Most exploited combo

1. Firstly, it is dex damage, and you could do just as well with maximize spell as with twin, oh well. Divine metamagic is used to effectively add the metamagic feat for free, all in all not as useful as doing DMM Persistent Spell or DMM (anything) on an already long-lasting buff. The spell itself is regularly 3d6 dex damage with a touch, as I call it, "the dragon slayer." Really, the spell itself is the broken part of this "combo."

2. The power is used to turn into a Hydra and the feat lets you use its Su ability. You need the 12 headed Hydra for that much damage, though, and arguably each set of breath attacks applies resistances to the energy damage separately, so it's of questionable use.

3. Not sure if this actually works, but if it does... you're using a level 4 power and an easy to get feat to become a pit fiend. Not much more needs to be said.

4. Celerity lets you cast another spell as an immediate action. I think you lose your next standard, though, so whatever you're doing it'd better finish the job...

5. I don't know.

6. Iron Heart Surge is not broken, nor a combo. It does a LOT potentially, but mostly it just gives non-casters a prayer of surviving a fight with a caster. It's a level 3 ToB maneuver that lets you end one non instant effect or condition afflicting you. You could stop poison from doing secondary damage, end a fear affect, yell at an evard's tentacle field and make it go away... even punch through a force cage or more amazingly, an antimagic field (!!!). The "broken" part is usually because it doesn't just end the effect for you it out-right ends the entire effect. Like a dispel magic that always wins. Still, it costs a standard action and requires two feats, one feat + 3000 gp item, or Warblade levels in order to use (and in all but the last case, only once/battle) and mostly just screws over the more powerful classes anyway, so I don't mind it. And it on its own is not a combo.

7. Pretty simple. Craven (Champions of Ruin) adds +character level to SA damage. Staggering Strike (CAdv) causes every SA that deals damage to force a fort save vs. damage dealt or be staggered for one round. The synergy is blatant. And each feat on its own is extremely powerful, arguably broken.

Amendment taken on the Dex damage for Shivering Touch. I'm a dope.

Synchronicity is the psionic equivalent of Celerity.

And, there is a feat that lets you ignore the daze effect of Celerity.

Finally, remember that Celerity is an immediate action. Do it first thing in combat, and never lose initiative again. And if you can get it to be recursive, you can end every fight as soon as your DM says "roll initiative."
 

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Isn't there a rule that says that you can only do as many immediate actions as you have AOO? Or is it just that immediate actions deplete your AOO for the round?

That would seem to put a limit on the recursive Celerity. However, I'm going from memory, so the RAW might say otherwise.
 

And, there is a feat that lets you ignore the daze effect of Celerity.

Finally, remember that Celerity is an immediate action. Do it first thing in combat, and never lose initiative again. And if you can get it to be recursive, you can end every fight as soon as your DM says "roll initiative."

Interesting... I think that needs to be banned in my games, then. Are there any other versions of the spell, like a Greater Celerity?
[sblock]I don't actually own the PH2 (it's from there if I remember correctly) because I hate Beguiler (and to a lesser extent, the Duskblade). I still let players use stuff from it for their characters and use Crystalkeep to keep tabs on what it is they're picking out, but there's still a lot in the book I don't know about.[/sblock]
 

Isn't there a rule that says that you can only do as many immediate actions as you have AOO? Or is it just that immediate actions deplete your AOO for the round?

That would seem to put a limit on the recursive Celerity. However, I'm going from memory, so the RAW might say otherwise.
You can't use more than one immediate action unless you have m,ore than one swift action.

Immediate actions on your turn cost you a swift action.
Immediate acrions not on your turn: cost you next turn's swift action.
 

Isn't there a rule that says that you can only do as many immediate actions as you have AOO? Or is it just that immediate actions deplete your AOO for the round?

That would seem to put a limit on the recursive Celerity. However, I'm going from memory, so the RAW might say otherwise.

Recursion is above my pay grade, because that is my only Rule Zero: No recursion.

But my sense is that recursion is possible because Celerity gives you a standard action. That standard action can be used to do one thing, and weave another effect in (usually with "link power"-style feats).

But again, I'm not up on recursion because I've banned it.

best,

Carpe
 

It does though, it says, "Any individually targets spell has a 50% chancde to fail against you while you're Blinking unless your attacker can target invisible, etheral creatures".

There is no reason to type both words serperated by a comma if See invisible does both... is there?

Seeing and targeting are different. Only force effects and some special spells and abilities (say, spells modified by Transdimensional Spell metamagic feat, or Javelins made of force created by Gloves of Endless Javelins) can affect ethereal things, even if you can see it.
 


Less of a combo and more of a situational thing, but Wall of Force (or Forcecage) is a great way to stop a charging beastie. I've seen it used to kill a dragon that was doing Flyby Attacks (although the dragon's SR might have saved it, had it rolled better), and it's pretty darn devastating in a large-scale combat to stop charging cavalry.
 


It does though, it says, "Any individually targets spell has a 50% chancde to fail against you while you're Blinking unless your attacker can target invisible, etheral creatures".

There is no reason to type both words serperated by a comma if See invisible does both... is there?
Sure there is. Seeing them isn't the only requirement to target them. You also have to have something that can affect them. You can see an ethereal creature with See Invisibility but if you only have a non magical dagger, you get a 20% miss chance. Here is the relevant quote:
SRD 3.5 said:
If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.)
 

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