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D&D 3E/3.5 [3.5e] What's the most broken character under the new rules?

Jhyrryl

First Post
You Know What? I'm Happy.

Sor 1/Rog 9 using a wand of scorching ray at 11th caster level (market price 16,500gp).

Against foes who are denied their Dex bonus against his attacks (probably because he's greatly invisible or blinking), he'll be making 3 ranged touch attacks each round, at his highest rate of attack, for 9d6 fire damage each (27d6 for the round). Each one that crits adds another 4d6 damage, so maybe it's worth taking Improved Critical (ray) at 12th-level.
 

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Viktyr Gehrig

First Post
Re: You Know What? I'm Happy.

Jhyrryl said:
Sor 1/Rog 9 using a wand of scorching ray at 11th caster level (market price 16,500gp).

Against foes who are denied their Dex bonus against his attacks (probably because he's greatly invisible or blinking), he'll be making 3 ranged touch attacks each round, at his highest rate of attack, for 9d6 fire damage each (27d6 for the round). Each one that crits adds another 4d6 damage, so maybe it's worth taking Improved Critical (ray) at 12th-level.

Go whole hog. Rog3/Sor6/Arcane Trickster 1. Use your magic item money for something better, because you can use your own Rays of Frost for your sneak attack goodness.
 

Kylearan

First Post
Re: You Know What? I'm Happy.

Well met!
Jhyrryl said:
Sor 1/Rog 9 using a wand of scorching ray at 11th caster level (market price 16,500gp).

Against foes who are denied their Dex bonus against his attacks (probably because he's greatly invisible or blinking), he'll be making 3 ranged touch attacks each round, at his highest rate of attack, for 9d6 fire damage each (27d6 for the round).
Isn't activating a wand a standard action? So this char couldn't use his iterative attacks with the wand. Or am I missing something?

Kylearan
 

Jhyrryl

First Post
Originally posted by Kylearan

Isn't activating a wand a standard action? So this char couldn't use his iterative attacks with the wand. Or am I missing something?

Yes, it's a standard action, but like magic missile, scorching ray produces additional rays at higher caster levels, and the spell requires the caster to fire them all simultaneously. :)
 

Jhyrryl

First Post
Actually, to be fair, as a DM I would rule that only the first ray fired would be allowed "precision" damage like sneak attack damage. This is the same way that the Manyshot feat is handled, and the ruling given to the various orb spells from Tome and Blood.

So with that, damage is reduced to only 17d6 per round (expected value of 59.5 damage per round). :D

If you've really got money to spend (33,000gp), scorching ray can be Empowered and still be eligible for placement in a wand. That pumps the damage up to ((12d6*1.5)+5d6), which is an expected value of 80.5 damage per round.
 

Kylearan

First Post
Jhyrryl said:


Yes, it's a standard action, but like magic missile, scorching ray produces additional rays at higher caster levels, and the spell requires the caster to fire them all simultaneously. :)
Thanks for the information; I seem to need more time relearning the rules (changes and additions).

Kylearan
 

Brekki

First Post
For 10 levels I like the Wiz2/Clr3/MT3/True Necromancer 1
- cast 4th lvl wizard spells (as 7th lvl wizard)
- cast 3rd lvl cleric spells (as 6th lvl cleric)
- casting necromancy spells as 12th lvl caster, evil necromancy spells as 13th lvl caster
 
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Kark001

First Post
Isnt it interesting, that most *broken* characters involve magic users, even after the supposed nerf with 3.5?

Come on WotC, nerf ehm more ).

The worst Combo I can come up with is a half-ogre fighter with a spiked chain, power attack and whirlwind attack...mix in Improved Trip and it gets very very nasty...
(ok, one cant mix whirlwind with the improved trip additional attack, but they all need to devote actions to stand up...which in turn provokes AoOs).

Otherwise I think that some spells are too overpowered...one failed save can put you out of a fight or hamper your abilities to kingdom come (curse f.e.)
 

Gyoza Dog

First Post
Now that the Two weapon fighting chain works with thrown weapons and shuriken count as ammo...

Halfling
Fighter 4/Rogue 16
TWF
Improved TWF
Greater TWF
Point Blank Shot
Rapid Shot
Precise Shot
EWP: Shuriken
Weapon Focus: Shuriken
Weapon Specialisation: Shuriken
etc.

Use Magic Device to cast Impoved Invisibility and Greater Magic Weapon to get 50 magical shuriken and then start throwing at 8 per round for 8d6 sneak attack each.

Hey its the best that I can up with...
 

Cyronax

Explorer
A 3.5 'trip happy' fighter with the Defensive Throw geat from Oriental Adventures. This can get nasty even if the fighter (or monk with a flurry) is not using a trip or reach weapon.
 

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