Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Sultans of Smack
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jeremy" data-source="post: 150481" data-attributes="member: 4036"><p><strong>Jack the Knife</strong></p><p>Originally posted by Carpe DM</p><p></p><p>The idea: by making a Rogue who can use a wand of monster summoning to flank or a scroll to gain improved invisibility, you turn all of your attacks into sneak attacks.</p><p></p><p>Required:</p><p></p><p>Feats:</p><p></p><p>Quick Draw (to get the knives out fast--you'll be throwing some)</p><p>Precise Shot</p><p>Rapid Shot</p><p>Weapon finesse: Dagger (so you can hit with those daggers while improving your initiative and AC...both of which are crucial for this tactic).</p><p>(nice) Improved Initiative</p><p>(later, at higher levels) Improved Two-weapon fighting</p><p></p><p>Skills:</p><p></p><p>Use Magic Device (for wands of monster summoning).</p><p></p><p>Items: </p><p></p><p>Wand of Monster Summoning</p><p>Boots of Speed</p><p>(preferably) Magical daggers (or if you can't get those, have your friendly cleric toss a greater magic weapon on one).</p><p></p><p>Classes:</p><p></p><p>1 ranger (so you can fight with two daggers)</p><p>Rogue (as many as you like)</p><p>Assassin (if you can get it)</p><p></p><p>Note: you can do this with any class that continues to gather sneak attack damage.</p><p></p><p>Ok, so the idea is simple: by taking 1 level of ranger (why anyone would take more than one is beyond me...what a terrible class) and the feats listed above, you are able to get a large number of attacks, either ranged or fighting with a dagger in each hand.</p><p></p><p>In the first round, throw as many daggers as you can. If you get surprise (and what rogue worth his salt can't?) do the following:</p><p></p><p>Surprise Rd: Haste (boots); (extra partial): throw dagger. Dagger gets (assuming Rogue 9, Ranger 1, Assassin 5) 8d6 sneak attack damage.</p><p></p><p>Rd 1: Hopefully you go first (since your dexterity is above 20 due to an empowered cat's grace, and you've got improved initiative, right?). If you do, then throw five daggers at a flatfooted target (4 due to rapid shot, 1 for the partial action). Each does 8d6 damage.</p><p></p><p>This is 40d6 in round 1.</p><p></p><p>If you don't go first, all is not lost. Use your partial action to either (1) use a scroll of improved invisibility or (2) use a wand of monster summoning to flank a creature. Then take your attacks as melee sneak attacks. Due to improved two-weapon fighting, you should get off five (three standard, two offhand) sneak attacks due to flanking. Each of these does 8d6; again, you do 40d6 in round one.</p><p></p><p>What makes this work is that if you summon your flanking creature on your turn, your opponent doesn't have a chance to take it out until you get your sneak attacks in. Sure, they kill your fiendish badger on their turn, but you summon another one. You get the picture.</p><p></p><p>Of course, if your opponents are incompetent enough to not be able to see invisible, then your best bet is to use improved invis (scroll) and rake them with thrown daggers. Also note that if the party has some way of stunning enemies (is there a monk in your party? See the Monk Smackdown listed here too. The Eyebite spell works great too here) you can simply wipe out anyone that is stunned. 40d6 goes a long, long way.</p><p></p><p>The usual method, though, is to haste up and throw an 8d6 shot in the surprise round, get the 40d6 sneak attacks ranged against flatfooted targets in the first round (by maxing out initiative bonuses so you can clock people who are still flatfooted), then monster summon / melee any remaining targets for 40d6 a round.</p><p></p><p>Variations:</p><p></p><p>Use a magical + mighty bow, and have a cleric throw greater magic weapon on the arrows. Let's assume a +3 mighty bow, and let's assume you're magicked up to have a +3 strength bonus. (Note that due to a recent sage advice ruling, you can use a mighty bow even if your strength doesn't currently match the mighty bonus on the bow). The Cleric can give you +4 arrows (cause he's 12th level). So you're looking at +10 damage per hit; at five arrows a round, you're doing 5d8 + 40d6 + 50, for a rough total (at 3.5 average for d6 and 4.5 for d8) of 22 + 140 + 50 per round.