Gaming W/Jemal: War of Gods

OK, Dharuhk, while I was writing the post, I went over your numbers again and something wasn't sitting right, so I did the math.

You had 24 normal attacks and 4 triple-throws.
You assumed AC 9, so..
Of your 24 normal attacks, 15 hit AC 9, 9 critting
Of your 4 triple throws (12 attacks), 4 hit AC 9, 2 critting.
You rolled damage for 9 normal crits, 2 triple-throw crits, and 8 normal hits, 1 triple throw hit.
Should have been 9 normal crits, 2 triple-throw crits, 6 normal hits, 2 triple throw hits.

HOWEVER, this's kindof a moot point anyways since w/o power attack you hit 18 higher, and everything hit, so you're actually at:
9 normal crits, 2 triple-throw crits, 15 normal hits, 10 triple-throw hits.
I went through and added the mising damage(7 normal hits, 9 triple-throw hits).
[url="http://invisiblecastle.com/roller/view/3081170/]Normal Attacks: 1d4+12+10d6=53, 1d4+12+10d6=51, 1d4+12+10d6=42, 1d4+12+10d6=38, 1d4+12+10d6=42, 1d4+12+10d6=48, 1d4+12+10d6=50, 1d4+12+10d6=58[/url] *Accidentally rolled one too many on this, so ignoring the last one*

Triple throw 1(with precision): 1d4+8+10d6=54

Triple Throws x8: 1d4+8=11, 1d4+8=12, 1d4+8=10, 1d4+8=11, 1d4+8=10, 1d4+8=9, 1d4+8=12, 1d4+8=9

Before DR, your total damage this round was actually 1754

------------------------

Also, you have to roll the Triple-throws in seperate batches of three (One for each dagger), b/c precision damage (Such as PBS or Skirmish) only applies once per dagger trio, so knowing which ones hit matters, not just "i hit with 4 of 12".
Since you hit with them all this round anyways, I just added left the skirmish on the first 4 and removed it from the 8 after that.

And finally, how did you figure out your damage for the attacks? For a normal attack my math tells me your attack damageshould be at +2 weapon spec +2 Weapon mastery +1 pbs +Enhancement, so +5 for the triple throws or +10 for the normals. I used your numbers for the rolls, but would appreciate it if you told me where the extra damage is from.
 

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well... huh. No power attack on weak spot? Thats a huge kick in the junk. Well at least I got to have fun with the concept for 2 rounds. I guess thats why we have acid tests. I'll get started on my new character ASAP.
 

You have to be joking.

You're doing more than 10 times as much damage as most of us, and you're complaining because you can't do MORE?

I...words fail me.
 


You have me wrong here Shayuri, I'm not complaining at all. However the entire character concept was in fact base around power attack, which now doesn't work. Even without considering what impact that will have on combat stats, the character has just shifted away from the concept I wanted to play. And so,, without grudge, I am moving forward and making a new character that hopefully will not offend the dm.

Now if you want to get into the bread and butter of how well my character is doing then let me give you some details on why this character isn't gonna work out in the end.

First and formost, I'm fighting something with a touch ac of 9! I highly doubt that this will be a common occurance at level 40.

Secondly, my character has no natural way of Skirmishing. As strange as it might seem, I didn't take the levels for skirmish. I took them to add more favored enemies for favored enemy power attack. As such I can't full round and skirmish AT ALL without the aid of magic items which I can do 7 ROUNDS a day. Power Attack was my source of dealing damage. Now its impossible to use. And for anybody who thinks I'm being overdramatic about that, my attack bonus is already 20-30 lower than every other party member. If I don't swing for touch ACs, I don't hit.

Thirdly, because of the huge investment made into power attack, I would have to overhaul the entire character anyways. I don't think I would even be playing a scout/ranger anymore. Sneak attack works way better with the concept, it just does not increase favored enemies.
 
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Fair enough, sir. I posted in haste, and without understanding your situation. My apologies for that, and my thanks for the clarification.

God knows I've been in situations where I wanted to switch characters for less rationale than that (but still good reasons in my mind, of course).
 

Don't sweat it Shayuri, I can definatly see how somebody could interpret my post as sour grapes if they don't know my reasons.

Now as for creation of my replacement character. Jemal, you mentioned that oriental adventures could be used on a case by case basis, so I've got three things I'd like to ask for.

