any extra damage when thrown by a rogue than when thrown by a fighter. It is the same affect.

Regarding the balance of the situation, up to four ranged touch attacks per round with SA damage attached is an incredible amount (4x10d6 + whatever flask he's throwing averages out to more than 120dmg per round, every round).
 

Splashing across someone's upper body and face, while painful, should not award any extra damage when thrown by a rogue than when thrown by a fighter. It is the same affect.

A fighter would just try to hit the guy anywhere, while the Rogue would obviously go for the face (or whatever part looks most flammable/least acid resistant). That's what sneak attack dice represent.

Regarding the balance of the situation, up to four ranged touch attacks per round with SA damage attached is an incredible amount (4x10d6 + whatever flask he's throwing averages out to more than 120dmg per round, every round).

120 damage a round is what a Lion Totem Whirling Frenzy Barbarian with Power Attack and Headlong Rush does on any normal charge at 8th level or so. And his attack bonus is high enough that it might as well be touch attacks. Really, don't worry about damage potential so much. It evens out with the Wizard's ability to stop time, make things fall upwards, or change shape into a Dragon. Or the Cleric's ability to do as much damage as the grenadier Rogue, while still being able to heal as much damage as he can deal.
 

Thats pretty much what I meant. Energy Resistance is just another form of damage resistance.

I'm wondering why your DM is allowing you to SA with grenades in the first place. If I recall correctly, grenade-like weapons target the square that the enemy is in, and give the enemy reflex saves.
For the same reason I wouldn't allow a Fireball to deal SA damage, I can't see Alchemist Fire dealing SA damage, it's just not precise enough to target a weak spot.
Not quite correct, you only get a reflex save verse the second round of damage when you act to put yourself out.

So it goes for a fighter, touch attack, 1d6 fire for hit on round of the hit followed by another 1d6 fire on the following round if the defender does not put himself out. On a miss you roll on grenade-like weapon and do 1 point of fire splash damage to all within 1 square of the space the alchemist's fire lands in.

see the following Link for full details
Goods And Services :: d20srd.org

Earlier I mentioned taking Weapon Focus (grenade-like weapon), it really sould be the Grenadier feat from PBHII. It gives the +1 to hit and +1 to damage including splash damage.
 

A fighter would just try to hit the guy anywhere, while the Rogue would obviously go for the face (or whatever part looks most flammable/least acid resistant). That's what sneak attack dice represent.

SA dice represent a rogue's ability to exploit anatomical knowledge to deal critical damage.
All classes have the ability to deal critical damage, a Rogue is just well prepared to exploit anatomical knowledge with martial prowess.

The Rogue can shiv his dagger through an eye slit on a full helmet. The flask of Alchemist Fire shatters against the eye slit and splashes fire all over the helmet, but chances are that none of it (or a very small amount) would get through the slit.

The rogue can maneuver his blade beneath the shoulder plate to pierce into the fighter's flesh. The Alchemist's Fire splashes against the breastplate.


120 damage a round is what a Lion Totem Whirling Frenzy Barbarian with Power Attack and Headlong Rush does on any normal charge at 8th level or so. And his attack bonus is high enough that it might as well be touch attacks. Really, don't worry about damage potential so much. It evens out with the Wizard's ability to stop time, make things fall upwards, or change shape into a Dragon. Or the Cleric's ability to do as much damage as the grenadier Rogue, while still being able to heal as much damage as he can deal.
Without looking at the die rolls necessary there, the Lion Totem Whirling Frenzy Barbarian with Power Attack and Headlong Rush is an optimised character path that requires step-by-step, thought out processes.
This is a rogue that picked up a flask.

Looking at die rolls.. assuming a d12 weapon, power attack at 8 and a 20 str.
d12+16+5's average damage is 27 x 2 for Headlong Rush is 54.
Not quite 120.
 

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