</p><p></p><p>This puts you at 212 points of damage a round, which gets you into the Smackdown Club...weaker tactics are turned away at the door.</p><p></p><p>Before someone goes off, I know you probably won't hit on all of those shots. That's true...but you were using Keen Edge on those arrows weren't you? (Official now...arrows can use it, 50 at a time). And you have improved critical, right? Which means criticals on 18-20, which somewhat offsets the occasional miss. Plus you're always at an advantage to hit: you're either invisible (+2 to hit, and they don't have their dex against you) or acting first (they don't have their dex against you) or flanking them (-2 to their armor class). And you have that phenomenal dexterity (our Rogue started with an 18 or so, raised it to 22 with 4 level increases, adds +4 from a cat's grace for a total of Dex 26 plus his base attack bonus plus bow bonus plus arrow bonus.) I think his attack bonuses work out somewhere around +30 for a first attack. He doesn't miss very often.</p><p></p><p>So, there you have it. On average, the rogue does 212 pts of damage on round one and each subsequent round.</p><p></p><p>Very best,</p><p></p><p>Carpe</p><p></p><p><em>Notes from CRGreathouse:</em></p><p><em></em></p><p><em>Analysis of Carpe's "Jack the Knife" Smackdown</em></p><p><em></em></p><p><em>Levels: Rgr1/Rog15/Assassin3</em></p><p><em></em></p><p><em>Race: elf</em></p><p><em></em></p><p><em>Feats: Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Precise Shot, Rapid Shot, Weapon Finesse (dagger), Weapon Focus (dagger)</em></p><p><em></em></p><p><em>Skill ranks: Disguise (4), Hide (8), Move Silently (8)</em></p><p><em></em></p><p><em>Equipment: boots of speed, 5 daggers</em></p><p><em></em></p><p><em>Outside help: 5 greater magic weapon @ caster level 16, 1 maximized cat’s grace @ caster level 9.</em></p><p><em></em></p><p><em>Ability scores: Str 14; Dex 18 + 2 (racial) + 4 (leveling) + 5 (cat’s grace) = 29</em></p><p><em>Initiative: +9 (Dex) + 4 (Improved Initiative) = +13</em></p><p><em></em></p><p><em>Attack bonus: +14 (base attack bonus) + 9 (Dex) + 1 (Weapon Focus) + 5 (greater magic weapon) = +29</em></p><p><em></em></p><p><em>Ranged attack routine: +27/+27/+27/+22/+17 (1d4+7*)</em></p><p><em></em></p><p><em>* +10d6 on a sneak attack</em></p><p><em></em></p><p><em>Average damage per hit with sneak attack: 44.5</em></p><p><em></em></p><p><em>Extra damage on a crit: 9.5</em></p><p><em></em></p><p><em>Vs. AC 25: average damage 198.5 without crits, 203.86 with crits</em></p></blockquote><p></p>
[QUOTE="Jeremy, post: 150481, member: 4036"] [b]Jack the Knife[/b] Originally posted by Carpe DM The idea: by making a Rogue who can use a wand of monster summoning to flank or a scroll to gain improved invisibility, you turn all of your attacks into sneak attacks. Required: Feats: Quick Draw (to get the knives out fast--you'll be throwing some) Precise Shot Rapid Shot Weapon finesse: Dagger (so you can hit with those daggers while improving your initiative and AC...both of which are crucial for this tactic). (nice) Improved Initiative (later, at higher levels) Improved Two-weapon fighting Skills: Use Magic Device (for wands of monster summoning). Items: Wand of Monster Summoning Boots of Speed (preferably) Magical daggers (or if you can't get those, have your friendly cleric toss a greater magic weapon on one). Classes: 1 ranger (so you can fight with two daggers) Rogue (as many as you like) Assassin (if you can get it) Note: you can do this with any class that continues to gather sneak attack damage. Ok, so the idea is simple: by taking 1 level of ranger (why anyone would take more than one is beyond me...what a terrible class) and the feats listed above, you are able to get a large number of attacks, either ranged or fighting with a dagger in each hand. In the first round, throw as many daggers as you can. If you get surprise (and what rogue worth his salt can't?) do the following: Surprise Rd: Haste (boots); (extra partial): throw dagger. Dagger gets (assuming Rogue 9, Ranger 1, Assassin 5) 8d6 sneak attack damage. Rd 1: Hopefully you go first (since your dexterity is above 20 due to an empowered cat's grace, and