Remathilis
Legend
HeapThaumaturgist said:What breaks Jedi is Battlemind and Enhance Ability (especially Dex with Finesse, which is doubling up on Def and AB). The 5th level Guardian I illustrated earlier can take 10 on both of those skills before a battle begins and net a +5 bonus to attacks. So you're going from, say, +5 (BAB) + 3 (Dex) = +8 to +5 (BAB) +5 (Dex) + 3 (Force) for +13 ... That's a REALLY hefty jump. That's not out of the ordinary, either. You can take 10 on those skills, so you can pretty much always hit that number before a combat begins.
Here me out on this
Jedi Guardian 9, 18 dex, 16 Con, 10 mod in battlemind, enhance ability. Weapon Finesse, Form IV Mastery*, Weapon Focus (LS), Lightsaber Def
Buff Round: Jedi takes 10 in BM/EA (or rolls adequately). +4 Dex, +3 to Hit. (8 vit)
Jedi Buff Stats: Atk + +20/+15 (+ 9/+4 BAB, +6 Dex, +1 WF, +1 own lightsaber, +3 BM) 3d8+9 (Form IV, holding LS 2-H) Def 25 (+7 class, +6 Dex, +2 LSD)
Against his evil clone, he hits on a 5 or higher on his first attack, 10 or higher on his second. His minimum damage is 12 (2 wd), average is 22 (-6) and Max's out at 33 (-17).
If either his first or second attack is a threat, there is a good chance his opponent's toast. The same is as likely for him though. First Crit wins.
* Form IV Mastery (Heros Guide) Allows you to use your dex mod instead of strength mod to damage. Enhance ability thus, is granting a +2 bonus to atk/def and +3 to damage.
This formula can get sillier with Jedi Weapon Master (rapid strike or devastating strike), power attack, two-weapon fighting, etc.
So, is the problem with Enhance Ability, Lightsabers, Form IV, Weapon Finesse, Battlemind, Vitality/wound, or crits?
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