how do "ray builds" work?

loki8481

First Post
I've heard them mentioned a lot as I set about building my rogue/wizard/arcane trickster, but how do they actually work?

do ranged weapon feats apply to "ray" spells or something? it seems like there aren't all that many rays to begin with.
 

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do ranged weapon feats apply to "ray" spells or something?

Yep. As clarified in Complete Arcane, any weapon-based feats apply to "weaponlike spells" (i.e., those requiring attack rolls). That plus Split Ray (which doubles the effectiveness of ray spells vs. similar spells of other types) are really what make ray casters good.
 

I may be mistaken but:

Basically, "ray" builds are built around the fact that you can apply sneak attack damage to anything that allows you to make an attack roll. (if the requirements for a sneak attack are met, of course) In this case, rays and ranged touch spells. (or normal touch spells, but let's ignore those for a moment)

We start with 'ray of frost'.
While this spell does only 1d3 damage, applying 5d6 sneak attack damage on top of that (which takes on the same damage type, in this case, cold damage) makes that 0th lvl spell suddenly much more interesting. Especially since it doesn't allow for a saving throw for half damage!

Other spells, whether rays or (ranged) touch attacks, work the same. If the spell does ability damage, the SA damage is negative energy instead. (example: ray of enfeeblement).
 



I may be mistaken but:

Basically, "ray" builds are built around the fact that you can apply sneak attack damage to anything that allows you to make an attack roll. (if the requirements for a sneak attack are met, of course) In this case, rays and ranged touch spells. (or normal touch spells, but let's ignore those for a moment)

We start with 'ray of frost'.
While this spell does only 1d3 damage, applying 5d6 sneak attack damage on top of that (which takes on the same damage type, in this case, cold damage) makes that 0th lvl spell suddenly much more interesting. Especially since it doesn't allow for a saving throw for half damage!

Other spells, whether rays or (ranged) touch attacks, work the same. If the spell does ability damage, the SA damage is negative energy instead. (example: ray of enfeeblement).

It can be about adding SA damage, but it doesn't have to be. Also, I used to think ray of enfeeblement was a great source of negative energy SA. But it's actually an ability penalty, not damage. So SA probably shouldn't apply at all.

A ray build can also be based around rays tending to do very high single target damage without a save, maximizing the power you pack like a standard evoker build, exept with extra options, like Split Ray.

It could be even more specialized and focus on a single ray spell. I think Thanee once posted the Scorching Ray build. The advantage of one spell is that you can take Arcane Thesis on it, and metamagic feats cost one level less to apply. So you could have an Empowered, Maximized, Searing (ignore fire resistance and most immunities) Scorching Ray at spell level 5, for example. Unfortunately, in the specific case of Scroching Ray, Split Ray isn't that useful, since it only gives +1 ray. Which for most cases is double the power, but for scorching ray is only +33%.


The only thing about a ray build to beware is a level 4 Spell Compendium spell called Ray Deflection, which does exactly as you expect. It'd be worth whatever sum of time and money the DM might impose to allow you to develop a specialized Dispel Magic at the same spell level that functions only against that one pain in the ass spell, but at a massive bonus.
 

StreamOfTheSky said:
Also, I used to think ray of enfeeblement was a great source of negative energy SA. But it's actually an ability penalty, not damage. So SA probably shouldn't apply at all.
You're right. I was misled by the short description in the sorcerer/wizard spell list:
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage

While the actual spell description says:
The subject takes a penalty to Strength equal to 1d6+1 per two caster levels
Which doesn't count as damage at all.

Disrupt Undead, on the other hand, is a good ray to add sneak attack damage, if you can somehow bypass the fact you are targeting undead (who are normally immune to sneak attack)
Possibilities: Grave Strike (spell compendium) or Penetrating Strike (DungeonScape rogue alternate class ability allowing you to add half your SA against creatures who would otherwise be immune)
 

how powerful does it end up being in practice? I love the concept, but I'm not playing in a power game perse and I'd hate to end up as the munchkin in a room full of roleplayers.
 

how powerful does it end up being in practice? I love the concept, but I'm not playing in a power game perse and I'd hate to end up as the munchkin in a room full of roleplayers.


If you love the concept, play one without getting all the optimization tips. Chances are you'll do something sub-optimal and balance it out, if that's your concern.

Though, I don't get it. If you love the concept, it sounds like you love the flavor behind it... which is roleplaying. If you love the roleplaying aspect, wouldn't it being powerful just be gravy on your [insert meal you love without gravy but love more with gravy here]?

Or are you worried the roleplayers will beat you with the RP stick for having a character that is effective? I'm not trying to be offensive, I am just failing to see the problem.
 

how powerful does it end up being in practice? I love the concept, but I'm not playing in a power game perse and I'd hate to end up as the munchkin in a room full of roleplayers.

Just because your character is powerful doesn't mean you can't be a roleplayer, too. Some of the best roleplayers I've played with over the decades have also been dedicated powergamers.
 

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