you've got improved initiative, right?). If you do, then throw five daggers at a flatfooted target (4 due to rapid shot, 1 for the partial action). Each does 8d6 damage. This is 40d6 in round 1. If you don't go first, all is not lost. Use your partial action to either (1) use a scroll of improved invisibility or (2) use a wand of monster summoning to flank a creature. Then take your attacks as melee sneak attacks. Due to improved two-weapon fighting, you should get off five (three standard, two offhand) sneak attacks due to flanking. Each of these does 8d6; again, you do 40d6 in round one. What makes this work is that if you summon your flanking creature on your turn, your opponent doesn't have a chance to take it out until you get your sneak attacks in. Sure, they kill your fiendish badger on their turn, but you summon another one. You get the picture. Of course, if your opponents are incompetent enough to not be able to see invisible, then your best bet is to use improved invis (scroll) and rake them with thrown daggers. Also note that if the party has some way of stunning enemies (is there a monk in your party? See the Monk Smackdown listed here too. The Eyebite spell works great too here) you can simply wipe out anyone that is stunned. 40d6 goes a long, long way. The usual method, though, is to haste up and throw an 8d6 shot in the surprise round, get the 40d6 sneak attacks ranged against flatfooted targets in the first round (by maxing out initiative bonuses so you can clock people who are still flatfooted), then monster summon / melee any remaining targets for 40d6 a round. Variations: Use a magical + mighty bow, and have a cleric throw greater magic weapon on the arrows. Let's assume a +3 mighty bow, and let's assume you're magicked up to have a +3 strength bonus. (Note that due to a recent sage advice ruling, you can use a mighty bow even if your strength doesn't currently match the mighty bonus on the bow). The Cleric can give you +4 arrows (cause he's 12th level). So you're looking at +10 damage per hit; at five arrows a round, you're doing 5d8 + 40d6 + 50, for a rough total (at 3.5 average for d6 and 4.5 for d8) of 22 + 140 + 50 per round. This puts you at 212 points of damage a round, which gets you into the Smackdown Club...weaker tactics are turned away at the door. Before someone goes off, I know you probably won't hit on all of those shots. That's true...but you were using Keen Edge on those arrows weren't you? (Official now...arrows can use it, 50 at a time). And you have improved critical, right? Which means criticals on 18-20, which somewhat offsets the occasional miss. Plus you're always at an advantage to hit: you're either invisible (+2 to hit, and they don't have their dex against you) or acting first (they don't have their dex against you) or flanking them (-2 to their armor class). And you have that phenomenal dexterity (our Rogue started with an 18 or so, raised it to 22 with 4 level increases, adds +4 from a cat's grace for a total of Dex 26 plus his base attack bonus plus bow bonus plus arrow bonus.) I think his attack bonuses work out somewhere around +30 for a first attack. He doesn't miss very often. So, there you have it. On average, the rogue does 212 pts of damage on round one and each subsequent round. Very best, Carpe [i]Notes from CRGreathouse: Analysis of Carpe's "Jack the Knife" Smackdown Levels: Rgr1/Rog15/Assassin3 Race: elf Feats: Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Precise Shot, Rapid Shot, Weapon Finesse (dagger), Weapon Focus (dagger) Skill ranks: Disguise (4), Hide (8), Move Silently (8) Equipment: boots of speed, 5 daggers Outside help: 5 greater magic weapon @ caster level 16, 1 maximized cat’s grace @ caster level 9. Ability scores: Str 14; Dex 18 + 2 (racial) + 4 (leveling) + 5 (cat’s grace) = 29 Initiative: +9 (Dex) + 4 (Improved Initiative) = +13 Attack bonus: +14 (base attack bonus) + 9 (Dex) + 1 (Weapon Focus) + 5 (greater magic weapon) = +29 Ranged attack routine: +27/+27/+27/+22/+17 (1d4+7*) * +10d6 on a sneak attack Average damage per hit with sneak attack: 44.5 Extra damage on a crit: 9.5 Vs. AC 25: average damage 198.5 without crits, 203.86 with crits[/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sultans of Smack
Top