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<blockquote data-quote="RangerWickett" data-source="post: 826792" data-attributes="member: 63"><p>I'm partial to the whip-dagger-wielding Fighter 5/Lasher 8/Duelist 7. Take Rapid Shot and Point-Blank Shot so you can get tons of attacks with your +5 flaming shocking frost distance whip-dagger (each attack does 1d6+5 base, +1 from point-blank shot [all whip attacks are point blank], +2 Weapon Specialization, +2 Lashing Whip, possibly up to +4 with a Mighty Whip-Dagger, +3d6 energy damage, and I think +2d6 from the duelist's precise strike [since the whip-dagger is a light, one-handed piercing weapon]). With liberal interpretations of the rules for Lasher (I'm unsure if Rapid Shot stacks with Crack of Fate or Crack of Doom), you can get 6 or 7 attacks a round with the whip.</p><p></p><p>If you max out your Dex with items and play an Elf, you can easily have a 30 Dexterity. See if you can also manage to swing an 18 Str and 18 Int, and get a mighty whip-dagger. Factor in Weapon Focus and Weapon Specialization, and your attack bonus is +37/+32/+27/+22 (or +31/+31/+31/+31/+26/+21/+16 if you use Rapid Shot and Crack of Doom), dealing 6d6+14 points of damage.</p><p></p><p>If you manage to get Str 18, Dex 30, Int 18, get Bracers of Armor +8, and your AC will be 32 (10 + 10 Dex, +4 Int, +8 Bracers). Also, of course most people at this level also have Amulets of Natural Armor +5, so your AC is now 37. Plus, if you fight defensively, you get to add an additional +7. So take that slight penalty to your attack rolls if you'd like an AC of 44. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 826792, member: 63"] I'm partial to the whip-dagger-wielding Fighter 5/Lasher 8/Duelist 7. Take Rapid Shot and Point-Blank Shot so you can get tons of attacks with your +5 flaming shocking frost distance whip-dagger (each attack does 1d6+5 base, +1 from point-blank shot [all whip attacks are point blank], +2 Weapon Specialization, +2 Lashing Whip, possibly up to +4 with a Mighty Whip-Dagger, +3d6 energy damage, and I think +2d6 from the duelist's precise strike [since the whip-dagger is a light, one-handed piercing weapon]). With liberal interpretations of the rules for Lasher (I'm unsure if Rapid Shot stacks with Crack of Fate or Crack of Doom), you can get 6 or 7 attacks a round with the whip. If you max out your Dex with items and play an Elf, you can easily have a 30 Dexterity. See if you can also manage to swing an 18 Str and 18 Int, and get a mighty whip-dagger. Factor in Weapon Focus and Weapon Specialization, and your attack bonus is +37/+32/+27/+22 (or +31/+31/+31/+31/+26/+21/+16 if you use Rapid Shot and Crack of Doom), dealing 6d6+14 points of damage. If you manage to get Str 18, Dex 30, Int 18, get Bracers of Armor +8, and your AC will be 32 (10 + 10 Dex, +4 Int, +8 Bracers). Also, of course most people at this level also have Amulets of Natural Armor +5, so your AC is now 37. Plus, if you fight defensively, you get to add an additional +7. So take that slight penalty to your attack rolls if you'd like an AC of 44. :) [/QUOTE]
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