Twin-Strike Avenger?

Iron Sky

Procedurally Generated
Edit: Radiant Servant Twin-Strike Avenger = lose compared to the Daggavenger (see 4th post below).
 
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Edit: Just thought I'd play around with the Daggermaster version with some different feats thrown around: Twin Strike: two attacks, vicious dagger: +15 to hit, 18-20 crit range, 1d4 + 9 damage (+3d12 + 1d10 + 1d6 fire damage on crit).

Hmm..
+15 to hit with 4+9 + 3d12+1d10+1d6 on a crit is not bad (18-65 on a crit)

but

I got
+15, 4+3, +3d6+24+1d10(maxed Sneak off of wraith blade on crit) which is 35-59 damage on a crit

The potential 6 more damage per round doesn't really offset the obscene minimum damage on a crit, and then at level 12 you can snag 2-weapon opening for more cheese :)

Also, didn't realize until just now you can retrain heroic feat slots to paragon feats! very cool :)

Here is the level 11 build:

====== Created Using Wizards of the Coast D&DI Character Builder ======
Varek the Hunter, level 11
Half-Elf, Avenger, Daggermaster
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Background: Cormyr (General)

FINAL ABILITY SCORES
Str 18, Con 13, Dex 15, Int 11, Wis 19, Cha 11.

Starting Ability Scores
Str 15, Con 10, Dex 13, Int 10, Wis 17, Cha 8.


AC: 25 Fort: 22 Reflex: 21 Will: 22
HP: 87 Surges: 8 Surge Value: 21

TRAINED SKILLS
Religion, Stealth, Athletics, Perception, Thievery.

FEATS
1: Sneak of Shadows
2: Improved Armor of Faith
4: Two-Weapon Fighting
6: Swift Blade Style (retrained to Devastating Critical at Level 11)
8: Two-Weapon Defense
10: Weapon Expertise (Light Blade)
11: Versatile Master

POWERS
1, At-Will: Bond of Pursuit
1, At-Will: Overwhelming Strike
1, At-Will: Twin Strike
1, Encounter: Angelic Alacrity
1, Daily: Aspect of Might
2, Utility: Refocus Enmity
3, Encounter: Deflecting Thunder
5, Daily: Executioner's Cloak
6, Utility: Aspect of Agility
7, Encounter: Blade Step
9, Daily: Enduring Strike
10, Utility: River of Life

ITEMS
Wraithblade Dagger +2 (2), Iron Armbands of Power (heroic tier), Cloak of the Walking Wounded +2 (2), Robe of Eyes Cloth Armor (Basic Clothing) +2, Backpack (empty), Bedroll, Climber's Kit, Everburning Torch, Flint and Steel, Oil (1 pint) (2), Rations, Trail (5), Tent, Thieves' Tools, Rope, Silk (50 ft.), Waterskin, Pouch, Belt (empty)
====== Created Using Wizards of the Coast D&DI Character Builder ======


7+24+18+10=31+28=59
 

My attack bonus should have been +13/12, 1d4+11/10 for main/off hand with +3/+2 vicious.

Sneak attack is 3d6 at paragon unless you get the feat that you didn't get, so it should be +18 not +24 damage in there, but it also didn't add in all your bonuses, so 31-55 damage for you on a crit.

Edit: Double checked the builds and found many errors in my numbers... maybe I'll do the statistics later
 
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The Daggavenger is pretty sweet, after playing around with it for a bit.


Level 14 Daggavenger
Twin Strike vs Oath Target:
+16/+15 vs AC, each rolled twice.
1d4+12/1d4+10 damage (15/13 average damage)
4d6 + 34/3d6 + 32 on a crit (48 / 43 average damage).
Also, if the main hand crits, an off-hand melee basic attack is made.


Off-hand Basic attack:
+15 vs AC, rolled twice
1d4+14 damage (17 average damage)
3d6 + 36 on a crit (47 average damage)


According to my math, the crit chance is roughly 28% per attack, assuming the monster's AC is lower than 34-5. So, a bit more than 1 crit every two rounds on average.


Vs a standard level 14 monster (26 AC):
Main Hand%/Off-hand or Off-hand basic%
Miss %: 20%/25%
Normal Hit %: 52%/47%
Crit %: 28%


Main hand/off-hand/off-hand basic
Average damage on hit: 15/13/17
Average damage on a crit: 48 + 21(basic attack) / 43 / 47


Average damage per attack: 27/18 = 45 average damage per round.
With CA, damage goes up to about 50 average damage.


Max damage w/one use of Twin-Strike: 58(MH) + 54(BA) + 50 (OH) = 162


With Power Attack 'off', average damage per round drops 4 in this scenario. Based off some rough math, Power Attack will still be worth leaving on up until about the point where you're missing on a 16-17. If you're only hitting with crits, turn it off for sure.


With Meditation of the Blade Active, dagger dice increase to d6. If Frost gauntlets are activated after a milestone, all attacks do +2 damage. With Aspect of Might active, all attacks do +2 damage. With all three active, average damage per hit increases 5, crit damage increases 6 per attack. Average damage per round increases to about 57. Max damage per round increases to 174.


Also, once per encounter when he has CA, the Daggavenger can use Sneak Attack on a regular hit (not crits since Wraithblade adds Sneak Attack to crits already) adding +3d6 damage. Lastly, once per encounter, the Daggavenger can activate Critical Opportunity after critting, for another attack (+14 to hit, 3d4+14 damage, average damage per attack 29, max 120).


In the Solo Boss battle situation in which these are included, assuming the Daggavenger has CA (which counter-balances the average Solo's increased defenses), the Alpha Strike from Twin-Strike/AP Twin-Strike/Critical Opportunity + Sneak attack gets pretty crazy. In the range of 154 average damage (max 444 with 8 crits).


If you don't mind losing 4 points of AC, you can also ditch the two defensive feats I gave him (Improved Armor of Faith, Leather armor Prof). Those 4 points of AC are traded for Devastating Critical (+1d10 damage on a crit) which adds about 6 average damage per crit, 4 average damage per round, and increases max crit damage by 10 and Swift Blade Style (+2 damage per attack with Twin-Strike if both hit) adding about 2-3 average damage per round.


With these two feats removed, average damage per round goes up to about 51(57 with CA) and max damage goes up to 196. In the Solo Boss battle, average damage goes up to about 178 while max damage goes up to 532.


Here's the most relevant bits of the level 14 character (14 since we're just about to hit it in our campaign).

====== Created Using Wizards of the Coast D&DI Character Builder======
Daggavenger, level 14
Half-Elf, Avenger, Daggermaster
Avenger's Censure: Censure of Pursuit


FINAL ABILITY SCORES
Str 19, Con 13, Dex 15, Int 11, Wis 20, Cha 11.

Starting Ability Scores
Str 15, Con 10, Dex 13, Int 10, Wis 17, Cha 8.


AC: 29 Fort: 25 Reflex: 24 Will: 26
HP: 105 Surges: 8 Surge Value: 26

TRAINED SKILLS
Religion, Athletics, Heal, Perception, Thievery.

FEATS
2: (retrained to Versatile Master at Level 11)
4: Power Attack
6: (retrained to Weapon Expertise (Light Blade) at Level 10)
10: Sneak of Shadows
11: Weapon Focus (Light Blade)
12: Two-Weapon Fighting
14: Two-Weapon Opening

POWERS
1, At-Will: Twin Strike
1, Daily: Aspect of Might

ITEMS
Wraithblade Dagger +2, Iron Armbands of Power (heroic tier), Wraithblade Dagger +3, Flame Bracers (heroic tier), Frost Gauntlets (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder======
 
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