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Swordsage with a little bit of Scout
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<blockquote data-quote="Storme" data-source="post: 4037579" data-attributes="member: 56172"><p>Okay...I just created a character for a high level campaign and I looked at the numbers and was kinda shocked. The results were quite accidental, so I wanted to run this by you geniuses to get your input.</p><p></p><p>Is it clever, or crazy?</p><p></p><p>Level 1 Scout (1d6 skirmish, trapfinding)</p><p>Level 10 swordsage (manuevers and stances, some uncanny dodge, etc).</p><p>Level 5 Assassin (evasion, and just to meet the image...Death Attack in 3.5 is utterly useless).</p><p></p><p>Skill Tricks (Complete Scoundral): </p><p>Spot the Weak Point: Standard action DC=target AC, next attack is touch attack</p><p>Acrobatic Backstab: Tumble check thru enemy space renders it flat-footed next attack</p><p>Timely Misdirection: Successful feint allows you to avoid attacks of opportunity.</p><p></p><p>Feats of note (Human with two flaws allowable by DM):</p><p>Murky Eyed[flaw]: roll vs concealment x2, take lower roll</p><p>Shaky[flaw]: –2 ranged attack</p><p>Martial Stance: +1 Martial Stance</p><p>Robilar’s Gambit (PH2 73): Foe gets +4 hit/damage but attacks provoke AoO</p><p>Acrobatic Strike: +4 on next AoO tumbled past.</p><p>Power Critical (katana) (CS): +4 to confirm Critical Hit</p><p>Improved Critical: Double Threat Range</p><p>Combat Reflexes: 6 attacks of opportunity per round</p><p>Cunning Evasion: May 5’ step and attempt to hide on save</p><p>Adaptive Style: Change readied maneuvers as a full round action</p><p>Improved Skirmish (CS): Move 20’ for +2d6 skirmish & +2 AC</p><p>Desert Fire: +1d6 to Desert Wind strike if move 10’</p><p> </p><p>Gear:</p><p>+6 Gauntlets of Dexterity (making dex 26, +8 modifier)/ADDED (per Magic Item Compendium Rules) Shadow Hand Gloves (adds Five-Shadow Creeping Ice Enervation Strike manuever: +15d6, roll for freeze spread)</p><p>+6 Belt of Giant Strength (making str 24, +7 modifier)</p><p>+1 flaming sword with flaming surge and sudden stun (+1d6, or +4d6 2/day), and a chance to stun each attack.</p><p>Bracers of Armor Class +8.</p><p>Ring of Protection +5</p><p>Amulet of Natural Armor +4</p><p>Boots of Striding and Springing: +10 move, +5 jump.</p><p></p><p></p><p>Okay...it was fun writing it up...thinking about his personality and image. The DM approved the feats, skill tricks, classes and items..then I ran the numbers!</p><p></p><p>AC 38, or 40 if he moves 20 feet in a round (improved skirmish)</p><p></p><p>If he attacks from Hide and Move Silently and moves at least 20 feet (his max movement sneaking), and has Assassins Strike maneuver, and uses Five-Shadow Creeping Ice Enervation Strike, he does the following damage.</p><p></p><p>1d10 +8 katana</p><p>+1d6 flaming</p><p>+3d6 flaming surge</p><p>+1d6 skirmish</p><p>+2d6 improved skirmish</p><p>+3d6 sneak attack</p><p>+2d6 sneak attack from Assassins Strike</p><p>+15d6 5-Shadow Creeping Ice Enervating strike (then rolls a d20 to determine creeping ice effect)</p><p>Total: 37d6 +1d 10 +8 first strike!!!!!</p><p></p><p>In subsequent rounds he can either keep moving (he has a total tumble skill of 24 and Timely Misdirection skill trick...no problem), he can continue using the skirmish and improved skirmish damage (+3d6), and he has Acrobatic Backstab, as well as Island of Blades maneuver if he wants (which automatically makes you and an adjacent ally flanking one or more targets), he will get his +5d6 sneak attack damage, and he has several other strike maneuvers that do 4d6 (from Stone Dragon and Desert Wind), and one from Shadow Hand that does 6d6.</p><p></p><p>This means 16 to 18d6 per round of attacks. Let alone mauling some poor sap if I get attacks of opportunity, or (GOD FORBID), I use Robilar’s Gambit (PH2 73) and tear a badguy with multiple attacks to tiny little bits!</p><p></p><p>This damage output is amazing! I'm wondering if the DM is going to pop a blood vessel when he sees this! I stumbled upon this particularly nasty combination of features and equipment, and am wondering if I'm Mr. Bad Player now?</p><p></p><p>Do you think this is all kosher, or should I make serious changes before running it by the DM? Game is on Thursday (tomorrow).</p><p></p><p></p><p>Storme</p></blockquote><p></p>