Weapon Master Class: Oriental Adventures, pg 53
Way of the Lion Feat: Rokugan, pg 57
Akodo's Technique: Rokugan, pg 48

In addition I'd like to use Raptoran from races of the wild, pg 68
 
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Sorry about the power attack thing, I had no idea your entire character was based around that idea.. As you said, this is the exact reason I wanted to do the acid test - to see what everybody's play/combat style was and see what parts don't mesh well (Either for the players or for myself). Unfortunately, the idea of Full-power attack full-expertise dozens of attacks per round vs touch ac does not sit well with me at all.

As to your ideas for the next one, I'll have to check those oriental ones first and get back to you (Though I'm pretty sure the Kensai from complete Warrior is a reprint of the weapon master). As for the raptoran.. Every time I've allowed someone to play a raptoran they've used the Raptoran Dive strategy, but so long as that's not your idea, feel free.
 

Oops, forgot to post one of the classes I want to use out of oriental adventures. I want to play a Yakuza, pg 55.

Kensai, which is the other name for the weapon master in oriental adventures, is actually a completely different class in complete warrior. They are not similar in any fashion.

As for the dive attack thing, I'm taking raptoran for its natural flight speed with no level adjustment. I do have a place for dive attack in my build in order to get past immune to crit DR style characters, as well as I am packing dire charge, but past the first round of combat I can't get more than 1 attack off of a charge, so its not gonna be an issue I don't think.

Anyways, might as well post up the preliminaries for the character. Heres what I got so far.

[sblock=Character]

[sblock=Stats:]
Fighter 2, Swashbuckler 1, Barbarian 1, Bard 1, Warchanter 3, Dervish 9, Duelist 12, Weapon Master 7, Yakuza 2, Monk 2,

First 20 Levels: Fighter 2, Swashbuckler 1, Barbarian 1, Bard 1, Warchanter 3, Dervish 8, Duelist 4

Str: 44/+17 (18 Base + 14 Enhancement + 5 Tome + 2 Graft + 5 Level)
Dex: 30/+10 (17 Base + 6 Enhancement + 5 Tome + 2 Graft)
Con: 22/+6 (10 Base + 6 Enhancement + 4 Tome + 2 Graft)
Int: 34/+12 (18 Base + 6 Enhancement + 5 Tome + 5 Level)
Wis: 28/+9 (17 Base + 6 Enhancement Bonus + 5 Tome)
Cha: 10/+0 (10 base)

BAB/Epic BAB: +19/+29
Fort: 45 = 13 Base + 10 Epic + 15 Resistance + 6 Con + 1 Luck
Ref: 53 = 13 Base + 10 Epic + 15 Resistance + 10 Dex + 2 Duelist + 1 Luck + 2 Competence
Will: 47 = 8 Base + 10 Epic + 15 Resistance + 9 Will + 1 Luck + 4 Insight

Feats (13): Combat Expertise, Mobility, Spring Attack, Weapon Focus (Scythe), Combat Reflexes, Expeditious Dodge, Power Attack, Weapon Finesse, Improved Grapple, Way of the Lion x4

Epic Feats (7): Dire Charge, Epic Dodge, Sun School, Extra Music, Elusive Target, Akodo's Technique, Whirlwind Attack

Skills: 463

Attacks: +29 BAB, + 5 Dervish, +1 Feats, +1 Weapon Master, +17 Str, +10 Magic + 1 Haste = +64

AC: 10 Base + 10 Natural Armor + 5 Deflection + 9 Wis + 12 Int + 10 Dex + 18 Armor + 3 Dervish + 1 Monk = 78

