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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5e] What's the most broken character under the new rules?
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<blockquote data-quote="Nareau" data-source="post: 1024010" data-attributes="member: 969"><p>Actually, look at PHB p227: Enlarge Person. "Multiple magical effects that increase size do not stack". Since wildshape is magical, and animal growth is magical, this trick won't work. Which isn't to say that this tactic won't work...it'll just be a bit less nasty.</p><p></p><p>At this point, I'm thinking of a Human Rog3/Sor1/Rng6</p><p></p><p>Str 15 +1 (4th)</p><p>Dex 16</p><p>Con 10</p><p>Int 10</p><p>Wis 11 +1 (8th)</p><p>Cha 8</p><p></p><p>1st Dodge</p><p>1st Combat Expertise</p><p>3rd Improved Trip</p><p>6th Combat Reflexes</p><p>9th EWP: Spiked Chain</p><p></p><p>Follow the 2-weapon style as a Ranger</p><p>Magic Fang, Endure Elements as your Rang spells</p><p>Wolf animal companion (with the +2HD, +2Nat AC, etc. for being a 6th level Ranger; and unless I'm reading this wrong, your 4HD wolf is now Large, and therefore even cooler)</p><p>Enlarge Person, Mage Armor as your Sorc spells</p><p>Snake familiar (+3 bluff checks, later useful for feinting)</p><p></p><p>Arm yourself with a Med Spiked Chain, Small Spiked Chain, and a Kukri. When you're medium-size, attack with a Small SC (a 1-handed weapon for you, but at a -2 penalty), and the Kukri. Make sure your wolf flanks your enemies. You'll have:</p><p></p><p>+8/+3 BAB +3/+3 Str=+11/+6</p><p>+7/+2 Sm Chain, +9/+6 Kukri. Damage is 1d6+3+2d6/1d6+3+2d6, 1d4+1+2d6/1d4+1+2d6.</p><p></p><p>If you have a couple of rounds to prepare, cast Enlarge Person on yourself, Magic Fang on your wolf. Pull out your other Small SC, and go to town:</p><p>You're Large, so your natural reach is 10'. But those 2 spiked chains mean it's now 20'. The small one is now a light weapon (-4 to hit), the med one is a 1-handed weapon (-2).</p><p>Now you're at:</p><p>+8/+3 BAB +4/+4 Str -1/-1 Size=+11/+6</p><p>+5/+0 Med Chain, +5/+2 Sm Chain. 2d6+4+2d6/2d6+4+2d6, 1d6+2+2d6/1d6+2+2d6.</p><p>14d6+12 each round, assuming you hit all the time (granted, not particularly likely at those bonuses...)</p><p></p><p>And this doesn't even consider: That you're tripping your opponent (and then hitting them at +4), your wolf is tripping them (and damaging them), you're getting a +2 to hit them from your wolf's flanking, the +4 and +2 damage against your Favored Enemies, the fancy equipment you've got, or all the AoO's (4 if you're med, 3 if you're large) you're taking as they try to stand up or get away from you.</p><p></p><p>While I don't think this reaches the realm of true smack-down goodness, I think it could be a really fun character to play. He'd be versatile, mobile, and relatively self-sufficient.</p><p></p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 1024010, member: 969"] Actually, look at PHB p227: Enlarge Person. "Multiple magical effects that increase size do not stack". Since wildshape is magical, and animal growth is magical, this trick won't work. Which isn't to say that this tactic won't work...it'll just be a bit less nasty. At this point, I'm thinking of a Human Rog3/Sor1/Rng6 Str 15 +1 (4th) Dex 16 Con 10 Int 10 Wis 11 +1 (8th) Cha 8 1st Dodge 1st Combat Expertise 3rd Improved Trip 6th Combat Reflexes 9th EWP: Spiked Chain Follow the 2-weapon style as a Ranger Magic Fang, Endure Elements as your Rang spells Wolf animal companion (with the +2HD, +2Nat AC, etc. for being a 6th level Ranger; and unless I'm reading this wrong, your 4HD wolf is now Large, and therefore even cooler) Enlarge Person, Mage Armor as your Sorc spells Snake familiar (+3 bluff checks, later useful for feinting) Arm yourself with a Med Spiked Chain, Small Spiked Chain, and a Kukri. When you're medium-size, attack with a Small SC (a 1-handed weapon for you, but at a -2 penalty), and the Kukri. Make sure your wolf flanks your enemies. You'll have: +8/+3 BAB +3/+3 Str=+11/+6 +7/+2 Sm Chain, +9/+6 Kukri. Damage is 1d6+3+2d6/1d6+3+2d6, 1d4+1+2d6/1d4+1+2d6. If you have a couple of rounds to prepare, cast Enlarge Person on yourself, Magic Fang on your wolf. Pull out your other Small SC, and go to town: You're Large, so your natural reach is 10'. But those 2 spiked chains mean it's now 20'. The small one is now a light weapon (-4 to hit), the med one is a 1-handed weapon (-2). Now you're at: +8/+3 BAB +4/+4 Str -1/-1 Size=+11/+6 +5/+0 Med Chain, +5/+2 Sm Chain. 2d6+4+2d6/2d6+4+2d6, 1d6+2+2d6/1d6+2+2d6. 14d6+12 each round, assuming you hit all the time (granted, not particularly likely at those bonuses...) And this doesn't even consider: That you're tripping your opponent (and then hitting them at +4), your wolf is tripping them (and damaging them), you're getting a +2 to hit them from your wolf's flanking, the +4 and +2 damage against your Favored Enemies, the fancy equipment you've got, or all the AoO's (4 if you're med, 3 if you're large) you're taking as they try to stand up or get away from you. While I don't think this reaches the realm of true smack-down goodness, I think it could be a really fun character to play. He'd be versatile, mobile, and relatively self-sufficient. Spider [/QUOTE]
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[3.5e] What's the most broken character under the new rules?
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