[QUOTE="Storme, post: 4037579, member: 56172"] Okay...I just created a character for a high level campaign and I looked at the numbers and was kinda shocked. The results were quite accidental, so I wanted to run this by you geniuses to get your input. Is it clever, or crazy? Level 1 Scout (1d6 skirmish, trapfinding) Level 10 swordsage (manuevers and stances, some uncanny dodge, etc). Level 5 Assassin (evasion, and just to meet the image...Death Attack in 3.5 is utterly useless). Skill Tricks (Complete Scoundral): Spot the Weak Point: Standard action DC=target AC, next attack is touch attack Acrobatic Backstab: Tumble check thru enemy space renders it flat-footed next attack Timely Misdirection: Successful feint allows you to avoid attacks of opportunity. Feats of note (Human with two flaws allowable by DM): Murky Eyed[flaw]: roll vs concealment x2, take lower roll Shaky[flaw]: –2 ranged attack Martial Stance: +1 Martial Stance Robilar’s Gambit (PH2 73): Foe gets +4 hit/damage but attacks provoke AoO Acrobatic Strike: +4 on next AoO tumbled past. Power Critical (katana) (CS): +4 to confirm Critical Hit Improved Critical: Double Threat Range Combat Reflexes: 6 attacks of opportunity per round Cunning Evasion: May 5’ step and attempt to hide on save Adaptive Style: Change readied maneuvers as a full round action Improved Skirmish (CS): Move 20’ for +2d6 skirmish & +2 AC Desert Fire: +1d6 to Desert Wind strike if move 10’ Gear: +6 Gauntlets of Dexterity (making dex 26, +8 modifier)/ADDED (per Magic Item Compendium Rules) Shadow Hand Gloves (adds Five-Shadow Creeping Ice Enervation Strike manuever: +15d6, roll for freeze spread) +6 Belt of Giant Strength (making str 24, +7 modifier) +1 flaming sword with flaming surge and sudden stun (+1d6, or +4d6 2/day), and a chance to stun each attack. Bracers of Armor Class +8. Ring of Protection +5 Amulet of Natural Armor +4 Boots of Striding and Springing: +10 move, +5 jump. Okay...it was fun writing it up...thinking about his personality and image. The DM approved the feats, skill tricks, classes and items..then I ran the numbers! AC 38, or 40 if he moves 20 feet in a round (improved skirmish) If he attacks from Hide and Move Silently and moves at least 20 feet (his max movement sneaking), and has Assassins Strike maneuver, and uses Five-Shadow Creeping Ice Enervation Strike, he does the following damage. 1d10 +8 katana +1d6 flaming +3d6 flaming surge +1d6 skirmish +2d6 improved skirmish +3d6 sneak attack +2d6 sneak attack from Assassins Strike +15d6 5-Shadow Creeping Ice Enervating strike (then rolls a d20 to determine creeping ice effect) Total: 37d6 +1d 10 +8 first strike!!!!! In subsequent rounds he can either keep moving (he has a total tumble skill of 24 and Timely Misdirection skill trick...no problem), he can continue using the skirmish and improved skirmish damage (+3d6), and he has Acrobatic Backstab, as well as Island of Blades maneuver if he wants (which automatically makes you and an adjacent ally flanking one or more targets), he will get his +5d6 sneak attack damage, and he has several other strike maneuvers that do 4d6 (from Stone Dragon and Desert Wind), and one from Shadow Hand that does 6d6. This means 16 to 18d6 per round of attacks. Let alone mauling some poor sap if I get attacks of opportunity, or (GOD FORBID), I use Robilar’s Gambit (PH2 73) and tear a badguy with multiple attacks to tiny little bits! This damage output is amazing! I'm wondering if the DM is going to pop a blood vessel when he sees this! I stumbled upon this particularly nasty combination of features and equipment, and am wondering if I'm Mr. Bad Player now? Do you think this is all kosher, or should I make serious changes before running it by the DM? Game is on Thursday (tomorrow). Storme [/QUOTE]
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