BelenUmeria said:The actual stats are:
Strength: 26
Fighter 7
Ranger 1
Blademaster 4
Blade: (1d10) Katana +1, Flaming, Keen
Use the weapon two-handed for a 1.5 strength increase.
Str: +12, Specialization: +2, Improved Crit, Improved threat (blademaster ability), Parting the silk (3/day): max damage.
Anywho...minimum damage without rolling is like 20. I do not have his sheet here, and I am missing another ability.
The mage, who is not a powergamer, just cannot complete.
Well, duh. If you have one player who's a powergamer, and one who isn't, then OF COURSE the powergaming guy is going to have a more uber character. That's the whole point of powergaming.
We also have a WoT blademaster in our high-level (18th) game. I'm not sure on his stats, but on a good day he can dish out 120-150 points of damage in a round, just like your one. In fact, he did exactly that to an uber-demon a few sessions ago; it was awe-inspiring, and our group isn't exactly short on powergamers.
In the last couple of sessions though, he's spent most of the combats RUNNING AWAY from the big monsters. Why? We're doing the Return to the Tomb of Horrors, and basically all of the monsters are undead. This means his critical hit schtick becomes useless. To make matters worse, he doesn't have a weapon buff enough to penetrate their DR (the DM threw in a few epic monsters to spice things up), and since he doesn't have Power Attack either, all of a sudden his damage output drops from 150 to about zero. However, he's still just as vulnerable to all the usual melee hazards, viz energy drain, ability drain, etcetera.
So who's been taking out the big monsters, since the tanks aren't up to the job? Well, my archer is contributing a bit, but it's the spellcasters, basically. Sunbeam, sunburst and disintegrate still work fine against undead, and with Greater Spell Penetration, even SR 34 isn't impervious.
I just think you haven't seen what a well-constructed wizard or cleric is capable of in 3E.
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