Fighting Defensively/Dodge/Haste: +4 Dervish, +6 Fighting Defensivly, +12 Duelist, +2 Dodge, +2 Broadbladed Shortsword, +5 Defending, +1 Haste = AC 110
[/sblock]
[sblock=Equipment]
[sblock=Weapons: 2,289,093]
+10 Adamantine, Aquatic (MiC, 2,000, pg 28), Everbright (MiC, 2,000, pg 34), Prismatic Burst (MiC, 30,000, pg 40), Shadowstrike (MiC, 5,000, pg 43), Slowburst (MiC, 5,000, pg 43), Sizing (MiC, 5,000, pg 43), Vanishing (MiC, 8,000, pg 45) Scythe: 2,060,018
+5 Adamantine Defending, Warning (+1, MiC, pg 46), Eager (+1, MiC, pg 34), Skillful (+2, Complete Arcane, pg 144), Broadbladed Shortsword (75, Complete Adventurer, pg 117: 203,075
Demolition Crystal: 6,000
Fiendslaying Crystal: 5,000
Revelation Crystal: 5,000
Truedeath Crystal: 10,000
[/sblock]
[sblock=Grafts and Skins: 632,000]
Chitin Plating +5: 100,000
Healing Blood: 182,000
Silthilar Muscles: 110,000
Silthilar Bones: 110,000
Silthilar Tendons: 110,000
[/sblock]
[sblock=Main Gear: 9,838,180]
Throat: Flesh Ring of Scorn (8,000, MiC, pg 100) of Fortune Prevailing (5,000, MiC, pg 69), Word Twisting (6,000, MiC, pg 71), Chronocharm of the Celestial Wanderer (500, MiC, pg 85), Chronocharm of the Horizon Walker (500, MiC, pg 86), Scentblinder (8,000, MiC, pg 132), Warning (4,000, MiC, pg 118) Health +6 (36,000), Planes (80,000), Glory (8,000), Adaption (9,000), Wisdom +6 (36,000), Protection (38,000), Golembane (2,500), Dragon's Eye (55,000, MiC, pg 95) Retributive (9,000, MiC, pg 121), Invulnerability (40,000, MiC, pg 132), Titans (3,300, MiC, pg 143), : 404,750

Feet: Boots of Agile Leaping (600, MiC, pg 76), Translocation (1,400, MiC, pg 71), Battle Charger (2,000, MiC, pg 76), Big Stepping (6,000, MiC, pg 76), Jumping (2,500, MiC, pg 77), Landing (500, MiC, pg 77), Sidestepping (6,000, MiC, pg 78), Swift Passage (5,000, MiC, pg 78), Tracklessness (11,000, MiC, pg 79), Tremorsense (5,000, MiC, pg 79), Dimension Striding (2,000, MiC, pg 94), Quicksilver (3,500, MiC, pg 119), Skirmisher (6,200, MiC, pg 136), Swiftness (256,000), Speed (12,000), Teleportation (49,000), Spiderclimbing (4,800), Steadfast (1,400, MiC, pg 138), : 425,050

Waist: Belt of Battle (12,000, MiC, pg 73), Ultimate Athleticism (3,600, MiC, pg 75), Monks (13,000), Giant Strength +14 (1,960,000): 2,002,900

Torso: Bolt Shirt (5,000, MiC, pg 75) of Rogue's (18,000, MiC, pg 130), Sepulchral (2,000, MiC, pg 133), Resistance +15 (2,250,000): 2,287,500

Ring 1: Ring of Mystic Defiance (7,500, MiC, pg 125), Sustenance (2,500), Spell Turning (98,280), Avoidance (10,000, MiC, pg 122), : 133,280

Ring 2: Ring of Sequestering (300,000), Vanishing (30,000, MiC, pg 128), Feather Falling (2,200): 348,300

Ring 3 (Hand of Glory): Ring of Universal Elemental Resistance (180,000, MiC, pg 128), Protection +5 (50,000), Negative Protection (36,000, MiC, pg 126), : 309,000

Arms: Bracers of Accuracy (4,000, MiC, pg 79), Might (4,100, MiC, pg 72), Great Collision (1,500, MiC, pg 80), Brawler's (1,000, MiC, pg 82), Brute (500, MiC, pg 83), Counterstrike (2,500, MiC, pg 90), Great Reach (2,000, MiC, pg 108), Reciprocal Bracers (5,000, MiC, pg 120), Strongarm (6,000, MiC, pg 139), Deathstrike (5,000, MiC, pg 93), Armor +18 (3,240,000): 3,261,900

Hands: Casting Gloves (40,000, MiC, pg 84) of Agile Striking (2,200, MiC, pg 105), Arrow Reflection (2,000, MiC, pg 101), Weaponry Arcane (6,000, MiC, pg 104), Fortunate Striking (2,000, MiC, pg 105), Manual Prowess (3,000, MiC, pg 106), Titan's Grip (14,000, MiC, pg 107), Truestrike (3,500, MiC, pg 144), : 62,800

Face: Crystal Mask of Detection (10,000, MiC, pg 90), Discernment (10,000, MiC, pg 90), Insight (20,000, MiC, pg 91), Knowledge (all) (25,000, MiC, pg 91), Mindarmor (10,000, MiC, pg 92), Visual Insight (10,000, MiC, pg 92), Dragon (4,000, MiC, pg 94), Truth (5,500, MiC, pg 99), Foefinding (2,500, MiC, pg 108), Lifesight (2,000, MiC, pg 108), Third Eye Clarity (3,000, MiC, pg 141), Third Eye Conceal (120,000, MiC, pg 141), Third Eye Surge (2,100, MiC, pg 143), Draconic Vision (16,000, MiC, pg 107): 300,150

Shoulders: Mantle of Second Chances (12,000, MiC, pg 115), Transposer (6,000, MiC, pg 144), Great Stealth (242,000): 269,000

Head: Scout's Headband (3,400, MiC, pg 132), of Fiendhelm (10,000, MiC, pg 99), Intelligence +6 (36,000), Disguise (1,800): 43,800
Body: Ghostshroud (5,000, MiC, pg 104): 5,000
[/sblock]

[sblock=Slotless Items: 702,000]
Manual of Bodily Health +4: 110,000
Manual of Gainful Exercise +5:137,500
Manual of Quickness of Action +5: 137,500
Tome of Clear Thought +5: 137,500
Tome of Understanding +5: 137,500
Heward's Handy Haversack: 2,000
Portable Hole: 20,000
Luckstone: 20,000
[/sblock]
[sblock=Times/Day Effects:]
Third Eye Surge: add insight bonus to damage (3 charges/day) (swift)
Third Eye Clarity: negates dazed, confused, fascinate, or stunned (1/day) (immediate)
Skirmisher's Boots: make an attack as a swift action (2/day) (swift)
Scout's Headband: darkvision, see invisibility or true seeing (3 charges/day) (standard)
Sepulchral Vest: +5 sacred bonus to saves against undead effects (3/day) (immediate)
Ring of Vanishing: greater invisibility for 2 rounds and cannot be sensed by natural senses (blindsight ect) (3/day) (swift)
Boots of Teleportation: teleport (3/day) (standard)
Quicksilver Boots: move action as a swift action (2/day) (swift)
Ring of Spellturning: spellturning for 9 spell levels (3/day) (standard)
Boots of Swiftness: haste for 20 rounds (3/day) (standard)
Mantle of Second Chances: gain effect of luck domain (1/day) (none)
Transposer Cloak: switch positions with another creature within 30ft (3/day) (swift)
Goggles of Lifesight: see if target is alive/undead/construct (3/day) (standard)
Gloves of Manual Prowess: competance bonus to sleight of hand (3 charges/day) (swift)
Gloves of Fortunate Striking: reroll attack roll (1/day) (immediate)
Gloves of Agile Striking: increase ranged attack by 1d6, or skirmish by 2d6 (2/day) (swift)
Gauntlets of Infinite Blades: create +3 bane dagger of seeking (1/day) (swift)
Gauntlet of Arrow Reflection: reflect range attack at attacker (3/day) (immediate)
Flesh Ring of Scorn: critical hit automatically confirms (3/day) (none)
Eyes of Truth: true seeing for 1 round (1/day) (swift)
Dragon Mask: see invisibility for 5 minutes (2/day) (swift)
Dimension Stride Boots: teleport short disances (5 charges/day) (standard)
Deathstrike Bracers: crit oozes, constructs, elemental, plants, and undead in melee for 1 round (3/day) (swift)
Chronocharm of the Horizon Walker: move half speed as a swift action (1/day) (swift)
Chronocharm of the Celestial Wanderer: reroll spot or listen check (1/day) (immediate)
Bracers of Accuracy: ignore miss chance or concielment (3 charges/day) (swift)
Amulet of Fortune Prevailing: reroll a saving throw (1/day) (immediate)
Belt of Battle: gain an extra action (3 charges/day) (swift)
Bolt Shirt: teleport up to 60ft as a move action (1/day) (move)
Bone Ring: prevents ability drain (3 charges/day) (none)
Boots of Big Stepping: teleport 60ft (3/day) (standard)
Boots of Sidestepping: take an additional 5ft step (3/day) (swift)
Belt of Ultimate Athleticism: take 20 on a jump, tumble, climb, swim, or balance check (1/day) (swift)
Boots of Swift Passage: teleport 20ft as a move action (5/day) (move)
Boots of Tremorsense: gain tremorsense for 5 rounds (3/day) (swift)
Boots of Tracklessness: use greater invisibility for 7 rounds (1/day) (standard)
Anklet of Translocation: teleport 10ft (2/day) (swift)
[/sblock][/sblock][/sblock]
 
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